Changes for v1.30b4 (June 7 2020)įix: for new drag to matrix mod source menus feature disabling audioįix: for drag import in Cubase (Media Bay XML format)įix: drag-adjustment indicators between the OSC A/B parameters in Advanced unison settings on Global were adjusting the wrong controls.įix: “legato (portamento time)” feature for NOTE and VELO modulator sources would continue follow portamento even when this option was disabled.įix: LFO curve scaling - if set 100% negative (e.g.Changes for v1.30b5:įix: Issue on song/preset reload in 1.304 in Logic X which appeared most commonly with Kontakt or other memory-intensive plug-ins.Changes for v1.30b6 (August 1 2020)Īdd: (SerumFX) Presets Saved by SerumFX with oscillators enabled will reload with oscillators enabledĪdd: Envelope zoom lock now persists plugin window being closedįix: Small memory leak when saving wavetablesįix: (windows) Skin with missing resources (default images) could end up with those missing resources at wrong sizeįix: Shift-click for fine tuning on FFT bars was jumping valueįix: Issue on song/preset reload in 1.304 in Logic X which appeared most commonly with Kontakt or other memory-intensive plug-ins.Changes for v1.30b7 (August 21 2020)įix: AudioUnit automation was reloading incorrect parameters in Logic in some situations.Changes for v1.30b8 (October 14 2020)įix: dB display values could display invalid text in some situations, potentially leading to a crash.Changes for v1.30b9 (November 11 2020)Īdd: phases in the DSP state of modulation effect modules (Hyper, Flanger, Phaser, Chorus) save and recall, for use with 0 Hz on rate knobįix: (AAX) All Notes Off issue in ProTools could lead to stuck notesįix: Dragging a mod source to OSC A/B Coarse Pitch, when > 16 mod assignments were already used, could momentarily alter another synth parameter.Either it is valid or it is not.Thanks to & for the help! here is a full(ish) changelog outside of the registered user zone, which is usually in little bits and pieces scattered around the net:. So to me it seems obvious that a key can not be half valid. As a customer I would receive only one key for all versions of the software. So what's up with the keygen for this plugin? Is it kind of half working because the encryption was not broken and in consequence was not reverse engineered but by comparing legit keys with the ones that were generated, one can come close to the algorithm that checks the keys? Does this make any sense? I don't understand why earlier version of the plugin seem to accept a generated key but later versions don't. And it needs to be done with every new version of the plugin. That can also be very difficult but in most cases is still a lot easier than breaking the encryption of the key checking algorithm. (B) needs altering (patching) the actual code of the plugin. But with a proper and strong encryption in place it is nearly impossible to do. (A) is the best method because you can have valid keys even for future versions / updates of the plugin without toughing the code of the plugin. That means one as to either (A) break the encryption to reverse engineer the key checking algorithm and to program a working key generator or (B) remove the key checks from the code of the plugin. To stop people looking into the code, developers encrypt the code with something like RSA or AES. In order to know how to program a key generator, you have to know how this key checking algorithm works exactly. Challenge-response-methods are basically the same, only the algorithm takes some OS or hardware values into account like processor ID, amount of RAM and whatnot in order to bind the software to a customer's PC or MAC device. If that value is what the plugin expect it to be, the serial number / key is valid, otherwise it is not. Some code inside the plugin takes the serial number / key and puts it into an algorithm that computes a check sum or value. Let's see if I fully understand this whole serial thing.
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