v 8.1.1 build 0 (beta)

Version Change Log

updated on: February 25, 2014


For the sake of brevity, except for the most recent list of changes, all beta and unreleased versions are excluded, and their changes folded into the next official release.

Series 8.x.x


This series is currently in beta test. For a list of all the changes and upgrade types, please go the Beta Test page.

Series 7.x.x


7.4.0 beta 5 - October 17, 2014

SDR.esm

sdrCalcAVMoveRateAndType:

  • fixed issue in which calculating the move type was causing a crash when a creature instantly spawned within the player's detection range.
  • sdrDetectionCallNPC:

  • tweaked to make sure that both the detecting and target NPCs have an SDR script token on them before running a detectin check. If not, it will return with the default Oblivion Formula result.
  • moved the debugging data code to an external script that is only called when debugging is turned on. This will allow for slightly faster performance (I think).
  • 7.4.0 beta 4 - September 27, 2014

    SDR.esm

    sdrCalcAVMoveRateAndType:

  • fixed issue in which an incorrect variable was being referenced. This broke the ability to calculate movement rates, which in turn busted a bunch of things such as detection and the alternate sneak skillup system.
  • sdr_obse.dll

  • corrected the default value of the iSDRsAltSneakSkillupSystem global variable. (note, this is not a significant change)
  • 7.4.0 beta 3 - September 21, 2014

    SDR.esm

    sdrQuest:

  • fixed issue in which after launching and loading a game, reloading a game later would cause up to a minute delay before SDR initialized
  • revised how checking for OBSE version works and updated OBSE related error messages to be easier to read with more instructions.
  • sdrTokenScript:

  • fixed issue where script broke when trying to assign nighteye power. This also fixed some other issues including:
    - sneak skill up points not being awarded
    - player always being transparent while sneaking
    - detect life shaders not working
  • fixed issue where detection formula to assign to actor was not being correctly calculated
  • fixed issue where system was ignoring the iSDRsAltSkillUpSystem game setting if it was set to "2" to work in conjunction with Oblivion XP.
  • sdrInitialization:

  • fixed issue where player was not "initialized" properly, thus ignoring the detection formula that should be used against the player.
  • sdrDetectionCallNPC/sdrTokenChecker:

  • added counts for detection calls by formula type to expand debugging information.
  • broke up debugging information into three lines with more info for easier reading.
  • sdrIniDefaults:

  • more revisions to the .ini grammar, spelling, tags, and descriptions
  • revised default values for FPS and Actor Count settings when determining formula to use. Hopefully this will provide an overall smoother experience.
  • 7.4.0 beta 2 - September 15, 2014

    SDR.esm

    sdrTokenScriptPlayer:

  • removed detection package toggle script steps
  • sdrOnCellChange:

  • removed reference to token distance variable that is no longer used
  • added call to token checker so that token distribution happens at the moment of cell change
  • sdrIniMessage:

  • corrected message that was still calling on defunct SDR Detection Package variable
  • sdrIniDefaults:

  • updated with correct "F" formula tags. Cleaned up grammar. Etc.
  • 7.4.0 beta - September 12, 2014

    SDR.esm

    sdrDetectionCallHook:

  • changed name to sdrDetectionCallNPC
  • sdrDetectionCallNPC:

  • added check to see if target actor is disabled
  • added calculations to determine which formula to use
  • sdrDetectionCallPlayer

  • added check to see if target actor is disabled
  • sdrDetectionFormulaCaller

  • removed checks for disabled targets/detectors (redundant)
  • removed "Force Detection Level of Followers feature".
    Note: This was an old feature needed to close a sneak skill up loophole when it came to followers. The new SDR sneak skill up system resolves that issue.
  • sdrDetectionFormula

  • Revised how the detection formula works. There are now a total of five variants:
    1. Advanced SDR formula
    2. Basic SDR formula
    3. Trim SDR formula
    4. Stripped SDR formula
    5. Oblivion default formula
    Note: Although the Oblivion formula is possible, it will be exceedingly rare for it to be used unless the system is experiencing major performance hits (low fps, concentrated populations of high processing actors, etc.) Complete details will be in the .ini Guide.
  • sdrFactorSound

  • modified how helmets affect sound factor calculations. No longer a multiplier but a - penalty depending on helmet type.
  • sdrCalcLOS

  • modified how helmets affect LOS calculations.
  • sdrUpdateAVs

  • modified how gear and weapon penalties are calculated for creatures (they aren't)
  • sdrCalcAudGearSlotPenalty

