Apple Upgrade launches in the United States


VIENNA, Austria β July 28, 2026 β Enterprise software provider Proxmox Server Solutions today announced a collaboration with NVIDIA to enhance the infrastructure layer of the modern AI-factory. By integrating the proven reliability of Proxmox Virtual Environment (Proxmox VE) with NVIDIA Mission Controlβ’, enterprises can deploy a highly resilient, virtualized management plane designed to power the worldβs most advanced AI workloads running on NVIDIA accelerated infrastructure, including the NVIDIA Blackwell and NVIDIA Vera Rubin platforms.Β
As generative AI moves into large-scale production, the AI factory requires a seamless transition from raw hardware to orchestrated, consumable resources. NVIDIA Mission Control streamlines this entire lifecycle, from developer workload scheduling and orchestration to autonomous recovery. Proxmox VE serves as the critical virtualization layer beneath this ecosystem, providing the stable, highly available substrate for hosting the management services that drive NVIDIA Mission Controlβs intelligence.
A key pillar of this collaboration is the optimization of Proxmox VE for NVIDIAβs frontier silicon. Proxmox VE is being engineered specifically to support the bring-up of NVIDIA Grace and NVIDIA Vera CPU architectures, ensuring seamless deployment of advanced hardware in the modern AI data center.
The synergy between Proxmox VE and NVIDIA Mission Control creates an βalways-onβ environment for AI innovation. While NVIDIA Mission Control provides the advanced management intelligence for the AI-factory, Proxmox VE delivers the underlying, mission-critical resilience. Through native clustering and live-migration capabilities, Proxmox VE ensures that the software services governing the AI-factory remain operational and scalable, maximizing the total ROI of the entire NVIDIA-powered AI-factory.
"Proxmox VE delivers proven, mission-critical reliability for the most demanding workloads- whether in AI-factory pipelines, regulated industries, sovereign clouds, " said Tim Marx, COO of Proxmox. "By joining the NVIDIA Mission Control ecosystem, we are offering enterprises the structural reliability needed to run, protect, and scale their most valuable AI workloads, working alongside one of the industryβs most essential partner for the AI era."
###
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 companyβs 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:Β Daniela HΓ€sler, Proxmox Server Solutions GmbH
there is a discord server with an @everyone in case of future important updates, such as vulnerabilities (most recently 2026-07-27)
the FTP-server (default-disabled) would allow uploading to any folder that the copyparty process had permission to write to, but with certain limitations; see GHSA-phv8-wgjp-g4p9
th-covers: no (volflag or global) 856fadaxbr / xar did not include old/new abspath as parameters; now they do c122e10xiu crashed if the fork-flag was set (thx @stackxp!) aa86235xau without json-flag would be given the wark (file hash) instead of the abspath bae77b9?v) inside shares 6a9437bxbu hooks 9912a95ffmpeg-headless instead of ffmpeg-full (thx @nyakase!) fface52| download link | is it good? | description |
|---|---|---|
| copyparty-sfx.py | β the best π | runs anywhere! only needs python |
| copyparty-en.py | β also good | same but english-only, no i18n |
| a docker image | it's ok | good if you prefer docker π |
| copyparty.exe | β οΈ acceptable | for win8 or later; built-in thumbnailer |
| u2c.exe | β οΈ acceptable | CLI uploader as a win7+ exe (video) |
| copyparty.pyz | β οΈ acceptable | similar to the regular sfx, mostly worse |
| copyparty-en.pyz | β οΈ acceptable | english-only, no smb-server |
| copyparty32.exe | βοΈ dangerous | for win7 -- never expose to the internet! |
| cpp-winpe64.exe | βοΈ dangerous | runs on 64bit WinPE, otherwise useless |
| bootable usb | β(οΎβοΎ)β | a surprisingly useful joke (x86_64) |
Warning
After upgrade, you need to run php bin/console doctrine:migrations:migrate (or equivalent) as webserver user after upgrade.. If you are running a docker container, use sudo docker exec --user=www-data partdb php bin/console doctrine:migrations:migrate, or sudo -E inside the docker container, to ensure that the migrations are applied to the correct database.
