Re: [Bf-committers] Security gets in the way

2010-04-29 Thread Tony Mullen
Hi all,

Maybe somebody's mentioned this, but one compromise could be to add an
option at installation time to select for Heightened security (some
functionality disabled). This could be recommended for first-time users
but not set as the default.

T
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Re: [Bf-committers] Security gets in the way

2010-04-29 Thread horace grant
 *Mono*:
 On the suggestion of Mono, this is a no-go before it even get's to the
 starting block. The components needed to make Mono run are quite large
 in size and not guaranteed to be on every machine. Currently Blender
 runs just fine by distributing the required Python dependencies along
 with it (though it locates existing installations just fine as well).
 Doing the same for Mono would blow out the download size of the default
 Python by a large factor.


i don't think that's true. the unity webplayer comes with mono and
mono doesn't take more than 4mb there (and this includes the languages
boo and unityscript). python 3.1 takes 2.7mb.

i have also read on miguel de icaza's blog that mono's moonlight
profile is even smaller and contains all of the important stuff. he
recommended it to the unity developers.


 *PyPy as a solution:*
 The problem with PyPy is that, like the current situation, it is an all
 or nothing approach. PyPy will give you the choice of allowing Blender
 to access your file system (a requirement for import/export scripts) or
 will lock it down. Recall that the problem with Python isn't that it can
 allow access to the hard-drive, but that either EVERY Python script 
 expression can do it or none of them can. Rigs don't need access to the
 network, file systems, operating system features etc; but if we give it
 to the import/export scripts - we give it to the rigs. Python's all or
 nothing problem is based on the language design  modules developed
 around it, not the virtual machine used to execute the code (which is
 all PyPy is attempting to change).


couldn't you run 2 separate pythons? but that would be the worst case.
i really would contact the pypy developers first and get their opinion
about it. i follow their mailing list a bit and there seem to be a lot
of experiments going on with their sandbox. probably i am wrong but to
me it seemed like some people tryed to enable/disable certain features
just like it would be needed for blender.
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Re: [Bf-committers] Security gets in the way

2010-04-29 Thread Martin Poirier


--- On Thu, 4/29/10, Charles Wardlaw cward...@marchentertainment.com wrote:

 So you're telling me I can't modify sys.path to remove the
 standard Python libraries?

File access is part of builtins, you can remove that.
Even if you try, there's a million of sneaky ways to get it back, like the 
following:

[t for t in type(1).__class__.__base__.__subclasses__() if hasattr(t, 
write)][0](/path/to/file, w).write(my payload)

 I'm not talking about a
 safe and secure sandboxed VM-- I mean literally remove the
 functionality.  It's just a zip file or a folder or
 whatever, and there's no reason you can't block access to os
 and sys by not letting the interpreter see them.

os and sys are not required for file access.

Moreover, depending on the platform, they can be built into the interpreter 
(not external modules).

 The other option is code introspection-- It's simple enough
 to read through text and see what's imported before it's
 even fed to the interpreter.  There's no reason that
 autoloaded scripts couldn't be inspected at file open for
 dangerous items.

Good luck with that.

Even with an import hook, it's possible to go around such a measure.

 I say leave up a message on the download page or put it in
 the installer that Python is not secure and that by running
 Blender people may be opening themselves up to attack, or
 pop up a message if being run interactively.  Not that
 I've ever heard of such attacks on users of embedded
 Python.

Sometimes it's not malicious. It could just be a poorly written script that 
craps files all over your HD if not run in a certain way.

Martin


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Re: [Bf-committers] Texture assignment workflow is confusing

2010-04-29 Thread malefico
+1 to mapping options being in material/modifier/whatever

+1 to get shading influence settings out of texture panel and back into 
material (mockup presented by Doug Olivier)

I believe the presence of a stack of slots in 2.4 or a list of textures 
in 2.5 in the Texture panels is confusing. I know it is there to allow 
fast browsing of textures which is great, but maybe it would be better 
to split it into:

a. texture browser: showing names + small previews
b. texture editor: showing a big (BIG) preview of the texture, and its 
parameters/options

Just an idea

Regards

malefico.

Roger Wickes wrote:
 having two texture channels mapping the SAME texture
 is a common thing I do with the cloud texture. One big,
 the other small, to give non-uniform shading. The Mat-Tex
 is a JOIN in database parlance. the Join table is really a
 separate entity. 

 I +1 Carsten to have the mapping panels in whatever maps 
 the texture - the world, the material, the lamp, the modifier 
 (displacement), the whatever (video speed control? Volume Density?), 
 since there will be variations on how it applies
 that particular texture to that particular object type.


  --Roger





 
 From: Carsten Wartmann c...@blenderbuch.de
 To: bf-blender developers bf-committers@blender.org
 Sent: Wed, April 28, 2010 10:53:12 AM
 Subject: Re: [Bf-committers] Texture assignment workflow is confusing

 Knapp schrieb:
   
 The worst bit about 2.4 was that map to and map input should have been
 in the textures panel not the materials panel. Or everything under the
  
 
 Having two materials using ONE texture but with different mapping is not 
 that seldom and I think then it is much more logical to have the mapping 
 in the material panel like 2.4x had.

 Carsten
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Re: [Bf-committers] Security gets in the way

2010-04-29 Thread Benjamin Tolputt
Charles Wardlaw wrote:
 So you're telling me I can't modify sys.path to remove the standard Python 
 libraries?  I'm not talking about a safe and secure sandboxed VM-- I mean 
 literally remove the functionality.  It's just a zip file or a folder or 
 whatever, and there's no reason you can't block access to os and sys by not 
 letting the interpreter see them.  I can hear the argument about importers 
 and exporters not working, but you could follow Tony's suggestion about 
 popping up a message that says This can't be used because of security 
 features and then allow the user to make a choice about what they want to do.
   

Actually, you answer your own question. You cannot remove the os  sys
modules without it affecting other parts of Python. Not only the
importser/exporters but other modules built into Python also refer to
these module and they would crash. Removing these modules would require
testing all other modules for correct behaviour.

And it is not just these modules that would be useful to a malware
author. there is subprocess, socket, threading, email, io, platform,
shutil, and many more that could be used to get access to resources that
are not required for rigging/animation purposes in Blender. And this is
ignoring the built-in functions that don't require the loading of
modules... like the open() function which allows the creation of /or
reading of files so long as you know a valid path. Once you've gone to
all that effort of hacking Python to be... well, not Python - why stick
with the language?

