Stride (formerly Xenko), a free and open-source cross-platform C# game engine.
This report presents the forensic synthetic code analysis of stride3d/stride, a C# project with 7,709 GitHub stars. SynthScan v2.0 examined 939,998 lines of code across 6891 source files, recording 5711 pattern matches distributed across 18 syntactic categories. The overall adjusted score of 6.6 places this repository in the Low AI signal band.
The scanner applied 160+ deterministic lexical heuristics, multi-line block detectors, abstract syntax tree depth profilers, and a cross-file Jaccard similarity matrix to construct a statistically normalised synthetic code estimate. All matches are individually weighted by severity coefficient and contextual multiplier before summation, and the resulting headline score is temporally discounted to account for the repository's development history relative to the commercial emergence of large language model coding tooling (November 2022 onward).
Longitudinal tracking requires multiple scan runs. Once this repository is re-scanned after new commits land, this chart will visualise how the synthetic code signal evolves over time — enabling you to detect whether AI authorship is growing, stabilising, or being actively corrected by human engineers.
Classifies detected patterns by their diagnostic confidence and structural impact. CRITICAL patterns (coefficient 10) represent definitive synthetic signatures — hallucinated imports, explicit LLM attribution metadata — virtually never produced by human authors. HIGH (5) indicates strong structural tells such as cross-file repetition or cross-linguistic idioms. MEDIUM (2) covers recognisable conversational padding and AI-specific vocabulary. LOW (1) captures subtle indicators like tautological comments and generic boilerplate that require density to carry independent signal.
This horizontal bar chart decomposes the repository's raw synthetic code score by top-level directory, allowing you to pinpoint precisely which modules or components carry the highest AI authorship density. Directories with disproportionately high scores relative to their size warrant targeted manual review: concentrated AI signatures often trace back to mass-generated configuration layers, auto-ported test suites, LLM-scaffolded boilerplate classes, or entire subsystems authored under heavy copilot assistance. Use this view to prioritise your human code-review effort.
The scanner identified 5711 distinct pattern matches across 18 syntactic categories. Each entry below represents a discrete location in the source code where the engine recorded a statistically significant AI authorship indicator. Expand any category row to inspect the individual file paths, line numbers, code snippets, and the lexical context (CODE, COMMENT, or STRING) in which each match was detected.
Reading the findings table: The Severity column indicates the diagnostic confidence level (CRITICAL / HIGH / MEDIUM / LOW). The Context column identifies whether the match occurred inside executable code, an inline comment, or a string literal — comment-context matches receive a ×1.5 weight because LLMs systematically over-annotate. The ⚡ bolt icon marks clustered matches: three or more patterns within a 10-line window, each receiving an additional ×1.5 density multiplier as dense clusters constitute far stronger evidence of synthetic authorship than isolated hits.
| Severity | File | Line | Snippet | Context |
|---|---|---|---|---|
| LOW | …er/Stride.Packaging.Tests/AssetPluginPackagingTests.cs | 1 | // Copyright (c) .NET Foundation and Contributors (https://dotnetfoundation.org/ & https://stride3d.net) | COMMENT |
| LOW | …nduser/Stride.Samples.Tests/Runner/ScreenshotRunner.cs | 61 | } | COMMENT |
| LOW | tests/android/stride_android_emu_helper_layer/layer.c | 1 | // Host-side Vulkan layer for running the Android emulator with the Stride NuGet | COMMENT |
| LOW | …s/ParticlesSample/ParticlesSample.Game/GameProfiler.cs | 21 | /// <summary> | COMMENT |
| LOW | …rticlesSample.Game/Materials/ParticleCustomMaterial.cs | 61 | /// <see cref="IComputeColor"/> allows several channels to be blended together, including textures, vertex strea | COMMENT |
| LOW | …ThirdPersonPlatformer.Game/Camera/ThirdPersonCamera.cs | 21 | /// Minimum camera distance from the target | COMMENT |
| LOW | …ThirdPersonPlatformer.Game/Camera/ThirdPersonCamera.cs | 41 | /// Maximum camera distance from the target | COMMENT |
| LOW | …DownRPG/TopDownRPG/TopDownRPG.Game/Core/ClickResult.cs | 21 | /// <summary> | COMMENT |
| LOW | …irstPersonShooter/FirstPersonShooter.Game/FpsCamera.cs | 21 | COMMENT | |
| LOW | .github/workflows/dep-vhacd.yml | 1 | name: "Dep: Build VHACD" | COMMENT |
| LOW | .github/workflows/dep-moltenvk.yml | 1 | name: "Dep: Build MoltenVK" | COMMENT |
| LOW | .github/workflows/dep-celt.yml | 1 | name: "Dep: Build Celt" | COMMENT |
| LOW | .github/workflows/dep-nativepath.yml | 1 | name: "Dep: Build NativePath" | COMMENT |
| LOW | .github/workflows/dep-bullet.yml | 1 | name: "Dep: Build Bullet" | COMMENT |
| LOW | .github/workflows/test-android-game.yml | 261 | arch: x86_64 | COMMENT |
| LOW | .github/workflows/dep-spirv-tools.yml | 1 | name: "Dep: Build & Deploy SPIRV-Tools" | COMMENT |