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
Full Changelog: v2.13.4...v2.14.0
Docker images have been built and pushed:
Docker Hub:
alexta69/metube:latestalexta69/metube:2026.07.27GitHub Container Registry:
ghcr.io/alexta69/metube:latestghcr.io/alexta69/metube:2026.07.27
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.
Email/copy should return alreadyExists when copying a message to a mailbox that already contains it.Email/copy with onSuccessDestroyOriginal destroys the copy's creation id instead of the source Email id.CalendarEvent/set does not generate a uid on create when the client omits it.CalendarEvent/set does not refresh the updated property (iCalendar DTSTAMP) on create or update.EmailSubmission/set rejects valid recipients whose domain is itself a public suffix (e.g. gov.in, co.uk).notRequest when a method name contains a JSON-escaped solidus (e.g. Core\/echo)./.well-known/mta-sts.txt.SysApiKeyCreate or SysApiKeyUpdate permissions can regain its own account's full rights.EC PRIVATE KEY) format, or with a leading byte-order mark.encryptOnAppend.quick-cache shard, causing constant database rebuilds.#certificate-...) fail to resolve on defaultCertificateId, defaultAdminRoleIds, listenerIds and publicKey.reindex drops calendar and contact index tasks for accounts with fewer than a full batch of items.--import when the target already contains data in the key range being imported.
Hi,
The OpenWrt community is proud to announce the newest stable release of the OpenWrt 24.10 stable series.
This release fixes many security issues, several of them remotely triggerable in network services that are enabled by default. We strongly recommend everyone to upgrade.
The OpenWrt 24.10 series is in security maintenance (only security problems are fixed), with end of life (EoL) projected for September 2026. We recommend migrating to OpenWrt 25.12 before then.
Download firmware images using the OpenWrt Firmware Selector:
Download firmware images directly from our download servers:
Only the main changes are listed below. See changelog-24.10.8 for the full changelog.
This release fixes several remotely triggerable vulnerabilities in core network
services that are enabled by default. Updating is strongly recommended.
uh_urldecode(), an off-by-one out-of-bounds read in uh_b64decode(), constant-time password comparison and stricter handling of $p$ crypt-hash entries in the authentication realm.file plugin matched ACL grants against the textual path but then followed symlinks unchecked, so a symlink inside an ACL-covered directory let a limited account read or write arbitrary root-owned files. The path is now re-resolved and re-authorized for every operation that dereferences the final component./etc/shadow).lookup_host, dns_server and the section name to system() as an unquoted shell string, so anyone able to write DDNS configuration could execute commands as root. The invocations now use the array form of system().smbd in general rather than only smbd -V, allowing read-only accounts to run arbitrary commands as root./proc paths that are symlinks (such as /proc/mounts) keep working.handle_send_a() allowed an unauthenticated attacker on the local segment to crash the daemon with a single crafted packet.scp client overwrite unexpected local files (missing OpenSSH patch). Note the accompanying upstream behaviour change: scp -r is now rejected when the target directory already exists.scp did not clear setuid/setgid bits on received files.authorized_keys forced_command option when dropbear runs with -t; authorized_keys is now opened non-blocking (local denial of service via special files); and a close() on a file descriptor obtained from an out-of-bounds read was fixed.iconv) and CVE-2026-40200 (stack corruption in qsort with sufficiently large inputs).In addition, the packages feed shipped with this release moved a number of
optional packages to newer upstream versions that contain security fixes, among
them curl (8.12.1 to 8.19.0), expat (2.7.4 to 2.8.2), BIND (9.20.23 to 9.20.26),
PHP 8 (8.3.29 to 8.3.32), Tor (0.4.8.22 to 0.4.9.10), unbound (1.24.2 to 1.25.1),
lighttpd (1.4.82 to 1.4.85), haproxy (3.0.19 to 3.0.25) and rsync (3.4.2 to 3.4.3).
collectd also received a fix for a use-after-free in the ping plugin. These
packages are not part of the default images β you have to update the installed
packages on your device to receive them.
