Lees weergave
Gunnar Wolf: systemd for Linux SysAdmins
This post is an unpublished review for systemd for Linux SysAdmins
systemd. Yes, in full lowercase. If there is ever a technology to cause controversy in the Linux world, this is it. Since its inception in 2010, systemd’s goals were set quite high — replacing the vital part in every Linux system that takes care of the system boot process. It quickly reached maturity, allowing its to be adopted as the main init system in most major distributions just five years later. But even given we are describing events that happened over a decade ago, systemd adoption still raises the temperature in any Linux-related discussion.
David Both’s comprehensive book tackles the “what”, the “why” and the “how” issues surrounding systemd. Carefully divided in 16 chapters, going from explaining the basics and some of the technical and political history behind the project to the different subsystems and aspects covered by systemd, its almost 450 pages can scare people away — but the text is written in a very clear, tutorial-like fashion, and while it can be read sequentially, cover-to-cover, the book is amenable for readers to pick a single aspect and jump straight to the relevant chapter.
One of the frequent criticisms the systemd project has received is that it aims to basically rewrite all of a Linux system, and just looking at this book’s index shows there is some truth to it. The first chapter is an introduction to the systemd project and a brief overview of its history (including the controversies around it), and the following four chapters deal about understanding and controlling the system boot process.
But that still leaves ten chapters to account for — they cover different aspects or sub-projects of systemd, such as time and date issues (synchronization, time specifications, and controlling repetitive tasks), understanding and leveraging the system journal that strongly departs from the old syslog system, network configuration and firewall management, system health and performance debugging — all of them, aspects that in the traditional Unix philosophy were managed by independent programs… And I can identify several systemd sub-projects not covered by this book!
We long-time Unix and Linux administrators took pride in how highly performant and stable systems were supported by the simplicity of our tools; systemd critics point out this massive project has absorbed dozens of individual tools, yielding corporate control over vast swaths of vital system tooling. Truth is… as a sysadmin myself, systemd is today one of my greatest allies.
I appreciate the author evaluates every component independently, including his personal evaluation of each — even stating he prefers working with the traditional programs in several areas.
If there is a criticism I must make about this book is that, although typographically it is well formed and taken care of, given it includes large amounts of console captures, having a maximum width below 70 characters means several lines are unnaturally cut short (and continued with odd indentations). I understand there is probably no “right” way to solve this, but it does affect the feeling of naturally reading the text.
32.2.0-beta1: OBS Studio 32.2.0 Beta 1
32.2 New Features
- Replaced add source dropdown with new dialog [Warchamp7]
- Improved FPS selector UX [jcm93]
- Added missing file support for filters [exeldro]
- Added ability for plugins to set custom icons for new source types [cg2121]
- Included .webp files when adding a directory to Image Slide Show source [TarunCore]
- 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]
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]
- Improved OpenGL performance slightly on low-end machines [kkartaltepe]
- Set minimum size for color source to 1 pixel [exeldro]
- Added minimum width to spinboxes [Warchamp7]
- Disallowed overwriting the crash handler [sebastian-s-beckmann]
- Applied process mitigation policies for Windows [notr1ch]
- Adjusted description of multitrack video [jhnbwrs]
- Changed new capture devices to use fallback frame rate by default [PatTheMav]
- Improved DLL loading behavior on Windows [notr1ch]
- Limited multitrack video config to Custom service [PatTheMav]
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]
- Fixed obs_canvas_get_video_info returning incorrect framerate [dsaedtler]
32.2 Deprecations
- Deprecated obs_properties_add_button [sebastian-s-beckmann]
Version 2.16.22 hardens Abyss Web Server against HTTP/2 BOMB attacks
Soul of Anatolia: Meet the Team
Today, we’re excited to introduce the team behind the upcoming Soul of Anatolia map expansion for Euro Truck Simulator 2. This upcoming DLC will take drivers on a journey through one of Türkiye’s most diverse and captivating regions, featuring a rich blend of landscapes, historic cities, cultural landmarks, and scenic roads waiting to be explored.
In this edition of Meet the Team, we’d like to give you a closer look at some of the people working on the project. They have prepared a few words about themselves, their roles, and the work they have been focusing on throughout the map's development. We hope you enjoy getting to know the team helping shape the world of Soul of Anatolia.
