PlaneShift

Task TypeIDPrivateCategorySeverity  descStatusOpened byAssigned ToSummaryLast Edited[[changedby]]
Bug Report6598NoCharactersMediumPostponedGlorrandirVenalanDark Wanderer should wear a robe20.09.20141 Task Description

According to Wanderer’s description, he wears robes

Feature Request6606NoEngineMediumUnconfirmedJoe LyonJoe LyonGM notes facility14.12.20141 Task Description

GMs should have the ability to add, edit, delete notes on players.

command line commands :
/note ‘playername’ ‘comments’ /note list
/note delete id

GM console interface :
-when you click add you get ‘enter player name’, and then comments
-GM can then read them, edit them, or delete the whole thing
-permission level required to edit/delete configurable

Bug Report6640NoGUIMediumUnconfirmedNeeno Peleroincorrect sRGB profile31.12.20141 Task Description

There are three files (jade_theme.png, splash.png, yesno.png) in client_base.zip, which contain an incorrect iCCP.
When using a newer version of libpng you get the following warning: “iCCP: known incorrect sRGB profile”.
So just delete the color profile in the next art update, please.

Bug Report6644NoUser InterfaceMediumUnconfirmedEvarajActive Effects scrolling12.10.20141 Task Description

Scrolling with the mousewheel does not work if the mousecursor is over one of the listed buffs.
It works only if the mousecursor is besides or between the buffs.

svn code r9595

Bug Report6664NoSoundMediumUnconfirmedJoshuaInstrument White Noise (Lute & Lira)06.11.201411 Task Description

Some of the musical notes, when using the Lute and Lira (drum seems okay), have an annoying white noise in the background. The audio is not clean, and this can be bothersome particularly to people with high-end headphones who may be able to hear it better. I am not sure if this is audible to all players, but it certainly should be to anyone with a good pair of headphones.

Some popping sounds can also be heard.

I am not too knowledgeable on music, so I can’t say which notes specifically have unclean sound, but I think since it can be heard plainly it should be easy to find out.

Feature Request6668NoQuestsMediumUnconfirmedJoshuaVenalanQuest completion warnings. (And safer quests.)14.11.201412 Task Description

Sometimes when talking to an NPC during a quest, it’s not obvious that saying something will end it early. For example, in the Dizzy Bevon quest, telling Charisa that you can’t get into the Winch abruptly ends it. Meaning you will never see the rest of that quest, even if you get Winch access. I thought that she would wait instead, which would be more fair to players. Apparently this game wasn’t as forgiving as I imagined. Failing quests is especially annoying when it involves typed answers too, where a typo or not being specific enough will cost you the quest. (Even if you knew the right answer.)

First of all, I feel there shouldn’t be an option to finish a quest early unless you fail, the options being either you complete it fully or save it for later. This would be much more player-friendly. I didn’t even fail the quest, I just couldn’t get into the Winch. I feel like I was punished for being honest, and possibly have missed out on some reputation forever.

Who in the right mind would back out of a quest after accepting it, anyway? I doubt anyone does it intentionally. These sorts of choices should be greatly reduced. It only makes sense during evil quests where you might feel bad about what you’re doing. If someone is feeling lazy or is busy, then they can complete the quest later, like in any other game. If these dialog options are going to remain in the game, then it may be better if they had a warning such as (ENDS QUEST), while the true ending of the quest could say (COMPLETES QUEST). This would help players avoid making infuriating mistakes like mine.

Secondly, sometimes it is too easy to fail a quest when typed answers are involved. In the Stolen Dagger (sp?) quest from Ojaveda where you have to tell Enach what it looked like, if you say “diamond”, or “diamonds”, instead of “diamonds and opals”, you will get the uneventful ending. This is made even more ridiculous because the answer is in your quest log, so it shouldn’t be possible to get it incorrect anyway. But you only get one chance. Basically, I feel quests that rely on typed text should be more forgiving, because sometimes it’s not about whether you’re right or wrong. Rather, it may depend on how many variations of the correct answer there are, so a lot of the time it isn’t the player’s fault. Sure, maybe “diamond” isn’t that specific, but it definitely narrows it down. If I say diamond, Enack should say something like “Anything else?”.

