The NVIDIA SDK was updated to version 13 in this release. This means that the minimum supported driver version is now 570. If you experience any issues with NVENC, please ensure that your GPU driver version is fully up to date.
32.2.1 Hotfix Changes
Fixed game capture failing after updating OBS if the previous hook was still in use [notr1ch]
32.2 New Features
Replaced add source dropdown with new dialog [Warchamp7]
Added copy paste functions to frontend API [exeldro]
Added filter to compose SDR into HDR [jpark37]
Added delete as a hotkey to delete sources on macOS [PatTheMav]
Added dynamic bitrate support to multitrack video [lexano-ivs]
Added missing file support for filters [exeldro]
Added ability for plugins to set custom icons for new source types [cg2121]
Improved FPS selector UX [jcm93]
Included .webp files when adding a directory to Image Slide Show source [TarunCore]
32.2 Changes
Forced Intel-based installations to update to Apple Silicon version on macOS [PatTheMav]
This change means that OBS Studio versions built for Intel-based Macs but running on Apple Silicon Macs will automatically update to OBS Studio built for Apple Silicon Macs. If an installation was using third-party plugins, those plugins will no longer load until replaced with Apple Silicon versions.
Fixed audio mixer state getting out of sync when changing settings via websockets or plugins [Warchamp7]
Added theming for checked QToolButtons [glikely]
Added minimum width to spinboxes [Warchamp7]
Changed new capture devices to use fallback frame rate by default [PatTheMav]
Improved OpenGL performance slightly on low-end machines [kkartaltepe]
Set minimum size for color source to 1 pixel [exeldro]
Disallowed overwriting the crash handler [sebastian-s-beckmann]
Applied process mitigation policies for Windows [notr1ch]
Adjusted description of multitrack video [jhnbwrs]
Improved DLL loading behavior on Windows [notr1ch]
Limited multitrack video config to Custom service [PatTheMav]
Removed redundant "Monitor Only" from the Advanced Audio Properties window [Warchamp7]
Mute and Monitor are handled independently in the new Audio Mixer
Removed Close button from What's New dialog [Warchamp7]
Removed margins from What's New dialog [Warchamp7]
32.2 Bug Fixes
Fixed OAuth and dock state save corruption [PatTheMav]
Fixed group bounds not resizing when removing items [howellrl]
Fixed canvas mixes not being restored after video reset [dsaedtler]
Fixed some erroneous crashes during shutdown [Warchamp7]
Fixed display capture sometimes capturing black after a duplicator failure [ThrowTop]
Fixed color of controls dock output buttons in System theme [shiina424]
Fixed virtual camera reset failures [stephematician]
Fixed potential crash when user discards changes in the settings window [suogesi]
Fixed incorrect return value in virtualcam filter [xtfo]
Fixed source toolbar buttons not working after dragging a source into a group [Warchamp7]
Fixed properties hint icon spacing [Warchamp7]
Fixed potential crash when a video device reconnects on macOS [jcm93]
Fixed an issue where PipeWire could fail on NVIDIA GPUs [hoshinolina]
The DistroWatch news feed is brought to you by TUXEDO COMPUTERS. Saeed Badreldin has announced the release of Helwan Linux 5.0, a significant update of the project's Arch-based distribution designed primarily for developers: "We are proud to announce the launch of Helwan Linux 5.0, a version that marks a qualitative leap in our distribution philosophy and development. What's new....
The DistroWatch news feed is brought to you by TUXEDO COMPUTERS. The UBports project has published a new feature update, UBports 24.04-2.0, which introduces web browser updates and support for "notch" areas in output displays. "Ubuntu Touch 24.04-2.0 is a feature update under the same Ubuntu 24.04 base as the previous release. Nonetheless, this release contains exciting updates and....
The DistroWatch news feed is brought to you by TUXEDO COMPUTERS. The Shadowfetch Linux distribution is a Debian-based project which features the Plasma desktop. The latest release of Shadowfetch, version 2.0.0, enables automatic Btrfs snapshots prior to package changes, making rolling back to working snapshots easier. The project has also revamped its welcome screen. "Boot straight into a working....
In the 1.60 update, we have introduced the Improved Material System for selected trucks for both Euro Truck Simulator 2 and American Truck Simulator. And today, we bring you a look behind the scenes at how this feature came to life!
The two main people working on this feature are our colleagues Daniel and Martin, who were and still are implementing the system for trucks in both games, and also for cars in the upcoming Road Trip project for American Truck Simulator.
Daniel - Vehicle Technical Leader
"I've been working at SCS Software for over thirteen years. I started as a 3D Generalist, then worked as a 3D Vehicle Artist and Vehicle Team Lead. Today, my role is the Vehicle Technical Leader.
My work bridges the gap between the graphical and technical aspects of development. I collaborate with programmers to implement vehicle features into the engine, while also helping artists establish efficient workflows. I also design new tools and technical improvements.
My task on the improved material system was to identify the problem, propose a solution, and collaborate with programmers on its implementation into the engine. Next, we needed to set up a practical workflow for the vehicle team so that the system could be used consistently across other vehicles. The programmers created the necessary support in the engine and shaders. The graphic designers then converted and fine-tuned the materials for specific trucks."
