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British Columbia: Building Canada with Wety

Door: Alex
13 Juni 2026 om 17:00

Expanding American Truck Simulator into Canada is much more than just adding new roads and cities. As our teams work on bringing British Columbia, our first Canadian province to ATS, a lot of work is taking place behind the scenes to ensure it feels authentic and recognizable.


From unique architecture and roadside infrastructure to region-specific environmental details, creating a believable Canadian setting requires a lot of effort. To learn more about the process, we spoke with Wety, one of our Map Designer on the British Columbia DLC, who is responsible for coordinating many of the generic assets that will help bring the province to life.


Could you introduce yourself to our readers and tell us a little about your role on the British Columbia DLC?

"Hi! I'm Wety, and I've been working as a Map Designer on Davido's team for the past five years. I joined SCS as a junior map designer with no previous experience in game development, but with a huge passion for video games. I've loved games ever since I was a kid playing DooM on a 486 PC. 

Alongside building parts of the map itself, many designers also take on additional responsibilities. Some focus on vegetation and biomes, while others specialize in roads and intersections. My area of responsibility is generic assets, which means helping identify, plan, and coordinate the assets that will be used throughout a DLC."


For players who may not be familiar with the term, what exactly are generic assets?

"In game development, assets are essentially everything the game is made from. Buildings, roads, vehicles, trees, sound effects, animations, and much more all fall under that category. Generic assets are assets that can be reused multiple times across different locations. Things like houses, small stores, power lines, trash bins, and countless other environmental details. Their purpose is to reduce development time while still creating a believable world. If every object in the game had to be unique, it would take an incredibly long time to build a map of this scale."


British Columbia is our first Canadian province in American Truck Simulator. From your perspective, what are some of the biggest visual differences between Canada and the United States that players will notice?

"One of the first things that stood out to me is how much the landscape is dominated by mountains. In British Columbia, it often feels like you're constantly surrounded by them. While there are mountainous regions in the United States as well, the areas I worked on previously didn't have quite the same feeling.

The southern part of the province still has some similarities to the American landscapes players may be familiar with, but further north and inland, the scenery becomes distinctly Canadian. Another thing I noticed is how bike-friendly many Canadian communities are. Dedicated bicycle lanes and cycling infrastructure are everywhere, and they quickly become a recognizable part of the environment."

How many new generic assets are being created specifically for British Columbia?

"Players will encounter around 130 new models throughout cities and rural areas, along with roughly 40 additional assets created specifically for depots and ferry terminals. We're also introducing several decorative Canadian-themed brands to help strengthen the province's identity, with around 14 new brands planned alongside numerous smaller advertisements and environmental details."


How does the creation process work, and how do you decide which assets should be made?

"The process starts with our Research Team. They travel through the region and identify things that appear frequently enough to justify creating dedicated assets for them. After that, I review the list together with other map designers and the DLC Lead. At this stage, we already need a fairly good idea of how the map will look so we can prioritize assets that will actually be used. 

We also check whether similar assets already exist from previous DLCs and can be reused. Once we've decided what needs to be created, we prepare documentation for our Asset Team. This includes reference photos, approximate dimensions, colour variations, and other important details. Then our talented 3D artists work their magic. Afterwards, we review the finished assets, provide any necessary feedback, and once everything looks right, they're ready to be placed in the map."

How closely do you work with the Asset Team throughout development?


"Ideally, not too much! That might sound strange, but it usually means everything is progressing smoothly. Once the initial documentation is prepared, the Asset Team generally has everything they need. Of course, questions still come up from time to time. Sometimes they need clarification on a specific detail, and occasionally we realize we've overlooked something and request additional assets later in development. It's very much a collaborative process."


Can you share a few examples of new assets that really help capture the character of British Columbia?

"One of my favourite examples is the Canadian bear-resistant trash bins you'll find throughout the province. They're designed so people can open them easily, but bears cannot. They're a small detail, but they instantly help establish a sense of place. Another great example would be the dry toilets commonly found at rest areas and recreational sites.

They're surprisingly distinctive and appear throughout British Columbia. I also really like some of the new residential houses we've created. Many feature steeply sloped roofs designed to prevent heavy snowfall from accumulating during winter. It's a practical design choice that immediately gives the architecture a distinctly Canadian feel."


You had the opportunity to visit British Columbia for research. What were some of your biggest takeaways from seeing the province in person?

"What impressed me most was how much nature dictates everything. In many parts of the United States, towns and roads can spread across relatively flat terrain, making straight roads and grid-like layouts common. British Columbia is very different. Roads often follow rivers, valleys, and mountain passes because that's simply where the terrain allows them to exist. As a result, roads constantly rise, fall, twist, and turn. It creates some incredible scenery, but it also makes recreating the region much more challenging from a map-building perspective."


Were there any locations, towns, or details that immediately stood out to you?

"My favourite place we visited was Whistler. Many people know it as the mountain resort that hosted events during the 2010 Winter Olympics and Paralympic Games, but it's also simply a beautiful place surrounded by spectacular mountains and forests. The entire area has a unique atmosphere, and it's easy to see why it's such a popular destination. It was memorable for another reason too, I ended up buying a hat there after accidentally sunburning my bald head while we were in Vancouver!"

How important is real-world research when creating assets and making a region feel authentic?

"It gives you perspective. A lot of details that you see in photos or videos don't seem significant at first. But then you're there, trying to get rid of some trash, and you find one of these anti-bear trash bins that resists your attempts to open it. Then you realize why, and it all makes sense. Suddenly, you know those big boys are in the forests around you."

Or you have to almost get hit and yelled at by a cyclist on a sidewalk to realise that those lines are for bicycles, and that people take them there seriously. And all those mountains you can see in pictures? In real life, they're way bigger than you can even imagine.


When players first hit the road in British Columbia, what details should they keep an eye out for?

"Beyond the obvious road-related additions such as new crash barriers, reflective posts, and road markings, players should pay attention to the architecture and agricultural areas. You'll encounter new apartment buildings and residential neighbourhoods inspired by the suburbs surrounding Vancouver, as well as large fruit farms complete with distinctive farmhouses and hacienda-style buildings. 

Players may also spot wind machines used to protect crops from freezing temperatures, a detail commonly found in orchard regions. Another familiar sight making a return with a new look are the towering grain elevators that stand as landmarks across the landscape. One of these will be located very close to the border and should be easy to spot during your travels. And of course, don't forget to watch for the large 'Welcome to British Columbia' signs when entering the province." 

Finally, what are you most excited for players to experience when they explore British Columbia for the first time?

"More than anything, I hope players enjoy it. We can spend countless hours researching, building, and refining every detail, but ultimately what matters most is whether players have fun driving through the world we've created. So I simply hope everyone has a great time truckin' through British Columbia."


We'd like to thank Wety for taking the time to share the work that goes into creating the assets that help define a region's identity. We hope you've enjoyed this behind-the-scenes look at the process and perhaps learned a thing or two along the way! If you'd like to see more articles like this, be sure to leave a comment and let us know what other topics you'd like us to explore.

We look forward to sharing more from the British Columbia DLC in the future. If you're excited for this new region, be sure to add it to your Steam Wishlist! Until then, keep on truckin'!

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Release 2026.06.13

13 Juni 2026 om 16:50

Docker Images

Docker images have been built and pushed:

Docker Hub:

  • alexta69/metube:latest
  • alexta69/metube:2026.06.13

GitHub Container Registry:

  • ghcr.io/alexta69/metube:latest
  • ghcr.io/alexta69/metube:2026.06.13

Changes

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Development Release: AnduinOS 2.0.0 Beta 2

13 Juni 2026 om 14:10
The DistroWatch news feed is brought to you by TUXEDO COMPUTERS. The AnduinOS team has announced the availability of a development snapshot of AnduinOS 2.0.0, the upcoming major update of the project's Ubuntu-based Linux distribution featuring a highly customised GNOME desktop. This version is derived from the long-term supported Ubuntu 26.04: "Today, AIURSOFT Limited is thrilled to announce the....
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Dopamine 3.0.6

Door: digimezzo
13 Juni 2026 om 07:12

[3.0.6] - 2026-06-13

Fixed

  • Manually edited album covers are overwritten on the next collection refresh
  • Fixed AppImage package not working on modern GNU/Linux distributions
  • Deleting song from playlist sometimes fails
  • Playback controls only work when clicking on upper half of the buttons
  • It's unclear that files must be tagged with an external ReplayGain scanner (for example rsgain) before normalization can take effect.
  • Change to Artist or Album tags is not reflected in the song list view nor in the Now Playing information
  • ReplayGain issues
  • Smart playlist filters ignore text containing accents or other special characters
  • Some MP3 files trigger an "MPEG header not found" error due to a too-narrow initial MPEG header scan range

Changed

  • Updated the Vietnamese translation

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Mike Gabriel: Ayatana Indicators: Call for Translations

12 Juni 2026 om 23:50

In the process of preparing a major Ubuntu Touch release (v24.04-2.0, coming soon...) we will also update Ayatana Indicators in Ubuntu Touch.