Feature Request6703NoUser InterfaceMediumAssignedTuathanachJoe Lyonhow code handles missing gui items20.12.201411 Task Description

Would it be possible to change how the code handles missing parts of gui in xml, so it shows an error rather than crashing. example being with page numbers and using an old xml which did not contain them, client currently crashes as soon as you view a book. it would be nice to at least get a message pointing at cause

Bug Report6742NoInventory/ItemsMediumUnconfirmedMario RohkrämerLogin with less than full health02.01.20151 Task Description

Logging out after a longer time of idling, one would expect to login with full health later. But I noticed that my health is a little lower and starts regenerating after I logged in. This is especially obvious for characters with not yet maxed stats, appears to be a relative impact.

I wonder if this is caused by buffing armor parts, e.g. Ulbernaut Bracers (+8 Strength, boosting HP too, indirectly). I could imagine that the max. HP are calculated without buffs, and the current health gets limited to this lower maximum (lower than while logging out previously); then the engine loads armor parts after logging in and has to update the HP maximum, which is now higher with buffs, and the current HP get a headroom to fill up.

Bug Report6778NoEngineMediumUnconfirmedsteve mossTalking to NPC28.01.20151 Task Description

Hi
I seem to have a glytch where frequently (but not always) an NPC will not talk to me no matter how long I wait
However if I click “Bye” and try again he will now talk
It means I have to click every NPC when he wont speak to me twice to be sure there is no dialogue

Feature Request6784NoEngineMediumUnconfirmedKaerli StronwylleEnvenomed arrows06.04.201513 Task Description

Considering that arrows are single-use at this time and craftable, it should be feasible to use envenomed arrows to test the concept of envenomable weaponry for the time being, until we can get the engine changes needed for temporarily-poisoned blades in. (Flaming arrows would be a nice addition while you are at it…)

Feature Request6785NoMagic SystemMediumUnconfirmedCalmusglyph order in spell research should not matter16.02.20151 Task Description

Even with the recent improvement of the spell research behaviour, I think it is a bit tedious to find spells with 3 glyph combinations or spells with 2 glyphs of 2 different ways.

I propose that the glyph order doesn’t matter in the assemble slots.

Wouldn’t it also be more logical if the glyph order doesn’t matter?

Feature Request6788NoUser InterfaceMediumUnconfirmedGongerJoe LyonSplit up System tab information18.03.201511 Task Description

System tab: Could the information there be split up further, like for the logs, into something like combat, crafting, soul commands (emotes and interaction commands like /greet), so you can have more control what is shown in Main tab?

This was briefly discussed in the Dev meeting (22/02/2015), and should be assigned to Eredin.

Thank you.

Bug Report6792NoRulesMediumNewDavide VescoviniDavide VescoviniList of Combat Bugs05.04.20151 Task Description

This is a collection of Combat System bugs

Feature Request6795NoCrafting TransformationsMediumUnconfirmedNoronelTuathanachRemove confusing Broadsword crafting steps22.06.20151 Task Description

I noted that previous bug report 4573, similar in nature, has been closed. I reached out to GMs and it was confirmed that once a broadsword has been furrowed into a blade then the only option is to then make it into a kit. The flow as of 04/04/2015 looks like stock>alpha>beta>delta>brittle>dull>rough>blade (gap) heated>super>red>stock.

If the expected results of working broadswords is to have them be a one time blade, then these extra steps (heated>super>red>stock) are confusing. If the expected results is that the broadsword should be able to be worked from stocks to blade to stocks then currently the step to make the (final) blade into a heated blade is missing.

Feature Request6802NoCrafting TransformationsMediumUnconfirmedKaerli StronwylleTuathanachYou should be able to heat stock with the Book of Blade...18.05.20151 Task Description

Having to use the Working with Stock book simply to heat steel/ingots for forging makes for a silly amount of swapping back and forth between Working with Stock and Book of Blades. It’d be simple enough to add the steps for heating stock and ingots to the Book of Blades…

Feature Request6814NoSettingMediumUnconfirmedRoman YagodinBring gods in the game03.04.201711 Task Description

From game chat:

/tell Laanx Hi, Laanx!
> Laanx is not found online.

Current /pray command is a shortcut for /emote pray, but it could be interesting to have separate command to pray gods (or specific god) for miracles or even ask them about something.

“Miracles” should be protective / healing spells, casted on character or group, or offensive spells, casted on enemies.
Spell set could vary by god. Rate of success of appeal & spell power could be determined by character race, faction points, number of previous appeals (in the game day), sacrifices and also (maybe) current location, weather and time of the day.