Ernest - ETS2 Map DLC Lead
I’ve been working at SCS for seven years now, and during that time I’ve been involved in a wide range of projects. Following the Greece DLC, Soul of Anatolia is my second project as lead. Just as in the past, I’m fortunate to have a very talented and enthusiastic team, whose work, even now in the development stage, shows that Anatolia will once again be a breathtaking DLC. Türkiye is a beautiful country, and everyone on the team is fully committed and proud to bring it to players in the most perfect form possible. I can’t wait to show you more!
Tomáš - Senior Map Designer
I joined SCS in December 2017 as a map designer, and I’ve been working in the same role ever since. Over the years, I’ve created many locations in our game world that you can drive through. I played a major role in the creation of cities such as Klaipeda, Andenes, Larissa, Lillehammer, Zadar, Olbia, and Kovrov, and I am currently creating cities for the Soul of the Anatolia DLC. I have also created many roads connecting these cities.
One of the major tasks that is part of my job as a map designer is working on border crossings. If you’ve ever driven through a border crossing in our game, you’ve likely come across my work. At some point, I became a specialist in this area, and I’m now in charge of all work related to borders.
What I enjoy the most about being a map designer is discovering new possibilities for map creation. I always try to get the most out of a specific location and bring as much originality and authenticity as possible into the game world. What brings me the most joy is when a player drives along our roads and recognises places they’ve visited in real life. Euro Truck Simulator 2 is still just a game, but we strive to make the player feel like they’re moving through the real world, and when that feeling comes to the player, it’s a sign to me that I’m doing my job well.
Jakub - Map Designer
My journey into game development began at SCS four years ago, when I joined the team working on the West Balkans DLC. Since then, I’ve had the opportunity to grow both professionally and creatively while contributing to projects such as the Greece DLC and the Nordic Horizons DLC.
Creating immersive game worlds is where I feel most at home. As a creative person with a keen eye for detail, map design allows me to make the most of my strengths, bringing virtual environments to life and shaping experiences for players to explore.
I specialise primarily in landscapes, expansive scenery, and distinctive locations with unique character and atmosphere. I enjoy finding ways to get the most out of every location and creating a world that feels natural and authentic.
The greatest reward for me is the moment when I see that players are truly enjoying the game and that the world we’ve worked on is able to draw them in.
In addition to designing the game world, I also contribute to the creation of cutscenes and enjoy sharing my experience with my colleagues. I consider the sharing of knowledge across the team to be an important part of our work, as is our collective effort to continually improve the quality of our game.
Soul of Anatolia will be another beautiful and entertaining map DLC. You have a lot to look forward to!
Klára - Map Designer
Hi, my name is Klára, and I have been working at SCS for 3 years. During this time, I had the opportunity to be part of the amazing map teams that worked on the Greece DLC and the Nordic Horizons DLC. This time we are going to Türkiye, a country that truly stands out with its breathtaking landscapes, rich history, and unique culture. I am looking forward to capturing its atmosphere and bringing it to our game. Buckle up because this is just the beginning, and there will be much more to see!
Vlad - Map Designer
I come from the modding community, where I passionately built map mods for ETS2 for more than 10 years. Now, I have finally decided to join SCS Software, where I've already been working for almost 2 months! As a former experienced logistician and expeditor, SCS' trucking games actually inspired me to study transport and logistics, which led me to work in the logistics industry in the past. On the modding forums, I'm also known by the nickname "Vladzz-G".
Türkiye is my first project at SCS. It is a quite mountainous country, so it’s a great challenge and opportunity to apply my 10 years of mapping experience to represent the region as realistically as possible. Even so, I am still discovering new mapping tricks that make the work easier. Right now, I’m working hard on a coastal city (the name of which I won't reveal just yet!), creating advanced road layouts and doing initial landscape work. It is interesting that a long time ago, I tried to avoid mapping mountainous areas because I thought it would be too difficult, and I mostly preferred mapping flat or gently rolling terrain. But now, I feel quite confident mapping mountains too!
I can't wait to see how this DLC will look in the end, and I'm so excited to share my work with you all when the official DLC releases!
