Godotengine

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    Vulnerabilities

    CVE-2021-26825

    An integer overflow issue exists in Godot Engine up to v3.2 that can be triggered when loading specially crafted.TGA image files. The vulnerability exists in ImageLoaderTGA::load_image() function at line: const size_t buffer_size = (tga_header.image_width * tga_header.image_height) * pixel_size; The bug leads to Dynamic stack buffer overflow. Depending on the context of the application, attack vector can be local or remote, and can lead to code execution and/or system crash.

    Last Modified: Nov 21, 2024
    Published: Feb 08, 2021

    CVE-2021-26826

    A stack overflow issue exists in Godot Engine up to v3.2 and is caused by improper boundary checks when loading .TGA image files. Depending on the context of the application, attack vector can be local or remote, and can lead to code execution and/or system crash.

    Last Modified: Nov 21, 2024
    Published: Feb 08, 2021

    CVE-2019-10069

    In Godot through 3.1, remote code execution is possible due to the deserialization policy not being applied correctly.

    Last Modified: Nov 21, 2024
    Published: May 31, 2019

    CVE-2018-1000224

    Godot Engine version All versions prior to 2.1.5, all 3.0 versions prior to 3.0.6. contains a Signed/unsigned comparison, wrong buffer size chackes, integer overflow, missing padding initialization vulnerability in (De)Serialization functions (core/io/marshalls.cpp) that can result in DoS (packet of death), possible leak of uninitialized memory. This attack appear to be exploitable via A malformed packet is received over the network by a Godot application that uses built-in serialization (e.g. game server, or game client). Could be triggered by multiplayer opponent. This vulnerability appears to have been fixed in 2.1.5, 3.0.6, master branch after commit feaf03421dda0213382b51aff07bd5a96b29487b.

    Last Modified: Nov 21, 2024
    Published: Aug 20, 2018
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