Normale weergave

v5.50.2

15 Juli 2026 om 12:09

5.50.2 (2026-07-15)

🚀 New feature

  • admin: make admin auth cookie name configurable (#26931)
  • i18n: complete Korean (ko) translation (#26941)

🔥 Bug fix

  • admin: prevent deprecated CJS Vite Node API warning on startup (#26947)
  • admin: pre-commit fails when staging files ignored by ESLint (#26958)
  • admin: show plan label instead of edition in dashboard (#26891)
  • admin: restore runtime default for context helper (#26809)
  • ci: reduce false positives in issue template checker (#26955)
  • ci: use npm install in issue template checker workflow (#26974)
  • content-manager: clear stale Blocks editor selection on external value change (#26959)
  • core: backward compat - reject 'status' attribute when draftAndPublish is enabled (#26890)
  • core: validate license registry responses with zod (#26935)
  • core: preserve duplicate form relation edits when cloning (#26961)
  • data-transfer: bump ws to 8.21.0 to fix CVE-2026-48779 (#26898)
  • database: include status sort expression in SELECT when using DISTINCT (#26751)
  • database: lint script does not run type check (#26819)
  • email: only warn about sendmail provider in development (#26893)
  • openapi: add bearerAuth and bracket pagination query params (#26948)
  • strapi: auto-exclude pre-built plugin UI libs from Vite optimizeDeps (#26944)
  • strapi: fix develop blank admin from optimizeDeps auto-exclude (#27014)
  • upgrade: prompt to pin ranged @strapi/* dependencies before upgrading (#26929)
  • upload: load remote asset thumbnails with crossOrigin to prevent CORS preview failures (#26581, #26901)
  • utils: align remaining convert-query-params errors with ValidationError (#26908)

⚙️ Chore

  • ai-tooling: sync skills when cursor sets up a new worktree (#26954)
  • data-transfer: clarify --exclude files CLI messaging (#26914)
  • deps: patch/minor dependency bumps (#26823)
  • deps: bump @xhmikosr/decompress from 10.2.0 to 10.2.1 (#26928)
  • deps: bump sharp from 0.33.5 to 0.34.5 (#26993)
  • deps: bump @internationalized/date from 3.5.4 to 3.12.1 (#26994)
  • deps: bump design-system and icons to v2.2.3 (#27002)
  • eslint: enforce zero warnings in package lint scripts (#26922)
  • husky: run git hooks through yarn exec (#27006)
  • tooling: remove unused find-up after lint-staged 16 (#26792)
  • types: drop CommonJS tsconfig overrides, build JS via rollup (#26934)
  • typescript: scope tsconfig types per workspace (#26699)
  • typescript-utils: migrate to typescript (#26811)
  • typescript-utils: bump internal deps to 5.50.1 (#26946)

⚠️ Changes to be aware of

Admin auth cookie name

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 & Publish

In 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)

Upgrade tool and ranged @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)

❤️ Thank You

  •  

Distribution Release: OSINT VM 2026.5

15 Juli 2026 om 11:44
The DistroWatch news feed is brought to you by TUXEDO COMPUTERS. Trace Labs has announced the release of OSINT VM 2026.5, the latest version of the project's Debian-based distribution with specialist open-source intelligence (OSINT) tools to help find missing persons and reunite them with their families, designed exclusively to run on virtual machines. Unlike the previous release, which were....
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1.5

Door: LePips
15 Juli 2026 om 06:55

What's Changed

New Features 🎉

Bug Fixes 🛠

Other ⚙️

New Contributors

Full Changelog: 1.4...1.5

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v1.7.0

15 Juli 2026 om 04:34

Changelog

  • 1335bb4 Remove go report card
  • 2ca9a23 chore(deps): bump the dev-dependencies group across 1 directory with 21 updates
  • 03f02a9 chore(deps): bump the dev-dependencies group with 14 updates
  • 26319f5 chore(deps): bump the dev-dependencies group with 15 updates
  • 568d4a2 feat: add chart sidecar and versioning directory support
  • 9db2c9c feat: add configurable default ETag for files without metadata
  • 05cfa0f fix azure etag quote bytes
  • efa7e77 fix azure multipart etag quoting
  • 9ac52cd fix: LDAP access key filter injection
  • a37b655 fix: add section for goreleaser deb/rpm
  • 67aaa80 fix: copy-source parsing mismatch that could bypass path validation
  • 8a3dbcf fix: omit null version id for suspended buckets
  • 1a92f39 fix: prevent nil pointer panic in s3proxy ListMultipartUploads and ListParts
  • 2f6b984 fix: update Fiber to v3.4.0
  • dbc9bb1 fix: update example config with recent options
  • 12f2283 make azure multipart part etags quoted and consistent
  • 40cbe85 test(azure): widen multipart test parts above min size; tighten isQuotedEtag

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Counter-Strike 2 Update

15 Juli 2026 om 02:42
[p]\[ MAPS ][/p][p]Fachwerk[/p]
  • [p]Updated to the latest version from the Community Workshop (Update Notes).[/p][/*]
[p]Boulder[/p]
  • [p]Updated to the latest version from the Community Workshop (Update Notes).[/p][/*]
[p]Shelter[/p]
  • [p]Updated to the latest version from the Community Workshop (Update Notes).[/p][/*]
[p]El Dorado[/p]
  • [p]Updated to the latest version from the Community Workshop (Update Notes).[/p][/*]
[p]\[ MISC ][/p]
  • [p]Various stability and security fixes.[/p][/*]
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Bitfocus Companion v5.0.1

Door: Julusian
14 Juli 2026 om 22:33

📦 Downloads available at

💵 Donate to the project at

Companion v5.0.1 - Release Notes

🐞 BUG FIXES

  • macos mdns collision messages
  • ensure control elements are cloned when imported/loaded #4306
  • launch gui button broken if all interfaces ipv4+ipv6 selected #4308
  • preserve first line of text when font is too tall to fit the bounding box
  • allow negative rotation values for graphics elements #4313
  • topbar border not very visible
  • surface config not allowing static-text fields
  • ensure connection thread is ready before init is executed
  • suppress udev rules sync messages when running in docker #4318
  • reduce default intensity of gauge tracks

Full Changelog: v5.0.0...v5.0.1

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Iceland: Bridges

Door: David
14 Juli 2026 om 17:00

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!

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HWMonitor 1.65

14 Juli 2026 om 15:50
  • Hotspot temperature on NVIDIA RTX 50x0 GPUs.
  • Preliminary support of Lisuan 7G100 GPU.
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Release 2026.07.13

13 Juli 2026 om 22:18

Docker Images

Docker images have been built and pushed:

Docker Hub:

  • alexta69/metube:latest
  • alexta69/metube:2026.07.13

GitHub Container Registry:

  • ghcr.io/alexta69/metube:latest
  • ghcr.io/alexta69/metube:2026.07.13

Changes

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DistroWatch Weekly, Issue 1181

13 Juli 2026 om 02:14
The DistroWatch news feed is brought to you by TUXEDO COMPUTERS. This week in DistroWatch Weekly:
Review: Artix 20260419
News: Google locks down Android, TUXEDO OS moves to Debian foundation, Mint updates Cinnamon on Wayland, Redox OS gets USB gamepad support, OpenMandriva recovers from repository deletion, OSNews author compares Windows and Linux
Questions and answers: Making migration to Linux easier
Released last....
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Release 2026.07.12

12 Juli 2026 om 19:44

Docker Images

Docker images have been built and pushed:

Docker Hub:

  • alexta69/metube:latest
  • alexta69/metube:2026.07.12

GitHub Container Registry:

  • ghcr.io/alexta69/metube:latest
  • ghcr.io/alexta69/metube:2026.07.12

Changes

  • fix: harden download lifecycle, subscriptions, and UI robustness (3ea4732)

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v0.16.13

12 Juli 2026 om 21:05

[0.16.13] - 2026-07-12

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

  • FreeBSD support.

Changed

Fixed

  • OAuth resource indicators: Accept imap, smtp, pop3 and sieve as valid resource indicators for OAuth access tokens.
  • PostgreSQL: Incomplete channel binding implementation.
  • JMAP:
    • VacationResponse: isEnabled reset to false whenever properties are changed.
    • Capabilities: Return RFC-3339-conformant UTCDate literals in capabilities: min 0001-01-01T00:00:00Z, max 9999-12-31T23:59:59Z.
  • Directory: Update local groups only when the external directory includes a group attribute.
  • DNS Management:
    • CAA management deletes too third-party CAA entries.
    • Multiple provider fixes (see dns-update crate changelog).
  • Reject invalid duration values (e.g. 1h30m).
  • Branding: Custom logos for domains do not work.
  • Sieve: add Received headers to auto-generated messages and detect loops.
  • MTA: Resume queue processing does not work.
  • Misconfigured in-memory store cannot be recovered in recovery mode.

Check binary attestation here

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Bitfocus Companion v5.0.0

Door: Julusian
12 Juli 2026 om 17:54

📦 Downloads available at

💵 Donate to the project at

Companion v5.0.0 - Release Notes

IMPORTANT CHANGES

  • This version of Companion requires macOS 13.5 or later
  • Shell command execution and installing modules over the network from another machine are now disabled by default, and must be explicitly enabled. Installing modules from the store, or from the local machine, is unaffected. (#4252)
  • The dedicated Elgato plugin server has been removed (#4123)

📣 CORE FEATURES AND IMPROVEMENTS

  • Graphics overhaul (#4098)
    • Button drawing is built up of a fully customisable stack of elements
    • Support non-square drawing on various streamdeck models
    • Split text element fontsize into two properties
    • Image library for easier image reuse (#4111)
    • Font selection #1533 (#4152)
    • Lazy render buttons to reduce cpu cost of inactive pages (#4191)
    • Remove remaining legacy button rotation support
  • Advanced expressions (#4274)
    • more expression math utils (#4260)
    • loops, ifs and control statements
    • more array methods
  • Variables
    • Access local variable from another button #3723 (#4234)
    • Support feedback based local variables from presets #3893
    • Allow actions that return a result, to permit storing that result in a local or custom variable #4065
    • Fuzzy search in variables table
  • Surfaces
    • Action to adjust surface brightness (#4273)
    • Variable for surface brightness (#4266)
    • Add action and feedback to enable/monitor active remote surfaces #4194 (#4206)
    • Page number button takes surfaces to their startup page
    • mdns announce satellite ports (#4288)
    • add support for sending compressed images over satellite
    • rework confusing 'never lock' property (#4290)
  • Editor and UI improvements
    • Better indicator of regex invalid/valid (#4271)
    • Add notes to control editors #760 (#4202)
    • Context menu for grid buttons (#4203)
    • One click convert page buttons to be editable (#4208)
    • Indicate disabled actions/feedbacks/events/triggers etc better #4030
    • Option to hide the status icons #3805 (#4143)
    • Improved drag and drop support for touchscreen
  • Platform and system
    • Configurable timezone (#4285)
    • Show path to configuration folder on log screen #4236
    • Include date and source in connection debug log csv
    • Windows arm64 build #2933 (#4270)
    • Package linux install script
    • Linux desktop udev sync (#4248)
    • Companion PI config tool (#4256)
    • Support headless config file format in docker images

🐞 BUG FIXES

  • add receive buffer cap for satellite and tcp listener
  • add gunzip limits
  • protect against dns-rebind
  • stricter origin validation
  • sanitise rosstalk messages
  • auto-add windows firewall rules
  • add resume/online watchdog to recover dead ws connections
  • don't permanently close ws client when entering Safari bfcache
  • add connect timeout to webui WebSocket to unwedge Safari reconnects
  • make local variables editor handle non-string values #3166
  • avoid duplicate value preview in expression variable editor
  • rate limit triggers when responding to rapid variable changes #3312
  • remember active button edit tab
  • tab scrollbar not always showing in safari #4103
  • allow data images in markdown #3408
  • add deprecation marker to old 'Button: set X' actions
  • clarify deprecation of 'use another buttons style'
  • show better failure when encountering invalid image
  • implement custom monaco drag handle for safari #4265
  • rate limit variables updates from modules to be at most 50hz #3859
  • running packaged module from dev modules folder #3930
  • page numbers not invalidating on page move

Full Changelog: v4.3.4...v5.0.0

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Updated Debian 12: 12.15 released

11 Juli 2026 om 02:00
The Debian project is pleased to announce the fifteenth and final update of its oldstable distribution Debian 12 (codename 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.
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Updated Debian 13: 13.6 released

11 Juli 2026 om 02:00
The Debian project is pleased to announce the sixth update of its stable distribution Debian 13 (codename 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.
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Under The Hood: UI/UX QA

Door: David
11 Juli 2026 om 17:00

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!"

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Paint.NET 5.2 Alpha (build 9688)

11 Juli 2026 om 06:03

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):

  • Changed: The Move Selection and Move Selected Pixels tools will now behave more intuitively when using constrained resizing (when holding shift). The aspect ratio that was used for a constrained resize used to be “locked in” when the selection was first drawn. The aspect ratio is now picked up when you start a constrained resize, and remembered until a non-constrained resize is performed.
  • Added CICP metadata and color management support to the imaging framework 
    • See the CicpColorSpace struct in the PaintDotNet.Imaging namespace.
    • It has a CanColorTransformFrom property, indicating that it can be used as the source color space for the IImagingFactory.CreateColorTransformedBitmap or IBitmapSource.CreateColorTransformer extension methods.
    • It also has a CanCreateColorContext property that indicates when it is possible to create an IColorContext directly (ICC profiles can’t be generated for all CICP combinations) with the IImagingFactory.CreateColorContext(CicpColorSpace) extension method.
    • These can then be used by a FileType to provide a compatible image (“document”). Paint.NET’s color management is based on ICC color profiles, and some CICP color spaces (those involving PQ or HLG) cannot be expressed as an ICC color profile. Those images can, however, be transformed to an ICC-compatible color space with the aforementioned extension methods.
  • Added HDR support to the new FileType plugin system
    • An image is tagged as HDR at load time via the IFileTypeDocument.Metadata.Hdr metadata section. Set IsHdrDocument to true, and optionally specify luminance data. The pixel format must be floating point (PixelFormats.Rgba64Half or PixelFormats.Rgba128Float), and the color context must be linearized.
    • Paint.NET does not yet support HDR editing, so it will convert the image to SDR with appropriate, high quality tone mapping.
  • Added CICP support for AVIF, JPEG XL, and PNG.
  • Added HDR tone mapping support for AVIF, HEIC, JPEG XL, JPEG XR, and PNG. If the image file being opened is HDR then it will be converted to SDR in an appropriate manner. Eventually Paint.NET will support HDR editing, this conversion process will go away, and the FileType plugins won’t even need to be updated.
  • Added Rgb64, Rgb64Half, and Rgb128Float pixel formats for the imaging framework.
  • Added a /disableCompositionSwapChain command-line parameter. This disables the use of Windows.UI.Composition, and should enable easier progress on the WINE effort.
  • Fixed: When right-clicking on an image tab at the top, and then clicking on Open Containing Folder, two Explorer windows were being opened.
  • Added a note in the installer about the new website address (https://www.paint.net). You can read more about it here: https://x.com/rickbrewPDN/status/2060397901650825238 or https://bsky.app/profile/rickbrew.bsky.social/post/3mmz73u6lzs2t

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.

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OBS Studio 32.2.0 Release Candidate 1

11 Juli 2026 om 01:14

Release Candidate 1 Changes

  • Fixed empty name label in volume meter in Beta 1-3 [Warchamp7]
  • Fixed macOS Audio Capture sources capturing cursors unnecessarily [jcm93]

Beta 3 Changes

  • Fixed extra padding on some UI elements on Windows in Beta 1-2 [Warchamp7]
  • Fixed NVIDIA Audio Effects not working in Beta 1-2 [pkviet]
  • Fixed issues with long item names in the Audio Mixer in Beta 1-2 [Warchamp7]
  • Removed redundant "Monitor Only" from the Advanced Audio Properties window [Warchamp7]
    • Mute and Monitor are handled independently in the new Audio Mixer
  • Removed Close button from What's New dialog [Warchamp7]
  • Removed margins from What's New dialog [Warchamp7]

Beta 2 Changes

  • Fixed a CI deployment issue. There are no application changes since Beta 1.

32.2 New Features

  • Replaced add source dropdown with new dialog [Warchamp7]
  • Improved FPS selector UX [jcm93]
  • Added missing file support for filters [exeldro]
  • Added ability for plugins to set custom icons for new source types [cg2121]
  • Included .webp files when adding a directory to Image Slide Show source [TarunCore]
  • Added copy paste functions to frontend API [exeldro]
  • Added filter to compose SDR into HDR [jpark37]
  • Added delete as a hotkey to delete sources on macOS [PatTheMav]
  • Added dynamic bitrate support to multitrack video [lexano-ivs]

32.2 Changes

  • Forced Intel-based installations to update to Apple Silicon version on macOS [PatTheMav]
    • This change means that OBS Studio versions built for Intel-based Macs but running on Apple Silicon Macs will automatically update to OBS Studio built for Apple Silicon Macs. If an installation was using third-party plugins, those plugins will no longer load until replaced with Apple Silicon versions.
  • Fixed audio mixer state getting out of sync when changing settings via websockets or plugins [Warchamp7]
  • Added theming for checked QToolButtons [glikely]
  • Improved OpenGL performance slightly on low-end machines [kkartaltepe]
  • Set minimum size for color source to 1 pixel [exeldro]
  • Added minimum width to spinboxes [Warchamp7]
  • Disallowed overwriting the crash handler [sebastian-s-beckmann]
  • Applied process mitigation policies for Windows [notr1ch]
  • Adjusted description of multitrack video [jhnbwrs]
  • Changed new capture devices to use fallback frame rate by default [PatTheMav]
  • Improved DLL loading behavior on Windows [notr1ch]
  • Limited multitrack video config to Custom service [PatTheMav]

32.2 Bug Fixes

  • Fixed OAuth and dock state save corruption [PatTheMav]
  • Fixed group bounds not resizing when removing items [howellrl]
  • Fixed canvas mixes not being restored after video reset [dsaedtler]
  • Fixed some erroneous crashes during shutdown [Warchamp7]
  • Fixed display capture sometimes capturing black after a duplicator failure [ThrowTop]
  • Fixed color of controls dock output buttons in System theme [shiina424]
  • Fixed virtual camera reset failures [stephematician]
  • Fixed potential crash when user discards changes in the settings window [suogesi]
  • Fixed incorrect return value in virtualcam filter [xtfo]
  • Fixed source toolbar buttons not working after dragging a source into a group [Warchamp7]
  • Fixed properties hint icon spacing [Warchamp7]
  • Fixed potential crash when a video device reconnects on macOS [jcm93]
  • Fixed an issue where PipeWire could fail on NVIDIA GPUs [hoshinolina]
  • Fixed obs_canvas_get_video_info returning incorrect framerate [dsaedtler]
  • Fixed NVENC using incorrect bitrate in CQVBR mode [Lordmau5]
  • Fixed VAAPI AV1 not working when streaming with WHIP [RytoEX]

32.2 Deprecations

  • Deprecated obs_properties_add_button [sebastian-s-beckmann]

Checksums

OBS-Studio-32.2.0-rc1-Sources.tar.gz: 33fccf85f9c0b5babbdbce4d069eef80a5b289438b732df1198f10730293e56f
OBS-Studio-32.2.0-rc1-Ubuntu-24.04-x86_64-dbsym.ddeb: 294ddfaa0e27ba110c63f47dd6da80116633d2ef6cd680ee97b58a90f3e2acab
OBS-Studio-32.2.0-rc1-Ubuntu-24.04-x86_64.deb: dfd762e1cb3408d87ab7684661b4e6807164b9218ea8f2b71861e610b6f7a672
OBS-Studio-32.2.0-rc1-Ubuntu-26.04-x86_64-dbsym.ddeb: 403c67a04a3f6ce3a6afa9dc07d06ab8e5a999021b819bdf99c272fb899397bd
OBS-Studio-32.2.0-rc1-Ubuntu-26.04-x86_64.deb: 1faa382af348e533a1addcc43c6c3446b59fcc6256a9b717581b873caa5d2375
OBS-Studio-32.2.0-rc1-Windows-arm64-PDBs.zip: db8b4e5e70c05fee263e48b3b4871ff715c6ba6f7ab8de668f7b96b755f8703d
OBS-Studio-32.2.0-rc1-Windows-arm64.zip: fe3489579e5972dd30908475a413fb4eca6217902c176d083a758e161fe91a13
OBS-Studio-32.2.0-rc1-Windows-x64-Installer.exe: 0f6d61c551f8204268edee48aae8d8706c3eb3807b0f985c89c486bdd2f6ceec
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
OBS-Studio-32.2.0-rc1-macOS-Intel-dSYMs.tar.xz: 982ab5af5fcfab921e4f169d426af0f674bc71e34a4442ecc4ead79d3395f5c2
OBS-Studio-32.2.0-rc1-macOS-Intel.dmg: 9c7bf3524094ee50dfbafdbdbe9cf910adfd53b5160508eefb3476fa07690403

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South Dakota: New Industries

Door: David
10 Juli 2026 om 17:00

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'!

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Release 2026.07.10

10 Juli 2026 om 09:00

Docker Images

Docker images have been built and pushed:

Docker Hub:

  • alexta69/metube:latest
  • alexta69/metube:2026.07.10

GitHub Container Registry:

  • ghcr.io/alexta69/metube:latest
  • ghcr.io/alexta69/metube:2026.07.10

Changes

  • fix: honor OUTPUT_TEMPLATE for channel downloads (closes #1024) (e2c7778)
  • upgrade dependencies (c34a18d)

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NVIDIA Driver 610.74

7 Juli 2026 om 00:00
Release Highlights:
Although GeForce Game Ready Drivers and NVIDIA Studio Drivers can be installed on supported notebook GPUs, the original equipment manufacturer (OEM) provides certified drivers for your specific notebook on their website. NVIDIA recommends that you check with your notebook OEM for recommended software updates for your notebook.

Game Ready for DOOM: The Dark Ages | Revelations
This new Game Ready Driver provides the best gaming experience for the latest new games supporting DLSS and RTX technologies including DOOM: The Dark Ages | Revelations and Assassin's Creed Black Flag Resynced.

Fixed Gaming Bugs
  • N/A

Fixed General Bugs
  • Tencent Meeting: Flickering may be observed when Smooth Motion is enabled globally [6329207]

Learn more in our Game Ready Driver article here.

Game Ready Driver

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