I think the biggest problem is that everyone is looking for an easy
answer and there simply isn't one.

 There are ways around any security system.  The arguments for this kind of 
 stuff seem to be about protecting the retired grandfathers and soccer moms.
   

This I can agree with you on, the user-base we're looking to help are
the soccer moms, retired grandfathers, legal secretaries, and tree
loppers...

 Those kind of first-time users don't need OBJ import.
   

...and then you lose me entirely. Sorry, but until such time as .blend
is a standard file format, how exactly do you expect people to fill a
basic scene? If it's open content, it is almost invariably available in
an OBJ format. Collada is picking up speed, but it is not there yet.
Hell, The web-comic artist-to-be I talked about in an earlier email gets
a majority of her art from Poser props exported as, you guessed it, OBJ
files.

 Or if people really care about security, move importers and exporters and 
 geometry shaders that write PTC files and anything else requiring disk access 
 into C code to get around that limitation.  os and sys are nice to have for 
 certain kinds of directory walking, but they're not necessary for the 
 majority of Blender's functionality.
   

This is indeed a possibility, but given that the general environment
here seems adverse to anything resembling a large amount of effort to
securing Blender (a viable  understandable position); I think this is
another non-starter solution. Especially when there is no greasy
wheel needing a kick. We're already facing outright hostility to the
effort required for a basic on/off solution to the problem from core
developers. I don't think it is a long bow to draw expecting the moving
all standard import/export plugins to C idea to be tossed aside almost
immediately.

 The other option is code introspection-- It's simple enough to read through 
 text and see what's imported before it's even fed to the interpreter.  
 There's no reason that autoloaded scripts couldn't be inspected at file open 
 for dangerous items.
   

OK, have you actually read Campbell's emails to the list on this? It is
*trivial* to hide the real intent of Python code, /especially/ from
automated code introspection functionality. Virii make it through the
filters designed by multi-million dollar companies *dedicated* to this
task. It took Campbell not even a day after reading how two research
papers suggested securing Python to find away around it; even if it
takes your average malware author four times the amount of time to get
around our open-source filter - he'll have it done in under a week tops.

 I don't think any of the arguments for this security hold water.  Sure, there 
 will eventually be .blend viruses, and they'll be scanned for by programs 
 like Avast and filtered out of mail messages and a few users are going to get 
 bitten, badly.  But the one thing nobody is saying is that since Blender's 
 open source, it doesn't matter whether or not the user downloads a bad 
 .blend.  Users who are likely to get hurt by such problems are just as likely 
 to download a special custom build with extra functionality! which has even 
 worse stuff bundled inside.  There's already a community notion that if you 
 want to try out the latest and greatest, you go to graphicall.  Who makes 
 those builds?  How do I know people aren't hacking the C code to steal my 
 password?  And if those builds are 

Re: [Bf-committers] Security gets in the way

2010-04-29 Thread Charles Wardlaw
 File access is part of builtins, you can remove that.
 Even if you try, there's a million of sneaky ways to get it back, like the 
 following:
 
 [t for t in type(1).__class__.__base__.__subclasses__() if hasattr(t, 
 write)][0](/path/to/file, w).write(my payload)

There're ways around any security measure; even UBISoft's uncrackable DRM for 
their games was cracked this weekend.

 os and sys are not required for file access.

Bad example, but I hope the point was still made.

 Moreover, depending on the platform, they can be built into the interpreter 
 (not external modules).

Aren't all 2.5 versions using an internal Python3.1 distribution that BF 
controls?  If folks are serious about this, external python in official builds 
can be disallowed and the internal Python stack can be nerfed.

 Good luck with that.
 Even with an import hook, it's possible to go around such a measure.

Sure, but again, people could get around most of the suggestions that have come 
up in this thread.  Trying to catch the broadest attempts at security breaches 
is all anyone can really be tasked with.  At some point someone is going to 
find a way around the security, and there will be issues.  It's unavoidable.

 Sometimes it's not malicious. It could just be a poorly written script that 
 craps files all over your HD if not run in a certain way.

Which is a very good point, and adds validity to the notion of a central 
trusted scripts repository.  Having a trusted scripts / rigs place online 
that new users are pointed towards (instead of long BlenderArtists threads) 
would go much further to solving these issues than adding security layers to 
the software and inconveniencing long-time power users IMO.

Then again, it needs someone to manage it.
~ C


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Re: [Bf-committers] Security gets in the way

2010-04-29 Thread Raul Fernandez Hernandez
Is time to end up this security discussion: paperware is very beautiful
but never leave the planification phase.
  The pro-security team could work on a prototype that could shut up the
rest of us that think this discussion is getting in the way, meanwhile,
the rest of us could continue improving blender.

regards  farsthary

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Re: [Bf-committers] Security gets in the way

2010-04-29 Thread Charles Wardlaw
 And it is not just these modules that would be useful to a malware
 author. there is subprocess, socket, threading, email, io, platform,
 shutil, and many more that could be used to get access to resources that
 are not required for rigging/animation purposes in Blender. And this is
 ignoring the built-in functions that don't require the loading of
 modules... like the open() function which allows the creation of /or
 reading of files so long as you know a valid path. Once you've gone to
 all that effort of hacking Python to be... well, not Python - why stick
 with the language?

No answer for you.  But if people aren't willing to remove that functionality, 
or limit it globally in the internal interpreter, then there's no way to lock 
things down.

 I think the biggest problem is that everyone is looking for an easy
 answer and there simply isn't one.

Agreed.

 ...and then you lose me entirely. Sorry, but until such time as .blend
 is a standard file format, how exactly do you expect people to fill a
 basic scene? If it's open content, it is almost invariably available in
 an OBJ format. Collada is picking up speed, but it is not there yet.
 Hell, The web-comic artist-to-be I talked about in an earlier email gets
 a majority of her art from Poser props exported as, you guessed it, OBJ
 files.

I think there's a difference between users who want inter-program operation and 
users who want to do everything inside one software package.  Most of the 
hobbyist Blender users I know (most, not all) do EVERYTHING inside Blender and 
never round-trip to external software.  The web-comic artist you spoke of would 
not be an entry-level user in my opinion; by the time he's ready to do stuff 
like that he's also ready to make the decision to unlock the additional 
functionality and drop the security barrier.  But until that point, while he's 
learning the software and getting to grips with what's possible?  No, I don't 
think he needs an interchange format.

