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Distribution Release: Univention Corporate Server 5.2-6

16 Juni 2026 om 18:55
The DistroWatch news feed is brought to you by TUXEDO COMPUTERS. The Univention team have published a new version of the project's Debian-based Univention Corporate Server. The latest release updates handling of group mailboxes and makes it easier to identify objects in the management interface. "The latest patch-level release of Univention Corporate Server bundles all new features and improvements....
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Minecraft 26.2 (stable) Released

16 Juni 2026 om 14:03
26.2, the release of Chaos Cubed, is a game drop for Java Edition released on June 16, 2026. It focuses on the sulfur caves, a cave biome that is home to sulfur cubes, as well as the new sulfur and cinnabar blocks and their respective variants. This update also adds an experimental Vulkan renderer, and the friends list. Full changelog: https://minecraft.wiki/Java_Edition_26.2
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Firefox

16 Juni 2026 om 15:20

New

  • Firefox Settings features a brand-new look with streamlined organization, clearer groupings, and improved navigation for easier customization.

    Screenshot of the redesigned Firefox Settings

  • Video controls like play, pause, fullscreen, mute, and loop are now available in the context menu, even on sites like Instagram and TikTok where custom video players previously blocked access to them.

  • In Private Browsing windows, you can now temporarily disable tracker blocking for a tab if it's causing a site to break. When you reload a page where trackers were blocked, Firefox shows a message offering to reload without the stricter protections. All other tracking protections stay active.

    Screenshot of infobar offering to disable tracking protection

  • You can now mute your browser from the address bar: type "mute" (or "shush" or "sssh") and use the address bar quick action to silence every tab currently playing sound across all Firefox windows.

  • Improved support for more advanced cursor movement commands, including those relating to paragraph boundaries, on macOS.

  • On Windows and Linux, you can now copy links via the tab context menu by right-clicking a tab and selecting Share > Copy Link, making it easy to copy a link without switching to the tab first. When multiple tabs are selected, you can copy all selected links at once. Windows users still retain access to Microsoft sharing options from the Share menu.

  • A "Send tab" toolbar button is now available which can be added via More Tools > Customize Toolbar.

  • The following languages are now available for Translations:

    • Basque
    • Galician
  • Firefox builds in Croatian, English (UK), Georgian, Persian, Slovenian, Tajik, Tamil, Tibetan, Turkish, Welsh, and Xhosa now come with a built-in dictionary for the Firefox spellchecker.

Firefox Labs

  • Firefox now offers experimental support for the new JPEG XL image format, which generally provides better compression than WebP, JPEG, PNG, and GIF and is designed to supersede them. You can enable it from the Firefox Labs panel in Settings.

    Screenshot showing JPEG XL in Firefox Labs

Fixed

  • Fixed an issue where the Paste option could be missing from context menus when editing content on sites such as Squarespace, LinkedIn, and eBay.

  • Improved dragging images from Firefox to the desktop or Finder on macOS β€” images now save reliably and land where you drop them.

  • In multiple monitor situations, the About Firefox window now more reliably opens on the display with the most recently used Firefox window.

  • Fixed arrow-key text navigation and word selection commands that moved in the wrong direction in right-to-left text on macOS and Linux.

  • Various security fixes.

Changed

  • Site zooming via keyboard or mouse now offers more zoom levels in smaller increments than before.

  • When a PDF or other file that Firefox opens directly finishes downloading, it now opens in a background tab if you've switched tabs or closed the original page.

  • The Tabs from Other Devices panel in the sidebar now lets you open tabs in a new tab or a new container tab from the context menu.

Developer

Web Platform

  • Web Notifications can now have action buttons via the actions option. They appear as buttons below the notification text or in the Options list on macOS.

  • The field-sizing property is now available, allowing form controls to adjust in size to fit their contents.

  • Firefox now supports the WebAuthn Related Origin Request feature, which simplifies login flows by making Passkeys usable from multiple domains.

  • The Pointer Lock API now supports the unadjustedMovement option, allowing sites to receive raw mouse-movement data unaffected by OS-level acceleration.

Community Contributions

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Mike Gabriel: Ubuntu Touch development - 24.04-2.0 Beta and Meaning of Branching-Off

16 Juni 2026 om 13:14

The next Ubuntu Touch major release is approaching rapidly, yesterday we reached a major step in the preparation of the upcoming Ubuntu Touch 24.04-2.0 release: The branching-off (see below on what that is).

Ubuntu Touch 24.04-2.0 Beta is Now Available

Part of this development release step is the publication of the 24.04-2.0 Beta release images, for more details and information see:
https://ubports.com/blog/ubports-news-1/ubuntu-touch-24-04-2-0-beta-is-n...

And additionally, find below some background information on how we maintain various Ubuntu Touch releases in parallel via Git(Lab). In fact, the release model of Ubuntu Touch has partially been adopted from how we in Debian maintains our various Debian versions in parallel, only that in Ubuntu Touch we use Git(Lab) for maintaining the different package versions and not, like in Debian, the APT archive itself.

What does 'Branching-Off' Mean?

Last Saturday, in the UBports Q&A, I explained Ubuntu Touch's "branching-off", an aspect of the Ubuntu Touch release workflow based on Git(Lab). To make this accessible to even more people, here it comes as a write-up:

We host many Git repositories on GitLab, and our primary work is done on the main branches, which contain the bleeding-edge code. When a merge request is deemed critical for stable versions of Ubuntu Touch, we cherry-pick it into a release series branch.

Currently, we land our changes in the main branches and then cherry-pick them to the ubports/24.04.1.x branches. The 'branching off' process for the upcoming 24.04-2.x release means that our current main branches will be copied over to create new branches for this release cycle, namely ubports/24.04-2.x.

This has two major implications. First, any item that hasn't been translated by the time of the branch-off will not receive any more translation updates during the 24.04-2.x cycle. This is why it is crucial that translation work is completed before the branching-off.

