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Microsoft warns of serious computer security hole

SAN JOSE, Calif. -

Microsoft Corp. has taken the rare step of warning about a serious computer security vulnerability it hasn't fixed yet.

The vulnerability disclosed Monday affects Internet Explorer users whose computers run the Windows XP or Windows Server 2003 operating software.

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More in Tux Machines

Release of Godot Engine 3.2

  • HERE COMES GODOT 3.2, WITH QUALITY AS PRIORITY

    Godot contributors are thrilled and delighted to release our newest major update, Godot 3.2! It's the result of over 10 months of work by close to 450 contributors (300 of them contributing to Godot for the first time) who authored more than 6000 commits! Godot 3.2 is a major improvement over our previous 3.1 installment, bringing dozens of major features and hundreds of bugfixes and enhancements to bring our game developers an ever-improving feature set with a strong focus on usability.

  • Godot Engine 3.2 is out - advancing this FOSS game engine 'with quality as priority'

    After nearly a year of development, the free and open source game engine Godot Engine has a big new feature-filled release out with 3.2 focusing on quality as their priority. Even though it's a massive release, the Godot team is encouraging developers to upgrade from the older version as practically "every area of the engine has seen some degree of enhancement". There are a few breaking changes though so check the changelog. Originally planned as a small release, however a lot of features introduced in 3.0 and 3.1 "needed refinement" and they did "a lot of work" to improve the "usability, implement missing components and fix bugs" to ensure Godot 3.2 is a long-lasting release with long-term support due to how vastly different Godot 4.0 will be.

  • Godot 3.2 Open-Source Game Engine Released With Better Documentation, New Features

    While developers are hard at work on Godot 4.0 with Vulkan support, that release won't be ready until mid-2020 so as a result Godot 3.2 is out today as their latest stable release and serving as a "long-term support" release until transitioning to Godot 4. Godot 3.2 is bringing with it better documentation, Mono / C# integration working on Android and WebAssembly, Oculus Quest support, overhauling of Godot's visual shaders, various graphics/rendering improvements, glTF 2.0 3D asset support, WebSocket and WebRTC support, new editor features, and a variety of other enhancements.

Mesa 19.3.3

  • [Mesa-dev] [ANNOUNCE] mesa 19.3.3
    Hi list,
    
    I'd like to announce mesa 19.3.3. This release was delayed due to bugs caught in
    CI that needed to be resolved before the release could be made. Due to the
    slightly longer cycle there's slightly more patches than would normally be
    present in the release.
    
    I've also started using a new script to find the patches in master to pick, so
    please ignore any .pick_status.json: commits, they're generated by the new
    script.
    
    There's plenty of changes here, but intel, docs, radeonsi, and aco are the
    biggest sets of changes.
    
    Dylan
    
    
    Shortlog
    ========
    
    Adam Jackson (1):
          drisw: Cache the depth of the X drawable
    
    Andrii Simiklit (1):
          mesa/st: fix a memory leak in get_version
    
    Bas Nieuwenhuizen (2):
          radv: Disable VK_EXT_sample_locations on GFX10.
          radv: Remove syncobj_handle variable in header.
    
    Caio Marcelo de Oliveira Filho (1):
          intel/fs: Only use SLM fence in compute shaders
    
    Daniel Schürmann (2):
          aco: fix unconditional demote_to_helper
          aco: rework lower_to_cssa()
    
    Dylan Baker (5):
          docs: add SHA256 sums for 19.3.2
          cherry-ignore: Update for 19.3.3
          .pick_status.json: Update to c787b8d2a16d5e2950f209b1fcbec6e6c0388845
          docs: Add relnotes for 19.3.3 release
          VERSION: bump version to 19.3.3
    
    Eric Anholt (1):
          mesa: Fix detection of invalidating both depth and stencil.
    