 This is indeed a possibility, but given that the general environment
 here seems adverse to anything resembling a large amount of effort to
 securing Blender (a viable  understandable position); I think this is
 another non-starter solution. Especially when there is no greasy
 wheel needing a kick. We're already facing outright hostility to the
 effort required for a basic on/off solution to the problem from core
 developers. I don't think it is a long bow to draw expecting the moving
 all standard import/export plugins to C idea to be tossed aside almost
 immediately.

Agreed, but if the people interested in security aren't interested in writing 
C-language trusted operators to lock down the system then they must not be 
that interested in security, right?

 OK, have you actually read Campbell's emails to the list on this? It is
 *trivial* to hide the real intent of Python code, /especially/ from
 automated code introspection functionality. Virii make it through the
 filters designed by multi-million dollar companies *dedicated* to this
 task. It took Campbell not even a day after reading how two research
 papers suggested securing Python to find away around it; even if it
 takes your average malware author four times the amount of time to get
 around our open-source filter - he'll have it done in under a week tops.

Yes, I did read Campbell's mails.  But ANYTHING that's done security-wise can 
be cracked! It's not about trying to lock down the system 100% perfectly -- the 
only system that's locked down is the one that's unplugged and locked away from 
humans.  And Blender is worse off from the get-go because all discussion about 
security in it is done on an open forum, and the code is easily perused for 
holes.

I was trying to suggest that a compromise might be reached where a bit of 
introspection were done.  As exploits are discovered you could update the 
exploit list in Blender to recognize new code strings.  No, it won't catch 
everything, but nothing will.  Anyway, retracted.


 Again, back to dismissing the problem through characterising anyone not
 skilled in computer technology as an idiot. Opening a file in Photoshop
 or GIMP does not make make one vulnerable to exploits. Neither does
 opening a file in MyPaint, WinAmp, Google SketchUp, or Wings (reading
 across a row of shortcuts on my desktop). Opening a potentially
 dangerous file in OpenOffice (next row of shortcut icons) explicitly
 asks me whether I wish to enable the possibly dangerous scripts. This is
 standard behaviour for applications where you view or edit something.
 Most applications are built to cater for the fact that end-users
 differentiate between running a program and opening a document.
 Trying to ignore this does not change the fact.

I'm doing nothing of the sort.  I myself have been tired and downloaded the 
wrong thing from the wrong site and ended up with a bricked XP machine more 
than once.  I also once ended up with a virus just for having MSN messenger 
installed, 

Re: [Bf-committers] Texture assignment workflow is confusing

2010-04-29 Thread (Ry)akiotakis (An)tonis
Actually this I like this idea too Doug(already mentioned by brecht
actually) and I think the only problem left is where the texture
properties will be. I would prefer being able to see both
material+texture properties at the same time as opposed to the current
system(Well, OK you can have two properties areas, but you know what I
mean)Maybe this can work quite well with the new subdivide system,
similar to the quad view in the 3D viewport. Like, the properties area
subdivides in two when the user presses the texture button next to the
component textured, and one sub-area becomes the texture context.
But that still leaves the texture panel functionality in
modifiers/sculpt tools as a problem + it is likely that such a
solution will require the user to resize the area to see all the
settings. Anyway, just my 2 cents again.

 Texture stacks are not useless even in a per shading component basis.
I may want 2 textures to influence my normal, then bake them together
in a 3rd texture for example. This is not uncommon!
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Re: [Bf-committers] Security gets in the way

2010-04-29 Thread Benjamin Tolputt
Charles Wardlaw wrote:
 No answer for you.  But if people aren't willing to remove that 
 functionality, or limit it globally in the internal interpreter, then there's 
 no way to lock things down.
   

Agreed 100%. The issue, as I keep repeating, is that the ideal solution
is that the scripts needing access to file systems, network, etc can get
it and those that don't (such as rig constraints and the like) do not.
Python, by design, makes this impossible. Other language options do not.

 I think there's a difference between users who want inter-program operation 
 and users who want to do everything inside one software package.  Most of the 
 hobbyist Blender users I know (most, not all) do EVERYTHING inside Blender 
 and never round-trip to external software.  The web-comic artist you spoke of 
 would not be an entry-level user in my opinion; by the time he's ready to do 
 stuff like that he's also ready to make the decision to unlock the additional 
 functionality and drop the security barrier.  But until that point, while 
 he's learning the software and getting to grips with what's possible?  No, I 
 don't think he needs an interchange format.
   

Actually, I've worked with HER to get her at least familiar with the
Blender interface and *trust me* she is an entry-level user. Knowing
that she can get a prop out of Poser by following a set of steps (she
does not understand) does not mean she knows what a rig script is and/or
how it can be abused to compromise her computer. Hell, she would
probably think I was being dirty using the term compromise your
computer. We shouldn't confuse being able to import a file (or other
simple operations) with understanding how things work.

 Agreed, but if the people interested in security aren't interested in writing 
 C-language trusted operators to lock down the system then they must not be 
 that interested in security, right?
   

Agreed. But said code needs to be accepted by the core development team.
If they hold the view that the operators should stay in Python for easy
modification (or any other reason really); any effort put into making
them C-code is just going to wasted isn't it?

 Yes, I did read Campbell's mails.  But ANYTHING that's done security-wise can 
 be cracked! It's not about trying to lock down the system 100% perfectly -- 
 the only system that's locked down is the one that's unplugged and locked 
 away from humans.  And Blender is worse off from the get-go because all 
 discussion about security in it is done on an open forum, and the code is 
 easily perused for holes.
   

False claim there. A wide variety or studies have shown that opening
security code up for public inspection leads to quicker resolution of
problems and/or finding out if a solution is going to fail by design
(as opposed to simply a bug in the implementation).

 I was trying to suggest that a compromise might be reached where a bit of 
 introspection were done.  As exploits are discovered you could update the 
 exploit list in Blender to recognize new code strings.  No, it won't catch 
 everything, but nothing will.  Anyway, retracted.
   