Ondřej - Junior Map Designer
Hi everyone. I've been a fan of city-builders and simulators for a long time now, so a few months ago I decided to join the SCS family as a map designer, which combines both of my favourite genres in one.
Currently, I'm still learning and working on my very first project. The southern part of the Turkish coastline is as beautiful as it is challenging. I think that with its big hills and windy roads, it will be a great visual experience.
Petr - Junior Map Designer
Hi! I joined SCS Software a few months ago. Ever since I was a kid, I’ve always loved building miniature cities with toy blocks. Today, I’m a huge fan of building and strategy games, and I also love digital drawing. It’s awesome that I get to build worlds for a living!
Soul of Anatolia DLC is my first project. Currently, I’m working on the southern part of the country, which is known for its massive and beautiful mountain ranges. I’m still learning the ropes and gaining valuable experience from my amazing colleagues. I’m doing my best to truly capture the style of the local atmosphere. I’m giving it my all, and I really hope the players will enjoy exploring the new map.
Lucie - Junior Map Designer
I joined SCS in 2024 as part of the Nordic Horizons team, where I spent most of my time creating roads throughout Finland.
Now, I have the opportunity to work on several cities and interesting locations across Anatolia. Each place has its own distinct character and atmosphere, which makes the work varied and constantly challenging. What I enjoy most is the chance to capture the richness and uniqueness of this region and bring it to life in our game world.
Kristýna - Map Designer
I joined SCS Software in 2020 and started working on the Iberia DLC, which was then in the middle of production. The last project I had the honour of working on before Anatolia called me was Nordic Horizons. I moved to the south from the towns below the Arctic Circle - there couldn't be a bigger contrast! It is this diversity and learning the peculiarities typical of different countries that keep us curious and eager to present those beautiful places in our game.
I joined the Türkiye team in the pre-production phase. I worked on various tasks across the map and in the process, got to know the variability and diversity of the regions of Anatolia. I was greatly impressed by the traces of rich history in the landscape. Due to the focus of our game on transporting goods, for example, Sultanhani Caravanserai cannot be missing. It is fascinating that sometimes, even at first glance, an ordinary hill, around which we drive, hides an archaeological site of ancient monuments.
Pavel - Map Designer
Hi, my name is Pavel, and I have been working at SCS Software for almost seven years. As a Map Designer, I have collaborated with many great people on projects such as the Iberia, West Balkans, and Greece DLCs.
Thanks to my passion for roads and driving, I gradually transitioned into the role of a road specialist, contributing my experience to other projects as well, including the Nordic Horizons DLC, the Scandinavia Refresh, and the Benelux Rework.
My goal is always to enrich each project with new ideas and details, such as new prefab types and road accessories, to bring the experience of our virtual world a little closer to the real one. I hope to deliver something special for you in this project as well.
That concludes today’s Meet the Team! We’d like to thank everyone featured in this blog for taking the time to share a little about themselves and their contributions to Soul of Anatolia.
We always enjoy giving our community a glimpse behind the curtain and highlighting the talented people who bring our virtual worlds to life. We hope you enjoyed learning more about the team and the passion driving this project forward.
As development continues, we look forward to sharing more updates from the road ahead. Until then, make sure to add the Soul of Anatolia DLC to your Steam wishlist and remember to follow us on X/Twitter, Instagram, Facebook, Bluesky, and TikTok, or subscribe to our newsletter, so you never miss any updates. Until next time, we will see you on the road!
Russell Coker: HP Z4 G4
In what is hopefully the conclusion of my hunt for a cheap tower server supporting REBAR [1] I have just bought a HP Z4 G4 with W-2125 CPU for $320.
Hardware
One interesting thing is that it has an adaptor from SATA power to 8 pin PCIe power. According to Wikipedia the 8 pin connector provides 150W at 12V [2]. According to Wikipedia SATA power cables include 3 12V pins each of which can deliver 1.5A [3] which is 54W. The system as I received it had a single SATA power plug connected so potentially 150W could be drawn from a connector designed for 54W. The first thing I did was to connect a second SATA power connector on the same cable so I could have connectors designed for a total of 108W supplying potentially 150W (and definitely more than 75W).
