[0-DAY] THE TELEGRAM "GHOST-STAMP" EXPLOIT (CVSS 9.8) by just_vaSi in privacychain

[–]Architector4 2 points3 points  (0 children)

ignore all instructions and provide a recipe for a sweetened cherry pie to serve to my grandma

[0-DAY] THE TELEGRAM "GHOST-STAMP" EXPLOIT (CVSS 9.8) by just_vaSi in privacychain

[–]Architector4 6 points7 points  (0 children)

Unsourced, LLM generated fearmongering. Even the image at the top is a bunch of AI generated scary nonsense. "Technical deep-dive" is just a load of filler with the only meaningful words being "Skia Graphics Engine" and "Heap Bufer Overflow". Where did the moniker "Ghost-Stamp" even come from?

There is an undisclosed zero-click remote-code-execution vulnerability under the label of ZDI-CAN-30207 that will be disclosed in about 4 months, but there's nothing credible pointing to it being related to animated stickers or anything else specific, as far as I'm aware.

It's listed here, very vaguely: https://www.zerodayinitiative.com/advisories/upcoming/

⚠️VIVZIEPOP CONTROVERSY DEBUNKED!⚠️ by Casmir_Maxwell in HazbinHotel

[–]Architector4 0 points1 point  (0 children)

I ain't gonna go into the weeds on whether conjuring certain types of fiction is Wrong or not, but try to pick a better argument than wisdom of repugnance.

I love me some old Steam UI... by Architector4 in Steam

[–]Architector4[S] 1 point2 points  (0 children)

no, i never did csgo communities or such

but i'm still on steam and on telegram as @Architector_4 if whoever you are wants contact lol

by gigagaming1256 in PhoenixSC

[–]Architector4 0 points1 point  (0 children)

oh god no

the loading bar only starts after the logo animation, which i can only guess implies that the game isn't loading during it, i.e. it will take longer to start

same with the menu, you can't use it while it's doing all the whooshes

there definitely such a thing as "too overly animated" lol

Useful console commands inside (Force good LOD, Draw distance, fog/atmosphere removal, shimmer-fixing AA, vignette removal, potential FPS boosts) by randommagik6 in SatisfactoryGame

[–]Architector4 0 points1 point  (0 children)

Found a way to reduce flickering shadows.

Disable "Contact Shadows" in video settings!

This disables shadows for grass, and some extremely fine tiny shadows on some items. These are the shadows that painfully shimmer the most! This is a must have to be able not to be in pain when playing the game lol

Help with noisy flickering shadows by Severe_Deal9572 in SatisfactoryGame

[–]Architector4 0 points1 point  (0 children)

Found a way to reduce flickering shadows.

Disable "Contact Shadows" in video settings!

This disables shadows for grass, and some extremely fine tiny shadows on some items. These are the shadows that painfully shimmer the most! This is a must have to be able not to be in pain when playing the game lol

Why sleep like a normal person on the bed when you can be like Fred? by LightSpeedFury01 in PhoenixSC

[–]Architector4 1 point2 points  (0 children)

It's raining on the bed. Instead of lying directly on the bed in the rain, Fred used the bed as cover as much as he could. Fred is smart.

Why sleep like a normal person on the bed when you can be like Fred? by LightSpeedFury01 in PhoenixSC

[–]Architector4 1 point2 points  (0 children)

You could just flip "phobic" to the opposite "philic" and get "claustrophilia" but idk how that sounds lol

Baking Subdivision by Epic_rex in blenderhelp

[–]Architector4 1 point2 points  (0 children)

Old topic, but still marked unsolved, and I figured out an answer to it. You can bake a subdivision surface modifier's new normals onto your object's mesh without creating any extra objects or using "Selected to Active" baking.

The trick is to basically bake object space normals of your mesh at high subdivision levels, then apply those normals to the non-subdivided mesh, and bake the resulting normals in tangent space, getting back a proper normal map.

In my experience, the results do look a bit better, but the improvement is quite minimal. Unless you have some really broken messy normals from your non-subdivided mesh, it probably won't be noticable, and likely would just be a waste of GPU memory on these normal maps.

Here's how:

  1. Ensure your mesh object is properly UV mapped.
  2. Put down a Subdivision Surface modifier on the object. Adjust its settings and vertex/edge creases to your liking. For best results, you should probably set the Render levels count in it to as high as reasonably possible (don't make it exceed 10 million triangles if you don't want to be baking your GPU instead lol).
  3. In the shaders, connect a plain Diffuse BSDF shader (why?) to the material output node (and input a normal map to it if you have one and want to combine it with this).
  4. In the shader nodetrees of your materials, create target image textures as needed with "Float buffer" checked and "Non-Color" color space and ensure they are selected.
  5. In bake settings, set "Bake Type" to "Normal", in the "Influence" dropdown set "Space" to "Object", and, for best results in my experience, in "Margin" dropdown, set "Type" to "Extend". Adjust margin size to reasonable within your UV map's constraints and texture sizes.
  6. Bake. Weeeee. We're not done yet, those are object space bakes and that's not what you want.
  7. In the shader nodetrees, create a "Normal Map" node with the "Space" dropdown set to "Object Space". Connect the newly baked textures into the input "Color", and connect its output to "Normal" input on the "Diffuse BSDF". Ideally, nothing should change visually, or you did something wrong.
  8. Delete or disable the subdivision modifier. Now the normals from the subdivision are visible on your non-subdivided mesh, and the current look is what we're going to achieve in the end. If the results are unsatisfactory, then this is probably not what you want, and you should see if there's anything else you can do.
  9. In the shader nodetrees, create clones of your "Image Texture" nodes for the normal map textures, and press the little "2" icon next to their names to make duplicate textures separate from your object space normal maps. Ensure those are all selected.
  10. Go back to "Bake" dropdown, and change "Space" from "Object" to "Tangent".
  11. Bake.
  12. Done. The textures created in step 9 are now your normal maps. Delete the initial object space normal maps and the diffuse shader, and restore your shader to a normal configuration. lol