I can see where you are coming from, but it is not a feasible solution.
The line quoted by Martin is a basic version of getting around it. I
cold base64 encode a string then use eval, I could make a round about
function to do it, etc. The issue isn't the WAY it is being done - it is
that the functionality is allowed at all in a Python constraint.

 I can't speak to the paint programs but I know that buffer exploits have 
 allowed code to be executed from within MP3 files in the past.  No scripting 
 there, but they were a security risk.  And Winamp can play WMA, right?  Those 
 can contain all kinds of crap that gets run through the Windows Media layer 
 and can install software, pop up IE windows, etc.  How many home users who 
 think in terms of documents, not programs or formats, can differentiate 
 between WMA and mp3 when the icons are similar?  I've known a lot of people 
 who asked me to help them figure out why WMA files wouldn't play on their MP3 
 player.
   

Buffer overruns are a BUG. The current security issues are a result of
mismatched design. Blender developers want to run Python in it's
rigs/constraints. Python developers want the namespace browsing features
(that are a foundational element of their language) and they want to
keep unsecure functions (like the file open() function) as a part of the
raw, always available functionality offered by their runtime. If Blender
wants to add security, one of these two must give.

The issue is a result of design not implementation. Like DRM, the
requirement of client-side access to resources post decryption conflicts
with the desire for the publisher to stop people from playing the game
without their authorisation. One side has to give and, by dint of the
fact the client has to be able to play the game, the publisher's desire
for a lock-down on content is usually the one that 

Re: [Bf-committers] Security gets in the way

2010-04-29 Thread Raul Fernandez Hernandez


 Raul Fernandez Hernandez wrote:
 Is time to end up this security discussion: paperware is very beautiful
 but never leave the planification phase.
   The pro-security team could work on a prototype that could shut up the
 rest of us that think this discussion is getting in the way, meanwhile,
 the rest of us could continue improving blender.

 Are you speaking for the Blender development team or just yourself?
 Serious question as I'd like to know if the opinion that adding security
 is not part of improving Blender is shared at the top level. After
 all, if Ton (for example) doesn't want there to be a security option -
 there simply isn't going to be one as it will never get into trunk.

 There is no point makling a prototype if the end-result is already
 predetermined as we don't want it.

 Don't get me wrong, I have no intention of discrimination , I think the
fact that english is not my way of thinking could lead to this. I was
speaking for myself , splitting in pro-security and the rest is very
natural when a discussion arise, is nothing bad,  and when I was
referring to the rest of us could continue improving blender I didn't
mean that working in security was not improving blender, I mean: the
rest of us could continue working in their projects in blender.
  I think a working patch or prototype is way better than a long
discussion that sometimes get out of its path, nothing more.

 Cheers  Farsthary



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Re: [Bf-committers] Texture assignment workflow is confusing

2010-04-29 Thread Knapp
I only use Blender but I was wondering if the other 3d packages have
found a good way to handle this texture/materials problem? Could we
incorporate some good ideas this way? Why reinvent the wheel? Does
anyone have a favorite other system? How does it work?

I am not putting down the other ideas given so far, just hoping to
find all the options before we pick the best.

-- 
Douglas E Knapp

Open Source Sci-Fi mmoRPG Game project.
http://sf-journey-creations.wikispot.org/Front_Page
http://code.google.com/p/perspectiveproject/
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Re: [Bf-committers] Trusted Blender Content Repository (was Re: Security gets in the way)

2010-04-29 Thread Knapp
On Thu, Apr 29, 2010 at 12:31 PM, Kevin Roy kin...@gmail.com wrote:
 Hello,

 Thu, 29 Apr 2010 11:10:39 +0400
 Ruslan Merkulov r.merku...@gmail.com wrote:

 2) Create some sort of official content and scripts repository for
 Blender with some sort of approving scheme. Maybe create an add-on for
 Blender to download and install content approved by community and/or
 developers.

 So, it boils down to a) educating users about security awareness, b)
 creating a network of trust and incidentally making finding and
 installing safe content easier.


 I recently have this kind of conversation with a developer who
 create a game with the blender game engine and didn't know where to
 share and publish it. All I was able to answer to him was to publish it
 in the blenderartists forums and put a link in the wiki. But
 blender contents in the forums are quite dispersed and wiki Plugins
 section needs heavy maintenance IMO.
 It would be awesome to have such an apt-like repository
 with scripts, games or model templates and installing them directly from
 inside Blender.
 If there is a task for it, I would likely give my help as I am mainly
 interested in python script development.

 Cheers
 ---
 Kevin 'kiniou' Roy
 http://blog.knokorpo.fr

I have alway thought this was a good idea. All the elements that are
not core should be in one big official repository. This would also
lessen the chances of getting blender viruses and the like and make
blender much more secure without having to do stuff like sand-boxing
python.

I for one would love to have 2 download options. One, as we have now,
to get the program and a second DVD download of resources. Then in
addition to that we could have a very nice resource site with a SQL
backside.

The only downside I see to this is paying for the internet pipe and the server.


-- 
Douglas E Knapp

Open Source Sci-Fi mmoRPG Game project.
http://sf-journey-creations.wikispot.org/Front_Page
http://code.google.com/p/perspectiveproject/
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Re: [Bf-committers] [28485] trunk/blender/intern/guardedalloc/ intern/mallocn.c: reverting 28469, there is no use in using a long, while the allocation functions only accepts an int.

2010-04-29 Thread GSR
Hi,
ideasma...@gmail.com (2010-04-28 at 1015.26 +0200):
 Revision: 28485
   
 http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=revroot=bf-blenderrevision=28485
 Author:   campbellbarton
 Date: 2010-04-28 10:15:26 +0200 (Wed, 28 Apr 2010)
 
 Log Message:
 ---
 reverting 28469, there is no use in using a long, while the allocation 
 functions only accepts an int.
 - only wastes 4 bytes per alloc.
 Also would be most correct to use size_t

Oh, I thought you were just solving a problem with the struct, not
that mallocn.c still is 64 bit uncompatible.

GSR
 
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Re: [Bf-committers] Security gets in the way

2010-04-29 Thread Michael Judd
Hi guys,
Is this the list of options?

1. Work with the python team to implement the desired security features 
into the python trunk.
2. Create a secure python fork and implement the desired security 
features into it.
3. Maintain a trusted/certified/signed repository of scripts and warn 
users when loading untrusted scripts.
4. Dump python and use something else.
5. Stick with the status quo.

