The first browser-to-kernel full-chain RCE on Android 17 #poc
https://github.com/NebuSec/CyberMeowfia/tree/main/IonStack
CVE-2026-10702: Firefox JIT RCE Vulnerability Explained
ref:
https://rootme.nebusec.io/
Posted by blackorbird, 2 weeks ago
https://github.com/NebuSec/CyberMeowfia/tree/main/IonStack
CVE-2026-10702: Firefox JIT RCE Vulnerability Explained
ref:
https://rootme.nebusec.io/
CVE-2026-10702 is a Just-In-Time (JIT) miscompilation vulnerability in the JavaScript Engine of Mozilla Firefox. The flaw resides in the JIT component and is classified as a type confusion issue under [CWE-843]. Mozilla addressed the defect in Firefox 151.0.3 as part of security advisory MFSA-2026-54.
Exploitation requires user interaction, such as visiting a malicious web page that triggers the affected code generation path. Successful exploitation can produce limited availability impact within the renderer process. Mozilla has not reported in-the-wild exploitation, and EPSS data indicates a low predicted exploitation probability.
Posted by blackorbird, 2 weeks ago
Blake3
the official Rust and C implementations:
https://github.com/BLAKE3-team/BLAKE3
Pure Go implementation of BLAKE3 with AVX2 and SSE4.1 acceleration:
https://github.com/zeebo/blake3
(the chart is a particular optimized benchmark, not a universal speed guarantee)
is a cryptographic hash function that is:
- Much faster than MD5, SHA-1, SHA-2, SHA-3, and BLAKE2.
- Secure, unlike MD5 and SHA-1. And secure against length extension, unlike SHA-2.
- Highly parallelizable across any number of threads and SIMD lanes, because it's a Merkle tree on the inside.
- Capable of verified streaming and incremental updates, again because it's a Merkle tree.
- A PRF, MAC, KDF, and XOF, as well as a regular hash.
- One algorithm with no variants, which is fast on x86-64 and also on smaller architectures.
the official Rust and C implementations:
https://github.com/BLAKE3-team/BLAKE3
Pure Go implementation of BLAKE3 with AVX2 and SSE4.1 acceleration:
https://github.com/zeebo/blake3
(the chart is a particular optimized benchmark, not a universal speed guarantee)
oh no, oh no no no no
they distilled… Sonnet 3.5
Posted by Teortaxes▶️ (DeepSeek 推特🐋铁粉 2023 – ∞), 6 minutes ago
they distilled… Sonnet 3.5
Posted by Teortaxes▶️ (DeepSeek 推特🐋铁粉 2023 – ∞), 6 minutes ago
🤣3
How to speed up the Rust compiler in July 2026
TL;DR:
TL;DR:
Since December 2025, Rust compiler workloads improved by ~5.6% overall ( ~2.9% excluding rustdoc).
Improvements:
- rustdoc: ~38% mean speedup
- Clippy: 10–30% faster by skipping useless lint calls
- New trait solver benchmark: 27s → under 1s
- Smaller AST nodes and fewer memory copies improved cache use
- Incremental compilation received many smaller optimizations
RipGrep musl binaries occasionally segfault during very-large searches
Article, Comments
https://github.com/dfoxfranke/ripgrep-3494-analysis
Article, Comments
https://github.com/dfoxfranke/ripgrep-3494-analysis
TL;DR: the Linux kernel briefly forgot a memory write. Not really a ripgrep bug, and probably not a musl bug.
During a massive, highly parallel directory search, one thread allocated a page and wrote musl allocator metadata to it. At the same moment another thread was unmapping memory. A Linux 7.0 kernel race between a fresh page fault and the munmap TLB shootdown replaced that page’s backing. Roughly ten CPU instructions later, the first thread reread its own value and got zero instead. Musl correctly noticed impossible/corrupt allocator metadata and crashed. [1]
The investigator reproduced it with about 1.8 million files / 20 GiB, instrumented musl, matched the disappearing write to the core dump, and found it tracks kernel 7.0.12, not the CPU or ripgrep itself. A Linux 7.0 page-table-reclaim change is the prime suspect, though the precise offending commit isn’t proven yet—and the race was reportedly still present in mainline during the analysis. [1]
So, in technical terms: absolutely cursed kernel VM race, exposed by ripgrep doing allocator violence at scale.
Citations
[1] GitHub - dfoxfranke/ripgrep-3494-analysis: Analysis of one crazy segfault in ripgrep · GitHub
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Go 1.27 Interactive Tour
🔸Go 1.27 introduces several new features, including generic methods, improved struct literals, and broader type inference, as well as performance improvements like size-specialized allocation and an experimental SIMD package. Other notable additions include a standard UUID package, a json/v2 package, and various testing and quality-of-life improvements.
02 Aug 2026
💬 comments
🔸Go 1.27 introduces several new features, including generic methods, improved struct literals, and broader type inference, as well as performance improvements like size-specialized allocation and an experimental SIMD package. Other notable additions include a standard UUID package, a json/v2 package, and various testing and quality-of-life improvements.
02 Aug 2026
💬 comments
🔥2
Do It by Code
Go 1.27 Interactive Tour 🔸Go 1.27 introduces several new features, including generic methods, improved struct literals, and broader type inference, as well as performance improvements like size-specialized allocation and an experimental SIMD package. Other…
New simd package
Go 1.27 introduces a new experimental simd package that provides portable and vector-size-agnostic SIMD support. It will make use of the hardware instructions if they are available. This package is enabled by setting the environment variable
The
See the proposal issue for more details.
