Solves these security issues from T52924:
CVE-2017-12081
CVE-2017-12082
CVE-2017-12086
CVE-2017-12099
CVE-2017-12100
CVE-2017-12101
CVE-2017-12105
While the specific overflow issue may be fixed, loading the repro .blend
files may still crash because they are incomplete and corrupt. The way
they crash may be impossible to exploit, but this is difficult to prove.
Differential Revision: https://developer.blender.org/D3002
Brushes themselves are still affected by the mask, but the viewport is not
showing the mask. This way it's easier to see details while sculpting.
Studio request by Julien Kaspar
Notes:
- Changes in paint_vertex.c were simple to merge, mainly related on passing
evaluation context.
- Conflicts in EditDM and drawmesh.c are solved using code from blender2.8
branch. Those areas are deprecated and not to be used in final release.
However, it's possible that some reference code from master is lost, so
keep attention when adding alpha support for vertex painting.
GSOC 2017 by Darshan Kadu, see: D2859.
This is a partial merge of some of the features from
the soc-2017-vertex_paint branch.
- Alpha painting & drawing.
- 10 new color blending modes.
- Support for vertex select in vertex paint mode.
2016 GSOC project by @nathanvollmer, see D2150
- Mirrored painting and radial symmetry, like in sculpt mode.
- Volume based splash prevention,
which avoids painting vertices far away from the 3D brush location.
- Normal based splash prevention,
which avoids painting vertices with normals opposite the normal
at the 3D brush location.
- Blur mode now uses a nearest neighbor average.
- Average mode, which averages the color/weight
of the vertices within the brush
- Smudge mode, which pulls the colors/weights
along the direction of the brush
- RGB^2 color blending, which gives a more accurate
blend between two colors
- multithreading support. (PBVH leaves are painted in parallel.)
- Foreground/background color picker in vertex paint
Even if pointer assignment may be atomic, it does not prevent reordering
and other nifty compiler tricks, we need a memory barrier to ensure not
only that transferring pointer from wip array to final one is atomic,
but also that all previous writing to memory are “flushed” to
(visible by) all CPUs...
Thanks @sergey for finding the potential (though quite unlikely) issue.
Tentative fix, since I cannot reproduce thenissue for some reason here
on linux.
Core of the problem is pretty clear though, thanks to Germano Cavalcante
(@mano-wii): another thread could try to use looptris data after worker
one had allocated it, but before it had actually computed looptris.
So now, we use a temp 'wip' pointer to store looptris being computed
(since this is protected by a mutex, other threads will have to wait on
it, no possibility for them to double-compute the looptris here).
This should probably be backported to 2.79a if done.
We had handling of fully duplicated polygons already, but... absolutely
nothing to sanitize partially merged polygons! This were giving us
totally invalid geometry, with duplicated vertices in single poly,
invalid edges, etc.
Now we do check for invalid loops inside polys, and generate new edges
as needed to get only valid polys.
For some reason this was a nightmare to get running fully OK, playing
with old and new indices is really, really mind breaking.
- Derived-mesh drawing.
- All non UV members of TexFace structs.
MTexPoly is now redundant but keeping with a dummy member,
will check on complete removal later.
There is no more point of keep those around. ES20 may need special case
when/if we dabble with it again. Meanwhile no point on polluting the
code with this.
(ghost still has reference for the PROFILE, but that's reasonable)
Nothing terribly exciting, just a hackish implementation of solid mode CDDM
drawing for cases when we are building with core profile.
The goal is to be able to see SOMETHING with new OpenGL for thew guys who
tests alembic and friends in blender2.8 branch. This is a temporary solution,
the whole drawing will be reworked. Limited to hardcoded material and lighting.
Selection outline color is also hardcoded because of lack of glColor() in the
core profile.
After this commit there is no big stoppers from stop worrying about legacy
OpenGL, so we can go core profile as the only way for Blender.
While some areas will become broken after that, we'd better just fix them
after that and for now just focus on more important design work.
Derived mesh for particles did not include tessellated faces when it
was expected to. Now added explicit function to copy CDDM with tess
faces without need to re-tessellate the result.
Tricky issue caused by CDDM_copy() coying MFACE array but not MTFACE which
confused logic later on.
Now we don't copy ANY tessellation unless it is requested to.
Thanks Bastien for help and review!
All in all, this patch adds an Alembic importer, an Alembic exporter,
and a new CacheFile data block which, for now, wraps around an Alembic
archive. This data block is made available through a new modifier ("Mesh
Sequence Cache") as well as a new constraint ("Transform Cache") to
somewhat properly support respectively geometric and transformation data
streaming from alembic caches.
A more in-depth documentation is to be found on the wiki, as well as a
guide to compile alembic: https://wiki.blender.org/index.php/
User:Kevindietrich/AlembicBasicIo.
Many thanks to everyone involved in this little project, and huge shout
out to "cgstrive" for the thorough testings with Maya, 3ds Max, Houdini
and Realflow as well as @fjuhec, @jensverwiebe and @jasperge for the
custom builds and compile fixes.
Reviewers: sergey, campbellbarton, mont29
Reviewed By: sergey, campbellbarton, mont29
Differential Revision: https://developer.blender.org/D2060
The purpose of the patch is to replace deprecated glShadeModel.
To decrease glShadeModel calls I've set GL_SMOOTH by default
Reviewers: merwin, brecht
Reviewed By: brecht
Subscribers: blueprintrandom, Evgeny_Rodygin, AlexKowel, yurikovelenov
Differential Revision: https://developer.blender.org/D1958
Newly computed custom normals were forgotten during poly flipping, leading
to wrong custom normals being assigned to wrong loop...
Dead simple, but was tough to track down this one!
A bit tricky, need to pass additional information about what the attribute
is and how to deal with it.
BI path stays unchanged, just to make things simplier for now.
Fixes T48555: Cycles GLSL- Incorrect Vertex Color results from Attribute node
It was totally useless to multiply diffuse color with the vertex color
when doing texture painting. It was masking actual texture and only was
forcing artists to create an empty vertex color layer to work this around.
Normal Map node support for GLSL mode and the internal render (multiple tangents support).
The Normal Map node is a useful node which is present in the Cycles render.
It makes it possible to use normal mapping without additional material node in a node tree.
This patch implements Normal Map node for GLSL mode and the internal render.
Previously only the active UV layer was used to calculate tangents.
That was the main issue (in both T46455 and T46690), solved by 'flattening' those chains (v1 -> v2 ->v3 etc.)
before calling `CDDM_merge_verts()`.
Also added note to `CDDM_merge_verts()` that it does not support chained mapping, along with
a basic assert that should catch most of those cases in future.
The logic of 'following mapping' was also rather broken, making a special case here when using
object-controlled offset is very weak. Further more, blindly following mapping in this case
was far from ideal, this could end to merging vertices rather far from each other.
To address this issue, we now always follow mapping, but only as long as 'final' vertex remains
close enough from mapped one.
Finally, the search of 'closest' vertex to merge with was also quite bad, would just pick the first
one matching distance limit, instead of using the actual closest one - could lead to rather ugly
geometry deformations in case one would use not-so-small merge threashold!
- Only do this if PBVH is not used for display, this should correspond
to whats' happening in sculpt.c now.
- No need to do such synchronization for solid drawing, it supports
optimal display from PBVH.
In fact, such synchronization is only needed in the following case:
Drawing callback does not support PBVH draw and sculpt session is
configured to use PBVH for display and related operations.
Regression in 4d33c37c9
Only copy normal arrays from sculpt to the DerivedMesh when the mesh is deformed.
Constructive modifiers calculate their own normals.