Warning of Breaking Changes arriving soon in 26.04-1.x Daily Development UT Images

Second, looking ahead to the release after 24.04-2.x, we will be approaching 26.04-1.x. The OS base will change to Ubuntu 26.04 LTS, hopefully being ready for release to Ubuntu Touch users before the end of the year. We already have a list of features we want to land there. Because we plan to include various major changes, such as the switch from Mir 1 to Mir 2, new calendar and contacts backends, Qt6-based core apps and service components, etc., the likelihood of breaking changes at the beginning of the 26.04-1.x release cycle (which will become the next main branches' target) is very high.

The Ubuntu Touch 24.04-2.0 Release Schedule

The current release schedule is estimated to be:

25 May 2026 [done]
Platform stability freeze 24.04-2.x

25 May 2026 [done]
String freeze 24.04-2.x

15 June 2026 [done]
Branching-off (and unfreeze 26.04-1.x development), UT image release: 24.04-2.0 Beta

22 or 29 June 2026 [coming]
Final freeze for 24.04-2.x, UT image release: 24.04-2.0 RC

6 or 13 July 2026 [coming]
Release version 24.04-2.0

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Vincent Bernat: Building a Soviet Nail Factory: how KPIs killed efficiency

16 Juni 2026 om 08:26

Inβ€―2008, I landed my second job, in the network team at Orange Portails, the division behind the websites and search engine of the French telecom operator Orange. The place ran like clockwork: a comprehensive technical setup, a dedicated team for every part of the business, and room to focus on what I do best. A few years later, none of that mattered: thanks to an obsession with the numbers, we could no longer deliver new services on time.

Disclaimer

This is a story I like to tell to warn people about Goodhart’s law.1 As these events happened almost 15 years ago, my recollection is a bit fuzzy. I left in 2012.

The first years

During my first years, the department operated like a startup. Its cradle was the French company Echo. They built a search engine. France TΓ©lΓ©com bought it and renamed it Voila. It was the most visited search engine in France in the early 2000s. France TΓ©lΓ©com consolidated the portal activities into the Wanadoo Portails division, later renamed Orange Portails.

The technical environment was excellent. We had many internal tools:2 a ticket system, an RRD-based graphing tool, an IPAM, a reporting tool, and an SNMP-based alerting tool.3 We deployed our Linux servers with CFEngine. We installed systems and applications from internal Debian repositories. We documented everything in a private MediaWiki instance. Supervision was performed with an ancestor of Xymon. The network architecture was clean and scalable with little legacy. We onboarded new people in a day.

It was a nurturing environment for me. I developed several tools: lldpd, an 802.1AB implementation, Snimpy, a pythonic binding for Net-SNMP, Wiremaps, a layer-2 discovery tool with a time machine to know which device is connected where, KitΓ©rΕ‘, a tool to simulate network conditions, QCSS-3, a controller for load-balancers, and ipoo, a service available through a Jabber chatbot and a Greasemonkey script to expose IP-related information. I added SNMP support for Keepalived and Quagga. I also started this blog, with articles like β€œAnycast DNS,” TLS-related articles like β€œTLS computational DoS mitigation,” SNMP-related articles like β€œIntegration of Net-SNMP into an event loop,” Linux-related articles like β€œTuning Linux IPv4 route cache,” and an article about VXLAN long before it was cool.

The collapse

When we needed new servers, the on-site team would take a set from the inventory, install our base Linux distribution on them, put them in the datacenter, and cable them to the top-of-the-rack switches. We opened a ticket describing the servers we needed, and one week later, our servers were available. πŸ’«

Orange wanted to know if this team was performing well, so they asked for KPIs. They decided to use the number of tickets completed in a year. They asked to double this number. So instead of one ticket for a new service, we would open six ticketsβ€”one per server. By the end of the year, the KPIs had more than doubled.

Everybody saw it as a success for performance management. So, they asked to do the same for the next year. Now, we needed to open a ticket per server and per step. Again, the KPIs doubled. Behind the scenes, the tickets went to different people and were no longer handled in order. So, for the next year, it was decided to have meta-tickets and meetings to follow the progress of these tickets. Of course, all these extra steps pushed the KPI even higher.

This performance management method spread to the other teams.4 Everything became slower. Instead of a couple of weeks, a new service now took six months. We built a Soviet nail factory. But the KPIs were good, and we stopped caring.

Let me give you another example. We had to estimate the impact of each night operation. We weren’t half bad: we declared most operations β€œwithout any expected impact.” Most of the time, there was no impact. One time out of five, there was a 5-second impact. We were told to try harder to meet our expected impact. What did we do? We started declaring a 5-second expected impact. One day, we got a 30-second impact and were told we failed to match the expected impact. In the end, we declared most operations with a 10-minute expected impact, and we stopped caring: instead of carefully shifting traffic around, we allowed ourselves a 5-minute impact. And our KPIs were never better.

Graph showing the impact of night operations. Year after year, the impact tolerance has been increased. In the final year, the expected impact is 10 minutes, and all operations remain under this threshold. However, the impacts are much more significant than they were in the first year.
An artist's rendering of the evolution of impacts over the years.

KPIs are not bad, but they are easy to break. Use them carefully: let the people doing the work help choose the metrics, and tie those metrics to the quality of the serviceβ€”for example, with service level objectives. Otherwise, even dedicated people stop caring, game the system, and eventually quit. πŸ“Š


  1. Goodhart’s law often gets the credit, but Campbell’s law describes my experience even better: the more you lean on a number to make decisions, the faster people corrupt it. ↩

  2. At the time, SaaS was not really a thing. I remember we considered, with a couple of colleagues, selling Wiremaps as a SaaS, with homomorphic encryption for the database. But who would outsource their observability stack? ↩

  3. Snalert was a metacircular alerting tool in Perl. It was able to poll a very large number of SNMP targets in a short timespan. All our monitoring was SNMP-based, including system monitoring. ↩

  4. My team also managed the rules of many Linux-based firewalls. To increase our KPIs, we used the same method: rather than accepting one ticket with a flow matrix, we requested one ticket per flow. ↩

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American Truck Simulator: 1.60 Update Release

Door: David
16 Juni 2026 om 09:03

We're excited to announce that the 1.60 update for American Truck Simulator has officially been released and is now available on Steam!

