Lees weergave

Community Stories: From ETS2 Gamer to Real Trucker

It's been a while since we last shared a story from our community, and today we're excited to bring you another one. This time, we follow Arda from Türkiye, a fan of Euro Truck Simulator 2, who turned his passion for virtual trucking into reality and has now earned his real truck driver's license!

What started as a love for life on the road in-game has grown into a real profession behind the wheel. Arda started playing Euro Truck Simulator 2 regularly in 2025, and the enjoyment he found in ETS2 inspired him to pursue truck driving in real life.

"ETS2 is extremely popular in Türkiye and has a very large and passionate community. I have always loved simulation games, so I bought the game immediately after discovering it. What I enjoyed most about ETS2 was its realism. The traffic rules, weather conditions, real truck brands, vehicles, countries, and maps all felt incredibly immersive. It genuinely felt like I was traveling across different countries. The truck sounds are very close to reality, and playing the game helps me relax and leave behind the stress of everyday life," says Arda.

When he started playing ETS2, he had no prior experience with driving trucks. At first, Arda played the single-player mode until he discovered Driving Academy and became hooked.

"I immediately thought that maybe this is what I've been looking for. It turned out to be exactly that. On that day, I decided to obtain a truck driver's license. I spent a lot of time practicing in Driving Academy. I challenged myself to complete the scenarios using only the first-person camera view. The final scenarios were extremely difficult. There were many nights when I stayed awake until 2:00 or 3:00 in the morning trying to complete a single challenge. At one point, I thought I would never finish them, but after enough repetition and practice, I gradually improved. The final challenges were very difficult, but I was incredibly happy when I completed them all."

Arda realized how much he enjoyed being on the road and traveling toward a destination. The more time he spent playing the game, the more excited he became whenever he saw a real truck on the road. Before the end of the year, he signed up for a truck driving course and decided to pursue it seriously, and eventually succeeded as well.

"The experience I gained in ETS2, and especially in Driving Academy, helped me tremendously during my lessons. Reverse maneuvers, reversing with a trailer, and navigating tight or sharp turns felt much easier because I had already practiced them extensively in the game. I have been driving regular vehicles for many years, but maneuvering a trailer, especially in reverse, is completely different from driving a car. Without ETS2, I would have struggled much more," he told us.

We have also received stories over the years from other members of our community who had a similar story, and we are so proud that ETS2 contributed to Arda's career in real life. 

"I told my instructors about the game and how much it had helped me improve so quickly. When I noticed that I was progressing faster than many other trainee drivers, I realized just how beneficial the game had been for me. I saw that around 30–40% of candidates failed. I told many of them about ETS2 because it genuinely helped me. Reversing and parking a truck with a trailer is largely a matter of practice, and Driving Academy provides an excellent environment for that. After enough repetition, your brain becomes surprisingly comfortable performing similar maneuvers in real life."

It goes to show that Euro Truck Simulator 2 and the Driving Academy can help players to grasp the feeling of driving a truck and make it more comfortable when you sit in the real vehicle, as Arda elaborates on here:

"In the game, I often leaned my view out of the driver's side window while reversing into parking spaces. When I later tried similar maneuvers in real life, I was amazed by how natural they felt. Parking in an L-shape to the right (a 90-degree reverse parking maneuver) is difficult both in the game and in reality. However, through countless hours of practice in Driving Academy, I learned how to approach those situations calmly, how much steering input was appropriate, when a maneuver became risky, and how to reverse into areas with limited visibility. The experience felt remarkably close to real life. Without ETS2, I might not have passed the exam," Arda shared with us.

Even though he completed the truck driving license, there are still more things Arda needs to sort out before he can begin his real-life journey on the route.

"In Türkiye - and perhaps in other countries as well - obtaining a truck driver's license is only the first step. To work professionally as a truck driver, additional certificates, transportation qualifications, and international freight transport documents are required. I have already obtained all of them except one, and I am currently waiting for the final certification process to be completed. After that, I will officially be able to work in freight transportation," he says.

At the end of the blog, Arda has a message to the #BestCommunityEver, which might even motivate some of you who have been thinking about taking up a career as a truck driver to make the next step!

"After experiencing real trucks firsthand, I realized how comfortable they actually are. I wish I could drive a truck every day. The cabin is incredibly comfortable, and the driving position provides a great sense of confidence and safety. Being able to see the road from above other vehicles is a unique and enjoyable feeling. The large windshield offers a wonderful view of both the road and the scenery. Even in ETS2, I would often stop to admire beautiful landscapes and lighting conditions. Experiencing that feeling in real life, however, is something truly special and difficult to put into words."