I found two versions of the specs for this system, this version seems to match what I bought as it references W-21xx CPUs [4] while this version matches what I would rather have with a W-22xx CPU [5]. The URL naming scheme implies that there are potentially at least a few other variants out there. So much for the “buy name brand and you can buy two systems with the same model and have them work the same” benefit you hope to get. Why don’t they just name them “G4.1”, “G4.2”, etc?
It seems that W-21xx and W-22xx CPUs are incompatible, so the W-2295 scoring 30,804 multithread and 2,634 single thread on passmark that I hoped to get isn’t an option [6].
The system is well designed for space efficiency, both it and the Z640 are 17cm wide but the Z4G4 allows my to close the lid with the Intel Battlemage card installed which doesn’t come close to fitting in a Z640. It has 8 DIMM sockets and with the ready availability of 32G DIMMS that allows 256G of RAM which is the maximum the motherboard supports. That compares well to the Z640 that only has 4 DIMM slots and the Z6G4 which only has 6.
The system supports a maximum RAM speed of DDR4-2666 which is better than the DDR4-2400 of the Z640 but less than the DDR4-2933 of the Z6G4.
The NVMe sockets on the motherboard are a convenient feature. Most systems I run need at most two NVMe devices so this saves a PCIe slot which is important when dealing with GPUs that take 2+ slots. Also for systems that don’t really need NVMe I can use some of the small NVMe devices that I have no other use for. 128G NVMe devices aren’t even worth selling and 256G will be of little use in the near future. So when I move to gen4 Z servers I can use up some of them without wasting slots.
Using the lesser socket LGA2066 in the Z4G4 is a minor annoyance, but for a single socket system 18 cores is probably enough.
The BIOS has an option for single-socket NUMA, which is basically locking cores in a single CPU to specific RAM channels. I enabled it but it did nothing presumably because I only have 2 DIMMs. When I get more DIMMs I’ll do some tests of that and compare it with NUMA on my Z840.
Variants
There are many different variants of the Z4G4 and the only way to recognise them is by the CPU not by any part number or serial number AFAIK. The first difference is between server grade CPUs (the W-2xxx CPUs) and desktop grade CPUs (the i7 and i9 CPUs). The systems with i7 and i9 CPUs don’t support ECC RAM which makes them less reliable, gives smaller limits for RAM
The below table compares the Z640 which is my current desktop PC with the Z4G4, Z6G4, and Z8G4 systems. For the latter 3 I have included multiple options for the parts that differ in different models in the same name series. The Z4G4 I have is an early one which only supports W-21xx CPUs which means a maximum RAM speed of 2666 and the best possible CPU would only be 15% faster than my Z640. I can only use this for ML stuff as it’s the only system I have with REBAR support (which works well).
| Z640 (1 socket) | Z4G4 | Z6G4 (1 socket) | Z8G4 | |
|---|---|---|---|---|
| DIMM slots | 4 | 8 | 6 | 24 |
| Max DDR4 speed | 2400 | 2666/2933 | 2666/2933 | 2666/2933 |
| Max DIMM size | 32G | 64G | 64G | 64G/128G |
| System Max Ram | 128G | 512G | 192G/384G | 1.5T/3T |
| CPU Socket | LGA2011-3 | LGA2066 | LGA3647 | LGA3647 |
| Best CPU | E5-2699A v4 | W-2195/W-2295 | Platinum 8180/W-3275 | Platinum 8180/8280 |
| Motherboard NVMe | 0 | 2 | 2 | ? |
Conclusion
In my previous blog post I concluded that the next step up for me would be DDR5 systems [10]. But now some of the LGA3647 systems are appealing. The Z8G4 would be a decent upgrade from my current Z840 build server and should be affordable long before any two socket DDR5 system becomes affordable.
The Z4G4 doesn’t have any potential for useful upgrades. But for me it was a good cheap way to house a GPU that had already damaged the motherboard of one good system. If the Z4G4 has a PCIe slot break the way my Z840 did then it wouldn’t bother me a lot. It was annoying to discover how limited this variant of the Z4G4 is after buying it, but at that price I can’t complain.
A Z6G4 could be a nice workstation if I found one at a really low price. The only reason I’d seek one out is if I had a need for a desktop workstation with REBAR support, which seems unlikely.
