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		<title><![CDATA[n00b Unlimited - <font size="5" color="#ffffff">Site News</font>]]></title>
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			<title>IPFire 2.29 - Core Update 204 is available for testing</title>
			<link>https://n00bunlimited.net/home/forum/site-news/ipfire/80494-ipfire-2-29-core-update-204-is-available-for-testing</link>
			<pubDate>Fri, 02 Oct 2026 09:10:23 GMT</pubDate>
			<description><![CDATA[It's time for another housekeeping release of IPFire. We have been working behind the scenes on a lot of exciting things that we will roll out with...]]></description>
			<content:encoded><![CDATA[<br />
<br />
It's time for another housekeeping release of IPFire. We have been working behind the scenes on a lot of exciting things that we will roll out with the upcoming releases, but until then, we will still give you a healthy dose of updates throughout the entire operating system and we will fix a bug in the recently released migration to Knot Resolver.<br />
<br />
<b>Knot Resolver</b><br /><br />In the last release, we migrated from Unbound to Knot Resolver for networks protected by IPFire. We have received wonderful feedback from you that DNS resolution is snappier and that some long-standing bugs are gone. However, we introduced a regression that left clients connected via IPsec, WireGuard or OpenVPN unable to resolve names, because Knot Resolver replied from the wrong source IP address. This required some larger changes to the I/O layer of Knot Resolver which we have contributed upstream.<br />
<br />
<b>Misc.</b><br /><br /><ul><li>Intrusion Prevention System: We have added Julio Lira's &quot;<a href="https://github.com/julioliraup/Antiphishing" target="_blank">Advanced Phishing Protection</a>&quot; ruleset to be used with the IPFire Intrusion Prevention System</li>
<li>Kernel: We have rebased the IPFire kernel on Linux 6.18.54 which includes various fixes from the upstream maintainers for better stability and security</li>
<li>WireGuard: Configuration files with multiple subnets that are separated with a space can now be imported properly (<a href="https://bugzilla.ipfire.org/show_bug.cgi?id=13951" target="_blank">#13951</a>)</li>
<li>RISC-V: The experimental builds are now tuned for out-of-order cores. They stay compatible with the RVA22 baseline while taking advantage of the improvements in RVA23.</li>
<li>Updated packages: acl 2.4.0, attr 2.6.0, Apache 2.4.68, bash 5.3p15, BIND 9.20.24, c-ares 1.34.8, cURL 8.21.0, elinks 0.19.1, ethtool 7.1, expat 2.8.2, file 5.48, glib 2.88.2, harfbuzz 14.2.1, hwdata 0.409, json-c 0.19, kbd 2.10.0, Knot 3.5.6, Knot Resolver 6.4.2, less 704, libarchive 3.8.8, libjpeg 3.2.0, lsof 4.99.7, OpenSSH 10.4p1, OpenSSL 3.6.5, pango 1.58.0, perl 5.42.2, perl-Net-DNS 1.55, protobuf 35.1, SQLite 3.53.3, sysstat 12.7.9, systemd 261.1, tzdata 2026c, vim 9.2.0769, wireless-regdb 2026.05.30</li>
</ul><br />
<b>Add-Ons</b><br /><br /><ul><li>Observium Agent is now able to report the status of the Apache web server</li>
<li>Zabbix now reports metrics for Knot Resolver</li>
<li>Avahi: Shutdown could hang if the daemon wasn't running, because the resulting error wasn't handled</li>
<li>Updated packages: alsa 1.2.16, clamav 1.5.3, dnsdist 2.1.0, fetchmail 6.6.6, ffmpeg 8.1.2, Git 2.55.0, HAProxy 3.4.2, ltrace 0.8.1, monit 6.0.0, nano 9.1, netsnmpd 5.9.5.2, Postfix 3.11.4, rsync 3.5.0, strace 7.1, stunnel 5.78, tmux 3.7b, transmission 4.1.3, tshark 4.6.7</li>
</ul><br />
<hr /><br />
We have a lot more in the pipeline. Monitoring and reporting are getting a serious upgrade, giving you a much clearer view of what your firewall is doing and how your network is behaving. We will share more soon.<br />
<br />
In the meantime, please give this test release a try and let us know how it goes. If you connect via IPsec, WireGuard or OpenVPN, please check that name resolution works as expected. Bug reports are welcome on our <a href="https://bugzilla.ipfire.org" target="_blank">bug tracker</a>, and you can also join the discussion on the <a href="https://community.ipfire.org" target="_blank">community forum</a>.<br />
<br />
<br />
<a href="https://www.ipfire.org/blog/ipfire-2-29-core-update-204-is-available-for-testing" target="_blank">More...</a>]]></content:encoded>
			<category domain="https://n00bunlimited.net/home/forum/site-news/ipfire">Ipfire</category>