Martin -Β Senior 3D Graphic Designer
"I work as a Senior 3D Graphic Designer specializing in vehicles. I also worked as Head of Content for the Road Trip project. I participated in selecting the vehicles and their specific variants, handled research and pre-production, provided expert consultation, and subsequently worked on the actual creation of the vehicles. I also helped Dan fine-tune changes to the material system.
Cars have been a long-standing passion of mine, especially sports cars and classic cars - particularly American ones. Thanks to this, I was able to bring my own experience and knowledge of American automotive culture, history, and the technical development of individual models to the project.
My main task was the 1967 Ford Mustang and everything related to its visual and content preparation. I was involved in selecting the specific car and its variant, conducting research, gathering references, consulting during data collection, and the actual creation of the model and materials.
During the development of the new material system, I prepared and fine-tuned the individual surfaces on the Mustang. Together with Dan, we used this car to verify how the new technical solution behaved in practice and which values provided the most accurate results."
How did this project start?
"Development began while we were working on the Road Trip project. The interiors of passenger cars are smaller and darker than those of trucks, so the shortcomings of the original system were more noticeable in them.
Aside from direct light, the original system had no way to render light within the interiors. In the real world, a large portion of the visuals consists of so-called indirect, or reflected light (GI). However, the game did not work with this concept at all and was not designed for it. We knew we needed to change this somehow.
The second problem was that the interiors of the trucks contain many different materials, such as fabric, leather, plastic, painted surfaces, metal, and glass. The original system was unable to render them accurately, especially under indirect lighting; everything looked very flat.
"Road Trip provided us with a suitable, isolated environment for development and testing. From the start, however, we designed the system so that it could also be used for trucks," says Daniel.
What did you have to do before actually starting to implement the improved system?
"We needed to map out the actual vehicles and the materials used in their interior in detail through extensive research. I studied magazines, photographs, available documentation, and individual trim levels. While gathering data, we had the opportunity to see the specific car in person, speak with its owner, and document its construction and appearance in detail.
It wasn't enough to simply determine that a certain part of the interior was made of, for example, plastic, leather, or metal. We also had to examine the surface texture, the degree of gloss, the way the material reflects light, its wear and tear, the color shade, and the differences between individual parts.
This research laid the foundation upon which we could later assess whether the materials in the game corresponded to the actual vehicle," Martin told us.
"We also had to decide which direction to take. One of the key requirements was maintaining performance, so we looked for approaches that didn't require complex computational operations and sought techniques that would achieve good results with minimal changes to computational complexity. I believe the result of our efforts is a noticeable improvement in graphics with minimal impact on performance," Daniel shared with us.
How did the process of bringing the new system into the game look?
"We needed to implement changes to the engine regarding how the game loads and handles reflective textures. A reflective texture is essentially a cube where each face shows a reflection in a different direction relative to the player. Using it is significantly more efficient than calculating actual light reflections using ray tracing. We made several changes to the code to gain direct access to individual mipmaps. A mipmap is a scaled-down copy of the original image, typically used when a textured object is farther away from the player to eliminate unappealing texture aliasing. In our specific case, however, a lower resolution automatically results in a softer reflection, which can be used for materials that do not have a 100% glossy surface but rather a physically rougher surface, causing the reflection on the material to be more diffuse.
This way, we created several different levels of reflection smoothness, ranging from perfectly glossy surfaces like chrome, through smoother reflections such as those found on leather seat materials, to rough, nearly non-reflective materials like fabrics, where one side of the reflection cube is only 2x2px. In our case, it replaces the Iradience map, which means it primarily serves to project the surrounding light palette onto the given material (color cast). The game was already calculating the mipmaps themselves, which means this change costs us practically nothing in terms of performance - and that is the main reason we decided to use this approach.
Along with the material changes, we also needed to rebalance the contrast and lighting throughout the game to eliminate extremely dark areas and achieve a more realistic sense of lighting.
Unlike the original solution, where reflective textures were used only for highly reflective materials, particularly metals, the revised system applies a reflective texture to every single material in the vehicle's interior. However, they differ in how strongly the reflection is visible in the final image and in the softness of the reflection applied. This ensures that even less reflective materials - especially plastics - convey a sense of reflected light, color cast, and improved contrast, particularly in shaded areas of the interior. Players will now notice that the entire interior actually reacts to the truck's surroundings; for example, when driving past trees, the part of the interior near the windows takes on a subtle green tint. This makes the game feel much more realistic than before, even without the computationally expensive global illumination (GI) calculation.
Once the technology was ready, we needed to determine how to adjust the individual materials under the new conditions. Since each material now includes a reflective component, we had to completely rebalance all the settings for each material. To ensure that existing textures would function correctly with the new settings, we also had to rebalance their color and specular components to the standard values we had established during our extensive testing.
The final step for system-wide deployment was to create a material library so that we wouldn't have to configure each material type separately for every vehicle," Daniel explains.
What were the biggest challenges in implementing the system?
"The biggest challenge was the diversity of the vehicles. The individual trucks were created at different times and used different source data, textures, and rendering methods. There is no single conversion that works for all trucks. Each completed interior has its own structure and requires a customized approach," says Daniel.