    Eric Engestrom (1):
          meson: use github URL for wraps instead of completely unreliable wrapdb
    
    Erik Faye-Lund (8):
          docs: fix typo in html tag name
          docs: fix paragraphs
          docs: open paragraph before closing it
          docs: use code-tag instead of pre-tag
          docs: use code-tags instead of pre-tags
          docs: use code-tags instead of pre-tags
          docs: move paragraph closing tag
          docs: remove double-closed definition-list
    
    Francisco Jerez (3):
          glsl: Fix software 64-bit integer to 32-bit float conversions.
          intel/fs/gen11+: Handle ROR/ROL in lower_simd_width().
          intel/fs/gen8+: Fix r127 dst/src overlap RA workaround for EOT message payload.
    
    Hyunjun Ko (1):
          turnip: fix invalid VK_ERROR_OUT_OF_POOL_MEMORY
    
    Jan Vesely (1):
          clover: Initialize Asm Parsers
    
    Jason Ekstrand (8):
          anv: Flag descriptors dirty when gl_NumWorkgroups is used
          intel/vec4: Support scoped_memory_barrier
          intel/blorp: Fill out all the dwords of MI_ATOMIC
          anv: Don't over-advertise descriptor indexing features
          anv: Memset array properties
          anv/blorp: Rename buffer image stride parameters
          anv: Canonicalize buffer formats for image/buffer copies
          anv: Stop allocating WSI event fences off the instance
    
    Jonathan Marek (1):
          st/mesa: don't lower YUV when driver supports it natively
    
    Kenneth Graunke (2):
          intel/compiler: Fix illegal mutation in get_nir_image_intrinsic_image
          intel: Fix aux map alignments on 32-bit builds.
    
    Lasse Lopperi (1):
          freedreno/drm: Fix memory leak in softpin implementation
    
    Lionel Landwerlin (4):
          anv: fix intel perf queries availability writes
          anv: only use VkSamplerCreateInfo::compareOp if enabled
          intel/perf: expose timestamp begin for mdapi
          intel/perf: report query split for mdapi
    
    Marek Olšák (4):
          ac/gpu_info: always use distributed tessellation on gfx10
          radeonsi: work around an LLVM crash when using llvm.amdgcn.icmp.i64.i1
          radeonsi: clean up how internal compute dispatches are handled
          radeonsi: don't invoke decompression inside internal launch_grid
    
    Nataraj Deshpande (1):
          egl/android: Restrict minimum triple buffering for android color_buffers
    
    Pierre-Eric Pelloux-Prayer (8):
          radeonsi: release saved resources in si_retile_dcc
          radeonsi: release saved resources in si_compute_expand_fmask
          radeonsi: release saved resources in si_compute_clear_render_target
          radeonsi: release saved resources in si_compute_copy_image
          radeonsi: release saved resources in si_compute_do_clear_or_copy
          radeonsi: fix fmask expand compute shader
          radeonsi: make sure fmask expand is done if needed
          util: call bind_sampler_states before setting sampler_views
    
    Rhys Perry (8):
          aco: set vm for pos0 exports on GFX10
          aco: fix imageSize()/textureSize() with large buffers on GFX8
          aco: fix uninitialized data in the binary
          aco: set exec_potentially_empty for demotes
          aco: disable add combining for ds_swizzle_b32
          aco: don't DCE atomics with return values
          aco: check if multiplication/clamp is live when applying output modifier
          aco: fix off-by-one error when initializing sgpr_live_in
    
    Samuel Pitoiset (2):
          radv: only use VkSamplerCreateInfo::compareOp if enabled
          radv: fix double free corruption in radv_alloc_memory()
    
    Samuel Thibault (1):
          meson: Do not require libdrm for DRI2 on hurd
    
    Tapani Pälli (1):
          egl/android: fix buffer_count for applications setting max count
    
    Thong Thai (1):
          mesa: Prevent _MaxLevel from being less than zero
    
    Timur Kristóf (1):
          aco/gfx10: Fix VcmpxExecWARHazard mitigation.
    
    
    
    
    git tag: mesa-19.3.3
    
  • Mesa 19.3.3 Released With Many Fixes

    While Mesa 20.0 will be entering its feature freeze this week and branching ahead of the stable release expected in about one month, for now the Mesa 19.3 series is the newest available for stable users. Among the fixes to find with Mesa 19.3.3 are listed below while mostly amounting to the usual AMD Radeon and Intel churn along with other core work.