			<dc:creator>siosios</dc:creator>
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		<item>
			<title>Team Fortress 2 Update Released</title>
			<link>https://n00bunlimited.net/home/forum/site-news/steam-news/80493-team-fortress-2-update-released</link>
			<pubDate>Thu, 01 Oct 2026 21:10:09 GMT</pubDate>
			<description>An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:...</description>
			<content:encoded><![CDATA[An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:<br />
<br />
<br />
<br />
<b>Scream Fortress XVIII has arrived!</b><ul><li>Featuring 5 new community maps: HolyHell, Scarypass, Trainsawlaser, Medi-Evil, and Scaredy-Cat</li>
<li>Added the Haunted Hoard Case<ul><li>Contains 23 new community-created cosmetic items that make up the Haunted Hoard Collection</li>
<li>Has a chance to give a taunt Unusualifier as a bonus item</li>
</ul></li>
<li>Added 5 new community-contributed taunts to the Mann Co. Store<ul><li>Taunt: Hippocratic Hypocrite</li>
<li>Taunt: Showrunner's Spirit</li>
<li>Taunt: Barrel Roll</li>
<li>Taunt: One-Eyed Punt!</li>
<li>Taunt: Sear You Later</li>
</ul></li>
<li>Added 21 new community-created Unusual effects<ul><li>11 new effects for Unusual hats</li>
<li>10 new effects for Unusual taunts</li>
</ul></li>
<li>All players who launch the game will receive a Soul Gargoyle if they don't already have one<ul><li>Grants access to Merasmissions and Halloween item transmutations</li>
<li>Tracks Merasmissions completed and souls collected</li>
</ul></li>
<li>All Halloween Contracts have been reset, allowing them to be completed again</li>
<li>Added new Contracts for this year's featured community maps</li>
<li>Completing a Halloween Contract will give players a classic Halloween item and the chance for a Haunted Hoard Case</li>
<li>Continue last year's event by collecting the souls of dead players for your Soul Gargoyle by killing enemies, doing map objectives, or collecting the Soul Gargoyles that spawn in the maps</li>
<li>All cosmetic and taunt Cases will grant Halloween 2026 Unusual effects instead of their normal Unusual effects during the event. This does not include Crates.</li>
<li>Join Halloween matches by using the Special Events category in Casual</li>
<li>Scream Fortress XVIII runs through November 7th, 2026</li>
</ul><b>General</b><ul><li>Fixed ÜberCharge response rules not playing for Halloween items (community fix from robbilookatme)</li>
<li>Fixed missing lighting parameters for the Scottish Resistance materials (community fix from Lindon)</li>
<li>Fixed client crash related to missing HUDAutoAim element (community fix from flower)</li>
<li>Fixed TFBot crash related to moving control points (community fix from BetaM)</li>
<li>Fixed joining a new lobby while being revived locking up the camera (community fix from Vlad)</li>
<li>Fixed misplaced muzzle attachment for The AWPer Hand (community fix from dilbertron2)</li>
<li>Fixed the Pomson's kill icon bleeding into the Wrap Assassin's (community fix from JoriKos)</li>
<li>Fixed Spy disguising as a player without primary weapon (community fix from leemustache)</li>
<li>Fixed invalid Soul Gargoyle locations on Helltower (community fix from Kimmy)</li>
<li>Fixed bad computer_wall02b material (community fix from DiskIntegrity)</li>
<li>Added convars to control ready countdown (community fix from nemmy)</li>
<li>Fixed a bug where HUD item meters weren't always being cleared/loaded properly</li>
<li>Fixed cosmetics attached to ragdolls not cloaking with the ragdolls when killed with a weapon like Your Eternal Reward</li>
<li>Fixed crit boost material effect not working on several weapons</li>
<li>Added OnDropTeam1 and OnDropTeam2 outputs for item_teamflag</li>
<li>Fixed Summer 2024 Cosmetic Key and Summer 2024 Cosmetic Key backpack images</li>
<li>Updated style strings for the Chief Executor, Vested Investor's Vest, and Standing Offer</li>
<li>Updated The Hundekopf to fix a problem with the paint mask</li>
<li>Updated the Chief Executor<ul><li>Added style names</li>
<li>Fixed style preview window orientation</li>
<li>Added missing hat bodygroup to the third style</li>
<li>Added style names for the Standing Offer and Vested Investors Vest</li>
</ul></li>
<li>Updated the Handsome Ranger<ul><li>Updated UVs to prevent mipmapping with the paint region</li>
<li>Increased the size of the cigarette in the &quot;Off Duty&quot; style</li>