Before we head to the news, we would like to thank everyone who took part in the Open Beta and reported any issues or provided general feedback on our forum. This makes it much easier for our team to fine-tune everything and helps ensure a smooth transition to the full update release.


Game Radio

With the 1.60 update, we are introducing Game Radio, a brand-new in-game radio system designed to make every drive feel more immersive and authentic. Rather than just playing music, Game Radio gives you five stations with their own distinct sounds, identities, and moods, each one built to shape the atmosphere of your journey in a different way.

Players can tune into Rust FM, Escape, PUMP IT!, Pop Gear, and Roadio, spanning guitar-driven rock and American roots music to electronic, pop, and lo-fi. Each station features carefully curated tracks, handpicked to hold up across many hours on the road. Escape is also a radio station designed to help content creators, and we are committed to doing our best to keep it stream-safe.

Game Radio also introduces a new in-game widget displaying station info, track titles, and artist names while driving. Players can customize widget behavior through the Widget Options menu (F6). This update also brings a range of improvements to the existing radio and music player systems.

Game Radio arrives with its musical foundation in place, with more planned for future updates. You can find out more information about Game Radio in our dedicated blog post.

Improved Material System

The Improved Material System significantly improves the lighting and visual quality of vehicle interiors in selected trucks. Its main focus is to enhance how interior materials react to light, which will result in a more readable, detailed, and visually pleasing cabin environment.

During the development of Project Road Trip, we implemented a wide range of visual and technical improvements. One of the most significant changes was a redesign of the materials used in vehicle interiors. As a result, it makes differences between materials such as leather, fabric, plastic, and metal far more apparent, even in low-light conditions. The new solution uses multiple variants of dynamic cubemaps, allowing all materials to reflect their surroundings more naturally and respond to ambient light in a more realistic way.

The entire system was designed from the start with the interiors of trucks in both games in mind, so the base games and their existing fleets will gradually benefit from these improvements as well. The first trucks to benefit from the Improved Material System in ATS are the Mack Anthem and the Western Star 49X. With future updates, we will gradually add this technology for other trucks across both games. You can read more about this feature here.

Light Tweaks

We have carried out minor adjustments to the global lighting, primarily focused on exposure and contrast balancing, along with subtle visual refinements for bad weather conditions. The work mainly consisted of smoothing out and polishing the overall visuals to achieve a more consistent and refined look.

Players' Company Paint Jobs

Players are now able to customize their trucks and trailers with a brand-new collection of company-themed paint jobs inspired by the selectable company identities available when creating a driver profile. These designs bring a more cohesive and professional visual style to your fleet while fitting naturally into the world of ATS.

One of the biggest focuses during development was ensuring that every paint job feels unique, depending on the type of trailer it is applied to. Rather than simply using one design across all trailer models, our teams carefully adapted each company's paint scheme to match the shapes and details of different trailer types. Whether you’re hauling cargo with a tanker, transporting materials in a dumper, or pulling a traditional box trailer, each variant features its own tailored details and layout. You can find out more in our blog here.

Kenworth TourAmerica Paint Jobs

We're also pleased to introduce the TourAmerica paint jobs for the Kenworth W900 and Kenworth T680 2022 as free content for all players. Inspired by the iconic TourAmerica T600 livery from the 1990s, this special design was recently reimagined by Kenworth as part of the Freedom 250 initiative, a nationwide celebration marking the 250th anniversary of the United States and honoring the legacy of American trucking. You can see more in our blog here.

Job Details Widget

Based on feedback from our #BestCommunityEver and upcoming widget designs, the Job Details Widget is introduced with the 1.60 update. Its primary purpose is to enable a new, more immediate, and concise way of displaying the relevant job info. Also, in response to community feedback, the GPS now displays the estimated arrival day and time, along with the remaining travel time and distance.

You can enable the Job Details Widget through the Widget Options menu (F6). The widget displays key job information, including cargo type and weight, delivery location, job income (colour-highlighted), and the remaining time to complete the job, so players will have this info available immediately without the necessity to pause the game. You can read more about the feature here.

Expanded Rest Mechanic

This new feature gives players greater control over their rest periods by allowing them to choose how long they want to sleep and exactly when they want to wake up, instead of being limited to a predefined rest duration.

Alongside this change, the Fatigue system is now split into two separate values: Rest State and Mandatory Break, each represented by its own icon in the UI.

The Rest State, symbolised by a bed icon, now gradually depletes rather than recovers over time. Extended periods of driving will steadily reduce the Rest State, while resting will restore it at a faster rate.

The Mandatory Break system, indicated by a "P" icon along with the remaining hours before a required stop, functions more strictly. In American Truck Simulator, drivers can stay on the road for up to 14 hours before they must take a mandatory break, requiring 10 consecutive hours of rest afterward. You can read more about this feature here.

Changelog:

Vehicles

  • Players' Company Paint Jobs
  • Kenworth TourAmerica Paint Jobs

Visual

  • Improved Material System
  • Light Tweaks

Sound

  • Game Radio

UI/UX

  • Job Details Widget
  • Expanded Rest Mechanic

We hope you are also excited to try out all the new features! Make sure to keep up to date with the future updates by following us on X/Twitter, Facebook, BlueSky, YouTube, and Instagram, and by subscribing to our newsletter! Until next time, happy haulin'!