"Also, the individual properties of materials influence one another. Changing the reflectance or roughness might improve the appearance of one surface, but at the same time cause the material to behave poorly in a different lighting situation. Or a material that looked right in direct daylight might be too shiny in a dark interior or react unnaturally while driving at night. It was therefore necessary to constantly strike a balance between realism, visibility, and consistent behavior. The goal was not to make all surfaces more prominent or shinier, but to accurately capture the differences between them.
We reworked many of these steps several times during development. However, the result was not just materials for one specific car, but also experience and guidelines that will significantly facilitate work on future vehicles.
The process wasn't straightforward. It wasn't enough to simply set a few parameters according to a pre-prepared table. We had to figure out many of the values ourselves, and together with Dan, we tested them repeatedly right in the game," Martin added.
How did you manage to do the changes without affecting performance?
"Our players use a wide range of hardware. We didn't want to create visual enhancements that would significantly reduce the game's performance or even make the game unplayable for some players. Therefore, the system is not based on a new, resource-intensive lighting simulation. It extends the existing rendering pipeline and utilizes already available data more efficiently.
Performance was continuously profiled during development. The goal was to achieve a visible improvement with minimal impact on the graphics card and memory. Furthermore, the system is configured to function with a certain trade-off even when set to medium or low - in such cases, while reflections are not rendered in real time and some benefits, such as realistic color cast from the vehicle's surroundings, are lost, the materials themselves still look realistic and can be distinguished from one another," says Daniel.
So far, we've implemented the improved material system on four trucks across ETS2 and ATS. Rather than making the community wait until every truck has been updated, we'll continue rolling out the improved material system for other trucks gradually, allowing you to enjoy the improvements on some vehicles already while we complete the rest. As Daniel explains here:
"Each truck requires individual adjustments, a visual inspection, and testing of all variants in daylight, at night, in the rain, and in cloudy weather. Therefore, it was not possible to update the entire fleet at once. This smaller initial group will allow us to verify the entire production process, maintain quality, and gather feedback from players."
We hope you have enjoyed this in-depth look at how we work on the improved material system. Make sure to also add theΒ Ford Car Pack and the RAM & Dodge Car Pack to your Steam wishlist, so you can enjoy this feature on cars when we release them.
Fix the issue that proxmox-ve can not boot after install in grub2 mode.
Languages update.
================================================================
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iVentoy is an enhanced version of the PXE server.
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Many advanced features
x86 Legacy BIOS, IA32 UEFI, x86_64 UEFI and ARM64 UEFI mode supported
110+ common types of OS supported (Windows/WinPE/Linux/VMware)
Turn any PC, laptop, server, NAS, or Raspberry Pi into a PXE server instantly!
......
The Stable channel has been updated to 150.0.7871.186/.187 for Windows andMac and 150.0.7871.186 for Linux, which will roll out over the coming days/weeks. A full list of changes in this build is available in the Log
Security Fixes and Rewards
Note: Access to bug details and links may be kept restricted until a majority of users are updated with a fix. We will also retain restrictions if the bug exists in a third party library that other projects similarly depend on, but havenβt yet fixed.
This update includes 4 security fixes. Please see the Chrome Security Page for more information.
[N/A][518237034] High CVE-2026-16807: Out of bounds write in Codecs. Reported by Google on 2026-05-30
[N/A][522064153] High CVE-2026-16806: Use after free in WebMCP. Reported by Google on 2026-06-10
[N/A][523292588] High CVE-2026-16805: Use after free in Blink. Reported by Google on 2026-06-12
[N/A][524721670] High CVE-2026-16804: Use after free in Input. Reported by Google on 2026-06-16
We would also like to thank all security researchers that worked with us during the development cycle to prevent security bugs from ever reaching the stable channel.
Interested in switching release channels? Find out howhere. If you find a new issue, please let us know byfiling a bug. Thecommunity help forum is also a great place to reach out for help or learn about common issues.
fix error message (#5922) 'all' is a synonym for 'all_others'
fix clearing lists with environment variables (#5410) (#5924) MTX_AUTHINTERNALUSERS_0_IPS, MTX_LOGDESTINATIONS and MTX_RTSPTRANSPORTS can now be used to clear their corresponding list by setting them to an empty value.
add runOnOnline / runOnOffline hooks (#5399) (#5956) These are triggered and a stream is online (i.e. not just provided by an offline segment).
rename runOnReady into runOnAvailable, runOnNotReady into runOnUnavailable (#5957)
fix wrong PTS and wrong playback of alwaysAvailableFile (#5436) (#5960) PTS offset of samples was not properly considered, and sleep between samples was PTS-based instead of being DTS-based.
avoid potential timing attack when validating SHA256 credentials (#5961) The == operator is vulnerable to timing attacks as it short-circuits on a mismatch. Use ConstantTimeCompare to avoid this vector. Co-authored-by: Tristan Matthews tmatth@videolan.org
normalize authentication error messages (#5421) (#5959) Log authentication errors as soon as possible, use the "warn" level, use the same message whatever the author or protocol.
adjust code to prevent security scan false positives (#5963) about string escaping.
ask for credentials only in case of protocols that support it (#5966) When clients connect with some protocols (SRT, RTMP), they are unable to provide credentials even if they are asked to. In this case, it's useless to wait for credentials, and it's better to immediately log authentication errors and apply the anti-brute force algorithm.
generate most of OpenAPI automatically (#5918) enums and structs are now generated automatically. This eliminates some inconsistencies and makes development easier.