  • hoods now impact LOS/peripheral vision at a value of 1 (vs. a fur helmet of 2)
    Note: this is based on the fact that the only head gear available in default oblivion that isn't armor is a hood. Unfortunately, if a mod has added something like headband circlets that also take up the "hair slot", they will also be counted as if they are a hood for impacting vision. I haven't figured out how to differentiate a "hood" vs. anything else. And I can't rely on the word because of the various languages. Perhaps there will be a solution to that in the future.
  • sdrTokenScript

  • Relocated "formula" calculations out of the Detection formula script into the token script.
  • Completely revised how SDR determines which detection formula is used.
  • moved sdrAssignNightEyePowers sub-script formula out of subscript and into token script.
  • moved sdrAssignDetectLifePowers sub-script formula out of subscript and into token script.
  • sdrAssignNightEyePowers

  • Deleted.
  • sdrAssignDetectLifePowers

  • Deleted.
  • sdrTokenAssignment

  • Now hands out tokens to all actors within two cells of the player.
  • Counts total number of high, middlehigh, middlelow, and low processing actors in immediate surroundings.
  • Tracks the number of detection calls made per second.
  • sdrCalcVisualAngleMult

  • new subscript for calculating visual angle. Improves performance with new detection formula system.
  • sdrCalcSoundAngleMult

  • new subscript for calculating audial angle. Improves performance with new detection formula system.
  • Game Settings

  • Removed iSDRsDetectionPackage
  • Replaced Detection Package system with Detection Formula Scenario system
  • Removed Detection Package toggling
  • What is/isn't in the various detection formulas.

    Advanced

  • has everything
  • Basic

  • ignores detect life effects
  • ignores crime gold for skill checks
  • ignores clothing value for skill checks
  • ignores weather conditions
  • Trim (as Basic above, +)

  • skips short range bump calculations
  • ignores talking/dialogue adjustments for skill/sound checks
  • ignores helmet modifiers for calculating LOS and Hearing adjustments
  • Stripped (as Trim above, +)

  • skips scaled exponential lighting bonus
  • skips all recalculations for peripheral/binocular vision and visual angles. Used default line of sight.
  • skips all audio adjustment calculations for hearing angles/type. (not quality)
  • skips adjustments due to third party mods for misc bonus
  • skips adjustments due to health/fatigue for misc bonus
  • ignores intelligence check features for "target attacked detector" bonus calculations for skill checks
  • ignores moving torch bonus calculations for skill checks
  • Oblivion

  • Uses default Oblivion formula, ignoring all SDR settings
  • 7.3.2 - February 25, 2014

  • SDR.esm: Fixed crashing issue caused by sudden appearance of large populations. Detection system now checks to make sure detector/target both have an active SDR token before applying the new detection formula. If either one is missing their token, system will use Oblivion's default formula instead.
  • SDR.esm: Minor change in calculation for the skill check for determining "being attacked" bonuses.
  • 7.3.1 - January 30, 2014

  • SDR.esm: Fixed startup quest so that SDR will initialize with a new game/character. (It was only initializing after saving and reloading a game)
  • SDR_obse.dll: Disabled the coding that was designed to auto-reset detection levels when an actor died/became unconscious as it was crashing the game in certain areas. Don't know if we'll be able to add that feature back. It still has the GetDetectionLevel2 command though.
  • 7.3.0 - January 18, 2014