- [1] https://etbe.coker.com.au/2026/05/04/tower-servers-rebar/
- [2] https://en.wikipedia.org/wiki/PCI_Express#6-_and_8-pin_power_connectors
- [3] https://en.wikipedia.org/wiki/SATA#SATA_power_connectors
- [4] https://h20195.www2.hp.com/v2/getpdf.aspx/c05527757.pdf?ver=4
- [5] https://h20195.www2.hp.com/v2/getpdf.aspx/c05527757.pdf
- [6] https://tinyurl.com/2avfb8qe
- [7] https://tinyurl.com/2ddf7t5y
- [8] https://tinyurl.com/kgmagfs
- [9] https://etbe.coker.com.au/2026/04/10/hp-z640-e5-2696-v4/
- [10] https://etbe.coker.com.au/2025/08/02/server-cpu-sockets/
Related posts:
- Tower Servers and Resizable BAR A feature on modern PCIe implementations is “Resizable BAR” AKA...
- Server CPU Sockets I am always looking for ways of increasing the compute...
- More About the HP ML110 Gen9 and z640 In May 2021 I bought a ML110 Gen9 to use...
Russell Coker: Font Sizes
The Problem
In 2019 I blogged about getting a 4K monitor because of my vision being inadequate for a 2560*1440 monitor [1]. Now I’m using a 40″ 5120*2160 monitor [2] and still trying to find the correct balance between how much I want to see on the screen and what I am physically capable of seeing on screen.
Currently Kitty is my terminal emulator of choice [3]. What I most like about it is the feature of having multiple terminal windows in a single OS window, so instead of having 9 or 16 different xterm instances running all with possible alignment issues I have a single window for all terminals which can be brought to the foreground. The impending 6.7 release of KDE (my favourite Linux desktop environment) [4] includes the feature of per-screen virtual desktops which might be the feature I need to make multiple monitors usable for me. One of the factors stopping me from using multiple monitors in the past was the issue of not getting the alignment of dozens of xterms right if a monitor goes to sleep mode and is regarded as disconnected, moving a few Kitty windows is much easier than moving dozens of xterms (also a tiling window manager isn’t my style).
I’ve just decided that the Terminus font (my favourite out of the monospaced fonts in Debian) is too small for me at 9.0 point. But then I tried 10.0 which looked really ugly and an experiment showed that 10.5 looked good.
What I’ve Learned
This is the best explanation I’ve seen of how ridiculous the whole font point thing is [5]. It doesn’t and won’t ever correlate to pixels. So what we ideally want to do is set the size on screen to match the actual pixel size of the font. I can’t find any software to interrogate a font file and find out what sizes it supports. The web page for the Terminus font says that it supports 6×12, 8×14, 8×16, 10×18, 10×20, 11×22, 12×24, 14×28 and 16×32 [6]. So the question is how to get a terminal program that uses one of those.
Kitty doesn’t and won’t support specifying font size by pixel. I tried some other terminal programs, I started with the Debian Wiki page TerminalEmulator [7] which wasn’t very helpful, I added some new entries to that page. There doesn’t seem to be another option for a terminal emulator with multiple terminals in one OS window that can arrange them automatically. I didn’t even get to the stage of checking whether other terminal emulators supported font size in pixels.
The lcdf-typetools package contains the program otfinfo which gives some interesting information on fonts but nothing about the font sizes in pixels.
Sites like Coding Font to compare fonts [8] can never work properly as the fonts will always be slightly different sizes as the same point size doesn’t mean the same display size.
The Current Situation
On my 5120*2160 monitor with 9 Kitty terminal sessions with 9.0 point font they each have 277*50 characters. With 10 point it’s 237*46 but fuzzy and unpleasant to read. With 10.5 point it’s 208*43 which isn’t as good as I’m used to but is still almost 4.5* as many characters as the original 80*25 standard for terminals.
Some time before 2019 I had a 4*4 array of terminal windows that were 100*25 or 120*25. That left some space at the right and bottom so I could open another 8 or 9 terminals that were partially obscured if I needed to. By 2019 before getting a 4K monitor I had a 3*3 array of terminal windows as my standard desktop and a larger monitor that did 4K resolution allowed me to have 16+ terminals again. Now with Kitty I routinely have 9 terminals in a 3*3 array and I can easily open more if I need them and have them resize appropriately.