Beyond the issues listed above, this release fixes a number of further security
and robustness problems in odhcpd, odhcp6c, rpcd and uhttpd for which no CVE
number or dedicated advisory was assigned. We strongly recommend upgrading to
the latest OpenWrt release and installing all available package updates.
No new devices were added in this security maintenance release.
Device fixes:
/tmp, so it is lost on reboot. The location can be changed in /etc/profile.d/busybox-history-file.sh.Sysupgrade can be used to upgrade a device from 23.05 to 24.10, and configuration will be preserved in most cases.
For for upgrades inside the OpenWrt 24.10 stable series for example from a OpenWrt 24.10 release candidate Attended Sysupgrade is supported in addition which allows preserving the installed packages too.
Sysupgrade from 22.03 to 24.10 is not officially supported.
There is no configuration migration path for users of the ipq806x target for Qualcomm Atheros IPQ806X SoCs because it switched to DSA. You have to upgrade without saving the configuration.
''Image version mismatch. image 1.1 device 1.0 Please wipe config during upgrade (force required) or reinstall. Config cannot be migrated from swconfig to DSA Image check failed''
User of the Linksys E8450 aka. Belkin RT3200 running OpenWrt 23.05 or earlier will need to run installer version v1.1.3 or later in order to reorganize the UBI layout for the 24.10 release. A detailed description is in the OpenWrt wiki. Updating without using the installer will break the device. Sysupgrade will show a warning before doing an incompatible upgrade.
Users of the Xiaomi AX3200 aka. Redmi AX6S running OpenWrt 23.05 or earlier have to follow a special upgrade procedure described in the wiki. This will increase the flash memory available for OpenWrt. Updating without following the guide in the wiki break the device. Sysupgrade will show a warning before doing an incompatible upgrade.
Users of Zyxel GS1900 series switches running OpenWrt 23.05 or earlier have to perform a new factory install with the initramfs image due to a changed partition layout. Sysupgrade will show a warning before doing an incompatible upgrade and is not possible. After upgrading, the config file /etc/config/system should not be restored from a backup, as this will overwrite the new compat_version value.
Users of scp from the dropbear package: recursive copies (scp -r) into an already existing target directory are now rejected. This is an intentional upstream change that comes with the fix for CVE-2019-6111. Use rsync or copy into a non-existing directory instead.
Full release notes and upgrade instructions are available at
https://openwrt.org/releases/24.10/notes-24.10.8
In particular, make sure to read the regressions and known issues before upgrading:
https://openwrt.org/releases/24.10/notes-24.10.8#known_issues
For a detailed list of all changes since 24.10.7, refer to
https://openwrt.org/releases/24.10/changelog-24.10.8
To download the 24.10.8 images, navigate to:
https://downloads.openwrt.org/releases/24.10.8/targets/
Use OpenWrt Firmware Selector to download:
https://firmware-selector.openwrt.org?version=24.10.8
As always, a big thank you goes to all our active package maintainers, testers, documenters and supporters.
Have fun!
The OpenWrt Community
To stay informed of new OpenWrt releases and security advisories, there
are new channels available:
a low-volume mailing list for important announcements:
https://lists.openwrt.org/mailman/listinfo/openwrt-announce
a dedicated "announcements" section in the forum:
https://forum.openwrt.org/c/announcements/14
other announcement channels (such as RSS feeds) might be added in the
future, they will be listed at https://openwrt.org/contact
Important
The NVIDIA SDK was updated to version 13 in this release. This means that the minimum supported driver version is now 570. If you experience any issues with NVENC, please ensure that your GPU driver version is fully up to date.