Media-Over-QUIC
fix race condition during startup (#5965) allocate the HTTP server only after the MoQ server has been initialized.
fix several panics and OOM errors (#5964) Check for limits before allocating memory by using sizes passed from the remote peer. Also add fuzzing to all MoQ primitives.
support draft-19 of the specification (#5968) * support draft-19 of the specification * support subscribing the same track multiple times.
prevent excessive CPU consumption in reorderer (#5976) do not iterate by maxGroupID (passed by user) but iterate by internal pending packets (uncontrolled by user).
WebRTC
prevent cross-origin unauthorized access (#5975) when a user had previously inserted credentials into a MediaMTX instance through a browser, and AllowOrigins was set to a wildcard, third-party websites visited by the user were allowed to read streams without restrictions. This is now prevented by returning "*" in Access-Control-Allow-Origins when AllowOrigins is a wildcard, a behavior that prevents browsers from sharing credentials with third-party websites.
RTSP
restrict UDP port range to 32768-60999 (#5398) (#5958) this is the default Linux ephemeral port range.
use session ID in requests to the external authentication server (#5977) Co-authored-by: Cycle1337 Cycle1337@outlook.com
prevent cross-origin unauthorized access (#5975) when a user had previously inserted credentials into a MediaMTX instance through a browser, and AllowOrigins was set to a wildcard, third-party websites visited by the user were allowed to read streams without restrictions. This is now prevented by returning "*" in Access-Control-Allow-Origins when AllowOrigins is a wildcard, a behavior that prevents browsers from sharing credentials with third-party websites.
SRT
fix compatibility with StreamToStudio app (#5414) (#5928)
Dependencies
code.cloudfoundry.org/bytefmt updated from v0.78.0 to v0.82.0
github.com/alecthomas/kong updated from v1.15.0 to v1.16.0
github.com/bluenviron/gohlslib/v2 updated from v2.4.0 to v2.4.1
github.com/bluenviron/gortmplib updated from v0.4.0 to v0.4.1
github.com/bluenviron/gortsplib/v5 updated from v5.6.1 to v5.6.2
github.com/bluenviron/mediacommon/v2 updated from v2.9.1 to v2.9.2
github.com/matthewhartstonge/argon2 updated from v1.5.5 to v1.5.6
github.com/pion/ice/v4 updated from v4.2.8-0.20260604162030-72f5001c4596 to v4.3.0
github.com/pion/interceptor updated from v0.1.45 to v0.1.46
github.com/pion/rtcp updated from v1.2.16 to v1.2.17
github.com/pion/rtp updated from v1.10.2 to v1.10.5
github.com/pion/webrtc/v4 updated from v4.2.15 to v4.2.17
github.com/pires/go-proxyproto updated from v0.12.0 to v0.15.0
github.com/quic-go/webtransport-go updated from v0.11.0 to v0.11.1
golang.org/x/crypto updated from v0.53.0 to v0.54.0
golang.org/x/net updated from v0.56.0 to v0.57.0
golang.org/x/sync updated from v0.21.0 to v0.22.0
golang.org/x/sys updated from v0.46.0 to v0.47.0
golang.org/x/term updated from v0.44.0 to v0.45.0
github.com/pion/datachannel updated from v1.6.0 to v1.6.2
github.com/pion/dtls/v3 updated from v3.1.4 to v3.1.5
github.com/pion/sctp updated from v1.10.0 to v1.11.0
github.com/pion/stun/v3 updated from v3.1.5 to v3.1.6
github.com/pion/turn/v5 updated from v5.0.9 to v5.0.12
golang.org/x/text updated from v0.38.0 to v0.40.0
Security
Binaries are compiled from source code by the Release workflow, which is a fully-visible process that prevents any change or external interference in produced artifacts.
Checksums of binaries are also published in a public blockchain by using GitHub Attestations, and they can be verified by running:
ls mediamtx_* | xargs -L1 gh attestation verify --repo bluenviron/mediamtx
You can verify checksums of binaries by downloading checksums.sha256 and running:
UpSnap is, and always will be, free and open source software.
If someone is asking you to pay money for access to UpSnap binaries, source code, or licenses, you are being scammed.
The official and only trusted source for UpSnap is this repository (and its linked releases).
Do not pay third parties for something that is provided here for free.
If you've been following our rework projects in American Truck Simulator, you may be wondering what's next after our recent focus on Route 66. Today, we're excited to share the answer! Our next major undertaking will be the Nevada Rework Project, where we'll give the Silver State a complete overhaul.
As part of this next phase, our map designers will focus on the entire state of Nevada, reworking all of its existing cities and road networks to bring them up to the quality standards of our latest content. Since Nevada was one of the original states released with American Truck Simulator, this rework will allow us to rebuild many locations from the ground up while preserving the character and atmosphere that make the state so unique.