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BSD Release: FreeBSD 15.1

16 Juni 2026 om 03:09
The DistroWatch news feed is brought to you by TUXEDO COMPUTERS. Colin Percival has announced the release of FreeBSD 15.1, the second release in FreeBSD's latest stable branch: "The FreeBSD Release Engineering team is pleased to announce the availability of FreeBSD 15.1-RELEASE. This is the second release of the stable/15 branch. Some of the highlights: the iwlwifi(4) and other....
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Tim Retout: In memoriam commit-email.py

16 Juni 2026 om 00:04

I have proposed the deletion of an obsolete script, but it makes me feel complicated feelings so I’m going to try and express those. This particular script was written in 2014, but the concept goes back much further – before git was invented.

When I started university in 2003, I seem to remember the computing society used to run tutorials for first-year students on how to use Apache Subversion for your group project – a vast upgrade on CVS (or worse, no version control at all). Back then, the idea of viewing your changesets in a web browser was relatively new – while it was possible to look at an SVN repository through a web UI, features were limited unless you installed something compicated like Trac.

Data flow when distributing commits via a mailing list Figure 1: Data flow when distributing commits via a mailing list

Perhaps because reading email on your desktop computer (I don’t think I could afford an IBM ThinkPad?) was the only vaguely real-time notification system available at the time (except I guess SMS, which cost 10p per text), a common pattern seemed to be to use a post-commit hook to send every single commit to a mailing list, named something like β€˜foo-commits’. Indeed, for a long time Fedora had an scm-commits list which appears to be a topic of recent discussion.

I can’t really explain why people wanted to have every commit sent to a mailing list except as a way of getting notified of activity – I can’t believe people would import raw patches from those lists, ala LKML, rather than run actual version control commands to fetch the new source directly. Maybe you’d have to go back to NNTP for this.

I do like the vendor-neutrality of the β€œeverything-as-text” approach, building on the open ecosystem of SMTP. But I doubt we’d see a widespread resurgence of commit lists now – most code hosting must allow anyone to subscribe to email notifications, I assume, and I don’t see a huge benefit in a mailing list archive of commit messages.

In the case of seL4, I’m even more confused about why this script was committed in 2014, shortly after the kernel was put on GitHub. I can only assume it was imported from previous infrastructure. I do know that the implementation is quite Python 2 heavy, with the conversion between unicode and bytes featuring heavily. So rather than risk breaking its logic with patching, I think it’s time to β€œthank it for its service” and let go.

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v1.7.4 - QR-Code Mobile Pairing, Files Sharing, All Mail View & Calendar Recurrence Editor

Door: rathlinus
15 Juni 2026 om 23:34

1.7.4 (2026-06-15)

Thank you for your donations:

One-time

  • Anonymous

Monthly

Features

  • Mail: New "All Mail" view across folders and accounts
  • Mail: Edit contact directly from the email viewer contact sidebar
  • Calendar: Recurrence editor, set-default calendar, and timezone-aware calendar queries
  • Calendar: Agenda plugin sidecar
  • Composer: Email display name support
  • Composer: Drag-and-drop recipient chips between To/CC/BCC fields, with the address shown in the drag preview
  • Composer: Avatars in recipient autocomplete suggestions, including directory users
  • Files: JMAP file/folder sharing in the Files app (#408)
  • Auth: QR-code SSO login and device pairing between webmail and the mobile app
  • Auth: Require re-authentication for device pairing and SSO
  • Accounts: Manage shared/group account settings from the Accounts page
  • Setup: Opt-in telemetry in the web setup wizard
  • Mail: Persist the email detail sidebar state

Fixes

  • Mail: Preserve line breaks in the generated text/plain alternative (#421)
  • Mail: Fix inconsistent threading of email messages in the inbox and folders
  • Mail: Stop draft emails from being marked as unread
  • Mail: Prevent wide email tables from rendering with rotated headers (#409)
  • Mail: Preserve the folder list when a mailbox refetch hits the concurrent-request limit
  • Mail: Correct dark-mode background-image inversion and height clipping in the email viewer
  • Calendar: Dedupe scheduling emails and use Stalwart-compatible calendar filters
  • Calendar: Redesign the custom recurrence editor to match the modal UI
  • Files: Don't send the connected-account key as the JMAP accountId when sharing files (#408)
  • Routing: Strip the build-time basePath from router.push redirects after login (#390)
  • Nav: Open recent contact emails at / instead of 404ing on /mail
  • Nav: Hide the Add App button when sidebarAppsEnabled is false
  • Settings: Move the "Plain Text Only" setting from Reading to Composing (#422)
  • Privacy: Make telemetry opt-in
  • UI: Fix the context menu being invisible on first right-click after page load
  • Admin: Remove the JMAP status from the admin dashboard
  • i18n: Add missing translation keys across 17 locales

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v0.16.9

16 Juni 2026 om 08:01

[0.16.9] - 2026-06-15

If you are upgrading from v0.16.x, replace the binary (or run docker pull). If you are upgrading from v0.15.x and below, please read the upgrading documentation for more information on how to upgrade from previous versions.

Added

  • ACME: Allow specifying a preferred certificate chain.

Changed

Fixed

  • JMAP: */changes methods leak ids of non-shared objects (reported by @5ud0er).
  • Sieve: Do not allow invalid certs in http_header function.
  • FoundationDB: Fix read version cache expiration logic.
  • MTA: Re-scheduling or editing a queued message reports success but persists nothing for recipients in a non-default virtual queue.
  • CardDAV: Version requests included in address-data are ignored.
  • ACME: Add freshness check when renewing certificates.
  • Autodiscover v2: Read email address from query parameters.
  • Sieve: Do not keep copies of redirected messages when keep is not specified.
  • Registry: Object ids are parsed as numbers.

Check binary attestation here

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SCS On The Road - Volvo Days 2026: Influencer Day

Door: Petr
15 Juni 2026 om 17:00

A new SCS On The Road episode has just arrived! Buckle up and join us as we take you along for the amazing Volvo Days: Influencer Day event, where we were invited by Volvo Construction Equipment.