OBS-Studio-32.2.1-Sources.tar.gz: 6a2532b1094bc51bc2fdeb1068d5c19cfe04216191a5b35c8707625401a80bf4
OBS-Studio-32.2.1-Ubuntu-24.04-x86_64-dbsym.ddeb: 7fd2a7f043658ce9504f9d31ec5af45067fdfd49d41717897f3d60123259809d
OBS-Studio-32.2.1-Ubuntu-24.04-x86_64.deb: f3ce385c9157a33db7219953dc672ae566aefe4d1ac1417fff1e2114de3316b5
OBS-Studio-32.2.1-Ubuntu-26.04-x86_64-dbsym.ddeb: 27c9a45baf6679f7f992e2f61c906cef4712172ecfc2b1eb0a28b46483024687
OBS-Studio-32.2.1-Ubuntu-26.04-x86_64.deb: 9411b2eb1cd64c0e4f442f017e482689cc59795d352c6c120356c7364c8c13be
OBS-Studio-32.2.1-Windows-arm64-PDBs.zip: 48f44ca5cb15be42179d3d2eaf6e2a68b38f9a8ac32c1482bea8661f4c8c2f73
OBS-Studio-32.2.1-Windows-arm64.zip: 53f6bca41dc59153f30a9fca69a2a9ae1be6086cc8c592dca178cd80c59c7ab9
OBS-Studio-32.2.1-Windows-x64-Installer.exe: bbb95e52b96ad9b7ccd5abd13121379d29774d6cc5fdbef82ffa249e8a24a289
OBS-Studio-32.2.1-Windows-x64-PDBs.zip: e6dcf4a06b4457cd54006b2a602202095482ccd1cb82e455da6a57ef97fd124f
OBS-Studio-32.2.1-Windows-x64.zip: db64a2934f8261f85b1410b84be011207a0afda5400d008289f1f1e211bcc7de
OBS-Studio-32.2.1-macOS-Apple-dSYMs.tar.xz: 635d5cbf8971ddb512c367d18f32773e44db5f612e08735b7f5e953f28e28422
OBS-Studio-32.2.1-macOS-Apple.dmg: 6120c995614be17ecd0ee0877514a88b121249e6261cde46d1440b87d7ffd70c
OBS-Studio-32.2.1-macOS-Intel-dSYMs.tar.xz: c90a80e6e8bc503dfd9314e599743b922d7593c16a258defe0b959077d0d0cda
OBS-Studio-32.2.1-macOS-Intel.dmg: 6900a7a6d4422956114cac3c148d871307fdb0530160c2cbb4e97f624c9f85a5
In the 1.60 update, we have introduced the Improved Material System for selected trucks for both Euro Truck Simulator 2 and American Truck Simulator. And today, we bring you a look behind the scenes at how this feature came to life!
The two main people working on this feature are our colleagues Daniel and Martin, who were and still are implementing the system for trucks in both games, and also for cars in the upcoming Road Trip project for American Truck Simulator.
"I've been working at SCS Software for over thirteen years. I started as a 3D Generalist, then worked as a 3D Vehicle Artist and Vehicle Team Lead. Today, my role is the Vehicle Technical Leader.
My work bridges the gap between the graphical and technical aspects of development. I collaborate with programmers to implement vehicle features into the engine, while also helping artists establish efficient workflows. I also design new tools and technical improvements.
My task on the improved material system was to identify the problem, propose a solution, and collaborate with programmers on its implementation into the engine. Next, we needed to set up a practical workflow for the vehicle team so that the system could be used consistently across other vehicles. The programmers created the necessary support in the engine and shaders. The graphic designers then converted and fine-tuned the materials for specific trucks."
"I work as a Senior 3D Graphic Designer specializing in vehicles. I also worked as Head of Content for the Road Trip project. I participated in selecting the vehicles and their specific variants, handled research and pre-production, provided expert consultation, and subsequently worked on the actual creation of the vehicles. I also helped Dan fine-tune changes to the material system.