Last week various new features have been added to some of the indicators (toggle switch to keep the display switched on permanently, blue tooth pairing agent, redesign of the keyboard indicator, etc.) and those changes require translation updates.

If you can, please visit [1] this weekend and help translating Ayatana Indicators into your native language. Thanks so much!!!

light+love
Mike

[1] https://hosted.weblate.org/projects/ayatana-indicators/

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v12.0.2

12 Juni 2026 om 21:33

✨ New Features & Improvements

  • create-directus-extension

🐛 Bug Fixes & Optimizations

📦 Published Versions

  • @directus/app@16.1.1
  • @directus/api@36.0.2
  • create-directus-extension@12.1.0

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HWMonitor 1.64

12 Juni 2026 om 22:05
  • Intel Arc G3 & G3 Extreme (Panther Lake).
  • Intel Core Ultra 5 250KF Plus (Arrow Lake Refresh).
  • AMD Ryzen 7 7700X3D (Raphael).
  • AMD Ryzen AI Max+ 495, 492, 488 (Gorgon Halo).
  • AMD Ryzen AI Max 490, 485 (Gorgon Halo).
  • AMD Ryzen AI Max PRO 495, 490, 485, 480 (Gorgon Halo).
  • AMD Ryzen 9 9950X3D2 (Granite Ridge).
  • AMD Ryzen 9 PRO 9965X3D, PRO 9945 (Granite Ridge).
  • AMD Ryzen 7 PRO 9755, PRO 9745 (Granite Ridge).
  • AMD Ryzen 5 PRO 9645 (Granite Ridge).
  • AMD Ryzen AI 7/PRO 450G/GE (Gorgon Point 2).
  • AMD Ryzen AI 5/PRO 440G/GE (Gorgon Point 2).
  • AMD Ryzen AI 5/PRO 435G/GE (Gorgon Point 3).
  • Support of HUDIMM and HSODIMM memory modules.
  • New themes.
  • New real-time graphs.
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Tim Retout: seL4 clock magic

12 Juni 2026 om 18:45

I have been looking at seL4 some more recently, and had a small patch merged today to remove a legacy Python module from a helper script. (I was trying to run the script on a system without that module installed, and it was almost easier to patch it out.)

However, the more I think about this code and how it’s used, the more it seems wrong on at least five other levels.

The patch itself is quite uninteresting; this script was importing the past module (part of future?) to use the xrange function. Python 2 used to have separate xrange and range functions, where range returned a list in memory while xrange generated an iterator. Because this seL4 script is iterating over a large range of values, it’s important the list is not generated in-memory. But Python 3 removed the xrange function and just has range return an object, so it’s trivial to avoid the module import.

Having thought carefully some more about the specific line, there’s surely an off-by-one error in it - range iterates over 0 to n-1, so this line shouldn’t be subtracting one if it’s looking to test all 32-bit values:

    for i in range(2**32-1):

But then again, this is being used for a ‘sanity check’ of a magic bit shift algorithm that speeds up division operations to convert CPU ticks to microseconds on 32-bit arm platforms. Surely if the algorithm’s good, it shouldn’t be necessary to validate it exhaustively against every possible 32-bit value?

Also, 32 bits isn’t enough, because this is 64-bit division. include/api/types.h shows that ticks_t is always a uint64_t, so if this were a proof by exhaustion it should run to 2**64 (though that would take infeasibly long).

As discussed in issue #1352, lots of people have been running this code with the wrong divisor anyway. But because the bit shift path is only used on 32-bit platforms, it’s not clear to me that there’s even any point in specifying CLK_SHIFT/MAGIC on platforms which are 64-bit only (e.g. the tx2 port).

And to follow this rabbit hole to the very end, in comments on PR #1435 and issue #1509 it’s clear that the future of this code is to remove it, as it’s 1. unnecessarily clever (on 64-bit platforms the equivalent code just uses a division, so performance can’t be that important), and 2. the entire concept of converting to microseconds breaks the seL4 principle of not abstracting away details of the hardware.

So this has left me unclear on whether my small patch was a good thing or not, but I certainly learnt something about this corner of seL4 timer handling. And I’ve ordered a copy of “Hacker’s Delight” on the recommendation of a code comment.

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Introducing the Multi-Function Display: Behind the Scenes

Door: Gavin
12 Juni 2026 om 17:00

Our #BestCommunityEver, today we'd like to share with you an early look at a feature currently in development for both Euro Truck Simulator 2 and American Truck Simulator, known internally as the Multi-Function Display (MFD).

As many of you know, over the years, both games have continued to grow with new systems, gameplay features, assists, vehicle options, and controls. While this has allowed players to tailor their experience in a variety of ways, it has also gradually increased the amount of information, shortcuts, and menus players need to manage on the road.

With the MFD, our goal is to create a more unified and intuitive way to access vehicle functions directly in-game, without needing to interrupt your experience or remember dozens of key-binds.

Introducing the Multi-Function Display

The MFD is an in-game interface accessible from both interior and exterior camera views. From there, you can quickly navigate through various categories and vehicle systems such as driving assists, lighting controls, vehicle adjustments, media functions, trip information, and more.

One of the main goals of this feature is to reduce interruptions while accessing vehicle systems and information. In most situations, opening the MFD will not pause gameplay, and vehicle controls will remain responsive during interaction.

At the same time, we know usability and minimising distraction are extremely important. So, a lot of our work during prototyping and testing is focused on making sure the system feels quick, readable, and comfortable to use. We’ve also drawn inspiration from modern vehicle interfaces in an effort to create a more believable menu, while still keeping quick access to some of the more abstract gameplay settings for convenience.

Designed Around Accessibility and Discoverability

Another important goal behind this feature is discoverability.

Over time, ETS2 and ATS have accumulated a very large number of functions and controls that many players may never fully discover or use. The MFD is intended to help surface these systems more naturally by presenting available functions together in-context, while also displaying their related key-binds directly within the menu.

This does not mean we expect every player to suddenly change the way they interact with the game overnight. Some players prefer using dedicated key-binds and muscle memory, and those methods will continue to remain important. Instead, we see the MFD as an additional layer that can make operating your vehicle easier and more approachable, especially as both games continue to evolve. 

Different control setups are also something we are carefully considering throughout development. The MFD is being designed to support keyboard, mouse, wheel, and controller users alike, with customisable navigation controls.

Building on Recent Interface Improvements 

The MFD has been part of a vision to improve the overall in-game driving interface and accessibility of vehicle systems for quite some time. At the same time, we know recent interface-related changes have sparked a lot of discussion within the community, and many of your comments and observations have helped shape internal conversations about where improvements can still be made.

This ongoing feedback has already led to several additions to the updated Route Advisor. Since its release, we have introduced a Damage Widget displaying truck, trailer, and cargo condition, a Finances Widget for tracking your company savings and income, and, with 1.60, a Job Info Widget with details about your current delivery, each of which may be individually hidden.

We are also reworking the Quick Info menu to better align with other in-game interfaces and reflect community feedback. Our current direction is focused on creating a simpler layout that does not obstruct the view while still allowing quick access to functions such as the controls layout, widget settings, Photo Mode, and Services and Adjustments. Functions related to Services and Adjustments are also being integrated into the MFD, allowing players to access them from either interface. 

These are relatively small additions on their own, but they're part of a much larger ongoing effort to improve usability, information access, and customisation while driving. We know there is still more work ahead, and we are continuing to explore further improvements and adjustments throughout development.

That is also one of the reasons we wanted to begin sharing this feature earlier in its development process.

Still a Work in Progress 

The MFD is still in active prototyping. While the core direction and functionality are already taking shape, many details may continue to evolve as we conduct further internal testing and gather feedback during later stages of development. 

We are very excited about the possibilities this system opens up, not only for trucks, but eventually for other vehicle types as well.

As always, we look forward to hearing your constructive thoughts once the time comes to put the feature into your hands. Until then, we hope you enjoyed this early look at what is currently being worked on behind the scenes.

Until next time, keep on truckin'.