After the last one two years ago, Volvo CE once again hosted its well-known Volvo Days event at their Customer Center in Eskilstuna, Sweden, showcasing its latest products to customers and the public.

This year, Volvo invited us to attend the event and also approached us to help connect them with content creators from our community to take part in the Influencer Day, held on May 28. Together, we joined fellow influencers such asΒ Gamekeepers_cz, TheNorthernAlex, Polmanzan, Iwona Blecharczyk,Β and others for a day that began with an amazing machine show and continued with hands-on experience operating Volvo CE equipment and Volvo trucks. Now, let's watch the episode!


We would like to extend a huge thank you to Volvo Construction Equipment and their staff for inviting us to this incredible event, providing great hospitality, and giving us the opportunity to experience their vast product line hands-on! You can find more information about the Volvo Days event here.

If you enjoyed this episode, make sure to show your appreciation by following Volvo CE onΒ Facebook, Instagram, YouTube, or LinkedIn.

And if you would like to transport some Volvo CE machines in our games, you can check out the Volvo Construction Equipment DLC for Euro Truck Simulator 2 here, and for American Truck Simulator here.

Also, don't forget to stay connected with all the latest news and upcoming episodes by following us on X/Twitter, Facebook, Instagram, Bluesky, TikTok, and YouTube, or by subscribing to our newsletter. Until next time, happy haulin'!

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Distribution Release: EasyOS 7.4

15 Juni 2026 om 13:49
The DistroWatch news feed is brought to you by TUXEDO COMPUTERS. Barry Kauler has announced the release of EasyOS 7.4. The new version focuses on polishing classic software options, providing X11 support, fixes for the ROX-filer file manager, and improving video playback by swapping out Celluloid for SMPlayer. "Version 7.4 is a 'milestone' release, consolidating EasyOS as supporting 'legacy'....
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Freexian Collaborators: Debian Contributions: Go default compatibility, Trimming build-essential, Python upstream engagement and more! (by Anupa Ann Joseph)

15 Juni 2026 om 02:00

Debian Contributions: 2026-05

Contributing to Debian is part of Freexian’s mission. This article covers the latest achievements of Freexian and their collaborators. All of this is made possible by organizations subscribing to our Long Term Support contracts and consulting services.

Go default compatibility, by Helmut Grohne

At the MiniDebConf Hamburg, Andrew Lee had prepared a talk on how Debian accidentally chooses Go compatibility. Helmut joined Tobias Quathammer and Andrew Lee in looking into the problem. Go has a compatibility system where modules declare a desired Go version to be compatible with. This influences various features such as whether RSA keys smaller than 1024 bits are accepted. Unfortunately, Debian’s way of building Go packages is unique in setting GO111MODULE=off, which practically implies a very old compatibility version that enables a number of insecure settings. Most Linux distributions use the default GO111MODULE=on and therefore consult a go.mod file that often declares a sensible version. While doing so is the way for Debian longer term, getting there involves major changes so we also sought a more short term workaround. We developed a patch to the Go compiler that would enable it to pick up a compatibility version from the environment. Tobias uploaded it to unstable. The next step is communicating the declared compatibility version from go.mod to the compiler via the new variable. Then, rebuilding the archive resolves the immediate symptoms. This does not save us from having to perform the larger transition to GO111MODULE=on, but this shortcut can be backported to trixie.

Trimming build-essential, by Helmut Grohne

One of the harder problems of the architecture cross bootstrap is correctly expressing the Build-Depends of glib during the toolchain bootstrap. It implicitly depends on build-essential, which happens to depend on libc6-dev. This poses a cycle. It applies even for cross building, because it is interpreted for the host architecture and that there is no way of satisfying this dependency during the toolchain bootstrap.

Given discussions at MiniDebConf Hamburg with Jochen Sprickerhof and others, a seemingly stupid idea evolved: Let’s delete build-essential. What looks insane on the surface might deserve a second look. Given how we moved away from C, C++ and autotools, what is in build-essential no longer is required by much of the archive. With the rise of debputy, debian/rules no longer has to be a makefile. While the task would be huge, those packages relevant to architecture bootstrap could explicitly support building without the implied dependency making their dependencies explicit. In a number of cases, this amounts to issuing a dependency on g++-for-host. This dependency requires the use of architecture-prefixed tools. Therefore, Helmut wrote a debhelper change that makes it always pass build tools to various build systems. This also enables more packages to honour environment variables such as CC and CXX.

Python upstream engagement, by Stefano Rivera

Stefano attended PyCon US (at personal expense) to improve upstream relations and ensure Debian’s voice is heard where it needs to be. On Friday there was a packaging summit (notes) with good discussion on the future of the wheel format, and some discussion of the new abi3t shared library format for free-threaded python.

In preparation for the event, Stefano did a complete review of the current patch stack.

Stefano’s primary goal was to get some of Debian’s patches merged during the sprints, and results were mixed. Some trivial patches (e.g. GH-150098, made progress and merged, but the most consequential patch Debian is carrying is still blocked. Stefano will continue to try to drive progress on this.