Cars have been a long-standing passion of mine, especially sports cars and classic cars - particularly American ones. Thanks to this, I was able to bring my own experience and knowledge of American automotive culture, history, and the technical development of individual models to the project.
My main task was the 1967 Ford Mustang and everything related to its visual and content preparation. I was involved in selecting the specific car and its variant, conducting research, gathering references, consulting during data collection, and the actual creation of the model and materials.
During the development of the new material system, I prepared and fine-tuned the individual surfaces on the Mustang. Together with Dan, we used this car to verify how the new technical solution behaved in practice and which values provided the most accurate results."
How did this project start?
"Development began while we were working on the Road Trip project. The interiors of passenger cars are smaller and darker than those of trucks, so the shortcomings of the original system were more noticeable in them.
Aside from direct light, the original system had no way to render light within the interiors. In the real world, a large portion of the visuals consists of so-called indirect, or reflected light (GI). However, the game did not work with this concept at all and was not designed for it. We knew we needed to change this somehow.
The second problem was that the interiors of the trucks contain many different materials, such as fabric, leather, plastic, painted surfaces, metal, and glass. The original system was unable to render them accurately, especially under indirect lighting; everything looked very flat.
"Road Trip provided us with a suitable, isolated environment for development and testing. From the start, however, we designed the system so that it could also be used for trucks," says Daniel.
What did you have to do before actually starting to implement the improved system?
"We needed to map out the actual vehicles and the materials used in their interior in detail through extensive research. I studied magazines, photographs, available documentation, and individual trim levels. While gathering data, we had the opportunity to see the specific car in person, speak with its owner, and document its construction and appearance in detail.
It wasn't enough to simply determine that a certain part of the interior was made of, for example, plastic, leather, or metal. We also had to examine the surface texture, the degree of gloss, the way the material reflects light, its wear and tear, the color shade, and the differences between individual parts.
This research laid the foundation upon which we could later assess whether the materials in the game corresponded to the actual vehicle," Martin told us.
"We also had to decide which direction to take. One of the key requirements was maintaining performance, so we looked for approaches that didn't require complex computational operations and sought techniques that would achieve good results with minimal changes to computational complexity. I believe the result of our efforts is a noticeable improvement in graphics with minimal impact on performance," Daniel shared with us.
How did the process of bringing the new system into the game look?
"We needed to implement changes to the engine regarding how the game loads and handles reflective textures. A reflective texture is essentially a cube where each face shows a reflection in a different direction relative to the player. Using it is significantly more efficient than calculating actual light reflections using ray tracing. We made several changes to the code to gain direct access to individual mipmaps. A mipmap is a scaled-down copy of the original image, typically used when a textured object is farther away from the player to eliminate unappealing texture aliasing. In our specific case, however, a lower resolution automatically results in a softer reflection, which can be used for materials that do not have a 100% glossy surface but rather a physically rougher surface, causing the reflection on the material to be more diffuse.
This way, we created several different levels of reflection smoothness, ranging from perfectly glossy surfaces like chrome, through smoother reflections such as those found on leather seat materials, to rough, nearly non-reflective materials like fabrics, where one side of the reflection cube is only 2x2px. In our case, it replaces the Iradience map, which means it primarily serves to project the surrounding light palette onto the given material (color cast). The game was already calculating the mipmaps themselves, which means this change costs us practically nothing in terms of performance - and that is the main reason we decided to use this approach.
Along with the material changes, we also needed to rebalance the contrast and lighting throughout the game to eliminate extremely dark areas and achieve a more realistic sense of lighting.