We would like to thank Arda for sharing this story with our community and us, and wish him safe travels in his future truck driving adventures!

Don't forget to follow us on our X/Twitter, Facebook, Instagram, Bluesky, and YouTube, so you won't miss out on upcoming news! We'd also really appreciate it if you could sign up for our newsletter to stay informed, even when you're not able to check out the blog or our socials.

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v1.7.7 - Hebrew Locale & Full RTL Support, Jalali Calendar, Pinned Emails & Accounts, Expanded Plugin Hooks & APIs

1.7.7 (2026-07-09)

Thank you for your donations:

One-time

Monthly

Features

  • Plugins: ui.rerenderEmail API and restyled read-receipt banner
  • Plugins: New hooks — onBeforeBlobUpload, onBeforeDraftAutoSave, onBeforeEditDraft (#586)
  • Plugins: ui.prompt dialog and first-class settings-section tabs
  • Calendar: Jalali (Persian/Shamsi) calendar support with Saturday as week start (#490)
  • i18n: Hebrew locale with full RTL support
  • i18n: Slovak translation
  • i18n: User-selectable regional date format
  • Contacts: Enable trusted-senders address book sync by default when contacts are available
  • Mail: Pin emails to the top of the folder list
  • Mail: Setting to disable the tag-color row tint in the message list
  • Mail: Click the sender avatar to select a message/thread (Thunderbird-style)
  • Accounts: Pin the default account on top and drag-to-reorder the account switcher
  • Composer: Recipient autocomplete from Sent, with on-demand server search
  • Composer: Preselect the identity of the active mailbox for new messages
  • Email: Send a quick reply with Ctrl/Cmd+Enter
  • Headers: Parse Stalwart spam headers
  • Login: Configurable logo size and hideable heading/subtitle
  • PWA: Apple Touch icons for the iOS home screen

Fixes

  • Mail: Hide Files when the account lacks the filenode capability (#563)
  • Mail: Keep advanced search filters applied when switching folders (#553)
  • Mail: Keep the email list scrollable when the bottom reading pane is enabled with no conversation selected
  • Mail: Route keyword writes to the email's own account in unified view
  • Mail: Render emails that set height:100% on a wrapper element
  • Mail: Hide images that fail to load
  • Mail: Storage quota not shown with Stalwart (#577)
  • Spam: Hide the spam action in Sent, Drafts and Scheduled
  • Spam: Fix stale folder counters and open message after spam actions
  • Composer: Wait for in-flight attachment uploads before sending
  • Composer: Only commit a recipient on Space when the input is a valid email (#571)
  • Composer: Attachment reminder now ignores quoted text on reply/forward (#570)
  • Calendar: Store the event organizer as owner-only to prevent duplicate ORGANIZER/ATTENDEE
  • Calendar: Strike through cancelled events and mute their reminders (#572)
  • Calendar: Use calendarAddress/organizerCalendarAddress for scheduling, drop retired sendTo/replyTo (#500)
  • Auth: Keep the session when the auth server is briefly unreachable
  • Shortcuts: Make keyboard shortcuts layout-agnostic and map by physical position
  • Shortcuts: Don't toggle mailbox subfolders on Arrow keys while typing
  • Contacts: Clear the photo on the server by sending media: null when removed
  • Plugins: Preserve the settings slot and privileged tier
  • Pro: Prompt to save or discard a draft when closing a compose tab via the tab-bar X
  • Pro: Show the Edit button on draft emails opened in a new tab
  • List: Shift-click on the checkbox extends the selection (range)
  • CSP: Allow external/data fonts so email webfonts render
  • Notifications: Brand push notifications with the configured PWA icon
  • Notifications: Notification sound preview — base-path prefix and longer default beep
  • Unsubscribe: Send mailto: unsubscribe ourselves instead of via the OS handler
  • Branding: Apply per-domain favicon override in root metadata (#585)
  • Settings: Load the trusted-senders address book on the settings page so the count isn't 0
  • Setup: Clone source when setup.sh runs detached from a checkout (#518)
  • Server: Use a callable .get to detect Headers in pickRequestHost

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IoTorero joins Works with Home Assistant

IoTorero joins Works with Home Assistant

The Works with Home Assistant program powers up this month as we welcome our new partner, IoTorero! 🎉 Experts in pre-flashed smart home hardware, IoTorero bring the very first ESPHome-ready smart plugs and relays to the program (and that’s not all).

