community-shaders/skyrim-community-shaders - Open Source PR Review Scorecard

Community-driven advanced graphics modifications for AE, SE and VR.

C-Rank Grade: A (Welcoming) - 67/100

External PR Merge Rate: 82%

Response Time: 3d

First Timer Success: 78%

Frequently Asked Questions

Is community-shaders/skyrim-community-shaders welcoming to first-time open-source contributors?

community-shaders/skyrim-community-shaders has a recorded first-timer success rate of 77.8%. 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 community-shaders/skyrim-community-shaders respond to incoming external pull requests in approximately 80.1 hours on average. Keeping PRs focused on single tasks and ensuring tests pass helps maintainers review faster.

What does the 67.3 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 67.3 places community-shaders/skyrim-community-shaders in the A tier.

What is the external contributor pull request merge rate for community-shaders/skyrim-community-shaders?

The external contributor pull request merge rate for community-shaders/skyrim-community-shaders is 82.1%, based on public PR activity from non-core contributors.

Are there Good First Issues available in community-shaders/skyrim-community-shaders?

community-shaders/skyrim-community-shaders currently has 3 active issue(s) tagged with beginner-friendly labels like "good first issue", "beginner", or "up-for-grabs".

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Community-driven advanced graphics modifications for AE, SE and VR.

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AI Maintainer Review Guidelines

Review Persona

Strict Architecture Gatekeeper

Warmth Score
7.3/10
Patience Score
8.0/10
Nitpick Rate
30%

Strict review standards in community-shaders/skyrim-community-shaders. Ensure PR scope matches issue requirements closely before requesting review.

Top PR Submission Do's

  • Ensure code complies with the project coding style
  • Keep PRs scoped to a single concern
  • Include context and link to the related issue

Top PR Friction Pitfalls (Don'ts)

  • Do not submit PRs without linking an issue
  • Do not break existing tests without fixing them
  • Do not mix unrelated refactors in a single PR
Response Velocity
3 days+
Standard maintainer review cycle

Average Response Latency

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

Merge Efficiency
82.1%
High acceptance rate for external PRs

External Acceptance Rate

Percentage of community pull requests successfully merged into main.

First-Timer Success
77.8%
Strong first-timer PR acceptance rate

First PR Conversion

Rate at which developers submitting their first repository PR succeed.

Active Maintainers
20 core
Highly collaborative maintainer core
Diagnostic Health HUD
82.1%
Merge Gauge
77.8%
1st-Timer
Community Vibe56/100

Embed C-Rank Badge

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GetMerged C-Rank badge for community-shaders/skyrim-community-shaders
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Active Good First Issues (3)

View on GitHub

When using CS v.1.4.6 some meshes have their snow shader applied incorrectly. The screenshots were taken without any mods modifying the meshes or textures (not even using SMIM). I could find two examples so far: Windhelm Bridge Revived: as seen in the first image, the wood planks don't get the snow shader applying correctly. I played around with In-game patcher to rotate the mesh and the shader seem to work in the position seen in the second screenshot. Capital Windhelm Expansion: this particular mesh seems to be getting snow even when fully vertical. By rotating the mesh in-game I noticed that if you flip the mesh while keeping it vertical, the snow shader doesn't apply. An additional issue is that shader doesn't apply when the mesh is slightly tilted as seen in the screenshots. Windhelm Bridge Revived Capital Windhelm Expansion

📅 Opened Jan 25, 2026💬 0 comments
Quality: 30/100Contribute

Problem Similar to #1751, multiple features hook SetupGeometry independently, creating redundant vtable hook chains in a hot path called for every render pass (thousands of times per frame). Features hooking BSLightingShader::SetupGeometry: TruePBR (core) Hooks.cpp core extensions LightLimitFix SubsurfaceScattering LinearLighting ExtendedTranslucency FrameAnnotations Features hooking BSEffectShader::SetupGeometry: Hooks.cpp core extensions LightLimitFix FrameAnnotations Features hooking BSGrassShader::SetupGeometry: Hooks.cpp core extensions GrassCollision FrameAnnotations Each feature patches the same vtable slot (0x6), creating a chain of virtual dispatches. With 10+ hooks, this creates unnecessary overhead. Proposed Solution Add new Feature lifecycle hooks following the pattern from #1751: virtual void SetupGeometry_Lighting(RE::BSRenderPass* pass, uint32_t flags) {} virtual void SetupGeometry_Effect(RE::BSRenderPass* pass, uint32_t flags) {} virtual void SetupGeometry_Grass

📅 Opened Jan 24, 2026💬 0 comments
Quality: 30/100Contribute

Description The code currently uses a hardcoded memory offset (0x38LL) to access the enableWaterTAA member in the BSImagespaceShaderISTemporalAA structure: bool* enableWaterTAA = reinterpret_cast<bool*>(reinterpret_cast<uintptr_t>(BSImagespaceShaderISTemporalAA) + 0x38LL); Location: src/Features/Upscaling.cpp:705 Tasks Investigate if CommonLibSSE/CommonLibVR has already reverse engineered the BSImagespaceShaderISTemporalAA structure. We use the ng branch of commonlibvr. If available in CommonLib, refactor to use the proper structure member instead of hardcoded offset If not available, perform RE work to properly define the structure Document the structure definition for maintainability Context Hardcoded offsets are fragile and can break with game updates or across different game versions. Using proper structure definitions from CommonLib (if available) or creating our own RE definitions would make this code more maintainable. References PR: https://github.com/doodlum/skyrim-comm

📅 Opened Jan 17, 2026💬 0 comments
Quality: 30/100Contribute
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Contributor Compatibility & Review Speed Analysis for community-shaders/skyrim-community-shaders

When evaluating whether to contribute to community-shaders/skyrim-community-shaders, 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 community-shaders/skyrim-community-shaders acknowledge new external contributions in approximately 3 days+. Out of all submitted pull requests from non-core authors in the last 180-day window, 82.1% were successfully merged into the primary branch.

Frequently Asked Questions - Contributing to community-shaders/skyrim-community-shaders

01

Is community-shaders/skyrim-community-shaders welcoming to first-time open-source contributors?

community-shaders/skyrim-community-shaders has a recorded first-timer success rate of 77.8%. 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 ~3 days+. Keeping PRs scoped to single concerns and ensuring CI checks succeed will optimize review turnaround.

03

What does the 67.3 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 67.3 places community-shaders/skyrim-community-shaders in the Welcoming tier.

04

What is the external contributor pull request merge rate for community-shaders/skyrim-community-shaders?

The external pull request merge rate is 82.1%. 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 community-shaders/skyrim-community-shaders?

Yes, community-shaders/skyrim-community-shaders currently has 3 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 community-shaders/skyrim-community-shaders 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.