libsodium

Edit Package libsodium
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Source Files
Filename Size Changed
baselibs.conf 0000000012 12 Bytes
libsodium-1.0.18.tar.gz 0001919817 1.83 MB
libsodium-1.0.18.tar.gz.sig 0000000566 566 Bytes
libsodium.changes 0000021061 20.6 KB
libsodium.keyring 0000012811 12.5 KB
libsodium.spec 0000003060 2.99 KB
Revision 72 (latest revision is 76)
Dirk Mueller's avatar Dirk Mueller (dirkmueller) accepted request 710186 from Eric Schirra's avatar Eric Schirra (ecsos) (revision 72)
- Update to 1.0.18
  - Enterprise versions of Visual Studio are now supported.
  - Visual Studio 2019 is now supported.
  - 32-bit binaries for Visual Studio 2010 are now provided.
  - A test designed to trigger an OOM condition didn't work on 
    Linux systems with memory overcommit turned on. It has been 
    removed in order to fix Ansible builds.
  - Emscripten: print and printErr functions are overridden to send
    errors to the console, if there is one.
  - Emscripten: UTF8ToString() is now exported since 
    Pointer_stringify() has been deprecated.
  - Libsodium version detection has been fixed in the CMake recipe.
  - Generic hashing got a 10% speedup on AVX2.
  - New target: WebAssembly/WASI 
    (compile with dist-builds/wasm32-wasi.sh).
  - New functions to map a hash to an edwards25519 point 
    or get a random point: 
    core_ed25519_from_hash() and core_ed25519_random().
  - crypto_core_ed25519_scalar_mul() has been implemented for 
    scalar*scalar (mod L) multiplication.
  - Support for the Ristretto group has been implemented for 
    interoperability with wasm-crypto.
  - Improvements have been made to the test suite.
  - Portability improvements have been made.
  - getentropy() is now used on systems providing this system call.
  - randombytes_salsa20 has been renamed to randombytes_internal.
  - Support for NativeClient has been removed.
  - Most ((nonnull)) attributes have been relaxed to allow 0-length
    inputs to be NULL.
  - The -ftree-vectorize and -ftree-slp-vectorize compiler switches
    are now used, if available, for optimized builds.
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