If god name not specified, any god in the mood could answer to the prayer.
Also, appeling to the more ancient gods (Laanx, Talad) should have lesser rate of success, but greater miracles or revelations.

Any character (even have no magical abilities and choose to be atheist) could use this command.

Gods could be implemented as (invisible) NPCs.

Example command formats:

Pray: /pray [godname]
Ask: /tell [godname] [question]
Sacrifice: /give [godname] [itemname]

Forum thread: http://www.hydlaaplaza.com/smf/index.php?topic=42207.msg477124#msg477124

Feature Request6823NoEngineMediumUnconfirmedVonor[Engine/Settings] Add Regexp and wordlists to NPC Speec...24.11.201511 Task Description

While the quest system has greatly improved in the years I’ve been gone, there are still things one needs to type to an NPC.

Currently NPCs are still dumb as bricks when it comes to understand what players “write” to them.

As the “writing” is supposed to be “speaking” one would assume that an a person would understand a word even if it’s spelled incorrectly.

For example - in a certain quest you have to tell a certain NPC the words “diamond and opal”.

If you spell the words wrong (e.g. opale) the npc refuses to help and you have no chance of repeating that step and thus are forced to finish the quest in another way.

With regexp in the engine the settings department could make the answer look like this: (?i).*diamond.*opal.*

This would match case insensitive on “it are diamonds and opals” as well as “diamondsopals” or “diamond opale” as well as many other possible phrases that include the words “diamond” and “opal”.

With wordlists settings could define a couple of spellings of certain words to match on in-word typos even. for example: (?i).*$quest_stepX_wordlist1.*$quest_stepX_wordlist2.*
In the wordlist the settings dept could then, for example, define spellings like diamond, daimond, diamant and the like. That’s just an example though, I’m sure there are many more examples in game currently where a npc refuses to answer or you break a step in a quest only because you cnat type :-)

As for the regexp, the PCRE library from Apache could be used, maybe. http://www.pcre.org/

Bug Report6853NoCombatMediumUnconfirmedAniroho Aimirrelnot facing target problems with ranged weapons17.07.20161 Task Description

During fight using ranged weapons if the player is attacking a mob but doesn’t face them the arrows are still used but no attack is led and the message about facing the target is shown.

Sometimes attacking with ranged weapons cause the showing of the facing target message and the attacks are not dealt even when the target is near and straight before the player (the arrows are consumed as well).

Bug Report6867NoInventory/ItemsMediumUnconfirmedQuentinequip/dequip items through shortcuts bug02.06.20161 Task Description

I recently wanted to create a shortcut to summon my Rivnak, but it doesn’t work exactly like it should…Here are the commands of my shortcut :

/dequip leftfinger
/equip Ring of Summon Familiar
/pet summon Bigadin
/dequip leftfinger
/equip Crystal Ring

Of course, using the commands one by one in the chat works perfectly. But here is the chat log after using the shortcut :

Usage: /equip [stack count] [slot] [item name]
You feel a connection to your familiar.
You’ve gained 1 Practice points in Empathy.

Weirdly, it seems that when the last line is executed, my ring is still considered equipped, and so it cannot be equipped. I thought that with another item which exist in several copies, it would work through equipping another copy, but even that do not work. I tried using it with 2 Silver Rings in my inventory (so the line /equip Crystal Ring become /equip Silver Ring), and both when the quality is the same and when it is not (and so it doesn’t stack) :

You feel a connection to your familiar.
You’ve gained 1 Practice points in Empathy.
This item cannot be equipped.

I hope the informations are sufficient to allow you to understand and solve the problem.

Bug Report6890NoCraftingMediumUnconfirmedKenTuathanachCrafting Axe Kits gives Mace making skill.14.08.20171 Task Description

This is actually for version 0.6.5.

When I craft Small Battle Axes I find that all skill gains are in Blades, Blacksmithing, and Mace making. I feel that somehow the skill gains for Axe making have been replaced by Mace making. That makes it harder to build up axe skill to turn the kits into a finished axe.

Axe handles need changed to blades making

Bug Report6903NoItems CharacteristicsMediumUnconfirmedEmalineVenalanBanded Mail Armor wrong desc09.11.20171 Task Description

Banded Mail Armor stores in MA category, trains MA but the description reads HeavyArmor under the weight/size/quality. So can we get it changed to read MA please.