(1 or 2) and/or 3 make the most sense to me.
3 by itself seems the least amount of work and seems totally acceptable.
Not that I'll be contributing anything other than my opinion. ;)
Cheers!

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Re: [Bf-committers] Security gets in the way

2010-04-29 Thread Michael Judd
6. Create a secured blender version of the installer (for platforms 
that support it) that creates a locked down blender user for executing 
blender.
7. Provide a downloadable virtual machine (VMWare/Virtual Box/etc.) image.

Martin Poirier wrote:
 0. Keep current features, switch from default on to default off.

 Martin

 --- On Thu, 4/29/10, Michael Judd m...@juddrobotics.com wrote:

   
 From: Michael Judd m...@juddrobotics.com
 Subject: Re: [Bf-committers] Security gets in the way
 To: bf-blender developers bf-committers@blender.org
 Received: Thursday, April 29, 2010, 1:55 PM
 Hi guys,
 Is this the list of options?

 1. Work with the python team to implement the desired
 security features 
 into the python trunk.
 2. Create a secure python fork and implement the desired
 security 
 features into it.
 3. Maintain a trusted/certified/signed repository of
 scripts and warn 
 users when loading untrusted scripts.
 4. Dump python and use something else.
 5. Stick with the status quo.

 (1 or 2) and/or 3 make the most sense to me.
 3 by itself seems the least amount of work and seems
 totally acceptable.
 Not that I'll be contributing anything other than my
 opinion. ;)
 Cheers!

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Email: m...@juddrobotics.com
Phone: +61 (0)7 32452864

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Re: [Bf-committers] Security gets in the way

2010-04-29 Thread Michael Fox
Ok it seems we are getting nowhere fast on this, so to address the
original issue, have it off by default as that is what seems to be
causing the most troubles, yet keep it there for those who need it (ie
paranoid IT people :) ), 

as in a studio you will mainly be using internal scripts for like rigs
and such not much from the external world

also to show the danger to new users put a warning on the download page
in nice red letters at the top

all of this is done until a suitable option is available, and dropping
python all together is certainly not a viable alternative

now can this argument please end?

-- 
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Developer and user of Blender3d
www.blender.org
http://mfoxdogg.googlepages.com

mfoxd...@gmail.com

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Re: [Bf-committers] Security gets in the way

2010-04-29 Thread Benjamin Tolputt
Raul Fernandez Hernandez wrote:
  Don't get me wrong, I have no intention of discrimination , I think the
 fact that english is not my way of thinking could lead to this. I was
 speaking for myself , splitting in pro-security and the rest is very
 natural when a discussion arise, is nothing bad,  and when I was
 referring to the rest of us could continue improving blender I didn't
 mean that working in security was not improving blender, I mean: the
 rest of us could continue working in their projects in blender.
   

OK, I apologise for misinterpreting you. The lack of clarity as to what
will or will not be accepted by core development perhaps makes me read
too much into the posts by main developers :)

   I think a working patch or prototype is way better than a long
 discussion that sometimes get out of its path, nothing more.
   

The issue I have is that I (or someone else) could put ALOT of work into
fixing this without it being accepted into core because they are not
interested in what it takes. Security is not like a new operator or
constraint. Like the UI refactor - it will affect almost everything in
Blender in some way. The amount of work needed even for a basic
prototype is substantial.

To use a recent example, how do you think a developer would have felt if
they put together the Blender 2.5 UI refactor prototype if they knew Ton
was against it? I know I wouldn't have bothered. Not because I don't
think it is a great feature, but by the very fact it touches almost
everything (like security will); it would be impossible to keep up with
Blender development through patching a local installation.
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Re: [Bf-committers] Security gets in the way

2010-04-29 Thread Benjamin Tolputt
Michael Fox wrote:
 Ok it seems we are getting nowhere fast on this, so to address the
 original issue, have it off by default as that is what seems to be
 causing the most troubles, yet keep it there for those who need it (ie
 paranoid IT people :) ), 
   

To be honest, I think the reason it is not getting anywhere is two-fold.
Firstly, the default off /solution/ that is proposed is *not* a
solution. It's like making entering a password optional. Unless it is by
default *on*, the people most vulnerable to an attack are going to be
those that don't turn it on.

 as in a studio you will mainly be using internal scripts for like rigs
 and such not much from the external world
   

OK, and when rigs do come in from the outside world, like in the recent
Durian townsfolk sprint, we *know* that those most experienced in
Blender will check them for malicious scripts and/or only open them on
machines locked out of the network, right? We still haven't got an
answer on that. I think that is pretty telling.

 also to show the danger to new users put a warning on the download page
 in nice red letters at the top

 all of this is done until a suitable option is available, and dropping
 python all together is certainly not a viable alternative
   

Warning, I am happy to have. Without cooperation from the Python
development team though, keeping Python is not a viable alternative
either. Something might come out of PyPy (currently they still have all
or nothing security, not context-by-context restriction) which will
make this all moot.

 now can this argument please end?
   

I'm simply replying to emails on the subject. It's not like this has
been going for a week and debate on controversial subjects like this are
not going to be solved by asking people to just agree. Should one of
the core devs ask me to stop mailing on the subject, I will of course do
so - it is, after all, their opinion on the matter I am trying to ascertain!

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Re: [Bf-committers] Security gets in the way

2010-04-29 Thread horace grant
http://www.philhassey.com/blog/tinypy-ideas/


Embed tinypy

* Objective: sandbox tinypy and then (as in lunatic python) build
a python module that uses tinypy for safe execution of “unknown” code




it's just an idea at the moment and not implemented but this sounds
interesting. :) tinypy could be used for drivers in the long term.

in the short to mid term there doesn't seem to be an easy and secure
solution but in the long term all the this is impossible with python
seems to be wrong to me. to me it looks like in 2-3 years the whole
situation will look different (pypy, tinypy,...) and there will be
feasible solutions.



On Fri, Apr 30, 2010 at 2:09 AM, Martin Poirier the...@yahoo.com wrote:
 There's still very little doubt that this will be the solution that is going 
 to be adopted (in the short to mid term at least).