In addition to refreshing familiar places, we're also taking the opportunity to expand Nevada with locations and road connections that were missing from the original version. One example is the city of Fallon, located east of Carson City. Alongside it, we'll also add the missing sections of US-95 that pass through Fallon from south to north, creating a more complete and authentic driving experience.
Throughout the state, you can also look forward to a variety of brand-new custom depots, offering more diverse delivery destinations and making freight transportation across Nevada feel even more immersive than before.
This is just the beginning of the Nevada Rework Project, and we're looking forward to sharing more previews from development as work progresses. Be sure to follow us onΒ X/Twitter, Facebook, Instagram, TikTok,Β Bluesky, and YouTube, or sign up for our newsletterΒ so you don't miss any future updates. Until next time, keep on truckin'!
Ever since we introduced the idea of a community-powered device database at State of the Open Home 2025, our goal has been clear: create a βWikipedia of smart home devicesβ based on real-world usage. In February, we took the first step by inviting Home Assistant users to voluntarily share anonymized device data to help us build it.
Β The Stable channel has been updated to 151.0.7922.47/.48 for Windows andMac as part of our early stable release to a small percentage of users. A full list of changes in this build is available in thelog.
You can find more details about early Stable releases here.
Interested in switching release channels? Β Find out how here. If you find a new issue, please let us know by filing a bug. The community help forum is also a great place to reach out for help or learn about common issues.
Our wheels keep turning, and today weβre ready to share a teaser of another U.S. state currently in development for American Truck Simulator. Letβs see how good your guessing game is!
So, here are your clues! Take a close look at the screenshot and teaser video below. It may seem a little fishy at first, but sometimes the smallest hints can lead to the answer.
This next destination is known for its wide-open spaces, long-haul roads, and a landscape where the horizon seems to stretch on forever. Itβs a place shaped by hardworking industries, strong prairie winds, and a pioneering spirit that still runs deep today.
Think youβve caught on to where weβre heading next? Drop your guesses in the comments below, and when the time is right, we look forward to sharing more about what awaits on the road ahead in this part of the U.S. Until then, be sure to follow our blog and our social channels on X, Instagram, Facebook, and TikTok so you donβt miss a thing.
We are pleased to announce the third release candidate preview release of Jellyfin 12.0!
This is a preview release, intended for those interested in testing 12.0 before its final public release. We welcome testers to help find as many bugs as we can before the final release.
As always, please ensure you stop your Jellyfin server and take a full backup before upgrading!
A note about versioning
Starting with this release, we are dropping the preceding 10. from our versioning. Thus, 10.11.x -> [10.]12.x = 12.x. The reason is simple: at this point in the project, we don't envision a hard break in the API like we planned way back in the early days, and this version scheme was causing a lot of confusion amongst users about what a "major" release was. For more information, please see the RC1 release notes.
What's new?
The main goal of this release has been performance. 10.11.0 dropped a major backend rewrite, and while it was broadly functional, it had a lot of rough edges. This release seeks to polish out most of those rough edges and bring better performance to all users.
Note: You must be on Jellyfin 10.10.7+ or 10.11.x (ideally, 10.11.11) before upgrading! If you are not, the upgrade will fail. Ensure you upgrade to one of these versions first!
Note: The initial load of Jellyfin 12.x will run a few migrations and will take several minutes. Please be patient and do not interrupt the process. You can leverage the (newly improved!) startup UI on your local network to see specific progress, or off-network to see general progress, by visiting the server URL in your web browser during startup.
Note: If you install the RC, you should disable all external plugins and reinstall using the unstable plugin repository, or plugins may fail to load and cause unintended side effects.
Installing
This preview release is distributed in all our traditional forms, though not automatically via our Apt repository or latest tag.
For all non-Docker environments, you can find the files for manual download in our repository by selecting "Stable Preview" for your OS.
For Docker, you can pull the 12.0-rc3 or preview tags.
We are pleased to announce the third release candidate preview release of Jellyfin 12.0!
This is a preview release, intended for those interested in testing 12.0 before it's final public release. We welcome testers to help find as many bugs as we can before the final release.
As always, please ensure you stop your Jellyfin server and take a full backup before upgrading!
A note about versioning
Starting with this release, we are dropping the preceding 10. from our versioning. Thus, 10.11.x -> [10.]12.x = 12.x. The reason is simple: at this point in the project, we don't envision a hard break in the API like we planned way back in the early days, and this version scheme was causing a lot of confusion amongst users about what a "major" release was. For more information, please see the RC1 release notes.
What's new?
The main goal of this release has been performance. 10.11.0 dropped a major backend rewrite, and while it was broadly functional, it had a lot of rough edges. This release seeks to polish out most of those rough edges and bring better performance to all users.
Note: You must be on Jellyfin 10.10.7+ or 10.11.x (ideally, 10.11.11) before upgrading! If you are not, the upgrade will fail. Ensure you upgrade to one of these versions first!
Note: The initial load of Jellyfin 12.x will run a few migrations and will take several minutes. Please be patient and do not interrupt the process. You can leverage the (newly improved!) startup UI on your local network to see specific progress, or off-network to see general progress, by visiting the server URL in your web browser during startup.