  • SDR.esm: Added "Balrog" and "Lesser Balrog" to the "inclusions" list of Daedra (they are referred to as Daedra in MMM docs, but not flagged as such in construction kit).
  • SDR.esm: The SDR.ini file will no longer be loaded. All default settings will be loaded internally. SDR.ini file should only be used as a reference by the player to decide what to put in the .SDR Tweaks.ini file. This will reduce the amount of technical support headaches.
  • SDR.esm: Fixed a bug where reloading the game was toggling auto-night eye off unexpectedly for characters with innate night vision. Default behavior when you begin a new game with SDR is that auto-night-eye will be toggled off. From that point forward, the game will remember your most recent toggle choice and turn on/off auto-night-eye accordingly when you load a saved game.
  • SDR.esm: In order to (hopefully) prevent the issue where victims of an attack can't seem to detect their attacker, these game settings have been changed to the following defaults:
  • SDR Perks and Patches.esps: Changed how they are initialized to make sure that they aren't running when the main SDR.esm is initializing and then stops the main PP quest from running after the PP initialization is over. This improves performance and reduces the chance of the Perks and Patches features from being run/intialized when they shouldn't.
  • *NOTE: on the above settings, the first four are HARDCODED and cannot be altered. The SDR main quest script checks every 10 seconds and resets them if some other mod changes these values. The nearest equivalent to those thresholds are the Behavior Combat/Hostile/Searching/Default settings, so tweak those up/down accordingly. The formula applies the value in four areas, so when considering how much to increase/decrease by, multiply by 4. For example, a value of 9 will add a total of 36 points, 10 will add 40 points, etc.
  • SDR_OBSE.dll: New SDR Plug-in that has the following features (kindly provided by Kyoma!):
  • OBMM Installer wizard no longer checks OBSE version. It was set to check for a minimum 20, but user with 21 were getting installation errors.
  • 7.2.0 - August 28, 2013

  • SDR.esm: Additional pre-cautions to make sure that NPCs/Creatures that have not been fully initialized with all the new settings or are disabled do not utilize the new detection system. (being tested)
  • SDR.esm: Created a quest (startquest sdrrsq) that can be started in the console to allow a user to add the new SDR custom spells to their character in the event that a clean save upgrade from prior version wiped them out.
  • SDR Perks and Patches.esp (both): Minor changes to how it reads and checks versions for compatability between the .eps and the .esm.
  • SDR Perks and Patches [Oblivion].esp: Removed the 'Find Saebel' test quest entirely.
  • Omod installer: Fixed bad 'endif' in installer script. Also added check to always ask if the user wants to install the tweaks.ini file, since OBMM cannot detect if the tweaks file exists or not.
  • 7.1.0.1 - August 12, 2013

  • SDR Perks and Patches [Oblivion]: Hotfix that removed the Find Saebel quest pop up messages/notifications.
  • 7.1.0 - August 11, 2013

  • Updated User Manual to cover changes since 7.0.0
  • SDR.esm: Fixed OnCellChange script to check interior cells to see if they are flagged to behave as exterior cells, and then update the detection distances and everything else associated with cell changes accordingly.
  • SDR.esm: Updated the initialization portion of tokens to do a "run once" of updating actor values with an "initialization" mode to bypass certain features such as innate chameleon abilities that should be in effect immediately rather than fading in.
  • Note: The above tweak *might* also solve some issues where actors are not detecting people until they are attacked.
  • Removed the option of having "silence spells" (which were only intended to stop someone from casting magic) also make the target of the spell noiseless.
  • Removed the iSDRsSilencePerk game setting
  • SDR.esm: Removed the following game settings: fSDRsTempDeafRecoveryRate / fSDRsTempBlindRecoveryRate
  • SDR.esm: Added the following game settings: sdrQ.vDurationTempBlind / sdrQ.vDurationTempDeaf
  • SDR.esm: Altered game mechanics on temporary blindness/deafness spells / magic effects.
  • SDR.esm: Fixed issue where waiting/sleeping did not cancel or reduce duration of visual/audio effect even though the magical effect had ended.
  • SDR Perks and Patches [Oblivion]:Changed the Aleswell Invisibility effect on creatures from 80 Chameleon to 100 Chameleon.
  • SDR.ini: Added more races to the race/creature traits lists, including the following: (show/hide list)
  • 7.0.4 - June 30, 2013

    Bug fixes and changes.

  • SDR.esm: Fixed issue where if SDR custom detect life shaders were turned off, it wasn't stopping an attempt to apply them to NPCs, causing console spam.
  • SDR Perks and Patches [Oblivion].esp: Saebel now has clothing to wear in case he decides not to wear his armor. (er hem)
  • 7.0.3 - June 28, 2013

    Bug fixes and changes.

  • SDR.esm: Fixed issue where if after a clean save and install, and the player was in an exterior cell, all detection levels were broken until the player moved into an interior cell.
  • SDR Perks and Patches[Oblivion].esp: Found yet another alternate method to add the Saebel NPC to the Arboretum that hopefully will work better than the last attempt.
  • 7.0.2 - June 28, 2013

    Bug fixes and changes.

