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
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
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.
The issue was caused by threading conflict around looptris: it was possible
that DM will return non-NULL but non-initialized array of looptris.
Thanks Campbell for second pair of eyes!
Note: this commit seems to work as expected (also with transform
snapping etc.). However, it is rather unsafe - not enough for 2.79 at
least, unless we get much more testing on it. It also depends on three
previous ones.
Note that using a global lock here is far from ideal, we should rather
have a lock per DM, but that will do for now, whole DM thing is doomed
to oblivion anyway in 2.8.
Also, we may need a `DM_DIRTY_LOOPTRIS` dirty flag at some point. Looks
like we can survive without it for now though... Probably because cached
looptris are never copied accross DM's?
This was... horribly wrong, CDDM will often *not* need to allocate
anything to return arrays of mesh items! Just check whether array
pointer is NULL.
Also, remove `DM_get_looptri_array`, that one is useless currently,
`dm->getLoopTriArray` will always return cached array (computing it if
needed).
DM evaluation code was simply never clearing the `deformedOnly` flag
when evaluating a generative modifier...
Quite astonishing this never got catched before, a lot of particle code
relies on valid value of this flag!!!
In ccgDM and emDM, looptri array recalculation was being handled
directly by `*DM_getLoopTriArray` (`getLoopTriArray` callback), while
`*DM_recalcLoopTri` (`recalcLoopTri` callback) was doing nothing.
This results in the array not being recalculated when other functions
that depend on the array data called the recalc function.
This moves all the recalculation code to `*DM_recalcLoopTri` and makes
`*DM_getLoopTriArray` call that.
This commit also makes a minor change to the `getNumLoopTri` function,
so that it returns the correct number without having to recalculate the
looptri array.
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D2375
this patch resolves the following warnings;
```
Warning C4028 formal parameter 1 different from declaration blenkernel\intern\ocean.c 764
Warning C4098 'attach_stabilization_baseline_data': 'void' function returning a value blenkernel\intern\tracking_stabilize.c 139
Warning C4028 formal parameter 3 different from declaration blenkernel\intern\cachefile.c 148
Warning C4028 formal parameter 3 different from declaration blenkernel\intern\paint.c 413
Warning C4028 formal parameter 1 different from declaration blenkernel\intern\editderivedmesh.c 591
Warning C4028 formal parameter 3 different from declaration blenkernel\intern\library_remap.c 709
Warning C4028 formal parameter 1 different from declaration blenkernel\intern\ocean.c 754
Warning C4028 formal parameter 1 different from declaration blenkernel\intern\ocean.c 758
Warning C4028 formal parameter 1 different from declaration blenkernel\intern\ocean.c 759
Warning C4028 formal parameter 1 different from declaration blenkernel\intern\ocean.c 763
Warning C4028 formal parameter 1 different from declaration blenkernel\intern\ocean.c 764
Warning C4028 formal parameter 1 different from declaration blenkernel\intern\ocean.c 765
Warning C4028 formal parameter 1 different from declaration blenkernel\intern\ocean.c 769
Warning C4028 formal parameter 1 different from declaration blenkernel\intern\ocean.c 770
Warning C4028 formal parameter 1 different from declaration blenkernel\intern\DerivedMesh.c 3458
```
It's mostly things where the signature in the .h and the actual implementation in the .c do not match. And a bunch functions who do not match the TaskRunFunction declaration cause they leave out the __restrict keyword.
Reviewers: brecht, juicyfruit, sergey
Reviewed By: sergey
Subscribers: Blendify
Differential Revision: https://developer.blender.org/D2268
Seems to be a bug in original implementation of a830280: code was always
using tangent space instead of UV map because it had the same name. Now
prefer UVMap over tangent because this is how Cycles works. At least it's
closer to.
Not sure it the save+reload issue is still relevant after this fix, that
needs to be double-checked.
Thanks @dfelinto for looking into the report and simplifying the case.
Should be included into 2.78a.
Root of the issue is that active render index became wrong. This is the actual
thing to be fixed, but as usual this is quite tricky to reproduce. Since such
bad situation might have happened more and fix isn't really difficult or
intruisive let's avoid crash for now.
Can be revisited once we figure out root of the issue.
Nice for 2.78 release.
Was incorrect indexing done in the array. Caused by 5abae51.
Not sure why it needed to be changed here, but array here is supposed to be
a loop data, so bringing back loop index as it originally was. The shading was
wrong in edit mode with BI active as well (so it's not like it's needed for
BI only).
Patch in collaboration with Alexander Gavrilov (angavrilov), thanks!
Should be double-checked and ported to 2.78.
Getting a new edit-derived-bmesh was always creating a deform-vert array, even when it wasn't needed.
Since this was called on redraw, in many cases it was doing it unnecessarily.
Now pass in a custom-data mask and only fill in deform-verts when needed.
Gives noticeable drawing speedup (~10-30% here).
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
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
Not replacing with some BLI_task_stuff here, tests show this is pointless
(in absolute best case - i.e. single huge mesh in scene - parallelizing here switches
from 0.8ms to 0.5ms for that piece of code - with something like 750ms per frame update...).
The title says it all actually.
Added special custom data type, because we don't know in advance
whether we're referencing UV or Color layer. Also made it so vertex
attributes are normalized.
TODO: Border render in viewport ignores the normalization of the
attribute array for some reason, will be looked into still.
Reviewers: mont29, brecht, campbellbarton
Reviewed By: brecht, campbellbarton
Differential Revision: https://developer.blender.org/D2022
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.
Handling `me` data here is not good idea anyway, we override it completly with data
from `tmp` (crash came from freeing already existing bb from me, while pointer still existed in tmp).
(rediscovered it while working on T47676...).
To be backported to 2.77.
Each LINES draw call is now responsible for its own line width. No need
to set it back to its 1.0 default after every draw.
This eliminates half our calls to glLineWidth , similar to last week’s
work on glPointSize.
The simplest way of handling mirroring in multi-paint is creating a
uniform symmetric selection and relying on existing symmetric weights
to direct changes to the appropriate vertex groups. This already works
if mirror bones are selected manually, and can be made easier to use
by doing it implicitly.
Since the coloring uses sum or average of the weights of all selected
groups, the weight pick tool should also use that instead of reading
the weight of the single active group that you can't see.
This condition can actually happen quite often if weight painting for
a rig that uses separate control bones, so the color shouldn't be so
bright that it's hard to look at for a significant amount of time.
LoopTri changes in 2.76 calculated all tangents as triangles,
this gave different results though in most cases it was hard to notice.
Though no bugs were reported we should keep our tangents compatible with other users of mikktspace.