 Martin

 --- On Thu, 4/29/10, Benjamin Tolputt btolp...@internode.on.net wrote:

 From: Benjamin Tolputt btolp...@internode.on.net
 Subject: Re: [Bf-committers] Security gets in the way
 To: bf-blender developers bf-committers@blender.org
 Received: Thursday, April 29, 2010, 7:46 PM
 Martin Poirier wrote:
  0. Keep current features, switch from default on to
 default off.
 

 In which case you may as well not have the feature at all.
 The people
 most vulnerable to a malware attack from ANY vector are
 those that would
 not know to turn security on.

 Not to mention the fact that security of an on/off
 variety pretty much
 hoses any chance of decent rigs whilst having security
 enabled. As I've
 mentioned, it's like disabling macros in Office and it not
 allowing you
 to use bold fonts and paragraph spacing. Sure you can get
 around it, but
 it is not what one would consider a good solution
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Re: [Bf-committers] Security gets in the way

2010-04-29 Thread Ken Hughes
Apathy can also result in people giving up trying to convince others of 
the wrong solutions.  It's a double-edge sword.

Benjamin Tolputt wrote:
 Martin Poirier wrote:
   
 There's still very little doubt that this will be the solution that is going 
 to be adopted (in the short to mid term at least).
   
 

 That doesn't mean I shouldn't disagree with it ;) Apathy results in poor
 solutions because people give up trying to convince people of the right
 ones.
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Re: [Bf-committers] Security gets in the way

2010-04-29 Thread Ken Hughes
Of course the this is impossible with python can be wrong in the long 
term; who know what direction python will evolve in the next 2-3 years. 
But trying to find a python solution right now, with what we have, is 
impossible.

I have to agree with what someone posted earlier: if someone is 
convinced this (a secure solution) can be done with the existing Python 
3.1, they need to code up a proof-of-concept to shut up everyone who 
says it can't be done. Otherwise everyone is just filling up a useful 
mailing list with spam.

horace grant wrote:
 http://www.philhassey.com/blog/tinypy-ideas/

 
 Embed tinypy

 * Objective: sandbox tinypy and then (as in lunatic python) build
 a python module that uses tinypy for safe execution of “unknown” code
 

 it's just an idea at the moment and not implemented but this sounds
 interesting. :) tinypy could be used for drivers in the long term.

 in the short to mid term there doesn't seem to be an easy and secure
 solution but in the long term all the this is impossible with python
 seems to be wrong to me. to me it looks like in 2-3 years the whole
 situation will look different (pypy, tinypy,...) and there will be
 feasible solutions.


   
   

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Re: [Bf-committers] Security gets in the way

2010-04-29 Thread Ken Hughes
I didn't mean that to come across as a personal attack, Benjamin.  I'm 
just pointing out that just because someone has an idea, that doesn't 
mean it's the right idea.

Ken Hughes wrote:
 Apathy can also result in people giving up trying to convince others of 
 the wrong solutions.  It's a double-edge sword.

 Benjamin Tolputt wrote:
   
 Martin Poirier wrote:
   
 
 There's still very little doubt that this will be the solution that is 
 going to be adopted (in the short to mid term at least).
   
 
   
 That doesn't mean I shouldn't disagree with it ;) Apathy results in poor
 solutions because people give up trying to convince people of the right
 ones.
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Re: [Bf-committers] Security gets in the way

2010-04-29 Thread Benjamin Tolputt
Ken Hughes wrote:
 I didn't mean that to come across as a personal attack, Benjamin.  I'm 
 just pointing out that just because someone has an idea, that doesn't 
 mean it's the right idea.

 Ken Hughes wrote:
   
 Apathy can also result in people giving up trying to convince others of 
 the wrong solutions.  It's a double-edge sword.
 

Don't worry mate, I got your meaning, even if it didn't quite read that
way the first time :)

I honestly think the debate is going to fizzle out regardless, because
the real decision makers are remaining silent. No solution we come up
with, regardless of what we think about, is going to make it into
Blender without the core Blender developer's say so. Regardless of the
animation/motivation of all sides on this debate, the only concrete
thing to have come out of it is Campbell adding a switch to the network
render. That's it.

It's better than the default security to off I am arguing against, but
everyone agrees it is not really a fix. Until there is an official
position on the matter, ALL sides of the debate are just shouting into
the wind. Sad but true.
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Re: [Bf-committers] Security gets in the way

2010-04-29 Thread Roger Wickes
8. Worry about it when something actually happens
and you have a real case to confront, rather than hyperbole.


  
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Re: [Bf-committers] Security gets in the way

2010-04-29 Thread Benjamin Tolputt
Roger Wickes wrote:
 8. Worry about it when something actually happens
 and you have a real case to confront, rather than hyperbole

This is insulting. The developers have already acknowledged this is an
issue. That is why there is the default on security in Blender now.
Waiting for someone to be compromised when the problem is *known* is
callous and irresponsible.

Saying that we delay a solution until we have time to look into it
properly is practical. Saying we shouldn't do anything until someone is
hurt by it is lazy and unethical.

Yeah, we knew there was a problem with the brakes. But we thought we'd
worry about it when something actually happened and had a real case to
confront
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Re: [Bf-committers] Texture assignment workflow is confusing

2010-04-29 Thread Doug Ollivier
On 30/04/2010 3:49 a.m., Knapp wrote:
 I only use Blender but I was wondering if the other 3d packages have
 found a good way to handle this texture/materials problem? Could we
 incorporate some good ideas this way? Why reinvent the wheel? Does
 anyone have a favorite other system? How does it work?

 I am not putting down the other ideas given so far, just hoping to
 find all the options before we pick the best.

For those who have just joined my concept is to move the texture 
assignment to the point of control/use/influence when setting up a 
material in order to create a semantic/logicial link between action and 
affect : http://www.pasteall.org/pic/show.php?id=2989

Note: I dislike submitting ideas and saying they were influenced by the 
big boys, because I find it sometimes elicits a we don't want to copy 
response, and forces us to reinvent the wheel due to the pride of being 
independent and creative. However, pride aside, I agree that looking at 
how others have solved a problem, and then improving on their solutions 
is one of the best methods of development, its not revolutionary, but 
nor were puffer-fish, they evolved from something way less exciting.

I'll outline the two softwares that I have used that give any real 
control over multiple textures, I am curious what great softwares others 
have used that solve these issues. But to sum it up I found the easiest 
to use ones use a socket type system.  The non-flexible ones with nice 
results (cad rendering packages) give few if not no options so I just 
won't mention them.