  • Mesa 19.3.3 Released with Improvements for Dead Rising 4, Many Fixes

    The Mesa 3D graphics library has been updated today to version 19.3.3, another bugfix release in the Mesa 19.3 series that addresses various crashes and other issues.

    Mesa 19.3.3 arrives two weeks after version 19.3.2 and it’s here to fix a crash with the Dead Rising 4 action-adventure video game on GFX6 and GFX7 family of AMD GPUs, improve compiling support with GCC (GNU Compiler Collection) 10, and a memory leak in the softpin implementation of the Freedreno DRM driver.

Games: Coma 2: Vicious Sisters, Kentucky Route Zero, Google Stadia, Warcraft III

  • Korean survival-horror The Coma 2: Vicious Sisters is officially out now

    From publisher Headup and the South-Korean development team at Devespresso Games we have the full release of The Coma 2: Vicious Sisters. Continuing the dark and vicious world setup in The Coma: Recut, this standalone sequel doesn't need you to have played the previous game so you can jump right on in thanks to the new protagonist, Mina Park, although it does have certain references to the previous game for those who've played it.

  • Seven years later Kentucky Route Zero is finally complete with the release of Act V

    As a free update to all existing owners, seven years after the initial release Kentucky Route Zero from developer Cardboard Computer is actually done and finished. Not only can you now play through the full story, the update also includes the "interludes" - free experimental games which they published to "ill in the story and characters from different perspectives" and the game has new translations too, adjustable text size and Steam Achievements. Quite a big update!

  • Google Stadia adds GYLT and Metro Exodus for Pro and more Stadia news

    It's time for another little roundup of happenings around Google Stadia, the Linux-powered game streaming service. Firstly, for anyone who does have the Founder/Premier Edition or were sent a Buddy Pass, the Pro games for February have been announced. At this point, it does seem like Google are running out of Steam as they're giving away their own exclusive GYLT and Metro Exodus. Samurai Shodown and Rise of the Tomb Raider for Pro ends January 31, so you need to claim them before that date to keep them with your subscription. Google did also announce new Pro deals here. Google also did an official "Stadia Savepoint" news post on the official Google blog, going over what they've been doing but there's nothing new there since they already announced the big stuff like 120 games coming to Stadia across this year including some timed-exclusives.

  • How Warcraft III accidentally became a great Lord of the Rings game

    Warcraft III shipped in 2002 with a robust set of map-making tools. To younger folks that might sound weird now. “Map-making tools?” But once upon a time it was normal. In the ‘90s and early ‘00s, most multiplayer games shipped with official tools for creating custom maps or scenarios. I imagine a number of today’s developers grew up making maps for Unreal Tournament, Quake, Counter-Strike, Age of Empires II, and yes, Warcraft III.

Godot's Vulkan Progress

  • VULKAN PROGRESS REPORT #6

    It's been a while since the previous progress report, as I went on vacation in November (did not take a vacation in years...), and December I had a lot of other engine related tasks that piled up that I had to solve. Work on the Vulkan branch resumed at the beginning of January and significant progress was made already.

  • Godot's Vulkan Renderer Is Already Picking Up New Features In 2020

    We remain quite excited to see Godot 4.0 this year that most notably is working on Vulkan API support. Godot 4.0 will hopefully be out in mid-2020 with the big ticket item being a Vulkan renderer. Godot lead developer Juan Linietsky has been back at work striving to have the Vulkan renderer match feature completeness to the Godot 3.x OpenGL rendering while also introducing new advanced features. Some of the latest Godot Vulkan developments include working out a modernized post-processing stack, rewritten auto exposure code with better performance, rewritten glow/bloom, a new depth of field effect, new screen space ambient occlusion, and specular anti-aliasing.

  • Godot Engine continues advancing Vulkan support, plus Nakama Godot first release

    Two bits of news relating to the free and open source game engine, Godot Engine, to share today and it's quite exciting. Firstly, the Vulkan support coming with the big Godot Engine 4.0 release later in the year (not the upcoming 3.2 release) continues improving the graphics overhaul. In a new progress update, lead developer Juan Linietsky writes about recent changes after taking a small holiday last November.