IoTorero enters the ring

If you’ve spent any time browsing pre-flashed smart home tech online, there’s a good chance you’ve come across IoTorero. And if you haven’t, let us introduce you! Founded in 2020, the company (formerly Athom Technology) was tinkering with ESPHome right out of the gate. Their new name is a nod to the Internet of Things (IoT), but unlike standard IoT gadgets that stop working if your internet drops or a company closes its servers, IoTorero champion open source firmware.

Other smart devices run manufacturer-written software, which is tuned to work well with Home Assistant for certification to the program. IoTorero go a step further to make sure their tech is accessible for all: all seven of their certified devices are pre-flashed with ESPHome, meaning there’s no installation required – the devices will integrate into your Home Assistant setup straight out of the box. And because their devices are genuinely open, you can always tweak and customize them if you want to.

“Since inception in 2020, IoTorero (Athom Technology) has been dedicated to the research, development, and manufacturing of open source smart home hardware products. We provide Home Assistant users with high-quality devices pre-flashed with ESPHome firmware. By joining the Works with Home Assistant program, we ensure that customers can select and purchase our products with complete confidence.”

- Aiden Tang, CTO and Co-Founder, IoTorero

That same spirit of openness carried over to last year’s Community Day, where IoTorero donated a stack of samples for attendees to try – a gesture we loved to see, and one that speaks to how seriously they take supporting our community 💪. It shows up in their approach to code, too: IoTorero maintain a public GitHub repository of configs for all their devices, free for anyone to learn from or build on.

Speaking of community, the development of projects like ESPHome from the Open Home Foundation is supported by Home Assistant Cloud subscribers and anyone who purchases Home Assistant hardware. While all of IoTorero’s devices work locally, if you’re interested in remote access – for example to check your energy use or open the garage door from a distance – check out Home Assistant Cloud.

Right on (Io)Time

For anyone new to it, ESPHome is a powerful platform that allows smart home devices to operate completely locally via the chip inside, with no cloud required. Because IoTorero’s devices arrive pre-flashed, you get all that local power without having to learn how to build or compile firmware yourself. And it just got a major upgrade. The ESPHome team recently released a new UI and Device Builder, swapping the old code editor-inspired dashboard for a visual workspace that can suggest components and layouts as you build.

Since IoTorero’s devices arrive pre-flashed, there’s nothing to set up in advance: just connect them, and they’ll show up in Home Assistant like any other device, ready to control and automate from your normal dashboard. The ESPHome Device Builder is there if you ever want to go further: it allows you to do things like renaming a device or tweaking its config, without needing to touch any code… unless you want to. Whether you’re new to the arena or a seasoned pro, it means a lot less guesswork (and a lot more fun!).

Devices

Every device that earns Works with Home Assistant certification goes through our in-house testing process, checked against our core requirements of local control, privacy, and long-term support – and IoTorero meets that bar across the board. Their devices also carry the Made for ESPHome certification, a separate badging program and prerequisite for any ESPHome devices joining Works with Home Assistant.

Here’s the full list of IoTorero’s certified devices:

Sustainability is one of the Open Home Foundation’s core principles, and IoTorero’s ESP32-C3 plugs are a great example of what that looks like in practice. They turn an ordinary appliance into something smart and measurable, with all four regional variants monitoring voltage, current, power, and total consumption – making it easy to spot energy waste and cut your home’s carbon footprint, as well as your bill.

The Power Monitoring Mini Relay brings that same convenience to hardwired setups. At roughly the size of a matchbox, it’s small enough to tuck behind a wall switch or inside a cabinet, and it’s built for switch control, garage and appliance automation, and other local smart home workflows a standard plug can’t reach.

Proxy points

Another nifty feature across IoTorero’s devices is that they double as Bluetooth proxies. This means they pick up signals from nearby Bluetooth low-energy (BLE) devices and pass them on to Home Assistant, extending your Bluetooth range without having to buy an extra, dedicated device. The Open Home Foundation’s recent blog post, Proxy all the things: no device left behind, explains why this is so important: turning everyday hardware into a “bridge” for other devices means getting more out of what you already own, instead of buying something new for every job. And one less gadget to buy means one less device ending up as e-waste ♻️.

Old friends, new badge

As one of ESPHome’s earliest adopters, IoTorero have well and truly earned our formal badging, and we’re thrilled to bring their devices to the Home Assistant community – tested, certified, and ready to make the path from unboxing to automating that much smoother. Check out the full lineup of IoTorero’s devices, along with the full range of Works with Home Assistant-compatible tech over at our certified device list.