*Photoshop 3D tools,*
They use a limited socket type system,  either a colour, or a single 
image per value of influence.
I.e. you can choose an image for the reflection channel, colour channel, 
spec channel
Super easy, pretty limited, but limited in order to be compatible with 
real-time 3D content in PDF's etc...
Since you are in photoshop you can edit the images, and this is where 
you can add layers and overlay options etc... to get what you want in 
terms of further control.

*Maya (it's been a while, this is from memory)*
Uses something in-between what I am suggesting and the photoshop 
approach.  Just like the Blender 2.5 materials panel; each material or 
setting is broken up into a sub panel that can be turned on/off for any 
one effect (incredibly close to the current Blender layout). However, 
they use a socket type texture/node/material input to alter various 
settings that cannot be controlled simply by a slider or colour picker. 
I believe their implementation is even used to plug in 3rd party Plugins 
like SSS, Ramp, and fresnel effects to the various channels etc... (not 
just textures).  This linked approach also creates a hypergraph (nodes) 
structure.  I had no idea how to use that then so ignored it.

My biggest annoyance with the Maya system was getting lost once a 
texture has been added, as it dropped you somewhere else in the 
interface that you did not expect (a challenge we would need to 
overcome, but one I think is possible).

I am glad brecht suggested this or something similar, as he's pretty on 
to it, especially when it comes to getting large numbers of fans.

If this approach is preferred, and is backed up by a development goal 
from the decision makers (If Ton sanctions exploring it it etc..), I 
will be willing to work through interface issues with Matt, and William 
(these are the two people focusing on interface correct?).

The main interface issues to overcome as I can see it are.

** Materials - how to keep these tabs clean from fluff
** Texture application settings - Where and how do you edit these 
settings that are unique to each material (not to the texture)
** Texture settings - the traditional 2.4x datablock, how do you get to 
this and back again from a material, and a potential intermediate step
** Adding and mixing - The current system lets you add and mix multiple 
textures, how can this be easily and logically done? (nodes?, stacks?...)
** extending into the future... Plugins Etc - I think some of this will 
come for free if this is a natural step towards nodes everywhere.

I think there are no issues that cannot be overcome. and I think that 
old textures can be loaded into a new interface with full compatibility.

Someone let me know if this warrants further development and I will look 
at creating a more detailed interface flow scenario.

By trade i'm an Industrial Designer, so can look at usability and 
interaction, I'm not a coder unfortunately so cannot help there.

Cheers

-- 
Doug Ollivier

*C:*+64 (0)27 412 0807
*P:*+64 (0)3 980 7197
*E:*d...@doug.org.nz
*W:*http://doug.org.nz

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Re: [Bf-committers] Security gets in the way

2010-04-29 Thread Benjamin Tolputt
Ken Hughes wrote:
 Of course the this is impossible with python can be wrong in the long 
 term; who know what direction python will evolve in the next 2-3 years. 
 But trying to find a python solution right now, with what we have, is 
 impossible.
   

Bingo. Glad I'm not the only one saying this. We may not agree on the
final solution (or that we choose to not have one), but I'm glad that
the technical realities are being agreed on. The most frustrating thing
in any debate isn't being disagree with on the final answer, it is
having to correct people on the facts that make up the debate foundation.

Case in point - it is impossible with current versions of Python to
secure the loading/rendering of a Blender scene whilst also allowing
Python to be embedded in said scene (in constraints, rigs, etc). This is
a *fact* given current implementations of Python.

 I have to agree with what someone posted earlier: if someone is 
 convinced this (a secure solution) can be done with the existing Python 
 3.1, they need to code up a proof-of-concept to shut up everyone who 
 says it can't be done. Otherwise everyone is just filling up a useful 
 mailing list with spam.

Another good point. I've been browsing the code whilst the debate has
raged and the amount of work to move Blender to any other language is
phenomenal! If a solution using the standard Python library can be found
- I'd be VERY happy to use it. I am not saying Python is bad - it is a
very good, mature, and flexible language/platform. It's a little heavy
for embedding in my projects (and there are thread locking issues); but
I use it all the time for data processing tasks. That said, it is *by
design* unable to be secured in the way Blender requires if one is going
to allow Python expressions in a scene file.

I doubt anyone is going to want to look at replacing Python unless there
is some nod from the core developers as to it being allowed
consideration for trunk. However, a patch to Blender that allows it to
be secured whilst still using Python would likely be accepted without
much hassle at all. It would be a bug fix as compared to an
application-wide refactor.
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Re: [Bf-committers] Security gets in the way

2010-04-29 Thread Michael Judd
That was covered by 5.
People concerned about malicious scripts already have options to run 
scripts from the wild in a secure fashion now using a virtual machine or 
a locked down user on a decent OS.
People not concerned about security have probably already been pwned anyway.
5 is a valid choice.

Roger Wickes wrote:
 8. Worry about it when something actually happens
 and you have a real case to confront, rather than hyperbole.


   
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Re: [Bf-committers] Texture assignment workflow is confusing

2010-04-29 Thread Doug Ollivier
Awesome,  was curious how light-wave did it.

They are all seeming relatively similar with minor differences in approach.

Any wild cards out there from strange softwares etc?

On 30/04/2010 1:40 p.m., Daniel Salazar - 3Developer.com wrote:
 Ive suggested this type of texture managing in the past inspired on
 Lightwave where you can assign a texture or a texture stack to each
 value

 Material properties with a T icon to launch texture stack

 http://www.except.nl/lightwave/hdr/images/Surface_notgood_sm.png

 Texture Stack

 http://www.robinwood.com/Catalog/Technical/LightwaveTuts/LWPacks/StainedGlass/SGlassImages/SGlass19B-LayerStack.jpg

 nice...

 Daniel Salazar
 www.3developer.com



 On Thu, Apr 29, 2010 at 7:32 PM, Doug Ollivierd...@doug.org.nz  wrote:

 On 30/04/2010 3:49 a.m., Knapp wrote:
  
 I only use Blender but I was wondering if the other 3d packages have
 found a good way to handle this texture/materials problem? Could we
 incorporate some good ideas this way? Why reinvent the wheel? Does
 anyone have a favorite other system? How does it work?

