I changed a few lines in CCRotateBy, now it's working fine again.
yiz, Why could not you be more specific? I spent a few hours trying to figure out what to change by comparing various versions of cocos2d, googling, etc...
The answer was posted here:
In short, you need to change source code to:
startAngle_ = [(CCNode *)target_ rotation];
-(void) update: (ccTime) t
// XXX: shall I add % 360
[(CCNode *)target_ setRotation: (startAngle_ +angle_ * t )];
Then change is to explicitely cast target to (CCNode *) type. Hope it helps somebody.