| LOW | .github/workflows/dep-astcenc.yml | 1 | name: "Dep: Build astcenc" | COMMENT |
| LOW | .github/workflows/dep-dxtwrapper.yml | 1 | name: "Dep: Build directxtex" | COMMENT |
| LOW | .github/workflows/test-gold-gen.yml | 1 | name: Test Gold Generation | COMMENT |
| LOW | .github/workflows/dep-ffmpeg.yml | 1 | name: "Dep: Build & Deploy FFmpeg" | COMMENT |
| LOW | .github/workflows/dep-msdfgen.yml | 1 | name: "Dep: Build msdfgen" | COMMENT |
| LOW | .github/workflows/dep-lavapipe.yml | 1 | name: "Dep: Build & Deploy Lavapipe" | COMMENT |
| LOW | .github/workflows/release-deploy.yml | 1 | name: Release Deploy | COMMENT |
| LOW | .github/workflows/pr-label-suites.yml | 1 | name: PR Label Suites | COMMENT |
| LOW | …s/Stride.Metrics.ServerApp/Migrations/Configuration.cs | 21 | // This method will be called after migrating to the latest version. | COMMENT |
| LOW | …/Stride.Metrics.ServerApp/Content/bootstrap/forms.less | 101 | // input[type="password"] | COMMENT |
| LOW | …/Stride.Metrics.ServerApp/Content/bootstrap/forms.less | 161 | // | COMMENT |
| LOW | …/Stride.Metrics.ServerApp/Content/bootstrap/forms.less | 421 | margin-bottom: 10px; | COMMENT |
| LOW | ….ServerApp/Content/bootstrap/responsive-utilities.less | 1 | // | COMMENT |
| LOW | …Metrics.ServerApp/Content/bootstrap/button-groups.less | 221 | // Checkbox and radio options | COMMENT |
| LOW | …ide.Metrics.ServerApp/Content/bootstrap/variables.less | 661 | //== List group | COMMENT |
| LOW | ….Metrics.ServerApp/Content/bootstrap/mixins/forms.less | 41 | COMMENT | |
| LOW | …trics.ServerApp/Content/bootstrap/mixins/clearfix.less | 1 | // Clearfix | COMMENT |
| LOW | …erverApp/Content/bootstrap/mixins/vendor-prefixes.less | 1 | // Vendor Prefixes | COMMENT |
| LOW | …etrics/Stride.Metrics.ServerApp/Models/MetricMarker.cs | 21 | /// </summary> | COMMENT |
| LOW | …s/Stride.Metrics.ServerApp/Models/MetricMarkerGroup.cs | 1 | using System.ComponentModel.DataAnnotations; | COMMENT |
| LOW | …metrics/Stride.Metrics.ServerApp/Models/MetricEvent.cs | 21 | /// Gets or sets the timestamp the metric was issued. | COMMENT |
| LOW | …metrics/Stride.Metrics.ServerApp/Models/MetricEvent.cs | 41 | /// <summary> | COMMENT |
| LOW | …metrics/Stride.Metrics.ServerApp/Models/MetricEvent.cs | 61 | COMMENT | |
| LOW | …cs/Stride.Metrics.ServerApp/Properties/AssemblyInfo.cs | 21 | COMMENT | |
| LOW | …rces/metrics/Stride.Metrics.ServerApp/Scripts/Chart.js | 1161 | COMMENT | |
| LOW | …trics/Stride.Metrics.ServerApp/Scripts/jquery-2.1.4.js | 1161 | // matchesSelector(:active) reports false when true (IE9/Opera 11.5) | COMMENT |
| LOW | …trics/Stride.Metrics.ServerApp/Scripts/jquery-2.1.4.js | 3621 | return key === undefined ? | COMMENT |
| LOW | …trics.ServerApp/Scripts/jquery.validate.unobtrusive.js | 261 | /// <param name="adapterName" type="String">The name of the adapter to be added. This matches the name used | COMMENT |
| LOW | …trics.ServerApp/Scripts/jquery.validate.unobtrusive.js | 281 | /// in the data-val-nnnn HTML attribute (where nnnn is the adapter name).</param> | COMMENT |
| LOW | …ide.Metrics.ServerApp/Scripts/jquery.validate-vsdoc.js | 21 | * | COMMENT |
| LOW | …ide.Metrics.ServerApp/Scripts/jquery.validate-vsdoc.js | 221 | COMMENT | |
| LOW | …ide.Metrics.ServerApp/Scripts/jquery.validate-vsdoc.js | 1001 | /// identifier), a javascript based function and a default string message. | COMMENT |
| LOW | …rics/Stride.Metrics.ServerApp/Scripts/angular-touch.js | 261 | // Why tap events? | COMMENT |
| LOW | …rics/Stride.Metrics.ServerApp/Scripts/angular-touch.js | 281 | // - preventGhostClick() removes the allowable region the global touchstart created. | COMMENT |
| LOW | …Metrics.ServerApp/Scripts/jquery-2.1.4.intellisense.js | 1 | intellisense.annotate(jQuery, { | COMMENT |
| LOW | …Metrics.ServerApp/Scripts/jquery-2.1.4.intellisense.js | 21 | }, | COMMENT |
| LOW | …Metrics.ServerApp/Scripts/jquery-2.1.4.intellisense.js | 41 | /// <returns type="PlainObject" /> | COMMENT |
| LOW | …Metrics.ServerApp/Scripts/jquery-2.1.4.intellisense.js | 61 | }, | COMMENT |
| LOW | …Metrics.ServerApp/Scripts/jquery-2.1.4.intellisense.js | 81 | /// <summary>A constructor function that returns a chainable utility object with methods to register multiple call | COMMENT |
| LOW | …Metrics.ServerApp/Scripts/jquery-2.1.4.intellisense.js | 101 | 'error': function() { | COMMENT |
| LOW | …Metrics.ServerApp/Scripts/jquery-2.1.4.intellisense.js | 121 | /// <returns type="Object" /> | COMMENT |
| LOW | …Metrics.ServerApp/Scripts/jquery-2.1.4.intellisense.js | 141 | 'getJSON': function() { | COMMENT |
| LOW | …Metrics.ServerApp/Scripts/jquery-2.1.4.intellisense.js | 161 | /// <param name="code" type="String">The JavaScript code to execute.</param> | COMMENT |
| LOW | …Metrics.ServerApp/Scripts/jquery-2.1.4.intellisense.js | 181 | /// <signature> | COMMENT |
| 5452 more matches not shown… | ||||
| Severity | File | Line | Snippet | Context |
|---|---|---|---|---|
| CRITICAL | …es/TopDownRPG/TopDownRPG/TopDownRPG.Game/Core/Utils.cs | 37 | script.SceneSystem.SceneInstance.RootScene.Entities.Add(prefabEntity); | CODE |