Note: If you install the RC, you should disable all external plugins and reinstall using the unstable plugin repository, or plugins may fail to load and cause unintended side effects.
Installing
This preview release is distributed in all our traditional forms, though not automatically via our Apt repository or latest tag.
For all non-Docker environments, you can find the files for manual download in our repository by selecting "Stable Preview" for your OS.
For Docker, you can pull the 12.0-rc3 or preview tags.
The Stable channel has been updated to 150.0.7871.181/.182 for Windows andMac and 150.0.7871.181 for Linux, which will roll out over the coming days/weeks. A full list of changes in this build is available in the Log
Security Fixes and Rewards
Note: Access to bug details and links may be kept restricted until a majority of users are updated with a fix. We will also retain restrictions if the bug exists in a third party library that other projects similarly depend on, but havenβt yet fixed.
This update includes 12 security fixes. Below, we highlight fixes that were contributed by external researchers. Please see the Chrome Security Page for more information.
[$500][527930356] High CVE-2026-16420: Type Confusion in WebAudio. Reported by Found by XBOW and triaged by Brendan Dolan-Gavitt on 2026-06-26
[$500][528276487] High CVE-2026-16421: Inappropriate implementation in WebAudio. Reported by Found by XBOW and triaged by Brendan Dolan-Gavitt on 2026-06-26
[N/A][517359779] High CVE-2026-16413: Out of bounds write in ANGLE. Reported by Google on 2026-05-28
[N/A][517651910] High CVE-2026-16414: Insufficient validation of untrusted input in Chromecast. Reported by Google on 2026-05-28
[N/A][519244446] High CVE-2026-16415: Insufficient validation of untrusted input in Extensions. Reported by Google on 2026-06-02
[N/A][520172356] High CVE-2026-16416: Integer overflow in Chromecast. Reported by Google on 2026-06-05
[N/A][521491024] High CVE-2026-16417: Uninitialized Use in Skia. Reported by Google on 2026-06-08
[N/A][522125255] High CVE-2026-16418: Stack buffer overflow in V8. Reported by Google on 2026-06-10
[N/A][523435970] High CVE-2026-16419: Out of bounds read and write in ANGLE. Reported by Google on 2026-06-13
[N/A][533515002] High CVE-2026-16422: Insufficient validation of untrusted input in Certificate. Reported by Google on 2026-07-10
[N/A][534582496] High CVE-2026-16423: Use after free in UI. Reported by Google on 2026-07-14
[N/A][534858939] High CVE-2026-16424: Use after free in GPU. Reported by Google on 2026-07-14
We would also like to thank all security researchers that worked with us during the development cycle to prevent security bugs from ever reaching the stable channel.
Interested in switching release channels? Find out howhere. If you find a new issue, please let us know byfiling a bug. Thecommunity help forum is also a great place to reach out for help or learn about common issues.
If you are using Part-DB it would be helpful if you fill out this short survey on your usage of Part-DB (Google Forms): https://forms.gle/Q15twx3YYq3qCNfe8
Changes
Made it more clear that TRUSTED_HOST value must not be quoted in docker-compose file, both in documentation and messages (#1453)
Import: document EDA/KiCad columns, add regression tests, fix eda_invisible inversion by @Sebbeben in #1436
The NVIDIA SDK was updated to version 13 in this release. This means that the minimum supported driver version is now 570. If you experience any issues with NVENC, please ensure that your GPU driver version is fully up to date.
32.2 New Features
Replaced add source dropdown with new dialog [Warchamp7]
Added copy paste functions to frontend API [exeldro]
Added filter to compose SDR into HDR [jpark37]
Added delete as a hotkey to delete sources on macOS [PatTheMav]
Added dynamic bitrate support to multitrack video [lexano-ivs]
Added missing file support for filters [exeldro]
Added ability for plugins to set custom icons for new source types [cg2121]
Improved FPS selector UX [jcm93]
Included .webp files when adding a directory to Image Slide Show source [TarunCore]
32.2 Changes
Forced Intel-based installations to update to Apple Silicon version on macOS [PatTheMav]
This change means that OBS Studio versions built for Intel-based Macs but running on Apple Silicon Macs will automatically update to OBS Studio built for Apple Silicon Macs. If an installation was using third-party plugins, those plugins will no longer load until replaced with Apple Silicon versions.