FAQs

Q: If I have a device that is not listed under Works with Home Assistant does this mean it’s not supported?

A: No! It just means that it hasn’t gone through a testing schedule with our team or doesn’t fit the requirements of the program. It might function perfectly well but be added to the testing schedule later down the road, or it might work under a different connectivity type that we don’t currently test under the program. We do not certify anything that relies on cloud control.

Q: OK, so what’s the point of the Works with program?

A: It highlights the devices we know work well with Home Assistant and the brands that make a long-term commitment to keeping support for these devices going. The certification agreement specifies that the devices must have the functionality you would expect within Home Assistant, operate locally without the need for cloud and that they will continue to do so long-term.

Q: How were these devices tested?

A: All devices in this list were tested using a standard Home Assistant Green as a hub and using the ESPHome integration. If you have a different set-up that’s not a problem, but we test against these as they are the most effective way for our team to certify within our ecosystem.

Q: Will you be adding more IoTorero devices to the program?

A: Why not! We’re thrilled to foster a close relationship with the team at IoTorero to work together on any upcoming releases or add in further products that are not yet listed here.

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Release 2026.07.09

Docker Images

Docker images have been built and pushed:

Docker Hub:

  • alexta69/metube:latest
  • alexta69/metube:2026.07.09

GitHub Container Registry:

  • ghcr.io/alexta69/metube:latest
  • ghcr.io/alexta69/metube:2026.07.09

Changes

  • Don't mark a subscription as broken just because all entries are filtered out as they have already been downloaded (ad90609)

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Stable Channel Update for Desktop

The Stable channel has been updated to 150.0.7871.114/.115 for Windows and Mac and 150.0.7871.114 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 haven’t yet fixed.


This update includes 27 security fixes. Please see the Chrome Security Page for more information.

[N/A][518006275] Critical CVE-2026-15112: Use after free in Ozone. Reported by Google on 2026-05-29

[N/A][524045160] Critical CVE-2026-15129: Use after free in Views. Reported by Google on 2026-06-15

[$500][527385397] High CVE-2026-15132: Uninitialized Use in V8. Reported by Pierre Langlois from Arm on 2026-06-24

[$500][527406824] High CVE-2026-15133: Use after free in InterestGroups. Reported by Jihyeon Jeong (Compsec Lab, Seoul National University / Research Intern) on 2026-06-24

[N/A][515443146] High CVE-2026-15108: Integer overflow in Extensions API. Reported by Google on 2026-05-21

[N/A][516899138] High CVE-2026-15109: Uninitialized Use in ANGLE. Reported by Google on 2026-05-26

[N/A][516948486] High CVE-2026-15110: Use after free in Extensions. Reported by Google on 2026-05-27

[N/A][517508651] High CVE-2026-15111: Use after free in Views. Reported by Google on 2026-05-28

[N/A][520540744] High CVE-2026-15113: Use after free in Autofill. Reported by Google on 2026-06-05

[N/A][520565945] High CVE-2026-15114: Out of bounds read and write in Codecs. Reported by Google on 2026-06-06

[N/A][520576676] High CVE-2026-15115: Insufficient validation of untrusted input in WebAppInstalls. Reported by Google on 2026-06-06

[N/A][522092013] High CVE-2026-15116: Use after free in Actor. Reported by Google on 2026-06-10

[N/A][522568496] High CVE-2026-15117: Use after free in Payments. Reported by Google on 2026-06-11

[N/A][523238265] High CVE-2026-15118: Use after free in Input. Reported by Google on 2026-06-12

[N/A][523505418] High CVE-2026-15119: Inappropriate implementation in GetUserMedia. Reported by Google on 2026-06-13

[N/A][523609602] High CVE-2026-15120: Use after free in Core. Reported by Google on 2026-06-13

[N/A][523712556] High CVE-2026-15121: Use after free in WebRTC. Reported by Google on 2026-06-14

[N/A][523717219] High CVE-2026-15122: Insufficient validation of untrusted input in Codecs. Reported by Google on 2026-06-14

[N/A][523729553] High CVE-2026-15123: Insufficient data validation in DOM. Reported by Google on 2026-06-14

[N/A][523735038] High CVE-2026-15124: Insufficient policy enforcement in Passwords. Reported by Google on 2026-06-14

[N/A][523737685] High CVE-2026-15125: Inappropriate implementation in Forms. Reported by Google on 2026-06-14