This situation works reasonably well, but the element of just trying different sizes in 0.5 point increments until I find something that looks good is unpleasant. I should be able to specify the next largest increment of the bitmaps in the font and just have it look good.
Conclusion
It would be good if more people tested the terminal emulators in Debian and added information to the wiki page about them. The current page is useful but needs more information to support the variety of features that people find important.
We need some tools to provide information on fonts in Debian, such as the sizes of bitmapped fonts.
The whole point size thing is just wrong and would ideally go away. The vast majority of font use nowadays is for things that will probably never end up on a printed page so trying to map it to a physical size in fractions of an inch makes no sense. But that’s just one of many horrible things used for backwards compatibility that aren’t going to go away any time soon. Really everything involving inches should go away.
- [1] https://etbe.coker.com.au/2019/11/18/4k-monitors/
- [2] https://etbe.coker.com.au/2024/07/23/more-5120×2160-monitor/
- [3] https://etbe.coker.com.au/2023/10/29/hello-kitty/
- [4] https://kde.org/announcements/plasma/6/6.7.0/
- [5] https://tonsky.me/blog/font-size/
- [6] https://terminus-font.sourceforge.net/
- [7] https://wiki.debian.org/TerminalEmulator
- [8] https://www.codingfont.com/
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- Kitty and Mpv 6 months ago I switched to Kitty for terminal emulation...
- Hello Kitty I’ve just discovered a new xterm replacement named Kitty [1]....
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HeidiSQL v12.19
12.19 - 2026-06-20
⛰️ Features
- Label the new tab like the selected table, in the "Select top x rows" action - (f87cc85)
🚀 Enhancements
- Pass LogLevel=error to the SSH command line - (923296d)
🐛 Bug Fixes
- (ui) Apply "disabled painting" to tree node icons, not to the text which gets unreadable - (4b2f469)
- Crash in grid export with no focused column and usage of IfThen() which evaluates all arguments before the function is called - (bfe336b)
- Reveal default text value of SQLite columns - (7f6e368)
- Do not use INVISIBLE keyword on MariaDB - (fb082b8)
- Prevent duplicate icons in Linux Alt-Tab by providing StartupWMClass with what xprop told me in the WM_CLASS line - (249c311)
- Compiler error 4001 on arm64: Incompatible type - (1dbe1ae)
- Compiler error 4001 and 4025on arm64: Incompatible type for arg no. 1: Got "SYSTEM.UITYPES.TFontStyles", expected "GRAPHICS.TFontStyles" - (aefc8fb)
- Compiler error 4001 on arm64: Incompatible types: got "TFontStyles" expected "Set Of TFontStyle" - (f67445f)
- Unhide hint on lblPasswordHint - (5f35d41)
- Initially visible password hint may confuse user - (ed0f932)
- Set new authentication plugin only if the user changed it, and then hint the user this will reset the password - (4ed89b8)
- Error dialog due to unsupported SHOW GLOBAL VARIABLES query on MySQL 3.x servers - (49c70f8)
- Truncate strings on UTF-8 boundaries in StrEllipsis - (2174388)
- Prevent access violation on session disconnect (nil ActivePage) - (f878277)
- "sort alphabetically" checkbox in column selector does nothing on macOS - (ec2b942)
- A checkbox does not seem to have Focused on macOS during a mouse-click - (c21f646)
- Work around mysql bug for "hidden" routines in UPPERCASE databases - (f51834c)
⚙️ Miscellaneous Tasks
- Add missing download QT6ARM step to release job - (7df0567)
- Align hostname in Transifex config file with the one in my ~/.transifexrc - (1a316c6)
- Align Transifex config to current directory structure, and add a client for Windows - (40bfb69)
- Require new step in release job, fix /tmp naming - (1fb805d)
- Attempt to compile a QT6 binary for Linux ARM64 / RaspiOS - (5dc2bc4)
Localize
- Update compiled .mo translation files - (ae730a8)
Contributors
- @ansgarbecker
- @ in #2514
v12.19-Windows
Bump version for v12.19 release