Bug Report6924NoCraftingMediumUnconfirmedStalfosCooking with Minerals Conflict14.01.20191 Task Description

The book shows

Powdered [Raw Material]
Grind [Raw Material] into Powdered [Raw Material] using Alchemist Table with Wooden Mallet
Hammer [Raw Material] into 3 Big Chunks of [Raw Material] using Alchemist Table with Wooden Mallet

Both using Alchemist Table with Wooden Mallet
When only the 3 big chunks is correct

Bug Report6929NoCharacter CreationMediumUnconfirmedLariliThe CC decription tab of ones own character says "Xiosa...23.10.20221 Task Description

In the CC tab it says “Xiosa talks to you through nature,” Xiosa should be Xiosia.

Bug Report6930NoSpell FormulasMediumUnconfirmedStalfosMagic Staves always blocked23.10.20221 Task Description

Magic Staves, like the Staff of Empathy/Aurora are always blocked unless they miss.

I’m not sure which weapon skill they use, but they are even blocked by dummies

Bug Report6934NoInventory/ItemsMediumUnconfirmedStalfosChests sometimes give 0 ingots -and say they gave some11.03.20201 Task Description

When opening a chest, sometimes it will say “you find some ingot”, but give you none.

Seen it on Reinforced chest, sure I saw it on a different chest before as well.

Feature Request7325NoCharacter CreationMediumUnconfirmedRegina MusialRequest for Back-Button and Speaker-Update28.10.20211 Task Description

Hello, Dev-Team,

here are two requests for the character creation in psu:

1. The speaker speaks too quietly! I know its you, Talad, but the background music overwhelms your voice!

2. I miss a “Back”-Button because if i go into the chara creation but dont want to create a new character and want to go back to my character which already are there!

Bug Report7333NoGUIMediumUnconfirmedEdichoTraining UI needs to be more intuitive (and work)02.12.20231 Task Description

The old application clearly stated which skills can be trained by simply showing you them listed in the dialog.

Now you’re getting list of all skills and let’s take Percival Hawthorne for example:
https://drive.google.com/file/d/11TT9POMLeO0WOf9he84foTY5Xaju2eUj/view?usp=sharing

What we see is:
- list of all skills
- some progress bar right under the skill
- some progress bar in the right part of the box
- if you try to hover on this, we can see it marked “tbd” which doesn’t make it any less defective.

What we should see:
- list of skills the NPC can actually train you (the current list needs to be filtered)
- the cost of the training both in tria and PP (the progress bar on the right should be simply replaced with a button

Bug Report7684NoBugtrackerMediumNewHaviland TenouriEditing Guildpermissions and Points24.01.20231 Task Description

Giving a Guild level the permission to edit gild points is not honoured. The flag is shown, but if someone of ther permitted group tries to edit the points of himself or another member he gets “you don’t have the permission…”

Additionally, editing permissions is not propageted to other online members. Ie. they do not see any changes in guild privileges.

Bug Report7709NoGraphical GlitchMediumUnconfirmedferretdelver has some very strange lighting01.02.20231 Task Description

no task description

Bug Report7732NoBugtrackerMediumUnconfirmedHieuNpc Dialogue02.03.20231 Task Description

My PC resolution is 4:3. When I talk to NPC, NPC dialogue is on the left of the screen and I cannot see whole NPC dialogue.

Bug Report7954NoCraftingMediumUnconfirmedTrippedOnReality/EnarelWorking with Stock and Working with Rare Stock Books Mi...04.12.20231 Task Description

Working with Stock and Working with Rare Stock books are missing the recipes for heating ingots/stocks in the forge in 0.7.39.

Bug Report7974NoQuestsMediumUnconfirmedDaevaornRepeatable quest awarding faction points for the wrong ...16.12.20231 Task Description

Sat 02-Dec-2023

(17:38:51) [chat] Daevaorn: Here is the armour that you asked for. Plate mail pants and chain mail pants.
(17:38:51) [chat] >You gained 13600 experience points and 68 progression points!
(17:38:51) [chat] >You received 51 circle, 4 octa, 0 hexa and 8 tria.
(17:38:51) [chat] >Your Armor Making skill has increased by 1 point!
(17:38:51) [chat] >Your faction with Weavers Tree has worsened. (17:38:51) [chat] >You unlocked a new achievement: Achieve Velvet Glove in Weavers Tree
(17:38:51) [chat] >Quest Completed!
(17:38:51) [chat] >You have completed the A Measure of Protection quest!
(17:38:51) [chat] Kethzun Guthazik: You’re done already?
(17:38:51) [chat] >Trade complete

At first I was wondering about points being deducted until I got the information that this is regular procedure when hitting the cap value.