| CRITICAL | …es/TopDownRPG/TopDownRPG/TopDownRPG.Game/Core/Utils.cs | 71 | script.SceneSystem.SceneInstance.RootScene.Entities.Add(prefabEntity); | CODE |
| CRITICAL | …es/TopDownRPG/TopDownRPG/TopDownRPG.Game/Core/Utils.cs | 92 | script.SceneSystem.SceneInstance.RootScene.Entities.Remove(clonedEntity); | CODE |
| CRITICAL | …trics/Stride.Metrics.ServerApp/Scripts/jquery-2.1.4.js | 7056 | jQuery.each( jQuery.expr.match.bool.source.match( /\w+/g ), function( i, name ) { | CODE |
| CRITICAL | …s/Stride.Metrics.ServerApp/Scripts/jquery-2.1.4.min.js | 4 | void 0===c?d&&"get"in d&&null!==(e=d.get(a,b))?e:(e=n.find.attr(a,b),null==e?void 0:e):null!==c?d&&"set"in d&&void 0!==( | CODE |
| CRITICAL | …e/Stride.Core.AssemblyProcessor/DispatcherProcessor.cs | 74 | interlockedIncrementMethod.Parameters.Add(new ParameterDefinition("", ParameterAttributes.None, context.Assembly | CODE |
| CRITICAL | …e/Stride.Core.AssemblyProcessor/DispatcherProcessor.cs | 78 | interlockedDecrementMethod.Parameters.Add(new ParameterDefinition("", ParameterAttributes.None, context.Assembly | CODE |
| CRITICAL | sources/core/Stride.Core.Tests/TestSerialization.cs | 94 | var bformatter = new System.Runtime.Serialization.Formatters.Binary.BinaryFormatter(); | CODE |
| CRITICAL | …rces/shaders/Stride.Shaders.Parsers/Spirv/Tools/Dis.cs | 13 | [assembly: DebuggerDisplay("{Stride.Shaders.Spirv.Tools.SpirvBufferExtensions.GetDebuggerDisplay(this)}", Target = typeo | CODE |
| CRITICAL | …ics.Tests/SendCollisionEndedWhenEntityIsRemovedTest.cs | 25 | var cube = game.SceneSystem.SceneInstance.RootScene.Entities.First(ent => ent.Name == "Cube"); | CODE |
| CRITICAL | …ics.Tests/SendCollisionEndedWhenEntityIsRemovedTest.cs | 26 | var sphere = game.SceneSystem.SceneInstance.RootScene.Entities.First(ent => ent.Name == "Sphere"); | CODE |
| CRITICAL | …ics.Tests/SendCollisionEndedWhenEntityIsRemovedTest.cs | 65 | var cube = game.SceneSystem.SceneInstance.RootScene.Entities.First(ent => ent.Name == "Cube"); | CODE |
| CRITICAL | …ics.Tests/SendCollisionEndedWhenEntityIsRemovedTest.cs | 66 | var sphere = game.SceneSystem.SceneInstance.RootScene.Entities.First(ent => ent.Name == "Sphere"); | CODE |
| CRITICAL | sources/engine/Stride.Physics.Tests/CharacterTest.cs | 57 | var character = game.SceneSystem.SceneInstance.RootScene.Entities.First(ent => ent.Name == "Character"); | CODE |
| CRITICAL | sources/engine/Stride.Physics.Tests/CharacterTest.cs | 117 | var collider = game.SceneSystem.SceneInstance.RootScene.Entities.First(ent => ent.Name == "Collider").Ge | CODE |
| CRITICAL | …rces/engine/Stride.Physics.Tests/ColliderShapesTest.cs | 56 | var simulation = game.SceneSystem.SceneInstance.RootScene.Entities.First(ent => ent.Name == "Simulation" | CODE |
| CRITICAL | …rces/engine/Stride.Physics.Tests/ColliderShapesTest.cs | 60 | var cube = game.SceneSystem.SceneInstance.RootScene.Entities.First(ent => ent.Name == "CubePrefab1"); | CODE |
| CRITICAL | …rces/engine/Stride.Physics.Tests/ColliderShapesTest.cs | 90 | var cylinder = game.SceneSystem.SceneInstance.RootScene.Entities.First(ent => ent.Name == "CylinderPrefa | CODE |
| CRITICAL | …rces/engine/Stride.Physics.Tests/ColliderShapesTest.cs | 120 | var capsule = game.SceneSystem.SceneInstance.RootScene.Entities.First(ent => ent.Name == "CapsulePrefab1 | CODE |
| CRITICAL | …rces/engine/Stride.Physics.Tests/ColliderShapesTest.cs | 150 | var cone = game.SceneSystem.SceneInstance.RootScene.Entities.First(ent => ent.Name == "ConePrefab1"); | CODE |
| CRITICAL | …rces/engine/Stride.Physics.Tests/ColliderShapesTest.cs | 180 | var compound1 = game.SceneSystem.SceneInstance.RootScene.Entities.First(ent => ent.Name == "Compound1"); | CODE |
| CRITICAL | …rces/engine/Stride.Physics.Tests/ColliderShapesTest.cs | 265 | var simulation = game.SceneSystem.SceneInstance.RootScene.Entities.First(ent => ent.Name == "Simulation" | CODE |
| CRITICAL | …rces/engine/Stride.Physics.Tests/ColliderShapesTest.cs | 266 | var cube = game.SceneSystem.SceneInstance.RootScene.Entities.First(ent => ent.Name == "CubePrefab1"); | CODE |
| CRITICAL | sources/engine/Stride.Physics.Tests/SkinnedTest.cs | 57 | var character = game.SceneSystem.SceneInstance.RootScene.Entities.First(ent => ent.Name == "Model"); | CODE |
| CRITICAL | …ces/engine/Stride.Graphics.Tests/TestModelComponent.cs | 39 | game.SceneSystem.SceneInstance.RootScene.Entities.Add(entity); | CODE |
| CRITICAL | sources/engine/Stride.Graphics/SDL/Window.cs | 581 | DropFileActions?.Invoke(Silk.NET.Core.Native.SilkMarshal.PtrToString((IntPtr)e.Drop.File, Silk.NET.C | CODE |
| CRITICAL | …ine/Stride.Graphics.Regression/Web/jquery-2.1.0.min.js | 3 | while(c--)d=g[c].name,0===d.indexOf("data-")&&(d=o.camelCase(d.slice(5)),P(f,d,e[d]));L.set(f,"hasDataAttrs",!0)}return | CODE |
| CRITICAL | …ride.BepuPhysics/Stride.BepuPhysics.Tests/BepuTests.cs | 97 | game.SceneSystem.SceneInstance.RootScene.Entities.AddRange(new EntityComponent[]{ e1, e2, e3, c }.Select | CODE |
| CRITICAL | …ride.BepuPhysics/Stride.BepuPhysics.Tests/BepuTests.cs | 144 | game.SceneSystem.SceneInstance.RootScene.Entities.AddRange(new EntityComponent[] { e1, e2, e3 }.Select(x | CODE |
| CRITICAL | …ride.BepuPhysics/Stride.BepuPhysics.Tests/BepuTests.cs | 199 | game.SceneSystem.SceneInstance.RootScene.Entities.AddRange(new EntityComponent[] { e1, c }.Select(x => n | CODE |