  • SDR.esm: Added check to make sure default Alternate Sneak Skill up system does not kick in if Oblivion XP is detected.
  • SDR.esm/SDR.ini: Added .ini option so that you can have both the Alternate Sneak Skill up system and Oblvion XP running concurrently, if that's what you really want.
  • SDR Perks and Patches[Oblivion/Nehrim].esp: Changed at which player level the new SDR spells will be available for purchase.
  • SDR Perks and Patches[Oblivion].esp: Fixed issue in which encountering the Saebel NPC was spamming "add spell" messages to the console.
  • SDR Perks and Patches[Oblivion].esp: Found an alternate method to add the Saebel NPC to the Arboretum so that SDR Perks and Patches[Oblivion].esp no longer requires to be in a special load order relative to other mods (such as Better Cities).
  • 7.0.1 - June 24, 2013

    Bug fixes and changes.

  • SDR.esm: Fixed issue where all actors encountered were being added to an internal array that was only supposed to track actors that were transparent.
  • SDR.esm: Fixed the sdrUninstall quest script so that null or invalid references are skipped when attempting to set their transparency.
  • SDR.esm: Fixed issue where the base alpha value was incorrectly being saved and retrieved for the sdrUninstall quest script.
  • 7.0.0 - June 23, 2013

    Bug fixes and changes.

  • SDR.esm: Moved and renamed the Perks and Patches .ini settings variables into SDR.esm.
  • SDR.ini: Renamed the SDR Core.ini file to just SDR.ini
  • SDR.ini: Added the revised Perks and Patches .ini settings into the SDR.ini file, allowing SDR Tweaks.ini file to be used to tweak the perks and patches .ini settings in addition to the SDR.ini settings.
  • SDR Perks and Patches[Oblivion/Nehrim].esp: Removed the SDR Perks and Pactches - Oblivion/Nerhim.ini file from the installation package as it is no longer needed.
  • SDR Perks and Patches[Oblivion/Nehrim].esp: Fixed issues that were preventing Perks and Patches .esp from initializing.
  • SDR Perks and Patches[Nehrim].esp: Expanded the number of Merchants that can sell the new SDR spells, but higher level spells won't be available unless the character is of a higher level. Who has the spells? There are five merchants that sell the blindness/deafness spells, and two that sell the muffle spells. You'll just have to find them. Although Maius, Nara, and Utilia still sell them.
  • SDR Perks and Patches[Oblivion].esp: Delayed availability of higher level spells to be purchased from saebel NPC until player reaches higher levels.
  • .ini User Guide: Updated to reflect the changes since 6.2.0.
  • SwitchNightEyeShaders.dll: Created customized version (5.1) that surpresses console spam when shaders are successfully assigned unless flagged with an optional 1 as a second parameter.
  • Series 6.x.x


    6.2.3 - June 22, 2013

    Bug fixes and changes.

  • Removed some console spam accidently left behind that was used to debugging during development of 6.2.2.
  • 6.2.2 - June 21, 2013

    Bug fixes and changes.

  • Fixed error that was not giving character any sneak skill up points.
  • Modified various settings and code to support the new alternate skill up system better.
  • Changed the default sdrQ.vCompanionDispoThreshold setting from 40 to 10.
  • Fixed error where followers' detection levels were unintentionally being included in places where they shouldn't.
  • Added additional option for displaying sneak skill up debugging, including current % towards next sneak skill level.
  • Tweaked the Auto-nighteye start up behavior to only load shaders if Auto-night game setting is set to 1, the shader switcher plug-in is installed, and the shaders are installed.
  • 6.2.1 - June 18, 2013

    Bug fixes and changes.

  • Revised description for alternte sneak skill up to recommend default setting of .75 for points awarded if playing Nehrim.
  • Added assassination skillup option to SDR Perks and Patches [Nehrim] mod.
  • Fixed how assassination skillups are handled in the Perks and Patches mods.
  • 6.2.0 - June 17, 2013

    Bug fixes and changes.