</ul></li>
<li>Updated the Long Shot<ul><li>Updated the textures to reduce the strength of the normal map &amp; ambient occlusion</li>
<li>Updated the backpack icon to reflect these change</li>
</ul></li>
<li>Updated the Night Riders<ul><li>Updated the textures to reduce the strength of the normal map &amp; ambient occlusion</li>
<li>Updated the backpack icon to reflect these change</li>
</ul></li>
<li>Updated The Lo-Fi Longwave logo to add a second style with the updated logo</li>
<li>Updated/Added some tournament medals</li>
<li>Updated the Standing Offer<ul><li>Fixed clipping issues</li>
<li>Fixed a wrongly assigned UV</li>
<li>Fixed paint texture issues</li>
</ul></li>
<li>Updated the Vested Investor's Vest to fix some clippling issues</li>
<li>Updated Le Morne Uniforme to fix some LOD issues</li>
<li>Updated backpack images for Le Sapeur and Le Morne Uniforme</li>
<li>Updated Beaten and Bruised<ul><li>Optimized model exports, reducing file size</li>
<li>Fixed location and rotation of the Style and Paint preview</li>
<li>Improved head bandage geometry</li>
<li>Reduced clipping with other cosmetics</li>
<li>Reduced normal map compression artifacts on Pyro and Engineer's cracked lenses</li>
<li>Updated textures, improving blue team texture variation</li>
<li>Fixed Nightmare style selfillum not displaying as intended</li>
<li>Updated backpack image</li>
</ul></li>
<li>Updated Hard Hearing<ul><li>Optimized model exports, reducing file size</li>
<li>Fixed location and rotation of the Style and Paint preview</li>
<li>Reduced clipping with other cosmetics</li>
<li>Fixed a gap above the brim on some classes</li>
<li>Updated textures to better match class colors</li>
<li>Adjusted phong values slightly</li>
<li>Sniper now takes off his hat when melee taunting on the &quot;Hearing Issue&quot; style</li>
</ul></li>
<li>Updated koth_sawmill_event to fix missing materials in the underworld</li>
<li>Updated ctf_2fort to fix inconsistent DX level setting for the grain_elevator01 prop (community fix from sonomahyenaz)</li>
<li>Updated cp_dustbowl to fix func_occluder problem in stage 3 (community fix from sonomahyenaz)</li>
<li>Updated cp_well to fix Engineers building in RED's forward spawn room (community fix from sonomahyenaz)</li>
<li>Updated pl_redwood<ul><li>Fixed visual stuttering on players using a zipline</li>
<li>Fixed bug that would break client collision with certain entities</li>
<li>Fixed zipline sounds being interrupted when the user fires their weapon</li>
<li>Fixed some cases where ziplines would not take players in the desired direction</li>
<li>Fixed the The Mantreads and The Thermal Thruster not dealing damage when landing on players after dismounting a zipline</li>
<li>Dismounting a zipline while wielding The Winger now boosts jump height by 25%</li>
<li>Reduced speed gained from dismounting a zipline shortly after shield charging</li>
<li>Adjusted zipline dismount input to help prevent accidental early dismounts</li>
</ul></li>
<li>Updated pd_mannsylvania<ul><li>Reduced duration of the Vampire Buff from 20 &gt; 15 seconds</li>
<li>Added a 5 second speed boost for players exiting Dracula's Castle</li>
<li>Added additional player voice lines that can play upon exiting Dracula's Castle</li>
<li>Removed some particle effects from the capture zone in Dracula's Castle for visual clarity</li>
<li>Map now precaches audio on map load, this fixes a major stutter issue when entering Dracula's Castle for the first time (Thanks Aar!)</li>
<li>Fixed players not being forced into melee in the ending sequence</li>
<li>Fixed some issues with sound scripts calling sounds that don't exist</li>
<li>Updated the texture on the resupply cabinets to help them stand out from the environment more</li>
<li>Reduced the amount of edicts taken up by converting some dynamic objects into static ones</li>
<li>Increased number of active pumpkin bombs on the map</li>
<li>Lighting adjustments</li>
<li>Minor visual tweaks</li>
<li>Optimizations</li>
</ul></li>
<li>Updated koth_demolition<ul><li>Replaced the health and ammo pack platforms with new ones made by Goobert</li>
<li>Updated the control point to have a neutral version matching RED and BLU (thanks Goobert)</li>
<li>Replaced the textures under the water to save file size</li>
<li>Replaced the team logos and oil rig overlays with new ones</li>