| CRITICAL | …ride.BepuPhysics/Stride.BepuPhysics.Tests/BepuTests.cs | 233 | game.SceneSystem.SceneInstance.RootScene.Entities.AddRange(new[] { e1, e2 }); | CODE |
| CRITICAL | …ride.BepuPhysics/Stride.BepuPhysics.Tests/BepuTests.cs | 272 | game.SceneSystem.SceneInstance.RootScene.Entities.AddRange(new[] { sphere, slope, goal }); | CODE |
| CRITICAL | …ride.BepuPhysics/Stride.BepuPhysics.Tests/BepuTests.cs | 308 | game.SceneSystem.SceneInstance.RootScene.Entities.AddRange(new[] { e1, e2 }); | CODE |
| CRITICAL | …ride.BepuPhysics/Stride.BepuPhysics.Tests/BepuTests.cs | 352 | game.SceneSystem.SceneInstance.RootScene.Entities.AddRange(new[] { bodyA, staticA, bodyB, floor }); | CODE |
| CRITICAL | …ride.BepuPhysics/Stride.BepuPhysics.Tests/BepuTests.cs | 385 | game.SceneSystem.SceneInstance.RootScene.Entities.AddRange(new[] { e1, e2 }); | CODE |
| CRITICAL | …ride.BepuPhysics/Stride.BepuPhysics.Tests/BepuTests.cs | 442 | game.SceneSystem.SceneInstance.RootScene.Entities.AddRange(new[] { e1, e2 }); | CODE |
| CRITICAL | …ride.BepuPhysics/Stride.BepuPhysics.Tests/BepuTests.cs | 474 | game.SceneSystem.SceneInstance.RootScene.Entities.AddRange(new []{ e1, e2 }); | CODE |
| CRITICAL | …r/Stride.GameStudio.Tests/TestCopyPasteWithEntities.cs | 86 | Assert.True(assetTest.Asset.Hierarchy.Parts.Values.Contains(entity)); | CODE |
| CRITICAL | …r/Stride.GameStudio.Tests/TestCopyPasteWithEntities.cs | 88 | var pastedEntity = assetTest.Asset.Hierarchy.Parts.Values.Single(x => x != entity); | CODE |
| CRITICAL | …r/Stride.GameStudio.Tests/TestCopyPasteWithEntities.cs | 112 | Assert.True(assetTest.Asset.Hierarchy.Parts.Values.Contains(entity)); | CODE |
| CRITICAL | …r/Stride.GameStudio.Tests/TestCopyPasteWithEntities.cs | 114 | var pastedEntity = assetTest.Asset.Hierarchy.Parts.Values.Single(x => x != entity); | CODE |
| CRITICAL | sources/editor/Stride.GameStudio.AutoTesting/Program.cs | 44 | Stride.Core.Assets.Editor.Settings.InternalSettings.LoadingStartupSession.SetValue(false); | CODE |
| CRITICAL | sources/editor/Stride.GameStudio.AutoTesting/Program.cs | 45 | Stride.Core.Assets.Editor.Settings.InternalSettings.Save(); | CODE |
| CRITICAL | …tride.Assets.Presentation/StrideDefaultAssetsPlugin.cs | 225 | if (Stride.Core.Assets.Editor.Settings.EditorSettings.UseEffectCompilerServer.GetValue()) | CODE |
| CRITICAL | …tion/AssetEditors/ScriptEditor/ScriptEditorSettings.cs | 26 | Stride.Core.Assets.Editor.Settings.EditorSettings.Save(); | CODE |
| CRITICAL | …Presentation/AssetEditors/UIEditor/UIEditorSettings.cs | 26 | Stride.Core.Assets.Editor.Settings.EditorSettings.Save(); | CODE |
| CRITICAL | …ditors/VisualScriptEditor/VisualScriptSlotViewModel.cs | 25 | this.slotNode = block.Method.Editor.Session.AssetNodeContainer.GetOrCreateNode(slot); | CODE |
| CRITICAL | …/SpriteEditor/ViewModels/SpriteSheetEditorViewModel.cs | 528 | var isUnion = System.Windows.Input.Keyboard.Modifiers.HasFlag(System.Windows.Input.ModifierKeys. | CODE |
| CRITICAL | …Assets.Presentation/SceneEditor/SceneEditorSettings.cs | 155 | Stride.Core.Assets.Editor.Settings.EditorSettings.Save(); | CODE |
| CRITICAL | …sets.Presentation/Templates/ScriptTemplateGenerator.cs | 109 | var ask = Stride.Core.Assets.Editor.Settings.EditorSettings.AskBeforeSavingNewScripts.GetValue(); | CODE |
| CRITICAL | …sets.Presentation/Templates/ScriptTemplateGenerator.cs | 123 | Stride.Core.Assets.Editor.Settings.EditorSettings.AskBeforeSavingNewScripts.SetValue(false); | CODE |
| CRITICAL | …sets.Presentation/Templates/ScriptTemplateGenerator.cs | 124 | Stride.Core.Assets.Editor.Settings.EditorSettings.Save(); | CODE |
| CRITICAL | …ation/NodePresenters/Updaters/CameraSlotNodeUpdater.cs | 40 | var graphicsCompositors = node.Asset.Directory.Package.Assets.Where(x => x.AssetType == typeof(GraphicsC | CODE |
| Severity | File | Line | Snippet | Context |
|---|---|---|---|---|
| HIGH | …es/launcher/Stride.Launcher/Resources/Urls.Designer.cs | 3 | // This code was generated by a tool. | COMMENT |
| HIGH | …launcher/Stride.Launcher/Resources/Strings.Designer.cs | 3 | // This code was generated by a tool. | COMMENT |
| HIGH | …ride.ConnectionRouter/Properties/Resources.Designer.cs | 3 | // This code was generated by a tool. | COMMENT |
| HIGH | sources/core/Stride.Core/FrameworkResources.Designer.cs | 3 | // This code was generated by a tool. | COMMENT |
| HIGH | …/shaders/Stride.Shaders.Generators/EffectCodeWriter.cs | 43 | WriteLine("// This code was generated by Stride Shader Mixin Code Generator."); | CODE |
| HIGH | sources/assets/Stride.Core.Packages/TargetGenerator.cs | 3 | // This code was generated by a tool. | COMMENT |
| HIGH | …ore.Assets/Diagnostics/AssetMessageStrings.Designer.cs | 3 | // This code was generated by a tool. | COMMENT |
| HIGH | …ne/Stride.Physics.Tests/Resources/Resource.Designer.cs | 4 | // This code was generated by a tool. | COMMENT |
| HIGH | …/engine/Stride.UI.Tests/Resources/Resource.Designer.cs | 4 | // This code was generated by a tool. | COMMENT |
| HIGH | …ring/Materials/MaterialSurfaceDomainStageCompositor.cs | 4 | // This code was generated by Stride Shader Mixin Code Generator. | COMMENT |
| HIGH | …ing/Rendering/Materials/MaterialSurfaceDisplacement.cs | 4 | // This code was generated by Stride Shader Mixin Code Generator. | COMMENT |
| HIGH | …ring/Rendering/Materials/MaterialTessellationStream.cs | 4 | // This code was generated by Stride Shader Mixin Code Generator. | COMMENT |
| HIGH | …gine/Stride.Rendering/Rendering/Core/PositionStream.cs | 4 | // This code was generated by Stride Shader Mixin Code Generator. | COMMENT |
| HIGH | …de.Rendering/Rendering/Images/Outline/OutlineEffect.cs | 4 | // This code was generated by Stride Shader Mixin Code Generator. | COMMENT |
| HIGH | …ine/Stride.Rendering/Rendering/Images/Fog/FogEffect.cs | 4 | // This code was generated by Stride Shader Mixin Code Generator. | COMMENT |
| HIGH | …ine/Stride.Engine.Tests/Resources/Resource.Designer.cs | 4 | // This code was generated by a tool. | COMMENT |
| HIGH | …gine/Stride.Audio.Tests/Resources/Resource.Designer.cs | 4 | // This code was generated by a tool. | COMMENT |
| HIGH | …/Stride.Audio.Tests/Resources/AppResources.Designer.cs | 3 | // This code was generated by a tool. | COMMENT |
| HIGH | …/Stride.Particles.Tests/Resources/Resource.Designer.cs | 4 | // This code was generated by a tool. | COMMENT |
| HIGH | …/engine/Stride.Graphics/FrameworkResources.Designer.cs | 3 | // This code was generated by a tool. | COMMENT |
| HIGH | sources/engine/Stride.Graphics/SpriteFont.cs | 752 | /// Font size to be used for the draw command, as requested when the command was issued | COMMENT |
| HIGH | …gine/Stride.Input.Tests/Resources/Resource.Designer.cs | 4 | // This code was generated by a tool. | COMMENT |
| HIGH | …e.GameStudio/Resources/Strings/KeyGestures.Designer.cs | 3 | // This code was generated by a tool. | COMMENT |
| HIGH | …Stride.Core.Assets.Editor/Resources/Images.Designer.cs | 3 | // This code was generated by a tool. | COMMENT |
| HIGH | …ssets.Editor/Resources/Strings/KeyGestures.Designer.cs | 3 | // This code was generated by a tool. | COMMENT |
| HIGH | …/Stride.Editor/Resources/DefaultThumbnails.Designer.cs | 3 | // This code was generated by a tool. | COMMENT |
| HIGH | …ntation/AssetEditors/Gizmos/GizmoResources.Designer.cs | 3 | // This code was generated by a tool. | COMMENT |
| HIGH | …Presentation/Resources/Strings/KeyGestures.Designer.cs | 3 | // This code was generated by a tool. | COMMENT |
| HIGH | …tion/Resources/Thumbnails/StaticThumbnails.Designer.cs | 3 | // This code was generated by a tool. | COMMENT |
| HIGH | …de.Assets.Presentation/Properties/Settings.Designer.cs | 3 | // This code was generated by a tool. | COMMENT |
| HIGH | …e.Assets.Presentation/Properties/Resources.Designer.cs | 3 | // This code was generated by a tool. | COMMENT |
| Severity | File | Line | Snippet | Context |
|---|---|---|---|---|
| MEDIUM | .github/workflows/dep-spirv-tools.yml | 37 | # --------------------------------------------------------------------------- | COMMENT |
| MEDIUM | .github/workflows/dep-spirv-tools.yml | 39 | # --------------------------------------------------------------------------- | COMMENT |
| MEDIUM | .github/workflows/dep-spirv-tools.yml | 78 | # --------------------------------------------------------------------------- | COMMENT |
| MEDIUM | .github/workflows/dep-spirv-tools.yml | 80 | # --------------------------------------------------------------------------- | COMMENT |
| MEDIUM | .github/workflows/dep-spirv-tools.yml | 117 | # --------------------------------------------------------------------------- | COMMENT |
| MEDIUM | .github/workflows/dep-spirv-tools.yml | 119 | # --------------------------------------------------------------------------- | COMMENT |
| MEDIUM | .github/workflows/dep-spirv-tools.yml | 153 | # --------------------------------------------------------------------------- | COMMENT |
| MEDIUM | .github/workflows/dep-spirv-tools.yml | 155 | # --------------------------------------------------------------------------- | COMMENT |
| MEDIUM | .github/workflows/dep-spirv-tools.yml | 187 | # --------------------------------------------------------------------------- | COMMENT |
| MEDIUM | .github/workflows/dep-spirv-tools.yml | 191 | # --------------------------------------------------------------------------- | COMMENT |
| MEDIUM | .github/workflows/dep-spirv-tools.yml | 231 | # --------------------------------------------------------------------------- | COMMENT |
| MEDIUM | .github/workflows/dep-spirv-tools.yml | 237 | # --------------------------------------------------------------------------- | COMMENT |
| MEDIUM | .github/workflows/dep-spirv-tools.yml | 272 | # --------------------------------------------------------------------------- | COMMENT |
| MEDIUM | .github/workflows/dep-spirv-tools.yml | 274 | # --------------------------------------------------------------------------- | COMMENT |
| MEDIUM | .github/workflows/dep-spirv-tools.yml | 319 | # --------------------------------------------------------------------------- | COMMENT |
| MEDIUM | .github/workflows/dep-spirv-tools.yml | 321 | # --------------------------------------------------------------------------- | COMMENT |
| MEDIUM | .github/workflows/dep-ffmpeg.yml | 41 | # ==================================================================== | COMMENT |
| MEDIUM | .github/workflows/dep-ffmpeg.yml | 43 | # ==================================================================== | COMMENT |
| MEDIUM | .github/workflows/dep-ffmpeg.yml | 142 | # ==================================================================== | COMMENT |
| MEDIUM | .github/workflows/dep-ffmpeg.yml | 144 | # ==================================================================== | COMMENT |
| MEDIUM | .github/workflows/dep-ffmpeg.yml | 240 | # ==================================================================== | COMMENT |
| MEDIUM | .github/workflows/dep-ffmpeg.yml | 244 | # ==================================================================== | COMMENT |
| MEDIUM | .github/workflows/dep-ffmpeg.yml | 371 | # ==================================================================== | COMMENT |
| MEDIUM | .github/workflows/dep-ffmpeg.yml | 375 | # ==================================================================== | COMMENT |
| MEDIUM | sources/core/Stride.Core.AssemblyProcessor/ILBuilder.cs | 35 | // ── Core Emit overloads ────────────────────────────────────────── | COMMENT |
| MEDIUM | sources/core/Stride.Core.AssemblyProcessor/ILBuilder.cs | 112 | // ── Import helpers ─────────────────────────────────────────────── | COMMENT |
| MEDIUM | sources/core/Stride.Core.AssemblyProcessor/ILBuilder.cs | 132 | // ── Composite patterns ─────────────────────────────────────────── | COMMENT |
| MEDIUM | sources/core/Stride.Core.AssemblyProcessor/ILBuilder.cs | 176 | // ── Variable helpers ───────────────────────────────────────────── | COMMENT |
| MEDIUM | sources/core/Stride.Core.AssemblyProcessor/ILBuilder.cs | 190 | // ── Label support ──────────────────────────────────────────────── | COMMENT |
| MEDIUM | sources/shared/SharedAssemblyInfo.cs | 30 | // ── Editable inputs ────────────────────────────────────────────────────────────────────────────────── | COMMENT |
| MEDIUM | sources/shared/SharedAssemblyInfo.cs | 61 | // ── Derived / overlaid ─────────────────────────────────────────────────────────────────────────────── | COMMENT |
| Severity | File | Line | Snippet | Context |
|---|---|---|---|---|
| MEDIUM | .github/workflows/test-enduser.yml | 50 | # Single job per (OS, graphics API): the harness + orchestrator + comparator are sample-agnostic, | COMMENT |
| MEDIUM | .github/workflows/test-enduser.yml | 68 | # Software rendering is the default in the autotesting harness; set STRIDE_TESTS_GPU=1 to opt into the GPU. | COMMENT |
| MEDIUM | .github/workflows/test-enduser.yml | 76 | # NativeCrashHandler (in the harness + Stride.Graphics.Regression) gates on | COMMENT |
| MEDIUM | .github/workflows/test-enduser.yml | 211 | # with the harness build above. | COMMENT |
| MEDIUM | …trics/Stride.Metrics.ServerApp/Scripts/jquery-2.1.4.js | 9159 | // understands anonymous AMD modules. A named AMD is safest and most robust | COMMENT |
| MEDIUM | …tools/Stride.TemplateGenerator/TemplatePreprocessor.cs | 481 | // csprojs). Match by local name to be robust against either form. | COMMENT |
| MEDIUM | …ces/core/Stride.Core.Design/Yaml/YamlSerializerBase.cs | 14 | // TODO: This code is not robust in case of reloading assemblies into the same process | COMMENT |
| MEDIUM | sources/assets/Stride.AssetCompiler/PackageBuilder.cs | 222 | // Let's see if it's robust enough or if some more data need to be hashed or files added | COMMENT |
| MEDIUM | …e/Stride.Rendering/Rendering/LightProbes/Predicates.cs | 32 | /* from the Web page http://www.cs.cmu.edu/~quake/robust.html . */ | COMMENT |
| MEDIUM | …engine/Stride.Video/Backends/MediaCodecVideoBackend.cs | 212 | // even when not Playing, so a Seek's re-decoded frame still lands. More robust than the | COMMENT |
| MEDIUM | …ne/Stride.Physics/ConvexHullDecompositionParameters.cs | 21 | /// <summary>Uses raycasting to classify inside vs outside; more robust for meshes with holes.</summary> | COMMENT |
| MEDIUM | sources/engine/Stride.Foundation/Graphics/DDSHelper.cs | 220 | // likely written by D3DX. The more robust solution is to use the 'DX10' | COMMENT |
| MEDIUM | …urces/engine/Stride.Assets.Tests/TexturePackerTests.cs | 543 | // Note: this comparison function is not very robust and might have to be improved at some point (does not take | COMMENT |
| MEDIUM | …es/engine/Stride.Games/WindowsStore/GamePlatformUWP.cs | 115 | // but this is not really robust | COMMENT |
| MEDIUM | …phics/GeometricPrimitives/GeometricPrimitive.Teapot.cs | 418 | // are on the top or bottom of the teapot. This is not a robust | COMMENT |
| MEDIUM | …ics/Stride.BepuPhysics/Definitions/Contacts/Contact.cs | 71 | // so we can't make this more robust by storing the position they were at on contact within the physics tick | COMMENT |
| MEDIUM | …ets.Editor/Quantum/AssetContentValueChangeOperation.cs | 150 | // TODO: this way of fetching the index is not robust at all! what if there's the same item twice in | COMMENT |
| MEDIUM | …archyEditor/ViewModels/EntityHierarchyItemViewModel.cs | 49 | // TODO: implement a more robust folder grouping method that trims, etc. | COMMENT |
| MEDIUM | …ityHierarchyEditor/Game/EditorGameRenderModeService.cs | 112 | // TODO: A more robust mechanism for filtering or redirecting input? | COMMENT |
| Severity | File | Line | Snippet | Context |
|---|---|---|---|---|
| LOW | …s/Stride.Metrics.ServerApp/Scripts/angular-messages.js | 604 | function ngMessageDirectiveFactory(restrict) { | CODE |
| LOW | …ics/Stride.Metrics.ServerApp/Scripts/angular-loader.js | 409 | function invokeLaterAndSetModuleName(provider, method) { | CODE |
| LOW | …trics/Stride.Metrics.ServerApp/Scripts/jquery-2.1.4.js | 5641 | function computePixelPositionAndBoxSizingReliable() { | CODE |
| LOW | …trics/Stride.Metrics.ServerApp/Scripts/jquery-2.1.4.js | 7586 | function addToPrefiltersOrTransports( structure ) { | CODE |
| LOW | …trics/Stride.Metrics.ServerApp/Scripts/jquery-2.1.4.js | 7618 | function inspectPrefiltersOrTransports( structure, options, originalOptions, jqXHR ) { | CODE |
| LOW | …de.Metrics.ServerApp/Scripts/angular-message-format.js | 75 | function pluralExpressionWatchListener(newValue, oldValue) { | CODE |
| LOW | …de.Metrics.ServerApp/Scripts/angular-message-format.js | 313 | function InterpolationPartsWatcher(interpolationParts, scope, listener, objectEquality) { | CODE |
| LOW | …de.Metrics.ServerApp/Scripts/angular-message-format.js | 624 | MessageFormatParser.prototype.advanceInInterpolationOrMessageText = function advanceInInterpolationOrMessageText() { | CODE |
| LOW | …de.Metrics.ServerApp/Scripts/angular-message-format.js | 649 | MessageFormatParser.prototype.ruleInInterpolationOrMessageText = function ruleInInterpolationOrMessageText() { | CODE |
| LOW | …de.Metrics.ServerApp/Scripts/angular-message-format.js | 707 | MessageFormatParser.prototype.ruleInterpolationEndMustache = function ruleInterpolationEndMustache() { | CODE |
| LOW | …de.Metrics.ServerApp/Scripts/angular-message-format.js | 720 | MessageFormatParser.prototype.ruleEndMustacheInInterpolationOrMessage = function ruleEndMustacheInInterpolationOrMessage | CODE |
| LOW | …cs/Stride.Metrics.ServerApp/Scripts/angular-animate.js | 129 | function applyAnimationClassesFactory($$jqLite) { | CODE |
| LOW | …cs/Stride.Metrics.ServerApp/Scripts/angular-animate.js | 650 | function getCssTransitionDurationStyle(duration, applyOnlyDuration) { | CODE |
| LOW | …cs/Stride.Metrics.ServerApp/Scripts/angular-animate.js | 661 | function getCssKeyframeDurationStyle(duration) { | CODE |
| LOW | …cs/Stride.Metrics.ServerApp/Scripts/angular-animate.js | 754 | function computeCachedCssStaggerStyles(node, className, cacheKey, properties) { | CODE |
| LOW | …cs/Stride.Metrics.ServerApp/Scripts/angular-animate.js | 1094 | function closeAndReturnNoopAnimator() { | CODE |
| LOW | …cs/Stride.Metrics.ServerApp/Scripts/angular-animate.js | 1452 | function prepareFromToAnchorAnimation(from, to, classes, anchors) { | CODE |
| LOW | …cs/Stride.Metrics.ServerApp/Scripts/angular-animate.js | 1976 | function normalizeAnimationOptions(element, options) { | CODE |
| LOW | …cs/Stride.Metrics.ServerApp/Scripts/angular-animate.js | 2342 | function clearElementAnimationState(element) { | CODE |
| LOW | …cs/Stride.Metrics.ServerApp/Scripts/angular-animate.js | 2352 | function closeParentClassBasedAnimations(startingElement) { | CODE |
| LOW | …cs/Stride.Metrics.ServerApp/Scripts/angular-animate.js | 2446 | function markElementAnimationState(element, state, details) { | CODE |
| LOW | …rics/Stride.Metrics.ServerApp/Scripts/angular-mocks.js | 1734 | function formatPendingTasksAsString(tasks) { | CODE |
| LOW | …s/Stride.Metrics.ServerApp/Scripts/angular-resource.js | 502 | function defaultResponseInterceptor(response) { | CODE |
| Severity | File | Line | Snippet | Context |
|---|---|---|---|---|
| LOW | …le.Game/Particles/ShapeBuilders/CustomParticleShape.cs | 34 | // Step 1 - get all required fields to build the particle shapes. Some fields may not exist if no initialize | COMMENT |
| LOW | …Stride.Templates.Tests/StrideGameTemplateSmokeTests.cs | 72 | // Step 2: instantiate in an isolated workspace. Each test run gets its own dir so parallel | COMMENT |
| LOW | ….Parsers/Parsing/SDSL/AST/IntrinsicTemplateExpander.cs | 108 | // Step 1: Find unconstrained patterns | COMMENT |
| LOW⚡ | ….Parsers/Parsing/SDSL/AST/IntrinsicTemplateExpander.cs | 182 | // Step 2: generate permutations for base types | COMMENT |
| LOW⚡ | ….Parsers/Parsing/SDSL/AST/IntrinsicTemplateExpander.cs | 188 | // Step 3: generate permutations for vector/matrix sizes | COMMENT |
| LOW⚡ | ….Parsers/Parsing/SDSL/AST/IntrinsicTemplateExpander.cs | 198 | // Step 4: generate signature using permutations | COMMENT |
| LOW | …/engine/Stride.Rendering/Extensions/IndexExtensions.cs | 166 | // Step 2: prepare initial data | COMMENT |
| LOW | …e/Stride.Particles/ShapeBuilders/ShapeBuilderRibbon.cs | 416 | // Step 1 - Determine the origin of the ribbon | COMMENT |
| LOW | …e/Stride.Particles/ShapeBuilders/ShapeBuilderRibbon.cs | 434 | // Step 2 - Draw each particle, connecting it to the previous (front) position | COMMENT |
| LOW | …ne/Stride.Particles/ShapeBuilders/ShapeBuilderTrail.cs | 413 | // Step 2 - Draw each particle, connecting it to the previous (front) position | COMMENT |
| LOW | sources/engine/Stride.Engine/Engine/EntityExtensions.cs | 50 | // NOTE: This method is recursive. That might not be the best solution in case of deep entities. | COMMENT |