  • Fixed issue in which the correct auto-night vision brightness settings were not being applied correctly when the game is first launched.
  • Tweaked the night-eye brightness levels to be slightly different depending on the innate vision type/ability of the player, so the visual effect of night-eye will be slightly different depending on whether or not your race naturally has day, twilight, or night vision.
  • Modified the auto-nighteye shader script to be more efficient and less performance draining
  • changed default of iSDRsLightingBumpTorch game setting from 20 to 10
  • changed default of iSDRsLightingBumpLightSpell game setting from 10 to 5
  • changed lighting multiplier if on fire from *10 to *5
  • Added two new game settings that allow you to disable/enable all blindness/deafness spells, effects and formula calculations
  • Updated Perks and Patches (Oblivion) to take into account new game settings. If allow blindness/deafness/muffle is turned off, those respective spells will not be available for purchase from Saebel Blackston
  • Updated Perks and Patches (Nehrim) to add the new temp blindness/deafness spells to the LL2CreatureLich100 and MOB05MagierRandomSpell spell leveled lists. So watch out.
  • Updated Perks and Patches (Nehrim) to add the new SDR spells to Nehrim merchants as follows:
    Maius : Muffle spells (if iSDRsAllowMuffling is set to 1)
    Nara: Blinding Attack spells (if iSDRsAllowBlindness is set to 1)
    Utilia: Deafening Attack spells (if iSDRsAllowDeafness is set to 1)
  • Updated all scripts to make sure that if SDR is disabled for any reason that the scripts won't execute.
  • Updated all muffle/blindness/deafness effects/spell scripts to not function if the relevant allow muffle/blindness/deafness setting is disabled.
  • Updated all detection formula scripts to ignore blindness/deafness if the relevant allow blindness/deafness setting is disabled.
  • Updated WryeBash Installer Wizard to automatically select the SDR Tweaks.ini sub-package if SDR.esm is not detected as being installed already.
  • Updated the user manual to cover new changes since v6.1.5
  • 6.1.6 - June 13, 2013

    Bug fixes and changes.

  • Fixed bugs in the alternate sneak skill up system. (Thanks to shadowborn for the code.)
  • Fixed how temporary deafness effect is applied to the player.
  • Fixed how temporary blindness effect is applied to the player.
  • Tweaked the temporary blindness/deafness spells to be treated as proper spells, so they can now be dispelled, rested, or travelled away.
  • New features.

  • Added custom spell icons for blindness, deafness, and muffle magic effects (requires Custom Spell Icon plugin).
  • Added .ini settings to the SDR Core.ini to allow you to change the path of the custom spell icons if you don't like the ones I provided.
  • Added leveled spells to the SDR.esm and scripted in adding them to the leveled lists with the SDR Perks and Patches (Oblivion).esp. That means your enemies will be able to cast temporary deafness and temporary blindness spells at you. You are in for a nasty shock! (Thanks to migck for the code.)
  • 6.1.5 - June 7, 2013

    New features.

  • New sdr_OBSE.dll (v16) - minor code reorganization, no impact on game play compared to prior version.
  • Added blindness visual effect when player is blinded.
  • New SDR Core.ini file setting: sdrQ.vBlindnessMultiplier - determines how powerful the blindness visual effect is.
  • Added deafness audio effect when player is deafened.
  • Added SoundCommands.dll OBSE plug-in as part of the installation to support new deafness effects.
  • SDR Core.ini file setting changed: sdrQ.vPlayerFOV default is now back to Oblivion's default of 75 to resolve issues players were experiencing. Feel free to change it in your SDR Tweak.ini file
  • Updated .ini User Guide.pdf to cover changes/new features.
  • 6.1.3 - June 4, 2013

    New feature and bug fix.

  • When cast on the player, the volume of the player's footsteps reduces in proportion to the magnitute of the muffled magic effect.
  • New SDR Core.ini file setting: vPlayerFootstepsVolume - determines the default volume of player's footsteps.
  • Fixed formula for alpha value calculations for creatures that have an unusual base alpha value due to magical effects.
  • 6.1.2 - June 3, 2013

    Fixes to detection formula:

  • Added in code to correctly capture and use the new deafness and temporary deafness actor effects in the sound portion of the detection formula.
  • Bundled in Tejhon's Detect Life texture as part of the file package in a new textures\SDR sub-folder.
  • 6.1.1 - June 3, 2013

    Fixes implemented to resolve issue with Detect Life shaders:

  • Repointed Saebel Blue shader to use an Oblivion.bsa texture instead of a BG magic EV.bsa texture.
  • Bundled in Tejhon's Detect Life texture as part of the file package in a new textures\SDR sub-folder.
  • 6.1.0 - June 1, 2013

    Fixes implemented to resolve issue with errors when calcuating actor's base weight:

  • Removed iSDRsApplyMassToFootsteps game setting as it is no longer used.
  • Fixed sound formula when calculating impact/weight of feet when landing/splashing/walking/running.
  • Added new "sdrGetCreatureFootweight" function to SDR_OBSE.dll, version 15.
  • Replaced calculations for determinig creature/race weight with system using "foot weight" base plus encumbrance.
  • Updated .ini User Guide with minor edit in the Gear/Sound Section.
  • 6.0.2 - May 31, 2013

    Minor fix in the SDR.esm to avoid some 'Null' errors when calculating stuff involving horses and riders.