Unlike the original solution, where reflective textures were used only for highly reflective materials, particularly metals, the revised system applies a reflective texture to every single material in the vehicle's interior. However, they differ in how strongly the reflection is visible in the final image and in the softness of the reflection applied. This ensures that even less reflective materials - especially plastics - convey a sense of reflected light, color cast, and improved contrast, particularly in shaded areas of the interior. Players will now notice that the entire interior actually reacts to the truck's surroundings; for example, when driving past trees, the part of the interior near the windows takes on a subtle green tint. This makes the game feel much more realistic than before, even without the computationally expensive global illumination (GI) calculation.
Once the technology was ready, we needed to determine how to adjust the individual materials under the new conditions. Since each material now includes a reflective component, we had to completely rebalance all the settings for each material. To ensure that existing textures would function correctly with the new settings, we also had to rebalance their color and specular components to the standard values we had established during our extensive testing.
The final step for system-wide deployment was to create a material library so that we wouldn't have to configure each material type separately for every vehicle," Daniel explains.
What were the biggest challenges in implementing the system?
"The biggest challenge was the diversity of the vehicles. The individual trucks were created at different times and used different source data, textures, and rendering methods. There is no single conversion that works for all trucks. Each completed interior has its own structure and requires a customized approach," says Daniel.
"Also, the individual properties of materials influence one another. Changing the reflectance or roughness might improve the appearance of one surface, but at the same time cause the material to behave poorly in a different lighting situation. Or a material that looked right in direct daylight might be too shiny in a dark interior or react unnaturally while driving at night. It was therefore necessary to constantly strike a balance between realism, visibility, and consistent behavior. The goal was not to make all surfaces more prominent or shinier, but to accurately capture the differences between them.
We reworked many of these steps several times during development. However, the result was not just materials for one specific car, but also experience and guidelines that will significantly facilitate work on future vehicles.
The process wasn't straightforward. It wasn't enough to simply set a few parameters according to a pre-prepared table. We had to figure out many of the values ourselves, and together with Dan, we tested them repeatedly right in the game," Martin added.
How did you manage to do the changes without affecting performance?
"Our players use a wide range of hardware. We didn't want to create visual enhancements that would significantly reduce the game's performance or even make the game unplayable for some players. Therefore, the system is not based on a new, resource-intensive lighting simulation. It extends the existing rendering pipeline and utilizes already available data more efficiently.
Performance was continuously profiled during development. The goal was to achieve a visible improvement with minimal impact on the graphics card and memory. Furthermore, the system is configured to function with a certain trade-off even when set to medium or low - in such cases, while reflections are not rendered in real time and some benefits, such as realistic color cast from the vehicle's surroundings, are lost, the materials themselves still look realistic and can be distinguished from one another," says Daniel.
So far, we've implemented the improved material system on four trucks across ETS2 and ATS. Rather than making the community wait until every truck has been updated, we'll continue rolling out the improved material system for other trucks gradually, allowing you to enjoy the improvements on some vehicles already while we complete the rest. As Daniel explains here:
"Each truck requires individual adjustments, a visual inspection, and testing of all variants in daylight, at night, in the rain, and in cloudy weather. Therefore, it was not possible to update the entire fleet at once. This smaller initial group will allow us to verify the entire production process, maintain quality, and gather feedback from players."
We hope you have enjoyed this in-depth look at how we work on the improved material system. Make sure to also add theΒ Ford Car Pack and the RAM & Dodge Car Pack to your Steam wishlist, so you can enjoy this feature on cars when we release them.
Don't forget to give our X/Twitter, Instagram, Facebook, Bluesky, TikTok, and YouTube a follow, as you'll receive updates about our games straight to your feed! Or subscribe to our newsletter to stay informed. Until next time, safe travels!
Changelog
================================================================
Wana boot and install OS through network (PXE)? Welcome to my new project iVentoy.
About iVentoy https://www.iventoy.com/
iVentoy is an enhanced version of the PXE server.