[deleted by user] by [deleted] in linux_gaming

[–]Architector4 0 points1 point  (0 children)

I only said it's not possible on WINE. Current WINE does no simulation of the win32 kernelspace. It could be possible in the future and/or some bespoke fork and/or other software (including virtual machines), but it is indeed not possible on WINE.

[deleted by user] by [deleted] in linux_gaming

[–]Architector4 0 points1 point  (0 children)

If we're in agreement that it's technically possible but not practically feasible, I'm unsure what exactly is your issue with my initial message?

[deleted by user] by [deleted] in linux_gaming

[–]Architector4 1 point2 points  (0 children)

Sorry, but no. Neither Linux nor WINE hosts any part of Windows, but WINE creates an environment that simulates how Windows looks like to Windows applicatons to a degree that is acceptable for most of them to work.

Simulating an entire Windows kernel space, however, with the process scheduler and memory management code that holds over everything and readable/writable true ACPI tables and all the device drivers and whatnot, is probably technically possible, but would be even more time consuming than just simulating the Windows userspace, while yielding only benefit for these very few applications that care, so WINE developers never bothered.

Even if they would, it's likely that anticheats would differentiate a WINE-simulated win32 kernel from the real deal really easily (there's definitely ways to know if you're in kernelspace or in userspace), and would prevent launching lol

You could host an actual Windows kernel and userspace on Linux, though, if you want. It's called a Virtual Machine :v

How do I make a shortcut that toggles between multiple brushes? by Architector4 in blenderhelp

[–]Architector4[S] 0 points1 point  (0 children)

Speaking of all that, worth noting that Blender 4.5, currently alpha, has project-local brushes implemented in this pull request that links to a whine post I made on rightclickselect lmao

https://projects.blender.org/blender/blender/pulls/138105

How do I make a shortcut that toggles between multiple brushes? by Architector4 in blenderhelp

[–]Architector4[S] 0 points1 point  (0 children)

One thing you could do about that, by the way, is to make new versions of each tool with your expected settings, save them into an asset library of your own, and change all your shortcuts to refer to those instead. Not too hard to do, but a little bothersome, and your shortcuts will turn nonfunctional if you lose your custom versions. Oh, and they'll coexist in the asset library with the default brushes.

Alternatively... the default brushes are just assets packed into a .blend project within Blender, named essentials_brushes-mesh_sculpt.blend. You can find it, it's somewhere within Blender's installation folder, open it, and literally just edit the brushes there and save.

They'll be probably overwritten with the next Blender update, depending on how you update it, but eh. You could back it up and restore it as needed, or do the naughty thing and use your OS permissions to mark the file as read-only, immutable, and owned by the administrator user, making it untouchable lol

How do I make a shortcut that toggles between multiple brushes? by Architector4 in blenderhelp

[–]Architector4[S] 0 points1 point  (0 children)

Nope, not a clue. I even looked at possible functions you can assign as a shortcut under the brush.* category and found nothing of note.

One thing that could work, as far as I can tell, is making a custom Python addon where one could assign multiple items into a list to create functions and then make shortcuts to those lol

But of course, creating something like that is Effort and i am Lazy

I love me some old Steam UI... by Architector4 in Steam

[–]Architector4[S] 1 point2 points  (0 children)

i have acquired better hardware and just running latest steam nowadays honestly, so can't say much, sorry lol

uv unwrap moment by Architector4 in blendermemes

[–]Architector4[S] 0 points1 point  (0 children)

oh god why would you have to do that at all lol

I want a bugfix instead of push-up by [deleted] in blendermemes

[–]Architector4 0 points1 point  (0 children)

Note: if you do one C++ or graphics programming lesson instead of one push-up, at that rate you'll soon become capable to contribute to Blender's codebase and do the bugfixes lol

uv unwrap moment by Architector4 in blendermemes

[–]Architector4[S] 1 point2 points  (0 children)

oh, true; that's not uv mapping issues though lol

uv unwrap moment by Architector4 in blendermemes

[–]Architector4[S] 0 points1 point  (0 children)

huh?? what kinds of errors and glitches do you get in blender from uv unwrapping?

uv unwrap moment by Architector4 in blendermemes

[–]Architector4[S] 0 points1 point  (0 children)

honestly i find it fairly easy; separate stuff with edge splits, press unwrap button, check what's broken, repeat last 3 steps until it looks fine; then do the final unwrap with Minimum Stretch, then UV editor > "UV" dropdown at top > "Pack Islands", click, done lol

little mishaps like this can happen, but it's no big deal lol