Fixed audio mixer state getting out of sync when changing settings via websockets or plugins [Warchamp7]
Added theming for checked QToolButtons [glikely]
Added minimum width to spinboxes [Warchamp7]
Changed new capture devices to use fallback frame rate by default [PatTheMav]
Improved OpenGL performance slightly on low-end machines [kkartaltepe]
Set minimum size for color source to 1 pixel [exeldro]
Disallowed overwriting the crash handler [sebastian-s-beckmann]
Applied process mitigation policies for Windows [notr1ch]
Adjusted description of multitrack video [jhnbwrs]
Improved DLL loading behavior on Windows [notr1ch]
Limited multitrack video config to Custom service [PatTheMav]
Removed redundant "Monitor Only" from the Advanced Audio Properties window [Warchamp7]
Mute and Monitor are handled independently in the new Audio Mixer
Removed Close button from What's New dialog [Warchamp7]
Removed margins from What's New dialog [Warchamp7]
32.2 Bug Fixes
Fixed OAuth and dock state save corruption [PatTheMav]
Fixed group bounds not resizing when removing items [howellrl]
Fixed canvas mixes not being restored after video reset [dsaedtler]
Fixed some erroneous crashes during shutdown [Warchamp7]
Fixed display capture sometimes capturing black after a duplicator failure [ThrowTop]
Fixed color of controls dock output buttons in System theme [shiina424]
Fixed virtual camera reset failures [stephematician]
Fixed potential crash when user discards changes in the settings window [suogesi]
Fixed incorrect return value in virtualcam filter [xtfo]
Fixed source toolbar buttons not working after dragging a source into a group [Warchamp7]
Fixed properties hint icon spacing [Warchamp7]
Fixed potential crash when a video device reconnects on macOS [jcm93]
Fixed an issue where PipeWire could fail on NVIDIA GPUs [hoshinolina]
Team members with the Member role now have read-only access. They can continue to view team resources and configuration, but can no longer create, update, delete, deploy, start, stop, or otherwise modify resources. Review your team roles before upgrading and promote users who still require write access.
State-changing API endpoints now require POST. Legacy GET requests return 405 Method Not Allowed. Update API clients and deploy webhooks that use these endpoints:
/enable
/disable
/deploy
/servers/{uuid}/validate
/applications/{uuid}/start
/applications/{uuid}/restart
/applications/{uuid}/stop
/databases/{uuid}/start
/databases/{uuid}/restart
/databases/{uuid}/stop
/services/{uuid}/start
/services/{uuid}/restart
/services/{uuid}/stop
/services/{uuid}/applications/{app_uuid}/start
/services/{uuid}/applications/{app_uuid}/restart
/services/{uuid}/applications/{app_uuid}/stop
Features
Added scheduled persistent-volume and application-storage backups, including retention controls, manual execution, and API schedule deletion. (#10946, fixes #7701)
Added API endpoints for database, service, and container logs, including optional timestamps. (#6293)
Added API endpoints to move applications, databases, and services between authorized environments. (#8968)
Added scheduled ClickHouse backups and cloud administration commands.
Added dedicated server, cloud credential, cloud-init, and private-key management flows.
Added application settings to application API responses.
Fixes
Enforced authorization policies consistently across the API and Livewire, restricted sensitive operations to admins, and protected secrets from team members. (#8628)
Populated Docker Compose domains correctly for applications created through the API. (#9300, fixes #9211)
Hid sensitive API fields by default while allowing privileged tokens with sensitive-read access to retrieve them. (#9893)
Prevented force=false deployment requests from incorrectly forcing cache-busting rebuilds. (#9909)
Ensured closed pull-request previews were cleaned up even when status updates failed. (#10180, fixes #9495)
Preserved full public Git repository URLs for non-GitHub hosts. (#10274)
Allowed the source-commit build setting through the application API. (#10551, fixes #10280)
Limited Grafana-specific service fields to Grafana images. (#10562, fixes #10556)
Required POST for state-changing API operations such as start, stop, restart, deploy, enable, disable, and server validation; equivalent GET requests now return 405 Method Not Allowed.
Today, we take you on a preview journey to beautiful Rapid City, one of the cities you will find when driving through our upcoming South Dakota DLC for American Truck Simulator!
Rapid City is located in a picturesque landscape surrounded by some of South Dakota's most popular natural attractions. Heading west opens the way to the Black Hills National Forest and the iconic Mount Rushmore - the reason Rapid City is also known as the Gateway to the Black Hills. Traveling east along Interstate 90 takes you toward the rugged landscapes of Badlands National Park.
Beyond its surroundings, Rapid City has a rich heritage, as it celebrates its 150th anniversary this year. It has grown from a small settlement into a thriving regional hub while preserving the character that makes it unique. Today, tourism is one of the cornerstones of the local economy, with visitors drawn not only to the beauty of the region but also to the historic streets, distinctive buildings, and local landmarks.
Our asset and map designers have recreated plenty of these buildings and structures to bring Rapid City to life. Among them are two hotels, one of which is located in the heart of downtown, known for its appearance and history dating back to the 1920s. Driving further, you will also find another historic building that once served as the fire station and is now transformed into a local winery.
Some of the landmarks can be seen from a distance yet are instantly recognizable, such as the large white "SMD" letters displayed on the hillside above the city. Created by students as a tribute to the South Dakota Mines school and community, it has become one of the symbols of Rapid City. Another smaller landmark you may notice is the gateway entrance to Memorial Park, located in the center of the city along Rapid Creek.
You will also find many more landmarks as you explore Rapid City, from larger ones such as the city hall and administration buildings to smaller ones like a roadside windmill, a statue in the downtown, and others.Β Each of these elements has been recreated to helpΒ capture the atmosphere and identity of the real place.
And if you are visiting not only for sightseeing but also to take on a job, you will find plenty of depots to choose from. These include a cement works, a gas and chemical distribution facility, a sawmill, a warehouse, a home store, waste management, and even a custom-made grain elevator depot, all ready to load up your trailer.