    6.0.1 - May 31, 2013

    This release cleaned up some dirty edits in the SDR Perks and Patches [Oblivion].esp.
    Note that if you have Better Cities installed, you need to load SDR Perks and Patches [Oblivion].esp before any/all of the following:

  • Better Cities Full.esp
  • Better Cities Full - B&M Edition.esp
  • Better Imperial City.esp
  • the Better Cities IC Arboretum.esp
  • 6.0.0 - May 30, 2013

    This release expands and improves upon the Detect Life shader options, how Detect Life impacts the detection formula, a system-wide attempt an improving performance, a rewrite of the detection formula, and numerous other tweaks and fixes.

    Series 5.x.x


    5.0.1 - December 22, 2012

    Fixed a minor bug that kept reinitializing the settings over and over again. (sorry about that)

    5.0.0 - December 20, 2012

    This release had enough changes that it warrants a new series number. Although you can use your old .ini file for a reference (since there will be a lot of the same settings as before), do not copy and paste.

    Series 4.x.x


    4.5.5 - June 6, 2012

    This update improves capturing when an actor is unconscious, as well as adds dynamic / toggleable detection packages.

    4.5.4 - May 24, 2012

    This update improves the alpha transparency visuals for fading while sneaking and the chameleon effect, as well as provides a patch for the Thieves Arsenal mod.

    4.5.3 - May 15, 2012

    This update fixes issues revolving around the auto-nighteye effect.

    4.5.2 - May 13, 2012

    This update fixes issues revolving around the effects of invisibility/chameleon.

    4.5.1 - May 06, 2012

    This update fixes four important issues. It is recomended to do a clean save with SDR_Core.esp deactivated before installing this version in order to reset the NPCs' vision types.

    4.5.0 - April 26, 2012

    This update addresses a number of issues, bug fixes, and small performance boosts, as well as merges the SDR NPC Behavior .esp mod into the SDR Core .esp.

    4.4.1 - April 01, 2012

    This update has only a few minor updates, and if you have version 4.4.0 installed, you don't really need to install it, but you can if you want to.

    4.4.0 - March 31, 2012

    This update has some important fixes and changes that will require a clean save technique to install. Note that the changes listed are a combination of all unofficial versions since 4.1.0:

    4.1.0 - Jan. 18, 2012

    This update has some important fixes and changes that will require a clean save technique to install:

    4.0.4 - Dec. 17, 2011

    This is a very very minor update that adds a sub-script for debugging the custom game settings so that you can see if the system detects them and what the values are when you load a saved game. It requires ConScribe. To use, follow these steps after installing ConScribe and the new Sneaking Detection Recalibrated.esp:

    1. Launch Oblivion
    2. Load a saved game
    3. Wait a few seconds after the Sneaking Detection Recalibrated Initialization message
    4. Exit the game
    5. Go to the following directory: (drive:\dir\)Oblivion\Data\ConScribe Logs\Per-Mod
    6. Open the following file: ini SDR game settings dump.log

    There you will see a list of all the Oblivion game settings and custom game settings that SDR uses and what their values are. [note: the console message when initializing will say it's version 4.0.2, because I forgot to update that bit, whoops.]

    4.0.3 - Dec. 4, 2011

    This is a very minor update that fixes the missing mesh issue created by the carrion rats mod when a creature is killed and their token has not been removed yet. No changes to the SDR Perks and Patches .esps. Available as an update only. Make sure you have updated to 4.0.2 first before installing this patch on top.

    4.0.2 - Nov. 29, 2011

    4.0.1 - Nov. 28, 2011

    4.0.0 - Nov. 26, 2011

    Series 3.x.x


    3.1.0 - Oct. 23, 2011

    3.0.0 - Oct. 13, 2011

    Series 2.x.x


    2.0.6 - Aug. 1, 2011

    2.0.5 - Jul. 30, 2011

    2.0.3 - Jul. 21, 2011

    2.0.2 - June 24, 2011

    2.0.0 - May 25, 2011

    Series 1.x.x


    1.0.4 - Apr. 4, 2011

    1.0.0 - March 1, 2011