 I am not putting down the other ideas given so far, just hoping to
 find all the options before we pick the best.


 For those who have just joined my concept is to move the texture
 assignment to the point of control/use/influence when setting up a
 material in order to create a semantic/logicial link between action and
 affect : http://www.pasteall.org/pic/show.php?id=2989

 Note: I dislike submitting ideas and saying they were influenced by the
 big boys, because I find it sometimes elicits a we don't want to copy
 response, and forces us to reinvent the wheel due to the pride of being
 independent and creative. However, pride aside, I agree that looking at
 how others have solved a problem, and then improving on their solutions
 is one of the best methods of development, its not revolutionary, but
 nor were puffer-fish, they evolved from something way less exciting.

 I'll outline the two softwares that I have used that give any real
 control over multiple textures, I am curious what great softwares others
 have used that solve these issues. But to sum it up I found the easiest
 to use ones use a socket type system.  The non-flexible ones with nice
 results (cad rendering packages) give few if not no options so I just
 won't mention them.

 *Photoshop 3D tools,*
 They use a limited socket type system,  either a colour, or a single
 image per value of influence.
 I.e. you can choose an image for the reflection channel, colour channel,
 spec channel
 Super easy, pretty limited, but limited in order to be compatible with
 real-time 3D content in PDF's etc...
 Since you are in photoshop you can edit the images, and this is where
 you can add layers and overlay options etc... to get what you want in
 terms of further control.

 *Maya (it's been a while, this is from memory)*
 Uses something in-between what I am suggesting and the photoshop
 approach.  Just like the Blender 2.5 materials panel; each material or
 setting is broken up into a sub panel that can be turned on/off for any
 one effect (incredibly close to the current Blender layout). However,
 they use a socket type texture/node/material input to alter various
 settings that cannot be controlled simply by a slider or colour picker.
 I believe their implementation is even used to plug in 3rd party Plugins
 like SSS, Ramp, and fresnel effects to the various channels etc... (not
 just textures).  This linked approach also creates a hypergraph (nodes)
 structure.  I had no idea how to use that then so ignored it.

 My biggest annoyance with the Maya system was getting lost once a
 texture has been added, as it dropped you somewhere else in the
 interface that you did not expect (a challenge we would need to
 overcome, but one I think is possible).

 I am glad brecht suggested this or something similar, as he's pretty on
 to it, especially when it comes to getting large numbers of fans.

 If this approach is preferred, and is backed up by a development goal
 from the decision makers (If Ton sanctions exploring it it etc..), I
 will be willing to work through interface issues with Matt, and William
 (these are the two people focusing on interface correct?).

 The main interface issues to overcome as I can see it are.

 ** Materials - how to keep these tabs clean from fluff
 ** Texture application settings - Where and how do you edit these
 settings that are unique to each material (not to the texture)
 ** Texture settings - the traditional 2.4x datablock, how do you get to
 this and back again from a material, and a potential intermediate step
 ** Adding and mixing - The current system lets you add and mix multiple
 textures, how can this be easily and logically done? (nodes?, stacks?...)
 ** extending into the future... Plugins Etc - I think some of this will
 come for free if this is a natural step towards nodes everywhere.

 I think there are no issues that cannot be 

Re: [Bf-committers] Security gets in the way

2010-04-29 Thread Benjamin Tolputt
Michael Judd wrote:
 People concerned about malicious scripts already have options to run 
 scripts from the wild in a secure fashion now using a virtual machine or 
 a locked down user on a decent OS.
   

And as I said before, it is the people that don't know to be concerned
that need this the most. Anyone likely to be using your locked down
decent OS and/or has the skills to setup a virtual machine (ignoring
the performance problems that entails) is unlikely to be downloading
unsecure scene of the Internet. Remember, even a concientious user who
scans the .blend file with an anti-virus is going to still be compromised.

 People not concerned about security have probably already been pwned anyway.
   

People in the graphics industry probably already have Max or Maya, so we
shouldn't bother making Blender better.
Businesses needing Unix probably already have contracts with IBM, so we
shouldn't bother making Linux better
People growing up in underprivileged areas are likely to never amount to
anything, so we shouldn't bother helping them better themselves.

What a wonderful world that would be, eh?
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Re: [Bf-committers] Security gets in the way

2010-04-29 Thread Martin Poirier


--- On Thu, 4/29/10, Benjamin Tolputt btolp...@internode.on.net wrote:

 I honestly think the debate is going to fizzle out
 regardless, because
 the real decision makers are remaining silent.

The topic was reopened following a conversation between decision makers on 
IRC. Both of which as well as others have participated in the discussion that 
followed. 

To be honest, the decision was pretty much already taken, people just didn't 
noticed.

Martin


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Re: [Bf-committers] Texture assignment workflow is confusing

2010-04-29 Thread Christopher Cherrett
Doug Ollivier wrote:
 Any wild cards out there from strange softwares etc?


hmm... just blender :)

-- 
Christopher Cherrett
ccherr...@openoctave.org
http://www.openoctave.org

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Re: [Bf-committers] Security gets in the way

2010-04-29 Thread Benjamin Tolputt
Martin Poirier wrote:
 The topic was reopened following a conversation between decision makers on 
 IRC. Both of which as well as others have participated in the discussion that 
 followed. 

 To be honest, the decision was pretty much already taken, people just didn't 
 noticed.
   

Would you be so kind as to let us know what that decision was? After
all, not all of us are able to participate in the IRC chats.
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Re: [Bf-committers] Security gets in the way

2010-04-29 Thread Campbell Barton
Best bring this up next meeting and come to some consensus. I wasn't
in IRC for the decision either :)
However I'm going away this weekend, can make it for the next one
though (May 9th).

Don't thinik this is urgent, can wait a week or two, would rather this
be a meeting topic so we can formalize what is done, rather then some
devs agreeing on IRC.

On Fri, Apr 30, 2010 at 6:25 AM, Benjamin Tolputt
btolp...@internode.on.net wrote:
 Martin Poirier wrote:
 The topic was reopened following a conversation between decision makers on 
 IRC. Both of which as well as others have participated in the discussion 
 that followed.

 To be honest, the decision was pretty much already taken, people just didn't 
 noticed.


 Would you be so kind as to let us know what that decision was? After
 all, not all of us are able to participate in the IRC chats.
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-- 
- Campbell
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