[N/A][523748081] High CVE-2026-15126: Use after free in Forms. Reported by Google on 2026-06-14

[N/A][523752265] High CVE-2026-15127: Inappropriate implementation in WebGL. Reported by Google on 2026-06-14

[N/A][523756329] High CVE-2026-15128: Inappropriate implementation in Forms. Reported by Google on 2026-06-14

[N/A][526541544] High CVE-2026-15130: Insufficient policy enforcement in Navigation. Reported by Google on 2026-06-22

[$2000][503553615] Medium CVE-2026-15107: Use after free in IndexedDB. Reported by zh1x1an1221 of Ant Group Tianqiong Security Lab on 2026-04-17

[N/A][526542464] Medium CVE-2026-15131: Insufficient data validation in Navigation. Reported by Google on 2026-06-22


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.


Many of our security bugs are detected using AddressSanitizer, MemorySanitizer, UndefinedBehaviorSanitizer, Control Flow Integrity, libFuzzer, or AFL.


Interested in switching release channels? 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.


Daniel Yip

Google Chrome

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Counter-Strike 2 Update

[p]\[ PREMIER ][/p]
  • [p]Premier Season Five has begun[/p][/*]
  • [p]Added Cache to the Active Duty Map Pool[/p][/*]
  • [p]Removed Overpass from the Active Duty Map Pool[/p][/*]
[p][/p][p]\[ GAMEPLAY ][/p]
  • [p]Re-designed effective range and extent of C4 explosion damage on all official defusal-mode maps.[/p]
    • [p]Damage is now applied according to precomputed simulation values, baked into the compiled map.[/p][/*]
    • [p]Explosion shockwave damage now rapidly expands from the center of the explosion instead of being applied instantly.[/p][/*]
    [/*]
  • [p]Fixed case where picking up dropped weapons through the Buy Menu would fail to complete.[/p][/*][p][/p][p]\[ ARMORY ][/p]
    • [p]Added two new weapon collections based on the recent Call to Arms community announcement: Spy Tech + Arabesque[/p][/*]
    • [p]Added two new sticker collections based on the recent Call to Arms community announcement: Fruits & Vegetables + Auto Racing[/p][/*]
    • [p]Train 2025 and Sport & Field weapon collections are no longer available in the Armory[/p][/*]
    • [p]Sugarface 2 and Elemental Craft sticker collections are no longer available in the Armory[/p][/*][p][/p][p]\[ WORKSHOP ][/p]
      • [p]Updated "Custom Paint Job Extended" [/p]
        • [p]Added option to include a dedicated overlay mask texture [/p][/*]
        • [p]Added option to set unique overlay UV randomization separate from albedo UV randomization [/p][/*][/*][p][/p][p]\[ MISC ][/p]
          • [p]Reduced the performance cost of showing the scoreboard.[/p][/*]
          • [p]Fixed a case where material blending effects would disappear when you got too close (e.g. the dirt on the barrels in Inferno Banana).[/p][/*]
          • [p]Increased sticker rotation precision to allow half-degree increments on application screen.[/p][/*][p][/p][p]\[ MAP SCRIPTING ][/p]
            • [p]Added Instance.QueueAfterThinks[/p][/*]
            • [p]Added Instance.OnWeaponDrop[/p][/*]
            • [p]Added CSWeaponBase.GetOriginalOwner[/p][/*]
            • [p]Fixed a crash when the name passed to Instance.RegisterCheatCommand collided with an existing command.[/p][/*]
            • [p]Added file name and line number to errors caught during the CompileModule step of script loading.[/p][/*]
            • [p]Removed support for deprecated vts assets.[/p][/*][p][/p][p]\[ ENGINE ][/p]
              • [p]Updated engine code to the latest version of Source 2[/p][/*][p][/p][p]\[ MAPS ][/p]
                • [p]Removed community maps: Warden, Stronghold, Alpine, and Sanctum from all game modes[/p][/*]
                • [p]Added community maps Boulder, Fachwerk, and Shelter to Competitive, Casual, and Deathmatch modes[/p][/*]
                • [p]Added community maps Debris and El Dorado to Wingman mode[/p][/*][p]Cache[/p]
                  • [p]Various clipping adjustments[/p][/*][p]Dust II[/p]
                    • [p]Fixed pixel gap Outside Tunnel[/p][/*]
                    • [p]Clipping adjustment Outside Tunnel[/p][/*][p]Inferno[/p]
                      • [p]Clipping fix to prevent pixel boost at Top of Mid[/p][/*]
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                        ❌