From Paul Martz, "Just a minor update and typo fix.
"
Added RotateCylinderDragger and RotateSphereDragger to list of manipulators for testing purposes
From Chuck Seberino, "Here is a fix for the RotateCylinderDragger.  This patch fixes the case where the picking direction is close to the cylinder axis.  The current behavior is this:

* If the eyepoint and cylinder axis are close to parallel (given some tolerance), then it uses a plane perpendicular to the cylinder axis.
* Otherwise it uses a plane parallel to the cylinder axis oriented towards the eyepoint (previous behavior).  This gives decent behavior and is the only path that was taken in the previous code.   I kept with previous behavior and that allowed a good bit of code to be removed, simplifying things.  There is now no need for the _onCylinder flag, but since there is a public accessor, I wasn't sure how to handle it for backwards compatibility, so I left it in.  NOTE - there is no default initialized value, so if it is kept in, it should be set to 'false' to keep same behavior as before.  I am not quite sure how the _onCylinder case was supposed to behave as even forcing that path gave undesirable behavior, even with carefully controlled dragging.
"
From Christian Buchner, "The attached openscenegraph example is much simpler than
osgshaders.cpp and demonstrates the use of GLSL vertex and fragment
shaders with a simple animation callback. I found the osgshaders.cpp
too complex to serve as a starting point for GLSL programming"
From Farshild Laskari, "The vertex shader for the point stateset of PrecipitationEffect was not properly computing the clip vertex. It needed to apply a modelview transformation to the clip vertex. Attached is the fix."
From Guillaume Millet, "Please find a small fix to avoid crash of texture Atlas builder in case of textures with NULL image.

If an object is comming with texture and NULL image, the texture atlas builder crash when sorting textures according to texture height.
The fix is to skip textures with NULL image when inserting textures in the builder texture list.
"
From Olaf Flebbe, "Appended now a bugfixed proposition for the Win7 Multitouch Support.

Now examples/osgmultitouch really works ;-)

Based on yesterdays trunk.

* It should now work with all Visual Studio Versions.
* WIN_VER is left as-is
* I added the missing declarations from a recent SDK, if not supplied by the SDK
* If someone chooses to update WIN_VER, the declarations should not break.
* All API Calls are runtime detected.
* No CMake Variable, Support is enabled automatically ."
From Farshid Lashkari, "I've added support for reading contents of cubemap textures to the osg::Image::readImageFromCurrentTexture method. I added a new parameter to the method for specifying which face of the cubemap to read."
Updated version number for 3.1.1 dev release
From Chuck Seberino, "Attached are modified versions of RotateCylinderDragger and Projector files that clean up the use of _onCylinder / isProjectionOnCylinder().

I have also made changes to the RotateCylinderDragger to provide a cylinder ring with a thickness.   It is totally optional, but IMHO makes the default behavior work better than a solid cylinder (which typically obscures the geometry you are trying to drag).  Gives it a bit more to grab, especially in the case where eyepoint and cylinder axis are near parallel.
"
Updated ChangeLog and AUTHORS file for 3.1.1 dev release
Changed osgAnimation::StackedTransform::update(t). It can now be used for custom usage
Moved static initializers into global scope to prevent problems with using exit().
From Wang Rui, "I'd like to submit a slightly modified version of the ViewDependentShadowMap. It includes two fixes: one is in ComputeLightSpaceBounds::update(), which changes the statement "if (v.z()<0.0f)" to "if (v.z()<-1.0f)" as clipping space coordinates should be transformed to [-1, 1] and should not be discarded unless they go beyond the range; the other is in ViewDependentShadowMap::computeShadowCameraSettings(), in which I changed the line:
viewMatrix.makeLookAt(frustum.center+positionedLight.lightDir*zMin, frustum.center, lightUp);
to
viewMatrix.makeLookAt(frustum.center+positionedLight.lightDir*zMin, frustum.center+positionedLight.lightDir*zMax, lightUp);

The reason I've done such a change is that for huge scenes like a city on the earth, the values of frustum.center can be extremely large, but zMin may be very small (e.g., when model depth in light coords equals the model radius by chance) in some cases so the result of (eye - center) might jiggle while moving around the shadow scene and thus make the shadow map suddenly disappear some time. The small change here also considers the effect of zMax to avoid such problems.

"
Fixed the order of setting of CenterMode
From Lukasz Izdebski, Added StencilTwoSided support to ive plugin
Replaced && with & to address error in handling bitmask
Removed inappropriate warning
Updated version number
Added Traits::getContextVersion(uint,uint)