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Minecraft 26.2-rc-2 (snapshot) Released

12 Juni 2026 om 13:32
26.2 Release Candidate 2 (known as 26.2-rc-2 in the launcher) is the second release candidate for Java Edition 26.2, released on June 12, 2026, which fixes a softlocking issue with sulfur cubes. Full changelog: https://minecraft.wiki/Java_Edition_26.2-rc-2
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v12.0.1

12 Juni 2026 om 00:07

✨ New Features & Improvements

  • @directus/app
    • Added keyboard-editable date entry directly in the datetime field. The field shows its formatted value at rest and swaps to editable date segments on focus, while a calendar button still opens the picker popup. (#27693 by @robluton)
    • Added inline editing support to the JSON repeater interface. (#26863 by @bryantgillespie)

🐛 Bug Fixes & Optimizations

  • @directus/app
    • Fixed license badge spacing issue (#27713 by @robluton)
    • Fixed license modals being impossible to dismiss when shown above a route drawer (e.g. field detail pages) by keeping dialog focus traps stacked in visual order, and scoped license dismissal cookies to the whole app so dismissals persist across navigation (#27714 by @dstockton)
  • @directus/api
    • Fixed revision snapshots being assigned to the wrong items during batch updates when read order differs (#27407 by @luciemdx)

📦 Published Versions

  • @directus/app@16.1.0
  • @directus/api@36.0.1

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Extended Stable Updates for Desktop

11 Juni 2026 om 20:59

The Extended Stable channel has been updated to 148.0.7778.265 for Windows and Mac which will roll out over the coming days/weeks.


A full list of changes in this build is available in the log. 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.

Srinivas Sista
Google Chrome
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Stable Channel Update for Desktop

11 Juni 2026 om 22:44

The Stable channel has been updated to 149.0.7827.114/.115 for Windows and Mac and 149.0.7827.114 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 28 security fixes. Below, we highlight fixes that were contributed by external researchers. Please see the Chrome Security Page for more information.

[N/A][516731749] Critical CVE-2026-12007: Use after free  Core. Reported by Google on 2026-05-26

[N/A][516942828] Critical CVE-2026-12008: Use after free  DigitalCredentials. Reported by Google on 2026-05-27

[N/A][517332006] Critical CVE-2026-12009: Insufficient validation of untrusted input  Accessibility. Reported by Google on 2026-05-28

[N/A][517531647] Critical CVE-2026-12010: Heap buffer overflow  GPU. Reported by Google on 2026-05-28

[N/A][518108291] Critical CVE-2026-12011: Use after free  WebMIDI. Reported by Google on 2026-05-30

[N/A][499182801] High CVE-2026-12012: Use after free  Network. Reported by Google on 2026-04-03

[TBD][514229805] High CVE-2026-12013: Use after free  Media. Reported by Henock Habte, Independent Security Researcher on 2026-05-18

[N/A][514742747] High CVE-2026-12014: Use after free  Cast. Reported by Google on 2026-05-19

[N/A][515463295] High CVE-2026-12015: Use after free  Autofill. Reported by Google on 2026-05-21

[N/A][516482138] High CVE-2026-12016: Insufficient validation of untrusted input  DevTools. Reported by Google on 2026-05-25

[N/A][516797143] High CVE-2026-12017: Insufficient validation of untrusted input  Extensions. Reported by Google on 2026-05-26

[N/A][516808201] High CVE-2026-12018: Inappropriate implementation  Mojo. Reported by Google on 2026-05-26

[N/A][516872067] High CVE-2026-12019: Out of bounds write  Codecs. Reported by Google on 2026-05-26

[N/A][516907083] High CVE-2026-12020: Use after free  Autofill. Reported by Google on 2026-05-27

[N/A][516929496] High CVE-2026-12022: Race  Safe Browsing. Reported by Google on 2026-05-27

[N/A][517018374] High CVE-2026-12023: Use after free  GPU. Reported by Google on 2026-05-27

[N/A][517086161] High CVE-2026-12024: Insufficient policy enforcement  DevTools. Reported by Google on 2026-05-27

[N/A][517153191] High CVE-2026-12025: Insufficient validation of untrusted input  Network. Reported by Google on 2026-05-27

[N/A][517347084] High CVE-2026-12026: Out of bounds read  Video. Reported by Google on 2026-05-28

[N/A][517517155] High CVE-2026-12027: Insufficient policy enforcement  Headless. Reported by Google on 2026-05-28

[N/A][517555461] High CVE-2026-12028: Use after free  GPU. Reported by Google on 2026-05-28

[N/A][518002958] High CVE-2026-12029: Use after free  Video. Reported by Google on 2026-05-29

[N/A][518007423] High CVE-2026-12030: Heap buffer overflow  GPU. Reported by Google on 2026-05-29

[N/A][518045638] High CVE-2026-12031: Inappropriate implementation  Views. Reported by Google on 2026-05-30

[N/A][518128953] High CVE-2026-12032: Inappropriate implementation  Passwords. Reported by Google on 2026-05-30

[N/A][519248779] High CVE-2026-12033: Out of bounds read  VideoCapture. Reported by Google on 2026-06-02

[N/A][519258799] High CVE-2026-12034: Insufficient validation of untrusted input  Linux Toolkit Theming. Reported by Google on 2026-06-02

[N/A][520210566] High CVE-2026-12035: Use after free  Views. Reported by Google on 2026-06-05


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.


Srinivas Sista

Google Chrome

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Distribution Release: GLF OS Quasar

11 Juni 2026 om 20:42
The DistroWatch news feed is brought to you by TUXEDO COMPUTERS. Gaming Linux FR has announced the release of GLF OS Quasar, a major update of the project's NixOS-based distribution focused on gaming. This version updates the GNOME desktop to version 50 and introduces numerous enhancements: "Based on NixOS 26.05, Quasar delivers a major update to the GLF OS....
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Game Radio: Meet the Team

Door: David
11 Juni 2026 om 17:00

Behind every new feature in our games is a dedicated team of talented people working together to bring ideas to life. In this special edition of our Meet the Team, we'd like to introduce some of the people who have been instrumental in creating Game Radio, from the earliest concepts to its implementation in both Euro Truck Simulator 2 and American Truck Simulator.

Mrazik - Producer

"During our console development efforts, I've quickly realised that the game's soundscape is an underexplored territory within our games. There's a saying that 'sound is half of the picture', and especially when you're chilling out with a controller in hand, you appreciate a well-tailored musical experience smoothly integrated into the game. I have made it my personal challenge to tackle this effort and venture into the unknown, forming a vision and a team to deliver a result I would personally love as a player myself, and I'm extremely proud of everyone who fell in love with the idea and helped make it a reality.

We've got many plans on how to develop the radio platform in the future, and this is just the starting line. I genuinely hope you love the end result as much as I do, because every road trip is better with a soundtrack!"

Damiana - Radio Producer & Audio Designer

"Before joining SCS Software, I spent over five years shaping the sonic identity of Czech Radio podcasts as a sound designer, composer, and co-editor. When I got the opportunity to bring that experience to SCS nine months ago as Radio Producer & Audio Designer and to lead the Game Radio project, it was a no-brainer.

As someone who lives and breathes music, I know how much a single song can change an experience. It sets the mood, triggers unexpected emotions, and makes a fictional world feel real. That mindset naturally carried over to SCS, where I took full creative ownership of the in-game radio stations from the ground up. I’m responsible for defining each station’s brand and sonic identity, curating and processing music for in-game use, and coordinating closely with the whole team (who are amazing, by the way) to make every frequency feel alive.

I’m incredibly excited to hear feedback from the community and to keep building the next chapter of our game’s radio world."

Zuzka - Junior Game Designer

"Hi, truckers! My name is Zuzka, and I’ve been working at SCS Software for almost three years now. I started out as a 2D graphic designer, then moved on to leading the 2D branding team for ATS, and finally landed my current position as a UX game designer. In this role, I took on the task of creating Game Radio. In addition to designing the behaviour of the feature and solving all related issues, I also helped establish guidelines for the creation of the visual identity of each Game Radio station, so I had the opportunity to combine my skills as a UX designer with my graphic design background. All of this has been done with the support of an enthusiastic team of great colleagues who did their very best to bring you an enjoyable experience.

I hope you will love Game Radio as much as we do! Rest assured that the development of the radio is just getting started with this update, and we have plenty of exciting ideas in store for you."

Raivis - Junior Programmer

"I've been at SCS for almost two years now, though it really doesn't feel that long. During this time, I've worked as a programmer on various features, both for the game itself and for the supporting tools.

These past few months, I've been the main programmer for Game Radio, which was exciting because I got to create something new, not just tweak an existing feature, although there were plenty of things that needed to be changed for existing stuff as well.

As for the future, I'm excited for what we have planned for this feature, and I can't wait to work on it."

Petr - Console & UI/UX QA Lead

"Hi, my name is Petr, and I've been part of SCS Software for five and a half years. During the development of Game Radio, I worked closely with our Game Design team, brainstorming what we wanted the radio feature to offer and how we could improve the overall user experience. I also helped coordinate production efforts, organised internal playtesting sessions across the company, and participated in functional testing to ensure everything worked as intended.