New crypto/mldsa package
The new crypto/mldsa package implements the post-quantum ML-DSA signature scheme specified in FIPS 204.
Go 1.27 introduces a new experimental simd package that provides portable and vector-size-agnostic SIMD support. It will make use of the hardware instructions if they are available. This package is enabled by setting the environment variable
GOEXPERIMENT=simd at build time.The
simd package is available on all architectures, and provides vector types of unspecified size such as Int8s and Float32s. It supports a “scalable” subset of the operations present in the simd/archsimd package that are hardware-supported or easily emulated across architectures and vector widths.See the proposal issue for more details.
New crypto/mldsa package
The new crypto/mldsa package implements the post-quantum ML-DSA signature scheme specified in FIPS 204.
crypto/x509 now supports ML-DSA private keys, public keys, and signatures.crypto/tls now supports ML-DSA signatures in TLS 1.3, with the new MLDSA44, MLDSA65, and MLDSA87 SignatureScheme values.🔥2
According to @glxyresearch, the total losses from the #Coldcard hack may have reached 2,055 $BTC($130M).
More than 7,700 victim addresses have been affected.
More than 7,700 victim addresses have been affected.
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A 3D mesh stores:
- Vertex data: the points making up the mesh
- Index-buffer data: instructions describing which points form each triangle
When a mesh is mirrored using a negative scale, such as
If
Unreal can already render mirrored meshes correctly using "reverse culling"it simply changes which triangle direction counts as the front. Therefore, the second index buffer usually isn’t necessarily required. Unreal’s own HLOD and proxy-mesh generators disable it for this reason.
it exists as a memory-for-performance tradeoff.
So:
means:
“Don’t create the extra reversed copy. Save memory, because Unreal can render negatively scaled/mirrored instances correctly without it.”
This shouldn’t change how the mesh looks; it only avoids unnecessary storage.
- Vertex data: the points making up the mesh
- Index-buffer data: instructions describing which points form each triangle
When a mesh is mirrored using a negative scale, such as
Scale X = -1, its triangles effectively face the opposite direction.If
bBuildReversedIndexBuffer is enabled, Unreal stores a second copy of the triangle instructions in reverse order. This can make mirrored rendering slightly easier, but it roughly doubles the mesh’s index-buffer memory usage.Unreal can already render mirrored meshes correctly using "reverse culling"it simply changes which triangle direction counts as the front. Therefore, the second index buffer usually isn’t necessarily required. Unreal’s own HLOD and proxy-mesh generators disable it for this reason.
it exists as a memory-for-performance tradeoff.
So:
ProxySourceModel.BuildSettings.bBuildReversedIndexBuffer = false;
means:
“Don’t create the extra reversed copy. Save memory, because Unreal can render negatively scaled/mirrored instances correctly without it.”
This shouldn’t change how the mesh looks; it only avoids unnecessary storage.
✍1
Do It by Code
A 3D mesh stores: - Vertex data: the points making up the mesh - Index-buffer data: instructions describing which points form each triangle When a mesh is mirrored using a negative scale, such as Scale X = -1, its triangles effectively face the opposite…
For a negatively scaled mesh, Unreal has two choices:
- Change the GPU’s culling/rasterizer state to treat the reversed winding as front-facing.
- Use a prebuilt reversed index buffer and keep the normal culling state.
The second option can reduce expensive GPU state or pipeline-state changes, especially on older hardware/APIs or when many mirrored meshes are rendered. Historically, that could provide a worthwhile performance improvement.
The downside is memory:
- It roughly doubles index-buffer storage.
- It does not double the entire mesh size; vertex data, materials, textures, and other data are unaffected.
On modern hardware, ordinary reverse culling is generally cheap enough that the extra buffer often provides little or no measurable benefit. That is why proxy/HLOD generation commonly disables it.
So the practical rule is:
- Enable it if you render many negatively scaled, non-Nanite meshes and profiling shows a benefit.
- Disable it otherwise to save cooked asset size and GPU memory.
It is an optimization option, not something required for mirrored meshes to render correctly.
- Change the GPU’s culling/rasterizer state to treat the reversed winding as front-facing.
- Use a prebuilt reversed index buffer and keep the normal culling state.
The second option can reduce expensive GPU state or pipeline-state changes, especially on older hardware/APIs or when many mirrored meshes are rendered. Historically, that could provide a worthwhile performance improvement.
The downside is memory:
- It roughly doubles index-buffer storage.
- It does not double the entire mesh size; vertex data, materials, textures, and other data are unaffected.
On modern hardware, ordinary reverse culling is generally cheap enough that the extra buffer often provides little or no measurable benefit. That is why proxy/HLOD generation commonly disables it.
So the practical rule is:
- Enable it if you render many negatively scaled, non-Nanite meshes and profiling shows a benefit.
- Disable it otherwise to save cooked asset size and GPU memory.
It is an optimization option, not something required for mirrored meshes to render correctly.
🔥1
https://www.youtube.com/watch?v=w71JusTenBw
But you can patch your way out of it!
Posted by Brad Spengler, 9 hours ago
But you can patch your way out of it!
Posted by Brad Spengler, 9 hours ago