The Stable channel has been updated to 149.0.7827.155/.156 for Windows andMac and 149.0.7827.155 for Linux, which will roll out over the coming days/weeks. A full list of changes in this build is available in the Log
Interested in switching release channels? Find out howhere. If you find a new issue, please let us know byfiling a bug. Thecommunity help forum is also a great place to reach out for help or learn about common issues.
The Extended Stable channel has been updated to 148.0.7778.271for Windows and Mac which will roll out over the coming days/weeks.
A full list of changes in this build is available in the log. Interested in switching release channels? Find out how here. If you find a new issue, please let us know by filing a bug. The community help forum is also a great place to reach out for help or learn about common issues.
Donations are appreciated. There is now a PayPal option.
Changes from 2.7.2 to 2.7.3:
Updates:
Updated LAV Filters to version 0.82
Updated MPC Video Renderer to version 0.10.4.2550
Updated MPC Audio Renderer
Fixes:
A few crash fixes, bug fixes and small improvements.
OpenSubtitles download error 406
Subtitle downloads from OpenSubtitles may fail depending on time of day. This is due to our daily download quota being exceeded. Current amount of donations is barely enough to pay for the existing quota. So it is unlikely that quota can be increased and situation will get worse over time.
If you create an OpenSubtitles account and configure it in MPC-HC settings then you may be able to bypass the quota.
Options > Subtitles > Misc > Right-click on OpenSubtitles.com > Setup > Fill in username/password
Overview of features
A lot of people seem to be unaware of some of the awesome features that have been added to MPC-HC in the past years. Here is a list of useful options and features that everyone should know about:
Play HDR video
This requires using either MPC Video Renderer (MPCVR) or madVR.
These renderers can be selected here:
Options > Playback > Output
With other video renderers, the colors will be wrong!
MPCVR is now included and is the recommended renderer for modern systems. MadVR needs to be installed separately. MPCVR also supports Dolby Vision. MadVR does not.
For optimal performance you should change the hardware decoder to D3D11 in LAV Video Decoder settings when using MPCVR on Windows 10/11, because this renderer uses DirectX11.
(Automatic detection of GPU and configuration of the above settings is high on my ToDo list, so MPC-HC will have better default out-of-the-box settings on modern systems in the future.)
The installer of MPC-HC is very basic (and that will not change).
I therefore recommend using K-Lite Codec Pack. That includes MPC-HC and other essential components. It has a very advanced installation that can automatically create file associations, and helps you with easy configuration of important MPC-HC settings, such as preferred subtitle language. It also does automatic configuration of renderer and hardware decoding, for best performance and HDR support.
The Standard version should be sufficient for most people. Use Full version of you like to use MadVR.
Modern GUI Theme (Dark or Light) or the old classic theme
Options > Player > User Interface
It is also possible to change the height of the seekbar and size of the toolbar buttons.
Plus there are options to show audio/video details in the statusbar, such as codec and resolution.
Customizable toolbar buttons
You can add/remove/re-order the player buttons.
There are also several different toolbar designs to choose from.
Video preview on the seekbar
Options > Player > User Interface > Hover type
Ability to search for subtitles
Press D for manual search.
Or enable automatic search in: Options > Subtitles > Misc
Adjust playback speed
Menu > Play > Playback rate
The buttons in the player that control playback rate take a 2x step by default. This can be customized to smaller values (like 10%):
Options > Playback > Speed step
Adjusting playback speed works best with the internal audio renderer. This also has automatic pitch correction.
Options > Playback > Output > Audio Renderer
MPC-HC can remember recently played files and also their playback position, so you can resume playback from when you left
Options > Player > History
You can quickly seek through a video with Ctrl + Mouse Scrollwheel.
You can jump to next/previous file in a folder by pressing PageUp/PageDown.
You can right-click on the framestep button to step backwards. Some other buttons also have right-click actions, such as closing file by right-clicking stop.
You can perform automatic actions at end of file. For example to go to next file or close player.
Options > Playback > After Playback (permanent setting)
Menu > Play > After Playback (for current file only)
A-B repeat
You can loop a segment of a video. Press [ and ] to set start and stop markers.
You can rotate/flip/mirror/stretch/zoom the video
Menu > View > Pan&Scan
This is also easily done with hotkeys (see below).
There are lots of keyboard hotkeys and mouse actions to control the player. They can be customized as well.
Options > Player > Keys
Tip: there is a search box above the table.
You can hide GUI elements even in windowed mode
Options > User Interface > Hide Windowed Controls
That hides most GUI elements during playback. To show them simply move your mouse to bottom of window.
You can even hide everything except the video by pressing 1 (restore normal view with 3).
You can seek inside the playlist by simply typing text (when playlist window has the mouse focus).
MPC-HC also supports Blu-ray playback.