Throughout development, I gathered a lot of valuable feedback from both our colleagues at SCS and members of the community on social media. Seeing people's reactions and suggestions has been incredibly rewarding, and I'm excited about the future of Game Radio and the opportunities we have to continue expanding the feature with new ideas and improvements."

Misha - Researcher

"My name is Misha, and I've been working at SCS Software for the past 3 years as a researcher, with my biggest project so far being the British Columbia DLC. For the radio feature, alongside research, I've mainly focused on building the identities of the radio stations - defining their philosophy, values, and overall creative direction. 

What I enjoy most about this work is turning a large amount of ideas and research into something clear and meaningful. The process can feel chaotic at first, but over time, each station develops its own distinct personality, which then shapes everything from the visual identity to the content itself.

Outside of work, my two biggest passions are composing music and playing video games, so working on the radio feature has been an ideal combination of both worlds for me. I'm really excited for players to experience our in-game world while listening to the new radio stations we've been creating!"

Ales - Junior Producer

"Hi, I’m Aleš, and July marks my first completed year onboard the SCS truck. Prior to working here, I dedicated my working efforts in the gaming industry to community management, PR, and marketing. In SCS, I have the privilege to explore possibilities of being a producer, which I very much enjoy. Generally, I focus on the production of map DLCs for American Truck Simulator, but as a producer, I have the option to try to lend a helping hand to various projects, such as Game Radio. 

Unlike other members of the team, my contribution was mostly indirect, focusing on operational support, coordination of tasks and meetings, and overall team progress. 

I am very much looking forward to any endeavours of Game Radio, since, in my honest opinion, it has huge potential to add a nice melodic flavour to further enhance the experience of driving the roads of Euro Truck Simulator 2 and American Truck Simulator."

Karina - 2D Graphic Designer

"My journey with SCS Software started almost five years ago, back when I was still a university student. Since then, I’ve become a 2D artist and had the opportunity to work with the 2D design team on the branding for the in-game radio stations. We especially enjoyed this unique task because each station had its own atmosphere and visual style that we needed to capture. It was a refreshing change from our usual routine, and I’m really looking forward to seeing the stations become part of the game."

We hope you've enjoyed getting to know some of the talented people who helped bring Game Radio to life. Features like this are the result of collaboration across multiple departments, and we're always proud to shine a spotlight on the individuals whose passion and expertise make them possible.

Game Radio will make its debut in update 1.60 for both Euro Truck Simulator 2 and American Truck Simulator, and we can't wait for you to experience it for yourself. We'd like to thank everyone involved in the project for sharing their insights, and we hope this behind-the-scenes look has given you a deeper appreciation for the work that goes into every update. You can find out more about Game Radio here.

As always, thank you for your continued support, and be sure to let us know what you think once you hit the road with Game Radio. Don’t forget to follow us on X, Instagram, Facebook, and Bluesky, and subscribe to our newsletter. Until next time, keep on truckin'!

  •  

Asterisk Release 23.4.0

11 Juni 2026 om 16:30

The Asterisk Development Team would like to announce
the release of asterisk-23.4.0.

The release artifacts are available for immediate download at
https://github.com/asterisk/asterisk/releases/tag/23.4.0
and
https://downloads.asterisk.org/pub/telephony/asterisk

Repository: https://github.com/asterisk/asterisk
Tag: 23.4.0

This release resolves issues reported by the community
and would have not been possible without your participation.

Thank You!

Change Log for Release asterisk-23.4.0

Links:

Summary:

  • Commits: 53
  • Commit Authors: 24
  • Issues Resolved: 43
  • Security Advisories Resolved: 0

  •  

Asterisk Release 22.10.0

11 Juni 2026 om 16:27

The Asterisk Development Team would like to announce
the release of asterisk-22.10.0.

The release artifacts are available for immediate download at
https://github.com/asterisk/asterisk/releases/tag/22.10.0
and
https://downloads.asterisk.org/pub/telephony/asterisk

Repository: https://github.com/asterisk/asterisk
Tag: 22.10.0

This release resolves issues reported by the community
and would have not been possible without your participation.

Thank You!

Change Log for Release asterisk-22.10.0

Links:

Summary:

  • Commits: 53
  • Commit Authors: 24
  • Issues Resolved: 43
  • Security Advisories Resolved: 0

  •  

Asterisk Release 20.20.0

11 Juni 2026 om 16:24

The Asterisk Development Team would like to announce
the release of asterisk-20.20.0.

The release artifacts are available for immediate download at
https://github.com/asterisk/asterisk/releases/tag/20.20.0
and
https://downloads.asterisk.org/pub/telephony/asterisk

Repository: https://github.com/asterisk/asterisk
Tag: 20.20.0

This release resolves issues reported by the community
and would have not been possible without your participation.

Thank You!

Change Log for Release asterisk-20.20.0

Links:

Summary:

  • Commits: 53
  • Commit Authors: 24
  • Issues Resolved: 43
  • Security Advisories Resolved: 0

  •  

Minecraft 26.2-rc-1 (snapshot) Released

11 Juni 2026 om 13:57
26.2 Release Candidate 1 (known as 26.2-rc-1 in the launcher) is the first release candidate for Java Edition 26.2, released on June 11, 2026, which fixes a bug. Full changelog: https://minecraft.wiki/Java_Edition_26.2-rc-1
  •  

Michael Ablassmeier: vmsync

11 Juni 2026 om 02:00

I’ve been asked a few times if it would be possible to use virtnbdbackup as some kind of “replication” utility, to keep cold standby virtual machines on other libvirt hosts.

Usually i would tell to use underlying filesystem features (such as zfs send/recv, with incremental snapshots) to keep cold, standby copies on other hosts.

As for qcow based virtual machines, using the dirty bitmaps is not only a valid feature to create backups, but to (incrementally) replicate virtual machines, too.

I’ve released vmsync. A small golang utility that implements a simple replication tool using the NBD protocol to sync virtual machines to other hosts.

  •  

Proxmox Mail Gateway 9.1 released

11 Juni 2026 om 09:00

VIENNA, Austria – June 11, 2026 – Enterprise software developer Proxmox Server Solutions today announced the release of Proxmox Mail Gateway 9.1. The updated version of its enterprise email security solution introduces updated core components, comprehensive usability improvements to the spam quarantine, and data encryption options for integrated backups.

Proxmox Mail Gateway functions as a full-featured mail proxy deployed between the firewall and internal mail servers. It filters all incoming and outgoing email traffic at the gateway, protecting organizations against threats such as spam, viruses, Trojans, and phishing attacks.

Key Updates in Proxmox Mail Gateway 9.1

Updated core components

Built on Debian 13.5 “Trixie”, the platform includes updated underlying packages, utilizing a newer Linux kernel 7.0 as its stable default. Proxmox Mail Gateway 9.1 continues to align with the latest major enterprise open-source security components and incorporates stable versions of SpamAssassin 4.0.2 (with continuously updated rulesets), ClamAV 1.4.4, PostgreSQL 17, and ZFS 2.4.

Spam quarantine usability improvements

The web-based quarantine interface features several enhancements to optimize daily administrative and end-user workflows.

  • Shared mailboxes: Users can now mark quarantined emails within shared mailboxes as “seen”, preventing duplicate auditing efforts across teams. The status is displayed inline as a checkmark and can be toggled via an action button.
  • Granular spam scores: The quarantine overview now displays both the positive and negative components of the spam score simultaneously, providing immediate insight into why an email triggered filtering thresholds.
  • On-demand image loading: To enhance privacy and security, external images in quarantined emails can now be configured to load only on demand. Users can then choose to display images by clicking a “Load Images” button in the quarantine view. This ensures email content can be inspected safely without automatically compromising privacy or being exposed to web-based threats.
  • Copy Link Functionality: Administrators can now copy a recipient’s private quarantine access link directly from the admin dashboard using a new “Copy Link” option. This provides a secure and convenient way to share the link through any preferred channel or to integrate it in a custom interface.

Encrypted Proxmox Backup Server targets

Version 9.1 adds native encryption support for backups targeted at a Proxmox Backup Server instance. This option ensures that sensitive email configuration settings, user created rule system data, and historic/private statistics data are encrypted client-side before transmission and remain encrypted at rest on the backup storage target.

Availability

Proxmox Mail Gateway 9.1 is open-source software and immediately available for download. Users can obtain a complete installation image via ISO download, which contains the full feature-set of the solution and can be installed quickly on bare-metal systems using an intuitive installation wizard. The software can be installed on top of an existing Debian installation or as a lightweight Linux Container (LXC) on Proxmox VE. A seamless, fully tested upgrade path from Proxmox Mail Gateway 8.2 or 9.0 is available via the APT package management system.