Miscellaneous contributions

  • Carles worked on po-debconf-manager: Reviewed Catalan translations for 6 packages, submitted 10 packages to maintainers, and removed 3 packages from po-debconf-manager.
  • Carles worked on check-relations: Continued improving the backend, including importing source package build dependencies to better support analysis of Debian blends. Added support for ignoring packages using regular expressions and source package names in response to user feedback. Used the tool to report 5 new bugs and followed up on previously reported issues.
  • Helmut sent a cross build patch on behalf of a customer.
  • Helmut uploaded debvm and guess_concurrency both featuring improved reproducibility and documentation.
  • Helmut continued maintaining rebootstrap and made it correctly handle binNMUs of gcc-defaults. Additionally, he poked at existing gcc patches giving answers, rebasing or closing them.
  • Helmut supported the video team in Hamburg mixing audio.
  • Helmut continued to report undeclared file conflicts of various kinds and corresponded with maintainers about them.
  • Antonio attended a debate during the Brazil Internet Forum about the impacts of the child protection regulation (ECA Digital) on free software operating systems.
  • Antonio worked on Debian CI to improve the system transparency for users. This included listing any pending jobs explicitly in the job lists for each package/architecture/suite page, as well as adding a queue status page that users can check for an estimate of test latency.
  • Antonio worked on several Debian CI maintenance tasks, including but not limited to some monitoring improvements, replacing usage of fonts-font-awesome with fonts-fork-awesome, and adding the ability in debci to configure a global notice (which is being used in Debian CI to point to the system status pages).
  • Antonio started doing some tests related to the change of default Debian CI backend from lxc to incus-lxc. This helped identify an omission in the creation of incus-lxc images. It was missing dpkg-dev, which caused a few packages that assumed its presence to fail. In the end, the incus-lxc backend will be fixed to include dpkg-dev by default in the image, but that uncovered an undeclared dependency in gem2deb (Ruby packaging helper) and in ruby-byebug, both already fixed in unstable.
  • Stefano did some minimal work on debian-reimbursements to get it working with current versions of django-allauth.
  • May included the discovery of several high-severity Linux kernel root exploits. Stefano updated kernels and rebooted debian.social infrastructure several times.
  • Stefano supported the Hamburg miniDebConf’s wafer website during the event, and set up an instance for the 2027 edition too.
  • Stefano supported the bursary team issuing bursaries for DebConf 26.
  • Stefano uploaded routine updates of python-pip, pystemmer, snowball-data, snowball (making up a mini, uncoordinated snowball transition), python-authlib, python-discovery, python-installer, python-mitogen, python-pipx, python-cachecontrol, platformdirs, and python-virtualenv.
  • Stefano fixed a small number of bugs in dh-python, culminating in the 7.20260524 upload.
  • Thorsten finally managed to upload a new upstream version of hplip. He also uploaded a new upstream version of epson-inkjet-printer-escpr. Last but not least with the help of other contributors he could fix bugs in lprng.
  • Lucas and Santiago contributed significantly to the DebConf 26 Content team; helping to organize the team, review and rate talk proposals.
  • Lucas also supported a packaging sprint held in India by rebuilding and publishing the latest results of the Ruby 3.4 transition effort.
  • Santiago continued contributing to the efforts to organize DebConf 26, especially supporting the local team with different tasks.
  • In collaboration with Emmanuel Arias, Santiago is mentoring Aryan Karamtoth, a GSoC participant that is working to introduce linux live-patching support in Debian. The GSoC project started in May, with community bonding and coding. Santiago reviewed a merge request to prepare the clang-extract package for debian. clang-extract is one of the building blocks that will help to extract specific functions from large C code, so only relevant code can be patched, without recompiling the whole original basecode.
  • Anupa assisted Jean-Pierre Giraud with the point release announcements for Debian 13.5 and Debian 12.14.
  • Colin backported various security fixes from OpenSSH 10.3 to all supported releases (including LTS and ELTS).
  • Colin backported IP quality-of-service fixes to OpenSSH in trixie. The situation there had been unsatisfactory for some time, and upstream reworked their QoS support in OpenSSH 10.1 in a way that typically produces much better results.
  • Colin imported new upstream versions of 26 Python packages, and fixed around 25 RC bugs for the Python team.
  •  

Dirk Eddelbuettel: rbenchmark 1.0.1 on CRAN: New(ly Adopted) Package!

15 Juni 2026 om 02:54

Quick note to share that rbenchmark is back on CRAN! The rbenchmark package makes it easy to benchmark (and compare) simple R expressions.

This package has been on CRAN for many years. At one point fourteen years ago it appeared to be rudderless so I offered help but things realigned. Now it was just tossed off CRAN, taking a number of packages depending on it with it (as shown in this CRANberries skeet listing a set of removed packages) so I offered again to help, and CRAN agreed. So here we are.

So far I just made a number of small β€˜editing’ changes, added CI support, and enable dbsr-universe coverage . I do not expect to change the package materially. So far the package has no NEWS file either so maybe glance at the ChangeLog at the git repo.

This post by Dirk Eddelbuettel originated on his Thinking inside the box blog. If you like this or other open-source work I do, you can sponsor me at GitHub. You can also sponsor my Tour de Shore 2026 ride in support of the Maywood Fine Arts Center.

  •  

DistroWatch Weekly, Issue 1177

15 Juni 2026 om 02:28
The DistroWatch news feed is brought to you by TUXEDO COMPUTERS. This week in DistroWatch Weekly:
Review: RakuOS 44 and TROMjaro 2026.05.08
News: Ubuntu MATE updates status of distribution, Asahi Linux fixes dual-boot issue with MacOS 27, Antergos gets new life, Arch Linux suffers repeat incidents in AUR repository
Questions and answers: Setting variables across multiple shells
Released last....
  •  

Part-DB 2.12.2

Door: jbtronics
14 Juni 2026 om 23:50

Important

This version contains security fixes, it is recommended to update to this version immediately.