Extremely easy to use
Many advanced features
x86 Legacy BIOS, IA32 UEFI, x86_64 UEFI and ARM64 UEFI mode supported
110+ common types of OS supported (Windows/WinPE/Linux/VMware)
Turn any PC, laptop, server, NAS, or Raspberry Pi into a PXE server instantly!
......
Windows Installer
Windows No Installer (zip)
macOS - Universal
Linux - deb, AppImage or rpm
Windows intel x32 releases are marked -ia32-
ChangeLog:
Docker images have been built and pushed:
Docker Hub:
alexta69/metube:latestalexta69/metube:2026.07.24GitHub Container Registry:
ghcr.io/alexta69/metube:latestghcr.io/alexta69/metube:2026.07.24
The Stable channel has been updated to 150.0.7871.186/.187 for Windows and Mac and 150.0.7871.186 for Linux, which will roll out over the coming days/weeks. A full list of changes in this build is available in the Log
Security Fixes and Rewards
Note: Access to bug details and links may be kept restricted until a majority of users are updated with a fix. We will also retain restrictions if the bug exists in a third party library that other projects similarly depend on, but havenβt yet fixed.
This update includes 4 security fixes. Please see the Chrome Security Page for more information.
[N/A][518237034] High CVE-2026-16807: Out of bounds write in Codecs. Reported by Google on 2026-05-30
[N/A][522064153] High CVE-2026-16806: Use after free in WebMCP. Reported by Google on 2026-06-10
[N/A][523292588] High CVE-2026-16805: Use after free in Blink. Reported by Google on 2026-06-12
[N/A][524721670] High CVE-2026-16804: Use after free in Input. Reported by Google on 2026-06-16
We would also like to thank all security researchers that worked with us during the development cycle to prevent security bugs from ever reaching the stable channel.
Many of our security bugs are detected using AddressSanitizer, MemorySanitizer, UndefinedBehaviorSanitizer, Control Flow Integrity, libFuzzer, or AFL.
Interested in switching release channels? Find out how here. If you find a new issue, please let us know by filing a bug. The community help forum is also a great place to reach out for help or learn about common issues.
Daniel Yip
Google Chrome
General
API
Media-Over-QUIC
WebRTC
RTSP
HLS
SRT
Dependencies
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
Note
If someone is asking you to pay money for access to UpSnap binaries, source code, or licenses, you are being scammed.
The official and only trusted source for UpSnap is this repository (and its linked releases).
Do not pay third parties for something that is provided here for free.
If you've been following our rework projects in American Truck Simulator, you may be wondering what's next after our recent focus on Route 66. Today, we're excited to share the answer! Our next major undertaking will be the Nevada Rework Project, where we'll give the Silver State a complete overhaul.
As part of this next phase, our map designers will focus on the entire state of Nevada, reworking all of its existing cities and road networks to bring them up to the quality standards of our latest content. Since Nevada was one of the original states released with American Truck Simulator, this rework will allow us to rebuild many locations from the ground up while preserving the character and atmosphere that make the state so unique.
In addition to refreshing familiar places, we're also taking the opportunity to expand Nevada with locations and road connections that were missing from the original version. One example is the city of Fallon, located east of Carson City. Alongside it, we'll also add the missing sections of US-95 that pass through Fallon from south to north, creating a more complete and authentic driving experience.
Throughout the state, you can also look forward to a variety of brand-new custom depots, offering more diverse delivery destinations and making freight transportation across Nevada feel even more immersive than before.
This is just the beginning of the Nevada Rework Project, and we're looking forward to sharing more previews from development as work progresses. Be sure to follow us onΒ X/Twitter, Facebook, Instagram, TikTok,Β Bluesky, and YouTube, or sign up for our newsletterΒ so you don't miss any future updates. Until next time, keep on truckin'!

Ever since we introduced the idea of a community-powered device database at State of the Open Home 2025, our goal has been clear: create a βWikipedia of smart home devicesβ based on real-world usage. In February, we took the first step by inviting Home Assistant users to voluntarily share anonymized device data to help us build it.