However I was surprised to see that
- a smith awards faction points for the Weavers’ Tree
- there are faction points awarded at all for one of the skill quests that can be done (at least theoretically) up to

Bug Report7975NoCraftingMediumCould not VerifyStalfosRepair Weapons not working as it used to.11.03.20241 Task Description

I had heard that over a skill threshold, repairing weapons/armour does not reduce maximum quality.
Yet I repaired a weapon with 201 skill (with jewellery) and dropped from max quality of 200 to 199.

Maybe the Jewellery isn’t working properly, as without it, I would be under the threshold I had heard about.

Also Bones attribute was not removed, the whole reason I repaired it at 197/200.

Maybe this is as intended, but if Bones cannot be removed, then getting a Masterwork Bones Platinum Sword from your first and only run through of the Keen Edge quests (currently not completable) is xtremely bad luck after the time it takes to get 100 in sword (even more in UE).

Bug Report7985NoBugtrackerMediumUnconfirmedTutharelSome people are reporting that, after a server crash, t...01.01.202411 Task Description

After a server crash, if you don’t restart your game, your log will no longer be updated with what happens in game. This has been noticed by Gonger, Migg, and a few others.

Bug Report7993NoQuestsMediumReady to testDaevaornDialog option broken in "Repentance" / Keen Edge chain ...11.03.20241 Task Description

The quest option advised by Sharven (”[…] HE has decided […]”) is correctly presented by the interaction menu,

but on selection it is not recognised by Roniston (”[…] You could ask me to tell you about something, perhaps?”)

Quest progression is thereby blocked the Keen Edge chain broken again (after yesterday’s fix of “Slimy Doubt”).

Feature Request5377NoQuestsMediumUnconfirmedFoxieIn Aid of the Kran quest too short26.08.2011 Task Description

I must say that this quest is quite disappointing. After a promising and very good beginning the whole story is cut short in an odd way. I think the plot would deserve some development as the beginning is really good.

Bug Report5380NoEngineMediumUnconfirmedAndrew DraskoyNothing to be looted message grammar29.08.2011 Task Description

The message presented when looting a dead NPC with nothing to loot is “… has nothing to be looted”.
While this is valid English, it is more natural to say “… has nothing to loot”.

Bug Report5391NoInventory/ItemsMediumUnconfirmedVakachehkTrading while over encumbered 28.09.2011 Task Description

It’s stupid to not be able to trade (through right clicking the character and clicking ‘trade’) while over encumbered (having to sit down because you’re too heavy). But yet you can just make a shortcut or type /trade and it works.

So my point is, why?

(note: if this task has already been posted and discussed, I did search ‘Trade’ and ‘Trading’)

Bug Report5392NoEngineMediumUnconfirmedAlex MatthewsNo armor29.09.2011 Task Description

The leaver leg armor and appentice robes on Enkidukai clamod isn’t working. this might be the same for all enkidukai’s.

Feature Request5485NoInventory/ItemsMediumUnconfirmedFiribanMake a hat item where you can throw money in26.12.20112 Task Description

it would be nice for bards if they had hats where passers-by could throw some tria in. The hat item would serve as a money container as well as a piece of clothing. The advantages to just throwing tria on the ground are that people can’t just steal the money and it would look nicer.

Feature Request5486NoEngineMediumUnconfirmedEdichoImplement data compression28.12.2011 Task Description

Client recieves plain text data regarding many things configuration:

<traits><trait id=”10” next=”0” loc=”FACE” mesh=”308” mat=”321” tex=”322” shader=”“/><trait id=”346” next=”0” loc=”HAIR_STYLE” mesh=”328” mat=”0” tex=”0” shader=”0.63,0.32,0.17”/><trait id=”382” next=”0” loc=”HAIR_COLOR” mesh=”0” mat=”0” tex=”0” shader=”0.52,0.45,0.17”/></traits>

It would be better to handle the data this way:
compressed server side
stored compressed
sent compressed
client recieves compressed
client decompresses uses and stores on disk.

compared:
plain text - 1,1k
tar.gz - 0,4-0,5k

Bug Report5566NoEngineMediumUnconfirmedAiwendilThe treeview of paws is bugged.13.04.2012 Task Description

It happens for me always again after “opening” and closing nodes. Sorry, haven’t found a way yet to reproduce it every time. Might add some more information here once I find out more ;)

It dispalys the newly opened node above a previously already opened one.