Important

If you are using Part-DB it would be helpful if you fill out this short survey on your usage of Part-DB (Google Forms): https://forms.gle/Q15twx3YYq3qCNfe8

Part-DB 2.12.2

Security fixes

  • MEDIUM: Fixed XSS vulnerability in project BOM import
  • MEDIUM: Fixed XSS vulnerability in project BOM table

Bug fixes

  • Fixed invalid reference in api docs (PR #1403, @d-buchmann)
  • Fixed problem that sidebar hide state was not persisted over page reloads (PR #1404, @d-buchmann)
  • Do not log deprecations as the files can quickly get very large, old behavior can be reenabled via env setting. This might also give a small performance boost (fixes #1405)

Other changes

  • Updated KiCad symbols
  • Updated dependencies
  • Fixed deprecations

Full Changelog: v2.12.1...v2.12.2

  •  

Gunnar Wolf: Rey Ubu - Carro de Comedias, UNAM

13 Juni 2026 om 21:55

Today we went to see a theater play in UNAM’s Cultural Center, very near our home. No, not inside any of the theaters β€” in the square just between Sala NezahualcΓ³yotl, Foro Sor Juana and Sala Carlos ChΓ‘vez.. So, yes, not only we had fun, but we had fun for free!

Announcement

UNAM’s El Carro de Comedias is an itinerant theater company that often presents in this same spot (but you can see the stage is foldable, and they do have presentations elsewhere, of this same play even). I went with my family, and we enjoyed a very fun adaptation of this great play (written by teenager Alfred Jarry in 1894). One of those plays that could be inspired any day by current geopolitical events…

I know most of the people that happen to stumble upon my blog are not in Mexico City. But if you happen to be here, do consider going to their function. Check their schedule; being it an itinerating show, they can also be found at other places, but they are scheduled at the same place we saw them, every Saturday and Sunday until June 28, 11:00AM. They mentioned they will likely continue during August, but AFAICT it is not confirmed (or, at least, announced) yet.

Some pics, shot randomly by me throughout the play:

Announcement

First_call

Accordion

Mom

Announce

Plotting

Audience

Wenceslao

Attack

Grumpy

Ministers

Council

Message

Russian

Soldiers

All

End

  •  

Open House Prague 2026: Wrap Up

Door: David
14 Juni 2026 om 17:00

Two weeks ago, we had the pleasure of opening our doors to the public as part of the Open House Praha Festival, welcoming visitors to our headquarters in Prague. As a festival dedicated to architecture, urbanism, and exceptional spaces that are not normally accessible to the public, Open House Praha offers a unique opportunity to explore some of the city's most interesting buildings and interiors.

As the first tenant of the Roztyly Plaza office building in Chodov, awarded Building of the Year 2024, we were proud to take part in this event and share our workplace with visitors. Throughout the weekend, guests joined guided tours across our offices, discovering not only where we create our games but also the architectural and technological solutions that make this space unique.

Designed by Studio Perspektiv, our offices span several floors and are built around the concept of an adventurous journey through a microworld where nature and technology intertwine. During the tours, visitors learnt more about the architectural vision behind the interior design, as well as the technical aspects of the workspace, including its acoustic design, ventilation systems, and the solutions implemented to create a comfortable and inspiring environment for our teams.

Guests were also able to explore many of the facilities available to employees, including the fitness center, rooms dedicated to massages and meditation, spaces for board games, and even our own movie theater. One of the most striking features of the interior is the monumental red staircase known as Diamant, which connects all three floors of the company and serves as a central architectural element of the space.

Alongside the architectural and technical aspects of the offices, we were happy to share more about SCS Software, our projects, and the work that takes place within these spaces every day. It was a pleasure to meet so many visitors, answer their questions, and showcase the environment where our teams collaborate and create.

A big thank you goes out to everyone who stopped by, as well as to the organizers of Open House Praha for making this event possible. We truly enjoyed welcoming you to our offices and sharing this experience with you.

If you weren't able to visit us during Open House Praha, or would simply like to take another look around, you can explore our offices virtually through Google Street View.

Make sure to follow us on our social media channels X/Twitter, Facebook, Instagram, Bluesky, YouTube, or subscribe to our newsletter so you don't miss any news or behind-the-scenes.

  •  

Jonathan Dowland: HeroQuest

14 Juni 2026 om 11:31
_First Light_ box

First Light box

My youngest daughter and I recently started playing the tabletop game HeroQuest. Specifically, the recently-issued, cut-down variant HeroQuest: First Light. This is quite advanced for her age, and I'm a little surprised she's taken to it, but she's really loving it, It's pushed her to read bits of lore on cards and quest books that is way above her expected reading level, and we've been exercising her maths by adding up the gold we find on our quests and calculating what the heroes can buy with it in the store afterwards.

Originally from 1989, Hasbro re-issued HeroQuest in 2020. I read about it at the time but didn't buy it. I wasn't sure who I would play it with. It also seemed expensive to me. It probably wasn't unusually expensive in 2020, nor now, for the sheer volume of finely-sculpted miniatures included. I also knew I had the original game in the loft, and I wasn't that keen on buying something I already had, although untangling the contents from several similar boxed games would take me many hours, and I wasn't sure how much of the game I would find.

mix of old and new

mix of old and new

First Light was compelling because it is much, much cheaper than the full remake, so I was happy to take a punt. It's cheaper because it doesn't have any plastic monsters or furniture: instead cardboard cut-outs that stand up on plastic stands. For us, that is a significant drawback: 3D miniatures are much more immersive, But I can re-use the plastic miniatures I can find from the original game. First Light has a newly written adventure, better suited to beginners than the original game.

The re-issue(s) have new art and new model sculpts that look fantastic. They've changed anything which tied into Games Workshop's IP and I'm really happy about that. They've made an effort to add women, almost entirely absent from the original. I'm certain my daughter wouldn't have tried it otherwise.

  •  

Matthias Klumpp: Introducing pkgcli: A nicer command-line interface for PackageKit

14 Juni 2026 om 08:22

For almost two decades, the PackageKit package management abstraction layer has shipped with pkcon as its command-line client. pkcon does its job, but it was always kind of a β€œtesting” front-end for the PackageKit daemon rather than a tool designed for everyday use. The focus has instead been on the GUI tools, automatic system updates, GUI application managers and other front-ends. Its command names mirror the D-Bus API almost one-to-one (get-details, get-updates, get-depends), output is very plain, and there is no machine-readable mode for scripting. Most importantly though, there has been no development on it at all for almost a decade, so pkcon was stuck in its rudimentary state from that era.