For production environments, Proxmox offers comprehensive enterprise support plans that provide stable and secure updates and direct access to expert support services. These support contracts offer a cost-effective way to secure enterprise-grade stability. Pricing start at EUR 190 per host per year, including unlimited users and domains.

Resources:

###

About Proxmox Mail Gateway
Proxmox Mail Gateway is the leading open-source email security solution, protecting your mail server against all email threats from the moment they emerge. Organizations of any size can easily deploy and implement the comprehensive anti-spam and antivirus platform in just a few minutes. Deploying the full-featured mail proxy between the firewall and an internal mail server allows you to control all incoming and outgoing email traffic from the central, web-based interface. Proxmox filters all email traffic at the gateway before it reaches the mail server, protecting businesses against email attacks and other malicious threats.

About Proxmox Server Solutions
Proxmox Server Solutions provides powerful, intuitive open-source server software that guarantees vendor independence and minimizes total cost of ownership. Enterprises of all sizes rely on the company’s reliable vendor support, certified training services, and a global network of 3,000 integration partners to ensure business continuity. Established in 2005 and headquartered in Vienna, Austria, tens of thousands of corporate customers worldwide trust Proxmox solutions to secure their mission-critical IT environments.

Contact: Daniela Häsler, Proxmox Server Solutions GmbH, press@proxmox.com

  •  

v1.19.1

11 Juni 2026 om 01:14

Fixes and improvements

General

  • support using regexp groups in every part of a source URL (#5766) (#5779)
  • improve anti-brute force mechanism (#5835) delay authentication failure responses by a random amount of time, use the same anti-brute force mechanism with all users.
  • limit size of HTTP requests shown in debug logs (#5858)
  • print body of selected HTTP responses when log level is debug (#5859)

Media-over-QUIC

  • fix race condition when closing server (#5836) some sessions were hanging if they were concurrently being closed by the remote peer.
  • rename moqHTTPS2Address into moqHTTP2Address, moqHTTPS3Address into moqHTTP3Address (#5841)

RTSP

  • support PROXY protocol (#5754) Support PROXY protocol v1/v2 on RTMP, RTMPS, RTSP, and RTSPS TCP listeners so real client IPs are visible when running behind L4 proxies (nginx stream, HAProxy, AWS NLB).
  • restore support for H264 packetization-mode 0 (#5846) (#5857) H264 streams with packetization-mode=0 cannot be routed with UDP since packets are too big. Inbound streams with packetization-mode=0 are blocked by the server since v1.19.0 but this caused compatibility issues with some cameras. The server is now able to receive such streams with TCP, and automatically remuxes them in streams with packetization-mode=1, which can be routed freely.

RTMP

  • support PROXY protocol (#5754) Support PROXY protocol v1/v2 on RTMP, RTMPS, RTSP, and RTSPS TCP listeners so real client IPs are visible when running behind L4 proxies (nginx stream, HAProxy, AWS NLB).

Dependencies

  • code.cloudfoundry.org/bytefmt updated from v0.74.0 to v0.76.0
  • github.com/bluenviron/gortsplib/v5 updated from v5.5.4 to v5.6.0
  • github.com/pion/ice/v4 updated from v4.2.7 to v4.2.8-0.20260604162030-72f5001c4596
  • github.com/pion/webrtc/v4 updated from v4.2.14 to v4.2.15
  • github.com/quic-go/quic-go updated from v0.59.0 to v0.60.0
  • golang.org/x/crypto updated from v0.52.0 to v0.53.0
  • golang.org/x/net updated from v0.55.0 to v0.56.0
  • golang.org/x/sync updated from v0.20.0 to v0.21.0
  • golang.org/x/sys updated from v0.45.0 to v0.46.0
  • golang.org/x/term updated from v0.43.0 to v0.44.0
  • github.com/pion/dtls/v3 updated from v3.1.3 to v3.1.4
  • github.com/pion/stun/v3 updated from v3.1.4 to v3.1.5
  • github.com/pion/turn/v5 updated from v5.0.7 to v5.0.9
  • golang.org/x/text updated from v0.37.0 to v0.38.0
  • github.com/pires/go-proxyproto v0.12.0 added

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:

cat checksums.sha256 | grep "$(ls mediamtx_*)" | sha256sum --check

  •  

Counter-Strike 2 Update

10 Juni 2026 om 23:22
[p]\[ COLOGNE 2026 ][/p]
  • [p]Added display of lowest and highest sticker price in the last 7 days in the Cologne 2026 Major Shop.[/p][/*]
  • [p]Added stickers showcase to the Cologne 2026 Major Hub tile on the main menu.[/p][/*]
[p]\[ MISC ][/p]
  • [p]Added multi-select functionality in Storage Units deposit/retrieve UI.[/p][/*]
  • [p]Added appropriate error message when user's inventory is full and they try to redeem Weekly Care Package rewards, Armory items, or items in the Major Shop cart.[/p][/*]
  • [p]Fixed number wrapping rules in some languages.[/p][/*]
  •  

Mike Gabriel: Future of libayatana-appindicator (v0.6.0 released today)

10 Juni 2026 om 22:15

Some of you might have noticed that the recent (or rather: previous) version of libayatana-appindicator (v0.5.94) notified users and developers of the library being deprecated.

This short post is to notify you, that with today's libayatana-appindicator v0.6.0 release [1] this deprecation warning has now been removed again. Another new feature (added to AppIndicator without ABI breakage) is tooltip support. The new package version has just been uploaded to Debian experimental. Please test if your application (if it gets linked against libayatana-appindicator) continues to work flawlessly. Thanks!

libayatana-appindicator will receive continued support until GTK-3 becomes end-of-life (because libayatana-appindicator has a baked-in GTK-3 dependency which should not be ported to GTK-4 imho). That said, in the future, GTK-3 applications can continue using libayatana-appindicator for sending AppIndicator-like icons and menus over DBus to KStatusNotifierItem-based system tray renderers.

If you are looking for an AppIndicator implementation for GTK-4 applications (or other), I'd like to encourage you to help making libayatana-appindicator-glib [2] a new standard (can be used in GTK and Qt applications alike, implementation is using pure Glib-2.0). Currently, there is only one renderer (ayatana-indicator-application), so more work needs to be done on the renderers' side. (One of the next work items here is to get AppIndicator-Glib support working in Lomiri's desktop/windowed mode).

[1] https://github.com/AyatanaIndicators/libayatana-appindicator/releases/ta...
[2] https://github.com/AyatanaIndicators/libayatana-appindicator-glib/

  •  

v12.0.0

11 Juni 2026 om 23:42

⚠️ Potential Breaking Changes

License Enforcement

Directus 12 introduces active license enforcement. Self-hosted instances run on the Core tier by default. Higher limits and additional features require a valid license. See Licensing for a complete overview.

This change affects instances previously using features that now require a license, including:

  • SSO — SSO login will no longer work. Users who authenticate through SSO will be unable to log in and must be converted to email and password users to regain access.
  • Custom permission rules — custom rules on access policies will be ignored.
  • Custom or self-hosted LLMs — connections to custom LLMs will no longer work.
  • AI Translations — AI-powered translations are not available.

Enforcement is immediate on new instances. Instances upgrading to Directus 12 get a 30-day grace period from the time of upgrade, after which these are enforced unless a license that enables them is configured.

If your instance uses any of these features, add a license that includes them to continue to do so. If your instance uses only Core tier features, no action is required.

Changed license to MSCL-1.0-GPL (#27417)

  • Breaking Change: Relicensed from BUSL-1.1 to MSCL-1.0-GPL (Monospace Sustainable Core License, Version 1.0).

Changed the default of IP_TRUST_PROXY from true to false to harden the default deployment against IP spoofing. (#27607)

  • The IP_TRUST_PROXY default was changed from true to false. If you run Directus behind a reverse proxy and rely on X-Forwarded-For (or similar) headers for client IP resolution, you must now explicitly set IP_TRUST_PROXY to true or a more specific trust configuration.

Fixed health check results not being shared in multi-instance settings. Restricted /server/health to authenticated users (#27160)

  • Health checks are cached by default and shared across multi-instance deployments
    • /server/health will return 404 for unauthenticated requests, use /server/ping for liveness checks
    • cache, rateLimiter and rateLimiterGlobal health checks have been replaced by a generic redis check using the redis: prefix

Introduced VERSION_KEY_ constants and renamed main to published @alvarosabu (#27397)*

  • Backward Compatibility: You can now use ?version=published to resolve versions of the main item(s) via the version query parameter. For backward compatibility, ?version=main will continue to work.

Replaced status field with archived boolean in collection settings @alvarosabu (#27397)

  • Backward Compatibility: Existing collections with string-based status fields continue to work unchanged; newly created collections now default to a boolean "Archived" field instead of the string "Status" field

Deprecated the VResizeable component @formfcw (#27437)

  • Deprecation for extensions: The globally registered VResizeable component has been deprecated. Extension authors using <v-resizeable> should migrate to @directus/vue-split-panel or their own implementation.

Updated type system, borders, and theme variables @formfcw (#27437)

  • Potential breaking change for theme extensions: headerShadow and sidebarShadow removed from LayoutConfig interface
  • Potential breaking change for theme extensions: boxShadow removed from header theme rules schema
  • Potential breaking change for theme extensions: sidebarShadow no longer exposed in layout wrapper state

Updated module navigation bar spacing and styling @HZooly (#27437)

  • Potential breaking change in theme extensions: Removed navigation.project.borderColor / navigation.project.borderWidth / navigation.project.background from theming. No action is required — these props will simply no longer have any effect.

Locked published items in versioned collections from editing and added a header action button to edit in the draft version @alvarosabu (#27397)

  • Breaking change — new behavior for versioned collections Published items in versioned collections are now locked. Edits must be made through the draft version.

Removed rounded buttons and adopted shared header action button across all views @formfcw (#27437)

  • Potential breaking change for extensions: The rounded prop has been removed from v-button. Extensions using rounded will still render correctly but buttons will appear as rounded rectangles instead of circles. No functional impact.

Updated header and navigation bar base design and merged their theme properties into a new shell scope @formfcw (#27437)

  • Potential breaking change for theme extensions: The theme properties navigation.background, navigation.backgroundAccent, navigation.borderWidth, navigation.borderColor, header.background, header.borderWidth, and header.borderColor have been removed and replaced by shell.background, shell.backgroundAccent, shell.borderWidth, and shell.borderColor.
  • Potential breaking change for theme extensions: Custom themes overriding any of these removed properties must migrate to the new shell scope. The corresponding CSS variables change from --theme--navigation--background, --theme--navigation--background-accent, --theme--navigation--border-*, --theme--header--background, and --theme--header--border-* to --theme--shell--background, --theme--shell--background-accent, and --theme--shell--border-*.

Removed the extra confirmation step from the publish flow @alvarosabu (#27487)

  • Breaking change — new publish flow: Publishing a version no longer shows an additional confirmation dialog after confirming changes in the comparison modal. The item is published directly once the changes are confirmed.

Updated sidebar styles @formfcw (#27437)

  • Potential breaking change for theme extensions: Removed section.toggle.borderWidth / section.toggle.borderColor in favor of section-level border tokens. No action is required — these props will simply no longer have any effect.
  • Potential breaking change for theme extensions: Removed sidebarShadow and headerShadow from defineLayout(). No action is required — these props will simply no longer have any effect.

Refactored focus ring from border/box-shadow to outline @formfcw (#27437)

  • Potential breaking change for theme extensions: borderColorFocus, boxShadowHover, and boxShadowFocus are removed from the theme schema — custom themes referencing these will lose their focus overrides silently
  • Potential breaking change for interface extensions that relied on --theme--form--field--input--border-color-focus or --theme--form--field--input--box-shadow-focus CSS variables will need to migrate to --theme--form--field--input--focus-ring-color

Updated header bar elements and deprecated the headline slot @formfcw (#27437)

  • Deprecation for extensions: The headline slot on the private view header bar has been deprecated. Existing content keeps rendering, but consumers using <template #headline> will now see a deprecation hint from Volar.

  • @directus/app

  • @directus/api

  • @directus/themes

    • Updated module navigation bar spacing and styling @HZooly (#27437 by @formfcw)

    • Updated header and navigation bar base design and merged their theme properties into a new shell scope @formfcw (#27437 by @formfcw)

    • Updated sidebar styles @formfcw (#27437 by @formfcw)

    • Refactored drawer header layout and simplified v-drawer API @formfcw (#27437 by @formfcw)

      :::notice

      • Deprecation for extensions: The globally registered v-breadcrumb component has been deprecated. Extensions using <v-breadcrumb> keep rendering but will see a deprecation hint from Volar.
      • Deprecation for extensions: On v-drawer, the subtitle prop (use the title prop instead), the subtitle slot, the header:append slot, and the actions:append slot have been deprecated. Existing usage keeps rendering — actions:append content lands in the secondary-actions zone, and for primary CTAs in the drawer header use the new actions:primary slot. Consumers will see deprecation hints from Volar.
      • Potential Breaking change for theme extensions: The theme properties header.headline.foreground and header.headline.fontFamily have been removed. Custom themes overriding these properties should remove them. The corresponding CSS variables --theme--header--headline--foreground and --theme--header--headline--font-family no longer exist.

      :::

  • @directus/types

    • Updated module navigation bar spacing and styling @HZooly (#27437 by @formfcw)

    • Updated header and navigation bar base design and merged their theme properties into a new shell scope @formfcw (#27437 by @formfcw)

    • Updated sidebar styles @formfcw (#27437 by @formfcw)

    • Refactored drawer header layout and simplified v-drawer API @formfcw (#27437 by @formfcw)

      :::notice

      • Deprecation for extensions: The globally registered v-breadcrumb component has been deprecated. Extensions using <v-breadcrumb> keep rendering but will see a deprecation hint from Volar.
      • Deprecation for extensions: On v-drawer, the subtitle prop (use the title prop instead), the subtitle slot, the header:append slot, and the actions:append slot have been deprecated. Existing usage keeps rendering — actions:append content lands in the secondary-actions zone, and for primary CTAs in the drawer header use the new actions:primary slot. Consumers will see deprecation hints from Volar.
      • Potential Breaking change for theme extensions: The theme properties header.headline.foreground and header.headline.fontFamily have been removed. Custom themes overriding these properties should remove them. The corresponding CSS variables --theme--header--headline--foreground and --theme--header--headline--font-family no longer exist.

      :::

  • @directus/extensions

  • @directus/extensions-registry

  • @directus/extensions-sdk

  • @directus/format-title

  • @directus/memory

  • @directus/pressure

  • @directus/release-notes-generator

  • @directus/update-check

  • @directus/validation

  • @directus/schema

  • @directus/schema-builder

  • @directus/specs

  • @directus/storage

  • @directus/storage-driver-cloudinary

  • @directus/storage-driver-supabase

  • @directus/storage-driver-azure

  • @directus/storage-driver-gcs

  • @directus/storage-driver-local

  • @directus/storage-driver-s3

  • @directus/stores

  • create-directus-extension

  • create-directus-project

  • @directus/env

    • Changed the default of IP_TRUST_PROXY from true to false to harden the default deployment against IP spoofing. (#27607 by @br41nslug)
  • @directus/sdk

    • Fixed the outdated updateExtension command and added missing deleteExtension and extension registry commands (#27314 by @kheiner)

      ::notice

      • updateExtension now accepts an id instead of bundle and name
        :::
    • Refactor sdk error to use class over object (#27417 by @ComfortablyCoding)

      :::warning
      Requests that fail will now throw a RequestError instead of returning a response with an error property.
      :::

✨ New Features & Improvements

  • @directus/app
    • Introduced VERSION_KEY_* constants and renamed main to published @alvarosabu (#27397 by @formfcw)

    • Added auto-save for version editing @alvarosabu (#27449 by @alvarosabu)

    • Fixed Image Editor save button to use split button @HZooly (#27437 by @formfcw)

    • Added split-menu slot to v-button and migrate primary header actions @formfcw (#27437 by @formfcw)

    • Added AI-powered translations to the translations interface, including glossary, style guide, and configurable default model settings derived from the enabled providers and allowed models. (#26940 by @bryantgillespie)

    • Added version support to getItemRoute and update all callers to preserve version context when navigating to items from layouts and interfaces @alvarosabu (#27397 by @formfcw)

    • Added behavior to auto-switch to the draft version on the first edit of published item @alvarosabu (#27507 by @alvarosabu)

    • Added Publish without Review action to the publish split menu with shortcut @alvarosabu (#27501 by @alvarosabu)

    • Updated Visual Editor header bar buttons @formfcw (#27437 by @formfcw)

    • Updated content route middleware to handle singleton collections and draft flow via route guards @alvarosabu (#27397 by @formfcw)

    • Replaced status field with archived boolean in collection settings @alvarosabu (#27397 by @formfcw)

    • Updated module bar buttons style @HZooly (#27437 by @formfcw)

    • Deprecated the VResizeable component @formfcw (#27437 by @formfcw)

    • Updated VChip component to appear as a pill in form field label, group accordion, group tabs, kanban, deployment status, extension item, marketplace extension list item, marketplace extension banner, and user popover @formfcw (#27462 by @formfcw)

    • Added tresjs shader background for public pages @alvarosabu (#27428 by @alvarosabu)

    • Updated type system, borders, and theme variables @formfcw (#27437 by @formfcw)

    • Rendered non-clickable version menu without directus_versions read access @alvarosabu (#27461 by @alvarosabu)

    • Added item-less draft creation flow for versioned collections @alvarosabu (#27397 by @formfcw)

    • Updated module navigation bar spacing and styling @HZooly (#27437 by @formfcw)

    • Updated Visual Editor popover/modal action buttons @formfcw (#27437 by @formfcw)

    • Updated UI for the Draft & Publish workflow @formfcw (#27437 by @formfcw)

    • Updated mobile appearance of drawer sidebar @formfcw (#27437 by @formfcw)

    • Moved Promote/Publish button to header actions @alvarosabu (#27397 by @formfcw)

    • Updated primary header actions to show label and replace outlined header action buttons @formfcw (#27437 by @formfcw)

    • Updated SearchInput component to match the new design @formfcw (#27437 by @formfcw)

    • Added MCP OAuth 2.1 authorization server. MCP clients (like Claude, Codex) can now authenticate via standard OAuth flow with PKCE instead of requiring a manually provisioned static token. Enable with MCP_OAUTH_ENABLED=true. Dynamic and client ID metadata registration were kept separately opt-in with MCP_OAUTH_DCR_ENABLED=true and MCP_OAUTH_CIMD_ENABLED=true. (#27069 by @hanneskuettner)

    • Refactored header bar action slots and reorganized CTAs @formfcw (#27437 by @formfcw)

      :::notice

      • Deprecation for extensions: The actions:append slot in the header bar has been deprecated in favor of the new actions:primary slot for primary CTAs. Existing actions:append usage keeps rendering in the secondary-actions zone, but consumers will now see a deprecation hint from Volar.

      :::

    • Added navigation logic on discarding item-less versions @alvarosabu (#27397 by @formfcw)

    • Put the sidebar into the content area @HZooly (#27437 by @formfcw)

    • Updated color system for VChip and VersionMenu components @formfcw (#27437 by @formfcw)

    • Updated content section spacing and drawer content spacing @HZooly (#27437 by @formfcw)

    • Extracted the card subheader into a reusable subheader component @HZooly (#27437 by @formfcw)

    • Added version select to collection page @alvarosabu (#27397 by @formfcw)

    • Updated sidebar styles @formfcw (#27437 by @formfcw)

    • Renamed "Promote" to "Publish" in version menu and disabled create version and published selection for item-less versions @alvarosabu (#27397 by @formfcw)

    • Added version query param guards on content-item route @alvarosabu (#27397 by @formfcw)

    • Improved bookmark flow @formfcw (#27450 by @formfcw)

    • Forwarded theme tokens and i18n strings from Studio to the visual-editing iframe @formfcw (#27469 by @formfcw)

    • Refactored focus ring from border/box-shadow to outline @formfcw (#27437 by @formfcw)

    • Introduced VersionChip component @formfcw (#27437 by @formfcw)

    • Updated theme preview component to match the new design @formfcw (#27437 by @formfcw)

    • Updated collab avatar indicator design @formfcw (#27437 by @formfcw)

    • Refactored drawer header layout and simplified v-drawer API @formfcw (#27437 by @formfcw)

      :::notice

      • Deprecation for extensions: The globally registered v-breadcrumb component has been deprecated. Extensions using <v-breadcrumb> keep rendering but will see a deprecation hint from Volar.
      • Deprecation for extensions: On v-drawer, the subtitle prop (use the title prop instead), the subtitle slot, the header:append slot, and the actions:append slot have been deprecated. Existing usage keeps rendering — actions:append content lands in the secondary-actions zone, and for primary CTAs in the drawer header use the new actions:primary slot. Consumers will see deprecation hints from Volar.
      • Potential Breaking change for theme extensions: The theme properties header.headline.foreground and header.headline.fontFamily have been removed. Custom themes overriding these properties should remove them. The corresponding CSS variables --theme--header--headline--foreground and --theme--header--headline--font-family no longer exist.

      :::

    • Updated header bar elements and deprecated the headline slot @formfcw (#27437 by @formfcw)

    • Ensured to switch to the draft version when visually editing an item of a versioned collection @formfcw (#27595 by @formfcw)

    • Extracted reusable ModuleBarButton component @formfcw (#27437 by @formfcw)

    • Moved client-validation to promote version workflow instead of save version @alvarosabu (#27397 by @formfcw)

    • Added Create New action to publish split menu with shortcut @alvarosabu (#27425 by @alvarosabu)

  • @directus/api
    • Introduced VERSION_KEY_* constants and renamed main to published @alvarosabu (#27397 by @formfcw)
    • Added auto-save for version editing @alvarosabu (#27449 by @alvarosabu)
    • Added AI-powered translations to the translations interface, including glossary, style guide, and configurable default model settings derived from the enabled providers and allowed models. (#26940 by @bryantgillespie)
    • Added Publish without Review action to the publish split menu with shortcut @alvarosabu (#27501 by @alvarosabu)
    • Added MCP OAuth 2.1 authorization server. MCP clients (like Claude, Codex) can now authenticate via standard OAuth flow with PKCE instead of requiring a manually provisioned static token. Enable with MCP_OAUTH_ENABLED=true. Dynamic and client ID metadata registration were kept separately opt-in with MCP_OAUTH_DCR_ENABLED=true and MCP_OAUTH_CIMD_ENABLED=true. (#27069 by @hanneskuettner)
    • Added JSON filtering, alias and sorting support (#26981 by @br41nslug)
    • Added support for item-less versions @Nitwel (#27397 by @formfcw)
    • Added support for the version query parameter in collections @Nitwel (#27397 by @formfcw)
    • Allow disabling the health check endpoint via HEALTHCHECK_ENABLED or selectively disabled checked services via HEALTHCHECK_SERVICES (#27160 by @ComfortablyCoding)
    • Improved AI assistant prompt caching support across providers. (#27545 by @bryantgillespie)
  • @directus/constants
  • @directus/env
    • Added auto-save for version editing @alvarosabu (#27449 by @alvarosabu)
    • Added MCP OAuth 2.1 authorization server. MCP clients (like Claude, Codex) can now authenticate via standard OAuth flow with PKCE instead of requiring a manually provisioned static token. Enable with MCP_OAUTH_ENABLED=true. Dynamic and client ID metadata registration were kept separately opt-in with MCP_OAUTH_DCR_ENABLED=true and MCP_OAUTH_CIMD_ENABLED=true. (#27069 by @hanneskuettner)
    • Allow disabling the health check endpoint via HEALTHCHECK_ENABLED or selectively disabled checked services via HEALTHCHECK_SERVICES (#27160 by @ComfortablyCoding)
  • @directus/system-data
    • Added auto-save for version editing @alvarosabu (#27449 by @alvarosabu)
    • Replaced status field with archived boolean in collection settings @alvarosabu (#27397 by @formfcw)
    • Added MCP OAuth 2.1 authorization server. MCP clients (like Claude, Codex) can now authenticate via standard OAuth flow with PKCE instead of requiring a manually provisioned static token. Enable with MCP_OAUTH_ENABLED=true. Dynamic and client ID metadata registration were kept separately opt-in with MCP_OAUTH_DCR_ENABLED=true and MCP_OAUTH_CIMD_ENABLED=true. (#27069 by @hanneskuettner)
    • Updated directus_oauth_* system collection visibility to match other system collections (#27682 by @hanneskuettner)
  • @directus/types
    • Added auto-save for version editing @alvarosabu (#27449 by @alvarosabu)
    • Updated type system, borders, and theme variables @formfcw (#27437 by @formfcw)
    • Added MCP OAuth 2.1 authorization server. MCP clients (like Claude, Codex) can now authenticate via standard OAuth flow with PKCE instead of requiring a manually provisioned static token. Enable with MCP_OAUTH_ENABLED=true. Dynamic and client ID metadata registration were kept separately opt-in with MCP_OAUTH_DCR_ENABLED=true and MCP_OAUTH_CIMD_ENABLED=true. (#27069 by @hanneskuettner)
    • Refactored focus ring from border/box-shadow to outline @formfcw (#27437 by @formfcw)
    • Added support for item-less versions @Nitwel (#27397 by @formfcw)
    • Added support for the version query parameter in collections @Nitwel (#27397 by @formfcw)
    • Fixed health check results not being shared in multi-instance settings. Restricted /server/health to authenticated users (#27160 by @ComfortablyCoding)
  • @directus/errors
  • @directus/composables
  • @directus/themes
  • @directus/utils
    • Added MCP OAuth 2.1 authorization server. MCP clients (like Claude, Codex) can now authenticate via standard OAuth flow with PKCE instead of requiring a manually provisioned static token. Enable with MCP_OAUTH_ENABLED=true. Dynamic and client ID metadata registration were kept separately opt-in with MCP_OAUTH_DCR_ENABLED=true and MCP_OAUTH_CIMD_ENABLED=true. (#27069 by @hanneskuettner)
  • @directus/sdk
  • @directus/specs
  • @directus/visual-editing
    • Redesigned the editable-element overlay with theming, RTL support and improved a11y @formfcw (#27469 by @formfcw)
  • @directus/memory

🐛 Bug Fixes & Optimizations

  • @directus/app
    • Added DIRECTUS_DOMAIN constant and replaced hardcoded directus.io to directus.com using the new constant (#27417 by @ComfortablyCoding)
    • Consolidated URLs and emails into shared constants (#27641 by @HZooly)
    • Limited mobile sidebar width so the overlay can be tapped to close it @HZooly (#27437 by @formfcw)
    • Bumped vue-tsc to 3.1.8 (#27437 by @formfcw)
    • Fixed tick rendering when count exceeds display limit in v-slider (#27644 by @HZooly)
    • Fixed icon alignment in v-divider component @HZooly (#27437 by @formfcw)
    • Fixed v-dialog returning focus to opener instead of an autofocused child on close @formfcw (#27464 by @formfcw)
    • Fixed flow handle button alignment in flow editor @HZooly (#27437 by @formfcw)
    • Shown "Import in background" checkbox only when a file is selected @HZooly (#27437 by @formfcw)
    • Fixed sidebar reopening at minimum size after being collapsed via drag handle @HZooly (#27437 by @formfcw)
    • Capped datepicker year to prevent invalid date (#27659 by @HZooly)
    • Bumped Vitest to 3.2.6 (#27686 by @br41nslug)
    • Fixed EXTENSIONS_PATH and EXTENSIONS_LOCATION env vars not being respected by the Vite dev server (#27642 by @HZooly)
    • Added notice on license page with oig link (#27661 by @robluton)
    • Fixed vue console warnings related to the comparison modal (#27538 by @formfcw)
    • Fixed bug on tooltip value when decimals is 0 in pie chart panel (#27356 by @Prateet-Github)
    • Fixed misaligned filter editor in search bar @formfcw (#27454 by @formfcw)
    • Added missing collection note translations for the directus_oauth_* system collections (#27682 by @hanneskuettner)
    • Changed back button behavior, always navigates one level up @HZooly (#27437 by @formfcw)
    • Fixed default favicon path to resolve against the instance root path instead of the site origin. (#27095 by @singhvishalkr)
    • Fixed repeater interface ignoring per-field translations and $t: keys on sub-field labels, and added a "Field Name Translations" section to the sub-field configuration UI (#27374 by @khanahmad4527)
    • Fixed search input not trimming whitespace, causing queries with leading or trailing spaces to return no results (#27359 by @khanahmad4527)
    • Added minor copy change to license onboarding and license key interface (#27651 by @robluton)
    • Fixed calendar layout toolbar responsiveness @HZooly (#27437 by @formfcw)
    • Updated license request links. (#27652 by @HZooly)
    • Fixed the error handling (try-catch) when saving a field in Directus Studio. (#27486 by @baguse)
    • Fixed items not being selectable in the collection drawer when the Kanban layout is used while the parent item is opened in a version context @alvarosabu (#27427 by @alvarosabu)
    • Fixed AI assistant "Clear conversation" not canceling in-flight requests, causing them to continue running in the background (#27646 by @levgiorg)
    • Added support for translatable flow names via the existing $t: prefix and translation strings, matching the field/collection label pattern. The flow name input in the flow editor now exposes the translation picker. (#27472 by @khanahmad4527)
    • Removed unsupported json filter function from the studio (#27669 by @sourav-18)
    • Fixed bookmark icon and color not showing in header @formfcw (#27437 by @formfcw)
    • Fixed UI freeze caused by WYSIWYG interface when its non-editable state toggles @formfcw (#27515 by @formfcw)
    • Fixed project setup silently ignoring invalid license keys (#27671 by @ComfortablyCoding)
  • @directus/api
  • @directus/constants
    • Added DIRECTUS_DOMAIN constant and replaced hardcoded directus.io to directus.com using the new constant (#27417 by @ComfortablyCoding)
    • Consolidated URLs and emails into shared constants (#27641 by @HZooly)
  • @directus/system-data
    • Added AI-powered translations to the translations interface, including glossary, style guide, and configurable default model settings derived from the enabled providers and allowed models. (#26940 by @bryantgillespie)
    • Updated the built-in OpenAI and Anthropic AI model lists to use the latest available API models. (#27602 by @hanneskuettner)
  • @directus/types
    • Added AI-powered translations to the translations interface, including glossary, style guide, and configurable default model settings derived from the enabled providers and allowed models. (#26940 by @bryantgillespie)
    • Added JSON filtering, alias and sorting support (#26981 by @br41nslug)
  • @directus/utils
  • @directus/sdk
    • Fixed health check results not being shared in multi-instance settings. Restricted /server/health to authenticated users (#27160 by @ComfortablyCoding)
    • Fixed SingletonCollections incorrectly including core schema collections (#27196 by @kheiner)
  • @directus/ai
    • Updated the built-in OpenAI and Anthropic AI model lists to use the latest available API models. (#27602 by @hanneskuettner)
  • @directus/release-notes-generator
    • Ignored private workspace packages when generating release notes (#27637 by @licitdev)

📦 Published Versions

  • @directus/app@16.0.0
  • @directus/api@36.0.0
  • @directus/ai@1.3.2
  • @directus/composables@11.5.0
  • @directus/constants@14.4.0
  • create-directus-extension@12.0.0
  • create-directus-project@13.0.0
  • @directus/env@6.0.0
  • @directus/errors@2.4.0
  • @directus/extensions@4.0.0
  • @directus/extensions-registry@4.0.0
  • @directus/extensions-sdk@18.0.0
  • @directus/format-title@13.0.0
  • @directus/memory@4.0.0
  • @directus/pressure@4.0.0
  • @directus/release-notes-generator@3.0.0
  • @directus/schema@14.0.0
  • @directus/schema-builder@1.0.0
  • @directus/specs@14.0.0
  • @directus/storage@13.0.0
  • @directus/storage-driver-azure@13.0.0
  • @directus/storage-driver-cloudinary@13.0.0
  • @directus/storage-driver-gcs@13.0.0
  • @directus/storage-driver-local@13.0.0
  • @directus/storage-driver-s3@13.0.0
  • @directus/storage-driver-supabase@4.0.0
  • @directus/stores@3.0.0
  • @directus/system-data@4.5.0
  • @directus/themes@2.0.0
  • @directus/types@16.0.0
  • @directus/update-check@14.0.0
  • @directus/utils@13.5.0
  • @directus/validation@3.0.0
  • @directus/visual-editing@2.1.0
  • @directus/sdk@22.0.0

  •  

Colin Watson: Free software activity in May 2026

10 Juni 2026 om 17:10

My Debian contributions this month were all sponsored by Freexian.

You can also support my work directly via Liberapay or GitHub Sponsors.

OpenSSH

I backported various security fixes from 10.3 to trixie, bookworm, bullseye, buster, and stretch. For trixie, I also backported several IPQoS fixes to line up with upstream’s traffic management settings and drop a rather hacky Debian-specific patch; this needed a quick follow-up fix.

I upgraded trixie-backports to 10.3.

I fixed openssh uses pidof but does not depend on procps.

PuTTY

I upgraded from 0.83 to 0.84.

Python packaging

New upstream versions:

  • bitstruct
  • ormar
  • pdm (fixing a build failure)
  • pydantic
  • pydantic-core
  • pydantic-settings
  • pyglet (fixing a build failure)
  • python-asyncssh
  • python-bitarray
  • python-btrees
  • python-build
  • python-certifi
  • python-charset-normalizer (fixing a build failure)
  • python-fakeredis (contributed supporting fix upstream)
  • python-holidays
  • python-jsonschema-path
  • python-memray (fixing a build failure and CVE-2026-32722)
  • python-openapi-schema-validator
  • python-pathable
  • python-persistent
  • python-pyftpdlib
  • python-pytest-run-parallel
  • sorl-thumbnail
  • twisted
  • zope.interface
  • zope.proxy

Other build/test failures:

Other bugs:

I updated python-treq upstream to stop vendoring multipart, now that the packaging issues with that have been sorted out.

Code reviews

Other bits and pieces

I contributed a debian-policy patch to fix several links related to build profiles.

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