Only limitation is that you need to use a decrypting tool.
And it also does not support Blu-ray menus, but you can use the navigate menu in the player to select the content to play.
You can stream videos directly from Youtube and many other video websites
Put yt-dlp.exe in the MPC-HC installation folder.
Then you can open website URLs in the player: Menu > File > Open File/URL
You can even download those videos: Menu > File > Save a copy
Tip: to be able to download in best quality with yt-dlp, it is recommended to also put ffmpeg.exe in the MPC-HC folder.
Several YDL configuration options are found here: Options > Advanced
This includes an option to specify the location of yt-dlp.exe in case you don't want to put it in MPC-HC folder.
Note 1: You also need to install Microsoft Visual C++ 2010 SP1 Redistributable Package (x86)
Note 2: For optimal Youtube support you may also need to put deno.exe in same folder as yt-dlp.
Note 3: yt-dlp nightly build (very latest version made daily)
Note 4: yt-dlp windows7 compatible build
Besides all these (new) features, there have also been many bugfixes and internal improvements in the player in the past years that give better performance and stability. It also has updated internal codecs. Support was added for CUE sheets, WebVTT subtitles, etc.
You should really take a few minutes to look through all the options pages if you are a new user or if you are upgrading from a very old version. Don't forget the advanced options page.
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....
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
Firefox Settings features a brand-new look with streamlined organization, clearer groupings, and improved navigation for easier customization.
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.
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.
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.
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 Tools now have an option in the Settings panel to toggle the display of comment nodes in the Inspector.
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
With the release of Firefox 152, we are pleased to welcome the developers who contributed their first code change to Firefox in this release, 25 of whom were brand new volunteers! Please join us in thanking each of these diligent and enthusiastic individuals, and take a look at their contributions:
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).
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
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
Goodhartβs law.1 As these events happened almost 15 years ago, my
recollection is a bit fuzzy. I left in 2012.
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.
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. π«
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 ticketsβone 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 werenβt half bad: we declared most operations βwithout any
expected impact.β 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.
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 serviceβfor example, with service level objectives. Otherwise, even
dedicated people stop caring, game the system, and eventually quit. π
We're excited to announce that the 1.60 updateforAmerican 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 youβre 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.
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....
I have proposed the deletion of an obsolete
script,
but it makes me feel complicated feelings so Iβm going to try and
express those. This particular script was written in 2014, but the
concept goes back much further β 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 β 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 β while it was
possible to look at an SVN repository through a web UI, features were
limited unless you installed something compicated like
Trac.
Figure 1: Data flow when distributing commits via a mailing list
Perhaps because reading email on your desktop computer (I donβt 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
βfoo-commitsβ. Indeed, for a long time Fedora had an scm-commits list
which appears to be a topic of recent
discussion.
I canβt really explain why people wanted to have every commit sent
to a mailing list except as a way of getting notified of activity β I
canβt 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 youβd have to go back to NNTP for this.
I do like the vendor-neutrality of the βeverything-as-textβ approach,
building on the open ecosystem of SMTP. But I doubt weβd see a
widespread resurgence of commit lists now β most code hosting must
allow anyone to subscribe to email notifications, I assume, and I
donβt see a huge benefit in a mailing list archive of commit messages.
In the case of seL4, Iβm 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 itβs time to βthank it for
its serviceβ and let go.
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.
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.
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.
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'....
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, Debianβs 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: Letβs
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 Debianβs 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.
Stefanoβs primary goal was to get some of Debianβs 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.
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 miniDebConfβs
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.
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 βeditingβ 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.
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....
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
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)
UNAMβs 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 eventsβ¦
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:
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.
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
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.
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 βtestingβ 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 youβd 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 βeditorβ in name or description, then look at the details of one result:
$ pkgcli search editor
Querying [ββββββββββββββββββββββββββββββββββββββββ] 100%
β£ace-of-penguins1.5~rc2-7.amd64 [debian-testing-main]
β£acorn-fdisk3.0.6-14.amd64 [debian-testing-main]
β£ardour1:9.2.0+ds-1.amd64 [debian-testing-main]
βaudacity3.7.7+dfsg-1.amd64 [manual:debian-testing-main]
βaudacity-data3.7.7+dfsg-1.all [auto:debian-testing-main]
β£augeas-tools1.14.1-1.1.amd64 [debian-testing-main]
β£emacs1:30.2+1-3.all [debian-testing-main]
β£gedit48.1-9+b1.amd64 [debian-testing-main]
β£gedit-common48.1-9.all [debian-testing-main]
β£gedit-dev48.1-9+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 whatβs available:
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 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.
Taipei, Taiwan β 10 juni 2026 β Synology kondigde vandaag de beschikbaarheid aan van de RS6426xs+, het next-generation model dat is ontwikkeld om groe
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'!