Also, remember to follow us onΒ Twitter, Facebook, Instagram, Bluesky, and YouTube for all the latest news from not only this map expansion, but also other American Truck Simulator projects, or sign up for our newsletter to stay informed. Until next time, safe travels!
26.3 Snapshot 5 (known as 26.3-snapshot-5 in the launcher) is the fifth snapshot for Java Edition 26.3, released on July 21, 2026, which fixes bugs.
Full changelog: https://minecraft.wiki/Java_Edition_26.3-snapshot-5
High Dynamic Range (HDR) video playback is now available on Windows - this feature needs HDR mode enabled for the display in Windows Settings - Display. Laptop displays that only offer "HDR video streaming" are not supported at this time. Some videos recorded on phones in certain orientations are currently not shown as HDR.
Containers let you keep separate parts of your online life (work, shopping, personal, banking) logged into different accounts in the same browser window, but keep your cookies and ad tracking isolated inside each container.
Share any open page with a QR code. Right-click a tab, select Share > Generate QR Code. Great for posters, invitations, banners, and other printed materials.
It is now possible to merge multiple PDFs by dragging a PDF into the PDF sidebar.
It is now possible to add images as new pages within PDFs using the Firefox PDF editor.
Quickly pick and copy a color from any page by typing "pick color", "color picker", or "eyedropper" in the address bar and selecting the "Pick a color" quick action.
Added support for Apple's system-wide full-screen keyboard command (Globe-F).
Added improved support for videos with overlays so users can more easily access video actions from context menus.
Firefox now highlights the location permission icon in red whenever a website has access to your location. The permission icon is also now visible on search results pages where it was previously hidden.
See and choose AI models directly from the Smart Window assistant.
New Tab now includes a familiar address bar for typing websites and searching the web.
This feature is part of a progressive roll out.
What is a progressive roll out?
Certain new Firefox features are released gradually. This means some users will see the feature before everyone does. This approach helps to get early feedback to catch bugs and improve behavior quickly, meaning more Firefox users overall have a better experience.
Firefox Labs
Firefox Labs can now be opened quickly by typing "labs" or "experiment" in the address bar and selecting the Open Firefox Labs quick action.
Firefox now offers experimental support for the new JPEG XL image format, which generally provides better compression than WebP, JPEG, PNG, and GIF and is designed to supersede them. You can enable it from the Firefox Labs panel in Settings.
Extensions can no longer access local files by default. Users can grant or revoke this access via the new "Access local files on your computer" permission, separate from "Access your data for all websites".
Local Network Access restrictions are now enabled by default for all users. Firefox requires websites to request permission before connecting to devices on your local network or to apps and services on your device.
Outdated cookie settings have been removed from the Settings UI. Users still in that mode should switch to default behavior "Isolate cross-site cookies". More information
A new "Local Mode" setting in the options panel allows developers to load local directories via custom origins. This simplifies testing for APIs that do not function over standard file:// URLs, removing the need to run a local web server. Multiple directory mappings are supported.
Web Platform
Firefox now supports a limited subset of the non-standard ::-webkit-scrollbar pseudo-element to improve web compatibility:
Rules with non-zero width/height disable overlay scrollbars for the affected container.
display: none on ::-webkit-scrollbar behaves like scrollbar-width: none, hiding the scrollbar.
@supports selector(::-webkit-scrollbar) now evaluates to true.
Full styling capabilities (colors, border-radius, etc.) are intentionally not supported.
The vertical-align property was converted into a shorthand for baseline-source, alignment-baseline, and baseline-shift in Firefox 149. Now, alignment-baseline supports the new keywords alphabetic, ideographic, central, mathematical, and hanging, extending the variety of baselines to choose for alignment.
Implemented the new popover=hint spec, which removes a series of inconsistent and unexpected behaviors.
The circle() and ellipse() functions accept two new keywords closest-corner and farthest-corner for their radial size.
The newly added Error.stackTraceLimit property allows to set the maximal depth of the captured JavaScript error stack as a performance optimization.
Developers can now use the text import attribute to import text files using the module system.
The Picture In Picture API exposes a way for web developers to make use of user agent Picture-In-Picture functionality.
The Intl.LocaleInfo proposal adds the ability to query Locale information, such as week data (first day in a week, weekend start day, weekend end day), text direction and hour cycle used in the Locale.
The MediaCapabilities.decodingInfo() and MediaCapabilities.encodingInfo() methods now accept the "webrtc" configuration type. This allows a site to query whether a given audio or video configuration can be decoded or encoded for WebRTC and whether doing so will be smooth and/or powerEfficient.
HTTP Compression Dictionaries is enabled via rollout in 153, it will be made permanent in a future release.Β This can greatly reduce network traffic size for sites that use it.
This feature is part of a progressive roll out.
What is a progressive roll out?
Certain new Firefox features are released gradually. This means some users will see the feature before everyone does. This approach helps to get early feedback to catch bugs and improve behavior quickly, meaning more Firefox users overall have a better experience.
Community Contributions
With the release of Firefox 153, we are pleased to welcome the developers who contributed their first code change to Firefox in this release, 15 of whom were brand new volunteers! Please join us in thanking each of these diligent and enthusiastic individuals, and take a look at their contributions: