Major League Soccer returns to Apple TV tomorrow


You can set admin.auth.cookie.name in admin config to rename the access-token cookie (default remains jwtToken). Useful when another app on a shared parent domain sets a jwtToken cookie and breaks admin login.
(#26931)
status attribute with Draft & PublishIn v5, status is reserved for draft/published filtering. If a content type has Draft & Publish enabled and a custom status field, Strapi now logs a startup warning instead of failing boot. The Content-Type Builder still blocks adding status or enabling D&P when status already exists.
(#26890)
@strapi/* versions@strapi/upgrade now warns and offers to pin ranged @strapi/* dependencies (e.g. ^5.50.0) before upgrading, so upgrades don't silently report "already up-to-date" when node_modules resolved ahead of package.json.
(#26929)
ItemMetadataRefresh Logic by @JPKribs in #1834ContentUnavailableView by @JPKribs in #1938ServerLogsView by @JPKribs in #1987LetterPickerBar by @JPKribs in #1988LetterPickerView on Entry by @JPKribs in #1994VideoPlayerSettingsView by @JPKribs in #1888ListRowMenu when isLiquidGlassEnabled by @JPKribs in #2028SocketManager, Migrate ActiveSessions over to the Socket, & set up some SessionCommands by @JPKribs in #2042ItemView Crash by @JPKribs in #1865MediaView Random Images by @JPKribs in #1880ServerTasks Perpetual Loading Fix & ActiveSessions Spacing Fix by @JPKribs in #1877BaseItemDto Editing Cleanup by @JPKribs in #1870isLiquidGlassEnabled as DEBUG by @JPKribs in #1978TabView by @JPKribs in #2003ProgramsView Routing by @JPKribs in #2065SplitFormWindowView & LearnMore Types by @JPKribs in #1838@Stateful - Server Tasks by @JPKribs in #1812Stepper & ListRowMenu for 26 by @JPKribs in #1858DeviceProfile Views by @JPKribs in #1917OrderedSectionSelectorView by @JPKribs in #1919LocalUser View Unification by @JPKribs in #1920ScrollIfLargerThanContainer by @JPKribs in #1925CustomizationSettingsView by @JPKribs in #1857UserButtons by @JPKribs in #1926AppSettingsView & AboutAppView by @JPKribs in #1933EditServerView by @JPKribs in #1932FontPickerView by @JPKribs in #1935ExperimentalSettingsView by @JPKribs in #1936ItemOverviewView, MediaSourceInfoView, & MediaStreamInfoView by @JPKribs in #1934Form Clipping & Fading by @JPKribs in #1937ItemSubtitlesViewModel by @JPKribs in #1944FilterView by @JPKribs in #18231.0.0 by @JPKribs in #2009ServerDiscovery from the SDK by @JPKribs in #2011SelectUserView by @JPKribs in #1921ChevronButton & Deprecations by @LePips in #2017ItemImage & PhotoPicker Rework by @JPKribs in #1949Full Changelog: 1.4...1.5
v3.4.0
Full Changelog: v5.0.0...v5.0.1
Windows Installer
Windows No Installer (zip)
macOS - Universal
Linux - deb, AppImage or rpm
Windows intel x32 releases are marked -ia32-
ChangeLog:
Today, we're excited to take you on another journey through the upcoming Iceland DLC for Euro Truck Simulator 2. This time, we're focusing on one of the country's fascinating pieces of infrastructure - its bridges.
Although Iceland is known for its dramatic volcanoes, glaciers, and waterfalls, every trucker's journey depends on something a little less obvious: the bridges that connect communities across the landscape. From narrow crossings over glacial rivers to long bridges spanning waterways, each one plays an important role in keeping the country's road network moving.
Our map team has carefully recreated a wide variety of bridges inspired by their real-world counterparts. Whether you're hauling cargo along the famous Ring Road or venturing onto more remote routes, you'll encounter structures that reflect Iceland's unique engineering and natural surroundings.
One of the defining characteristics of Icelandic bridges is their diversity. Modern concrete spans stand alongside older steel bridges that have served travellers for decades. In more remote areas, you'll also find plenty of single-lane bridges, where traffic from both directions must carefully share the crossing. These iconic structures have become a familiar sight for anyone who has explored Iceland by road, and we're happy to bring that authentic experience to the game.
Creating these locations required close attention to both realism and gameplay. Our teams worked to ensure that each bridge feels like a natural part of the surrounding landscape while remaining enjoyable to drive across. Terrain, road alignment, barriers, signage, and nearby landmarks all contribute to making every crossing a memorable part of your journey. Of course, bridges are much more than simple road crossings; they also offer some breathtaking views!
We hope you enjoyed this preview of what's to come! If you did, make sure to add the Iceland DLC to your Steam wishlist and don't forget to follow our X/Twitter, Instagram, Facebook, Bluesky, and TikTok to receive all the recent updates straight to your feed. You can also subscribe to our newsletter to stay informed. Until next time, safe travels!

Docker images have been built and pushed:
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bookworm, has come to an end. The Debian Long Term Support (LTS) Team is taking over security support from the Security and Release Teams.
Docker images have been built and pushed:
Docker Hub:
alexta69/metube:latestalexta69/metube:2026.07.12GitHub Container Registry:
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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.
imap, smtp, pop3 and sieve as valid resource indicators for OAuth access tokens.isEnabled reset to false whenever properties are changed.0001-01-01T00:00:00Z, max 9999-12-31T23:59:59Z.dns-update crate changelog).1h30m).Received headers to auto-generated messages and detect loops.
Full Changelog: v4.3.4...v5.0.0
bookworm). This point release mainly adds corrections for security issues, along with a few adjustments for serious problems. Security advisories have already been published separately and are referenced where available.
trixie). This point release mainly adds corrections for security issues, along with a few adjustments for serious problems. Security advisories have already been published separately and are referenced where available.
Today, we're taking you behind the scenes of the development of Euro Truck Simulator 2 and American Truck Simulator to explore another important part of the process that helps shape your experience on the road. This time, we're shining a spotlight on UI/UX QA and its role in creating intuitive, enjoyable, and polished interfaces for our players.
To guide you through this fascinating area, we'd like to introduce Petr and Jan from our UI/UX QA team. They'll take you along for a day at work, explain what their role involves, and share how they help ensure every menu, button, and interaction feels just right before it reaches your screen.
Petr - Console & UI/UX QA Lead
"Hi! My name is Petr, and I work as the Console & UI/UX QA Lead. Together with my colleagues, I helped build two teams that now play a key role in ensuring our games both function well and deliver a great user experience.
We are responsible for both Euro Truck Simulator 2 and American Truck Simulator across all platforms, including traditional PC, Steam Deck, VR, PlayStation, and Xbox Series X/S. In addition to the games themselves, we're also heavily involved in testing projects such as Driving Academy, Coaches, and Road Trip.
My work mainly revolves around coordination, planning, and analysing testing results. I collaborate closely with other teams to identify and resolve bugs or UX issues as early as possible. My goal is to organise our processes so that the entire team can work efficiently and stay focused without unnecessary pressure before every new patch or DLC release.
I also actively test everything my team works on. Not only do I genuinely enjoy testing, but I also see it as a major advantage. Being directly involved in the entire process allows me to better identify areas where we can continue improving and moving forward as a team.
I'm always there to support my team whenever they're unsure about something or need advice, and I make a conscious effort to maintain a positive, friendly atmosphere where everyone enjoys working together."
Jan - Senior UI/UX Tester
"Hi, I'm Jan, and I'm a Senior UI/UX Tester with a primary focus on playtesting. I'm 31 years old, and I've been at SCS Software for two years. I originally joined the company as a Junior Tester without a specific specialisation, but once I settled into the team and got to know our development process, I quickly discovered a passion for user experience.
With the support and guidance of Petr, who was already a senior at the time, I helped establish our playtesting process and have been refining it ever since."
What is UI/UX QA?
"Before a new feature gets added to our games, it has to go through a long journey. And the UI/UX (User Interface/User Experience) is there along the way. Whether it's a new feature or a redesign of an existing one, it all starts with analysis and dialogue between us (QA department) and the Game Design (GD) department. For redesigns, we need to start by assessing the current state, what works, and where changes are needed, and for new features and redesigns alike, we need to think about where we want to arrive. Answers to these questions will then inform all future decisions."
What does a typical UI/UX testing process look like, and how closely do you work with other teams?
"In general, we try to be involved in the process of a feature development as soon as possible and cooperate with the GD department as closely as we can, so we're also a part of the next stage of the feature's journey, where we provide feedback on the design. This means looking at the design document and trying to think ahead, so we ask questions like: "Is this going to be intuitive? Is it clear that this is a button? Aren't we forgetting anything? What about accessibility? Will the text be legible on a smaller screen?" and many more. After some back and forth with the GD department, we arrive at a design that can then be implemented by a programmer.
The first playable prototype is the point where we have to start sitting in two chairs at once. We still have to see the big picture - know the design, see how all the pieces fit, know why some decisions were made the way they were. But now, we can also see the game as a player seeing the feature for the first time. We have to become a player that is just starting out and has never played any other game before. A hardcore gamer who has played many games, but never a trucking simulator. Or a real-life trucker who plays our games on a handheld at their rest stops. Our games are played by a very wide audience, and the design has to work and be intuitive for all of them.
At this stage, we identify further issues, offer improvements, and look for possible solutions together with the GD team and programmers working on the feature. After we feel confident enough with the state we arrive at, it's time to validate in the next stage.
The next important part of the feature's journey is internal Playtesting. It's a great way of getting a fresh perspective from people from various parts of the company who haven't seen the design documents and ideally don't know anything about it. Before we start playtesting, we define the questions we want answers to: "Is this screen intuitive? Does it control all accessories well? Did the addition of X add any unnecessary friction?" Based on these questions, we prepare detailed scenarios for the respondents to go through, which will get them to engage with the (re)designed feature in ways that try to simulate a regular gameplay loop. We then invite the respondents to our Playtest Lab, where we guide them through the scenarios, observing their behaviour, reactions, taking down notes, and asking questions. We also utilise eye tracking, which gives us more insight about the players' focus, telling us which elements are observed first and which go by completely unnoticed.
After the playtest ends, respondents also fill out a questionnaire, which allows them to think about the feature some more, further comment on it, and possibly come up with ideas of their own.
All of this gives us a lot of data that needs to be processed. For this, we use practices from applied research, so we start with qualitative coding, followed by thematic analysis with frequency counting. In layman's terms, we go through all the raw statements and observed behaviours and assign them to various categories, along with how often they were mentioned/observed. This helps us to identify recurring patterns and assign them to broader themes/issues.
We then prepare a final Output, which summarises the respondents' behaviour, reactions, opinions, identifies underlying issues, and proposes possible solutions.
The next steps depend on the results of the playtest. If we identify some deep issues that require big changes in the design, we have to go back to the drawing board, repeating the previous points, leading to another playtest to confirm the issues have been satisfactorily addressed. A good recent example is the redesigned Skip Time / Rest feature, which also divided Fatigue into two separate mechanics (Fatigue and Mandatory Break). During playtesting, we found out that this new division and its representation were very confusing to players, and the feature had to be redesigned completely, to great success (at least we hope so).
If, on the other hand, we only identify surface-level issues that require some polish, the GD department tackles those, and we can move on to the final testing of the feature.
In the final testing, we mostly focus on FQA - the design is largely set, and we're now making sure it all works as intended. As soon as this is done, the feature can be merged into the main branch, where the Integration QA department takes over, making sure the feature itself survived the merge in its intended state and didn't break anything else along the way, but that's for another chapter."
What do you enjoy most about working on UI/UX?
Petr: "What do I enjoy the most? That's a tough question. In short, pretty much everything! Everyone on our team is passionate about games of all kinds and genres, so having the opportunity to contribute our own ideas and suggestions for Euro Truck Simulator 2 and American Truck Simulator is incredibly rewarding.
At SCS, we often do things our own way, which makes the work especially enjoyable. At the same time, we always keep our players at the heart of every decision. When developing new gameplay features, it's easy for designers to unintentionally fall into "tunnel vision." Our job is to challenge that perspective and bring in a fresh set of eyes. We think about our experienced truckers, but we never forget players who are just starting out. Looking at the game's interface from many different perspectives is both a key part of our work and one of its most creative aspects.
We put our all into making our games as accessible as possible while ensuring they remain just as fun to play."
Jan: "I like how it combines technical and human aspects. User experience is mostly an interaction between a human and a machine, and you have to make them understand each other.
The first project I came up with and delivered was the Graphics Settings screenshot representation to make it easier for players to see the changes they're making when setting up the visuals of their game, and that's the perfect example of what I mean - I'm interested in how things work under the hood, but also how the player perceives and understands them."
What message would you like to share with our community, and how valuable is player feedback in helping improve the user experience?
"Player feedback is incredibly important to us and a constant source of inspiration. We're genuinely happy to see more and more initiatives being built around your feedback here at SCS. I want to assure you that we truly do read your comments, ideas, and suggestions carefully, not just our UI/UX team, but the entire studio.
