Overload-Technologies/Overload - Open Source PR Review Scorecard

3D game engine with lua scripting

C-Rank Grade: A (Welcoming) - 56/100

External PR Merge Rate: 50%

Response Time: 14h

First Timer Success: -

Frequently Asked Questions

Is Overload-Technologies/Overload welcoming to first-time open-source contributors?

Overload-Technologies/Overload has a recorded first-timer success rate of 0.0%. Repositories ranked A typically provide actionable feedback during code reviews and actively nurture new community contributors.

How fast can I expect code review feedback on my pull request?

Maintainers in Overload-Technologies/Overload respond to incoming external pull requests in approximately 13.8 hours on average. Keeping PRs focused on single tasks and ensuring tests pass helps maintainers review faster.

What does the 56.0 C-Rank™ score (A Tier) represent?

The C-Rank™ system evaluates GitHub projects on a 0–100 scale using real data: PR merge rates, review turnaround time, active maintainer presence, and first-time contributor success. A score of 56.0 places Overload-Technologies/Overload in the A tier.

What is the external contributor pull request merge rate for Overload-Technologies/Overload?

The external contributor pull request merge rate for Overload-Technologies/Overload is 50.0%, based on public PR activity from non-core contributors.

Are there Good First Issues available in Overload-Technologies/Overload?

Overload-Technologies/Overload currently has 2 active issue(s) tagged with beginner-friendly labels like "good first issue", "beginner", or "up-for-grabs".

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Overload-Technologies/Overload

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Active (30d)A•Welcoming(56/100)Low Sample (<20 PRs)C++

3D game engine with lua scripting

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AI Maintainer Review Guidelines

Review Persona

Active Open-Source Maintainer

Warmth Score
7.8/10
Patience Score
8.2/10
Nitpick Rate
20%

Active maintainer team in Overload-Technologies/Overload welcoming community pull requests and bug fixes.

Top PR Submission Do's

  • •Ensure code complies with repository style conventions
  • •Keep PRs focused and well-documented

Top PR Friction Pitfalls (Don'ts)

  • •Do not submit unlinked PRs without context
  • •Do not break existing automated test suites
Response Velocity
13 hours
Standard maintainer review cycle

Average Response Latency

Tracks hours until a maintainer leaves a review, comment, or PR response.

Merge Efficiency
50.0%
Moderate PR acceptance rate

External Acceptance Rate

Percentage of community pull requests successfully merged into main.

First-Timer Success
0.0%
No first-timer merges recorded in window

First PR Conversion

Rate at which developers submitting their first repository PR succeed.

Active Maintainers
5 core
Small core review team
Diagnostic Health HUD
50.0%
Merge Gauge
0.0%
1st-Timer
Community Vibe40/100

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GetMerged C-Rank badge for Overload-Technologies/Overload
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Active Good First Issues (4)

View on GitHub

Description When OvEditor is launched with a project path (skipping the Project Hub), the default layout isn't applied: panels are undocked and some are missing (Asset Browser, Console, Game View). Layout > Reset doesn't fix it. Cause: panel IDs come from the global counter APanel::__PANEL_ID_INCREMENT. The Project Hub uses one ID, and Sources/OvEditor/layout.ini was saved with that offset (Hierarchy##7). Without the Hub, every ID is shifted by one (Hierarchy##6) and no longer matches. To Reproduce Delete the user layout (OverloadTech/OvEditor/layout.ini in AppData, ~/.config on Linux). Run OvEditor <path/to/project>. See the broken layout. Expected behavior Same default layout whether the project is opened from the Project Hub or passed as an argument. Screenshots

📅 Opened Sep 24, 2026💬 1 comment
Quality: 50/100Contribute

Description Actor:Destroy() only marks the actor, which gets deleted at the end of the frame by Scene::CollectGarbages. Lua keeps its reference to that actor though, so any call made on it after the deletion reads freed memory. Depending on the call, it crashes or returns garbage. Scripts can't protect themselves either, since there's no way to check from Lua if an actor still exists (Actor::IsAlive isn't bound). This is a problem for any script that keeps references to other actors, like a target or a spawned object that can be destroyed elsewhere. To Reproduce Steps to reproduce the behavior: Create a script with the following content: local DestroyTest = {} function DestroyTest:OnUpdate(deltaTime) if not self.actor then self.actor = Scenes.GetCurrentScene():CreateActor("Temporary", "") self.actor:Destroy() self.frames = 0 end self.frames = self.frames + 1 if self.frames == 10 then Debug.Log(self.actor:GetName()) end end retur

📅 Opened Sep 13, 2026💬 19 comments
Quality: 65/100Contribute

Problem this feature should fix Scripts can lock and unlock the mouse with Inputs.LockMouse and Inputs.UnlockMouse, but they can't change the cursor shape. Hovering something clickable or a text field keeps the default arrow, even though Window::SetCursorShape already supports the arrow, I-beam, hand, crosshair and resize cursors. Expected solution Expose it to Lua, for example with Inputs.SetCursorShape(shape) and a CursorShape enum matching ECursorShape (ARROW, IBEAM, CROSSHAIR, HAND, HRESIZE, VRESIZE)

📅 Opened Sep 13, 2026💬 1 comment
Quality: 50/100Contribute

Description Creating actors from a script's OnStart (same for OnAwake and OnEnable) can crash the engine when entering play mode. Scene::Play loops over m_actors with iterators while calling these callbacks. If a script calls Scene:CreateActor there, m_actors can be reallocated and the loop keeps reading the old buffer, which ends in an access violation in Actor::IsActive. It only crashes when the actor holding the script isn't the last one in the scene, because the loop stops right after the last actor. Scene::Update, FixedUpdate and LateUpdate don't have this problem since they iterate over a copy of m_actors. Doing the same in Scene::Play should fix it. To Reproduce Steps to reproduce the behavior: Create a new scene (File > New Scene) Create a script with the following content: local Spawner = {} function Spawner:OnStart() for i = 1, 10 do Scenes.GetCurrentScene():CreateActor("Spawned " .. i, "") end end return Spawner Add the script to Main Camera, which is th

📅 Opened Sep 13, 2026💬 2 comments
Quality: 50/100Contribute
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Contributor Compatibility & Review Speed Analysis for Overload-Technologies/Overload

When evaluating whether to contribute to Overload-Technologies/Overload, response velocity and maintainer engagement are crucial. GetMerged continuously tracks pull request trajectories, first-comment latency, and code review rounds to help developers avoid submitting pull requests to backlogged repositories.

Currently, maintainers of Overload-Technologies/Overload acknowledge new external contributions in approximately 13 hours. Out of all submitted pull requests from non-core authors in the last 180-day window, 50.0% were successfully merged into the primary branch.

Frequently Asked Questions - Contributing to Overload-Technologies/Overload

01

Is Overload-Technologies/Overload welcoming to first-time open-source contributors?

Overload-Technologies/Overload has a recorded first-timer success rate of 0.0%. Repositories ranked Welcoming typically provide actionable feedback during code reviews and actively nurture new community contributors.

02

How fast can I expect code review feedback on my pull request?

The initial maintainer response time averages ~13 hours. Keeping PRs scoped to single concerns and ensuring CI checks succeed will optimize review turnaround.

03

What does the 56.0 C-Rank™ score represent?

The C-Rank™ index scores repositories on a 0 to 100 scale using an objective formula: external PR merge rates, initial response speed, active maintainer count, and first-time contributor retention. A score of 56.0 places Overload-Technologies/Overload in the Welcoming tier.

04

What is the external contributor pull request merge rate for Overload-Technologies/Overload?

The external pull request merge rate is 50.0%. GetMerged isolates non-core community contributions so external developers get an accurate benchmark of PR acceptance probability.

05

Are there beginner Good First Issues open in Overload-Technologies/Overload?

Yes, Overload-Technologies/Overload currently has 2 active issue(s) tagged with beginner-friendly labels. You can inspect these directly from the repository issues tab.

GetMerged C-Rank™ Indexing Standard

All metrics displayed for Overload-Technologies/Overload are automatically retrieved via the public GitHub API and recalculated daily. Insider pull requests submitted by repository owners or organization members are excluded from merge rate calculations to preserve objective external contributor statistics.