Bug Report5574NoEngineMediumUnconfirmedKaerli StronwylleClient-side email validation in registration system rej...15.04.2012 Task Description

GMail uses the + to denote email aliases: foo+bar@gmail.com delivers to the same GMail inbox as foo@gmail.com. The PS validation system rejects the + character client side, although it is permitted by the RFCs (see RFC5322 s3.2.3/3.4.1). The easy fix is to be much more liberal on the client about what is allowed in an email address, since we’ll be emailing a validation code to it anyway.

Bug Report5625NoEngineMediumUnconfirmedLeonReference to non-existent sound file: amb-day_forrest_...05.05.2012 Task Description

Essentially the same issue as http://70.32.40.136/flyspray/index.php?do=details&task_id=5579 except that the file in question is amb-day_forrest_4 This is happening in the outdoor area at the arena.

Fri May  4 19:13:58 2012, <src/plugins/common/soundmanager/data.cpp:167 LoadSoundFile SEVERE>
Fri May  4 19:13:58 2012, Can't load file 'amb-day_forrest_4'!

for now I added:

<Sound name="amb-day_forrest_4"       file="/planeshift/art/sounds/amb/day_forrest_3.ogg" /> 

after:

<Sound name="amb-day_forrest_3"       file="/planeshift/art/sounds/amb/day_forrest_3.ogg" /> 
Feature Request5704NoInventory/ItemsMediumUnconfirmedAndyBooks could have regular Info window shown first22.07.2012 Task Description

Instead of directly opening the book copy text, it would be nice if a book showed a regular info window first. Title, the authors name, and generic book description. If a Read button were provided, that then opened the window with the book copy text, perhaps an event could be generated so there could be read and unread books in ones inventory. Being able to carry and inspect an unread book perhaps gives some interesting quest possibilities.

Feature Request5705NoWebtoolsMediumUnconfirmedAndyMyPlane HTTPS22.07.20121 Task Description

Any way to get MyPlane running on HTTPS? I am thinking before someone has a problem. Not positive on the category on this one, thanks.

Feature Request5714NoItems CharacteristicsMediumUnconfirmedAndyNamed variety of crystals27.07.20121 Task Description

The random weapons naming system is one of the excellent features of PlaneShift, and crystals have always been iconic to PlaneShift. Different varieties of mineral crystals produced at the mine sites. Some descriptors that would indicate quality on the crystals, like: Smoky, cloudy, occulted, clear, milky, flecked, fractured, et cetera. Smoky sapphire, occulted Ruby, et cetera. These could indicate grades of quality. Perhaps there should be a chance to pull extremely unique crystals of magical quality with two or more modifiers. I would not be surprised if this was already thought of, but I wanted to put it up here while it was in my mind.

Bug Report5716NoNPC DialogMediumUnconfirmedMario RohkrämerTokens of Regard - a little senseless since Narwin pass...28.07.2012 Task Description

Since NPCs move, Narwin visits Ervin Fromaad and must pass Grimal on his way. So it doesn't make much sense anymore that he can't visit him in person and request the token himself.

Bug Report5735NoMiscMediumUnconfirmedDavidBit of grass outside of walls in AkkCentral14.08.2012 Task Description

Nothing major at all, but I cannot change the severity. Is that up to the poster?

Anyway, just on the other side of the wall from Akk-Central -4.46 0.70 4.32, in the empty space, is a bit of grass floating around.

Bug Report5760NoBuild IssuesMediumUnconfirmedJohn Smithstatic src analysis of planeshift15.09.2012 Task Description

I have been playing around with the llvm/clang static source code analyzer (http://clang.llvm.org/get_started.html) for a while, and thought it might be fun to run it on the planeshift source code (svn r8433). Even though especially the c++ analyzer is still viewed as beta quality at this time, the results are interesting and can be found here :

http://lbalbalba.x90x.net/clang-analyzer/planeshift/

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