| LOW | deps/OculusOVR/Include/Extras/OVR_Math.h | 1523 | // NOTE: This function is a bad approximation of Slerp() | COMMENT |
| Severity | File | Line | Snippet | Context |
|---|---|---|---|---|
| MEDIUM | …tools/Stride.TemplateGenerator/TemplatePreprocessor.cs | 108 | /// No-op when the detected name is already <c>MyTemplate</c> (e.g. NewGame scaffold case). | COMMENT |
| MEDIUM | …tools/Stride.TemplateGenerator/TemplatePreprocessor.cs | 187 | // an external ProjectReference (e.g. the NewGame scaffold). | COMMENT |
| MEDIUM | …tools/Stride.TemplateGenerator/TemplatePreprocessor.cs | 209 | // source name is already "MyTemplate" (NewGame scaffold case). | COMMENT |
| MEDIUM | …tools/Stride.TemplateGenerator/TemplatePreprocessor.cs | 1059 | /// The source scaffold keeps real, buildable values; only the staged copy is tokenized. | COMMENT |
| MEDIUM | …tools/Stride.TemplateGenerator/TemplatePreprocessor.cs | 1084 | // iOS Info.plist carries UISupportedInterfaceOrientations. The scaffold ships | COMMENT |
| MEDIUM | sources/templates/PackageReadme.md | 3 | C# project templates for [Stride](https://stride3d.net), an open-source 3D game engine. Use them to scaffold a new Strid | CODE |
| MEDIUM | sources/templates/PackageReadme.md | 3 | C# project templates for [Stride](https://stride3d.net), an open-source 3D game engine. Use them to scaffold a new Strid | CODE |
| Severity | File | Line | Snippet | Context |
|---|---|---|---|---|
| LOW | …Stride.Templates.Tests/StrideGameTemplateSmokeTests.cs | 72 | // Step 2: instantiate in an isolated workspace. Each test run gets its own dir so parallel | COMMENT |
| LOW | ….Parsers/Parsing/SDSL/AST/IntrinsicTemplateExpander.cs | 108 | // Step 1: Find unconstrained patterns | COMMENT |
| LOW⚡ | ….Parsers/Parsing/SDSL/AST/IntrinsicTemplateExpander.cs | 182 | // Step 2: generate permutations for base types | COMMENT |
| LOW⚡ | ….Parsers/Parsing/SDSL/AST/IntrinsicTemplateExpander.cs | 188 | // Step 3: generate permutations for vector/matrix sizes | COMMENT |
| LOW⚡ | ….Parsers/Parsing/SDSL/AST/IntrinsicTemplateExpander.cs | 198 | // Step 4: generate signature using permutations | COMMENT |
| LOW | …/engine/Stride.Rendering/Extensions/IndexExtensions.cs | 166 | // Step 2: prepare initial data | COMMENT |
| Severity | File | Line | Snippet | Context |
|---|---|---|---|---|
| MEDIUM | …ide.Metrics.ServerApp/Content/bootstrap/variables.less | 278 | //## Define the breakpoints at which your layout will change, adapting to different screen sizes. | COMMENT |
| MEDIUM | …ide.Metrics.ServerApp/Content/bootstrap/variables.less | 332 | //## Define the maximum width of `.container` for different screen sizes. | COMMENT |
| MEDIUM | …s/Stride.Metrics.ServerApp/Scripts/angular-resource.js | 324 | * # Creating a custom 'PUT' request | COMMENT |
| Severity | File | Line | Snippet | Context |
|---|---|---|---|---|
| LOW | …rticlesSample.Game/Materials/ParticleCustomMaterial.cs | 118 | // Don't forget to set the proper color space! | COMMENT |
| MEDIUM | …s/Stride.Metrics.ServerApp/Scripts/angular-resource.js | 299 | * It's worth noting that the success callback for `get`, `query` and other methods gets passed | COMMENT |
| LOW | …r/Stride.Core.Assets.Editor/ViewModel/TagsViewModel.cs | 120 | // NOTE: the " (all)" string is used in the xaml file too, don't forget to update it if you change t | COMMENT |
| LOW | deps/OculusOVR/Include/OVR_Version.h | 21 | #define OVR_MAJOR_VERSION 1 // If you change these values then you need to also make sure to change LibOVR/Projects/W | COMMENT |
| Severity | File | Line | Snippet | Context |
|---|---|---|---|---|
| HIGH | …aphics/Direct3D/SwapChainGraphicsPresenter.Direct3D.cs | 487 | // I've added the flip model check above because the previous logic wasn't enough, see issue #1770 | COMMENT |
| Severity | File | Line | Snippet | Context |
|---|---|---|---|---|
| LOW | …dowsMixedReality/WindowsMixedRealityTouchController.cs | 162 | //TODO: implement this | COMMENT |
| LOW | …archyEditor/ViewModels/EntityHierarchyItemViewModel.cs | 49 | // TODO: implement a more robust folder grouping method that trims, etc. | COMMENT |
| Severity | File | Line | Snippet | Context |
|---|---|---|---|---|
| LOW | deps/OculusOVR/Include/OVR_CAPI.h | 168 | // Example usage: | COMMENT |
| LOW | deps/OculusOVR/Include/OVR_CAPI.h | 190 | // Example usage: | COMMENT |
| Severity | File | Line | Snippet | Context |
|---|---|---|---|---|
| LOW | tests/enduser/Stride.Samples.Tests/Fixtures/GameMenu.cs | 20 | // text labels ('Hiro Nakamura', 'John Doe', HUD counters) leak around modal edges by a | COMMENT |
| LOW | samples/UI/GameMenu/GameMenu.Game/MainScript.cs | 24 | private const string DefaultName = "John Doe"; | CODE |
| Severity | File | Line | Snippet | Context |
|---|---|---|---|---|
| LOW | .github/workflows/release-unlist.yml | 57 | # Check if this specific version exists | COMMENT |
| Severity | File | Line | Snippet | Context |
|---|---|---|---|---|
| LOW | …rics/Stride.Metrics.ServerApp/Scripts/angular-chart.js | 259 | function getData (labels, data, colours) { | CODE |
| Severity | File | Line | Snippet | Context |
|---|---|---|---|---|
| LOW | …ces/tests/Stride.ScreenshotComparator/models/export.py | 50 | CODE |