It's clear how much all of you who engage with us care about our games, and we feel exactly the same way. We love Euro Truck Simulator 2 and American Truck Simulator, and we want to keep making them better and better. We genuinely want to know what you enjoy, what you'd like to see added, and what you think could be improved. We've already received an incredible amount of feedback. I wish you could see the extensive documents where we carefully collect and organise all of your ideas and requests.
Unfortunately, we can't implement every suggestion. There can be many reasons that aren't immediately obvious, such as engine limitations, limited internal resources, technical constraints within our game systems, licensing agreements, and more. But please, keep talking to us! Your feedback never goes unnoticed. It's thanks to you that we're able to continue on this journey and keep making the experience even better together.
Thank you to everyone who's travelling this exciting road with us!"
This new alpha build has a quality of life improvement for the Move tools, support for CICP metadata, and good quality HDR->SDR tone mapping when opening HDR images with supported file types (including plugins).
You can read more about the CICP and HDR tone mapping support at https://x.com/rickbrewPDN/status/2072357433390047252 or https://bsky.app/profile/rickbrew.bsky.social/post/3mplx7ujotk2a
You can read more about 5.2 and what it includes by reading the release notes for the first alpha.
Change Log
Changes since 5.2 Alpha (build 9650):
Download and Install
This build is available via the built-in updater as long as you have opted-in to pre-release updates. From within Settings -> Updates, enable “Also check for pre-release (beta) versions of paint.net” and then click on the Check Now button. You can also use the links below to download an offline installer or portable ZIP.
You can also
download the installer here (for any supported CPU and OS), which is also where you can find downloads for offline installers, portable ZIPs, and deployable MSIs.

OBS-Studio-32.2.0-rc1-Sources.tar.gz: 33fccf85f9c0b5babbdbce4d069eef80a5b289438b732df1198f10730293e56f
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OBS-Studio-32.2.0-rc1-Windows-x64-PDBs.zip: 1851fc4e3858393723d037c03d1fb886ab518305045dcec33b463756063a6a31
OBS-Studio-32.2.0-rc1-Windows-x64.zip: fba72e42aff09ce0171cd96ca6aaf694c7a55e3a01700400a2f6e700750d7088
OBS-Studio-32.2.0-rc1-macOS-Apple-dSYMs.tar.xz: 21bfa07fd5f190359b7566be7fcc5a33f90b59ea43fba55031bbb631d05f7088
OBS-Studio-32.2.0-rc1-macOS-Apple.dmg: d948f620a04a50c4c45cc4e4014350132f68d1b2f1ec46138f11a80b4c215972
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In today's blog, we'd like to introduce you to some of the custom depots and industries you'll be able to visit in our upcoming South Dakota DLC for American Truck Simulator!
South Dakota's economy is built on a strong foundation of manufacturing, agriculture, and construction. While the state is well known for its farming and ranching, it is also home to a growing manufacturing sector that produces everything from trailers and heavy equipment to food products distributed across the country. As always, we've taken inspiration from these real-world industries to create authentic locations that bring the state's economy to life.
One of the new highlights you'll encounter are the trailer manufacturing plants located in Watertown and Mitchell. These large industrial facilities specialize in producing a variety of trailers, with completed units ready to be delivered to dealerships and customers across the map. You'll also be bringing in the materials and components needed to keep the production lines moving, making these factories a busy part of South Dakota's freight network.
If construction is more your style, you'll have the opportunity to deliver to new residential housing developments located in Watertown and Spearfish. These construction sites require regular deliveries of building materials, heavy machinery, and other essential cargo to support ongoing work.
The food industry also plays an important role in South Dakota's economy, and that's reflected in the food factory you'll find in Sioux Falls. This modern production facility receives a wide variety of raw ingredients before processing and packaging food products that are then shipped to businesses across the country. Whether you're delivering supplies or hauling finished goods, there's always plenty of work to be done.
These new industries are just a small taste of what awaits you in the South Dakota DLC, and we can't wait for you to explore them for yourself. If you're looking forward to hauling cargo across the Mount Rushmore State, be sure to add the South Dakota DLC to your Steam wishlist!
Also, remember to follow us on X/Twitter, Facebook, Instagram, Bluesky, and YouTube for all the latest news from this map expansion and other American Truck Simulator information, or sign up for our newsletter to stay informed. Keep on truckin'!
Docker images have been built and pushed:
Docker Hub:
alexta69/metube:latestalexta69/metube:2026.07.10GitHub Container Registry:
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