I just ran into this segmentation fault on r1089 on a single player game against CPU:
Program terminated with signal 11, Segmentation fault.
#0 Shared::Graphics::Mesh::getFrameCount (this=0x34f1e10, t=0, cycle=true) at shared_lib/sources/../include/graphics/model.h:83
83 uint32 getFrameCount() const {return frameCount;}
#0 Shared::Graphics::Mesh::getFrameCount (this=0x34f1e10, t=0, cycle=true) at shared_lib/sources/../include/graphics/model.h:83
#1 Shared::Graphics::InterpolationData::updateVertices (this=0x34f1e10, t=0, cycle=true) at shared_lib/sources/graphics/interpolation.cpp:78
#2 0x000000000060c674 in Shared::Graphics::InterpolationData::update (this=0x34f1e10, t=0, cycle=<value optimised out>) at shared_lib/sources/graphics/interpolation.cpp:71
#3 0x00000000005edfe6 in Shared::Graphics::Mesh::updateInterpolationData (this=0x3490aa0, t=<value optimised out>, cycle=<value optimised out>) at shared_lib/sources/graphics/model.cpp:85
#4 Shared::Graphics::Model::updateInterpolationData (this=0x3490aa0, t=<value optimised out>, cycle=<value optimised out>) at shared_lib/sources/graphics/model.cpp:342
#5 0x0000000000475660 in Glest::Game::Renderer::renderObjects (this=0x8901a0, renderFps=<value optimised out>) at glest_game/graphics/renderer.cpp:1520
#6 0x000000000043f546 in Glest::Game::Game::render3d (this=0x34fb600) at glest_game/game/game.cpp:1403
#7 0x0000000000449d26 in Glest::Game::Game::renderWorker (this=0x34fb600) at glest_game/game/game.cpp:755
#8 0x000000000049d705 in Glest::Game::Program::loopWorker (this=0x22e2b30) at glest_game/main/program.cpp:266
#9 0x000000000049a625 in Glest::Game::glestMain (argc=1, argv=0x7fff366182f8) at glest_game/main/main.cpp:950
#10 0x00007ff7e52d0c4d in __libc_start_main () from /lib/libc.so.6
#11 0x000000000040ad09 in _start ()
The complete logs can be found in my log dump (which is stored in the usual location): megaglest_btrunk+r1089_d20101011-015411UTC_ptomreyntrunk_tsegfault.tar.gz
Thanks for reviewing!