Since a lot of changes will be coming to PackageKit, and testing the daemon and working with it from the command-line was not very pleasant anymore in 2025/2026, I decided to modernize the tool as part of my work as fellow for the Sovereign Tech Agency last year. pkgcli is the new command-line client for PackageKit. It is built from the ground up to be pleasant to use interactively and easy to drive from scripts.

Why a new tool?

Of course, instead of introducing a new tool, I could have just expanded pkcon instead. The problem with that approach is that the pkcon utility has been around for so long and its command-line API had ossified so much, that rather than changing it and potentially breaking a lot of scripts relying on its quirks, I decided to introduce a new tool instead. pkcon can still be optionally compiled for people who need it in their scripts and workflows.

The goals for pkgcli, and the features it now has are:

  • Human-friendly command names. Verbs that read the way you’d describe the task, instead of mirroring the D-Bus API 1:1: show, search, list-updates, what-provides, instead of get-details and friends.
  • Readable, colored output by default (still respecting NO_COLOR and degrading gracefully).
  • A real scripting mode. A global --json flag emits JSONL instead of fully human-readable output when possible, to make it easier to use the tool for scripting purposes.
  • Sensible defaults. A few defaults have been changed, such as the metadata cache-age, or automatic cleanup of unused dependencies being enabled by default. This is more in line with current defaults by other tools and frontends. We also print package information in a slightly different, more readable way.
  • Better handling of internationalized text. Text should now align properly in the terminal window, and we should no longer have completely chaotic text output on non-English locales (especially Chinese/Japanese).

Why not pkgctl?

Originally, this tool was called pkgctl, to match other common cross-distro tool names. However, that name was already taken by an Arch-specific distro development tool. When this issue was raised, we decided to just rename our tool to pkgcli with the next release, to avoid the name clash on Arch Linux.

Examples!

Here are some examples on how to use the new tool (some of which include the abridged output pkgcli prints).

Search for anything containing the string β€œeditor” in name or description, then look at the details of one result:

$ pkgcli search editor
Querying                  [β–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆ] 100%
β–£ ace-of-penguins 1.5~rc2-7.amd64 [debian-testing-main]
β–£ acorn-fdisk 3.0.6-14.amd64 [debian-testing-main]
β–£ ardour 1:9.2.0+ds-1.amd64 [debian-testing-main]
βœ” audacity 3.7.7+dfsg-1.amd64 [manual:debian-testing-main]
βœ” audacity-data 3.7.7+dfsg-1.all [auto:debian-testing-main]
β–£ augeas-tools 1.14.1-1.1.amd64 [debian-testing-main]
β–£ emacs 1:30.2+1-3.all [debian-testing-main]
β–£ gedit 48.1-9+b1.amd64 [debian-testing-main]
β–£ gedit-common 48.1-9.all [debian-testing-main]
β–£ gedit-dev 48.1-9+b1.amd64 [debian-testing-main]
[...]

$ pkgcli show nano
Package: nano
Version: 9.0-1
Summary: small, friendly text editor inspired by Pico
Description: GNU nano is an easy-to-use text editor originally designed as
 a replacement for Pico, the ncurses-based editor from the non-free mailer
 package Pine.
[...]
URL: https://www.nano-editor.org/
Group: publishing
Installed Size: 2.9 MB
Download Size: 646.0 KB

Search only within package names rather than descriptions:

$ pkgcli search name python3

Check for updates. refresh updates the metadata, then list-updates reports what’s available:

$ pkgcli refresh && pkgcli list-updates
Loading cache            [β–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆβ–ˆ] 100%
β–² cme 1.048-1.all [debian-testing-main]
β–² gir1.2-gdm-1.0 50.1-2.amd64 [debian-testing-main]
β–² imagemagick 8:7.1.2.24+dfsg1-1.amd64 [debian-testing-main]
β–² imagemagick-7-common 8:7.1.2.24+dfsg1-1.all [debian-testing-main]
β–² imagemagick-7.q16 8:7.1.2.24+dfsg1-1.amd64 [debian-testing-main]
β–² libdlrestrictions1 0.22.0.amd64 [debian-testing-main]
β–² libfftw3-bin 3.3.11-1.amd64 [debian-testing-main]
β–² libfftw3-dev 3.3.11-1.amd64 [debian-testing-main]

Explore relationships between packages:

$ pkgcli list-depends inkscape  # list what inkscape depends on
$ pkgcli list-requiring libappstream5  # list what requires libappstream5

Find the package that provides a capability, here the AV1 GStreamer decoder:

$ pkgcli what-provides "gstreamer1(decoder-video/x-av1)"
βœ” gstreamer1.0-plugins-bad 1.28.3-1.amd64 [auto:debian-testing-main]

You can also have JSON output for most commands! Attach --json to any query and pipe the result straight into jq. Each line is a self-contained JSON object:

$ pkgcli --json list-updates | jq -r '.name'
cme
gir1.2-gdm-1.0
imagemagick
imagemagick-7-common
imagemagick-7.q16
libdlrestrictions1
libfftw3-bin
libfftw3-dev
libfftw3-double3

Try it

pkgcli is built by default alongside the rest of PackageKit since PackageKit 1.3.4. If your distribution ships a recent enough PackageKit, it should already be on your PATH. You can read its man page man pkgcli for more information. Feedback, bug reports, and patches are very welcome.

  •  

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.Β 

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.Β 

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.Β 

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."Β 

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'!

  •  

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

  •  

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....
  •  

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

  •  

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/

  •  

v12.0.2

12 Juni 2026 om 21:33

✨ New Features & Improvements

  • create-directus-extension

πŸ› Bug Fixes & Optimizations

πŸ“¦ Published Versions

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

  •  
❌