<li>Extended the space between the playable area and the invisible wall on the sea</li>
<li>Removed a bit of brushwork on the crane to avoid players bonking against it when using the jump pad</li>
<li>Moved the jump pad back a bit and gave it more strength</li>
<li>Removed the last bits of func_nobuild on the crane platform</li>
<li>Added two broken catwalks on the side of the crane platform</li>
<li>Added a new broken catwalk behind both spawns alongside cover and a trimp spot</li>
<li>Added a new shortcut on the radio towers connecting to the previously mentioned catwalk to give players another way out of spawn (Thanks ItJazzy for the suggestion)</li>
<li>Added a set of catwalks hanging from the point platform under the point to add a new flank route for players (Thanks ItJazzy for the suggestion)</li>
<li>Added a small health pack in the furnace rooms of each team</li>
<li>Added decorative lights under the point</li>
<li>Upgraded the health pack on the furnace room from medium to full</li>
<li>Upgraded the health pack on the office building from small to medium</li>
<li>Removed some ropes under the point</li>
<li>Fixed some pipes fading too soon</li>
<li>Fixed some weird collision near the spawns that messed with blast jumps</li>
<li>Administrator now reacts when a player dies to the Evil Deer. Try at your own risk.</li>
</ul></li>
<li>Updated zi_atoll, zi_blazehattan, zi_devastation_final1, zi_murky, zi_sanitarium, and zi_woods<ul><li>General Changes<ul><li>Players can no longer be selected as a starting Zombie two rounds in a row</li>
<li>Dying during setup now respawns you instantly</li>
<li>Players who are dead or spectating when the round begins now considered infected</li>
<li>The B.A.S.E Jumper can now be deployed at any point in the round</li>
<li>Jumper weapons no longer have decreased max ammo</li>
</ul></li>
<li>Zombie Changes<ul><li>New Feature: Zombie Spawn Picker<ul><li>On respawn, Zombies will be able to manually choose which spawn point to spawn at<ul><li>Pressing your left and right mouse inputs will cycle through all spawn points</li>
<li>Pressing your jump input will spawn you at your current spawn point</li>
</ul></li>
<li>If no inputs are pressed, you will automatically respawn after a short time</li>
</ul></li>
<li>Zombies are no longer ÜberCharged when respawning</li>
<li>Zombies can change class while picking a spawn point</li>
</ul></li>
<li>Zombies now drop a small ammo pack</li>
<li>Zombies now receive Mini-Crits when the Zombie team is below the starting infection quota</li>
<li>Updated Zombie viewmodel animations and removed view punch when attacking</li>
<li>Updated Zombie playermodels and third person animations (thanks Coolchao Zhao!)</li>
<li>Updated Zombie ability icons with polished art (thanks TheLazerSofa!)</li>
<li>Respawning Zombies no longer play lightning visuals and thunder sounds</li>
<li>Zombies no longer leave a trail of green footsteps, no longer emit green fog, and can now ragdoll</li>
<li>Updated Zombie Engineer<ul><li>Zombie Engineer has a new &quot;Beacon&quot; ability<ul><li>Throw a toolbox to erect a beacon that Zombies can respawn at</li>
<li>Beacons are the default spawn point for Zombies in the new Spawn Picker feature</li>
<li>Beacons can be destroyed by Survivors</li>
<li>Each Zombie Engineer can only have one beacon active at a time</li>
</ul></li>
</ul></li>
<li>Updated Zombie Spy<ul><li>Zombie Spy has been given Zombie Engineer's old &quot;EMP Grenade&quot;<ul><li>Like before, the EMP grenade will temporarily disable buildings around it after detonation</li>
<li>EMP Grenade blast highlights Survivors and buildings like the previous &quot;Reveal&quot; ability</li>
<li>No longer instantly detonates when directly hitting a building</li>
<li>Now takes half as long to detonate</li>
<li>Reveal and EMP duration changed from 6.5s to 5.5s</li>
<li>Reveal range changed from 1000HU to 900HU</li>
<li>EMP range changed from 500HU to 450HU</li>
</ul></li>
<li>Max Health lowered to 125</li>
<li>Melee damage changed from 100% to 69%</li>
</ul></li>
<li>Updated Zombie Pyro<ul><li>Zombie Pyro has a new &quot;Sticky Spew&quot; ability<ul><li>Spew balls of tar at Survivors, coating them in disorienting liquid that hinders their movement-based weapons</li>
</ul></li>
<li>No longer drops a medium health kit on death</li>
<li>Fire resistance changed from 100% to 70%</li>
<li>No longer ignites players on hit or deals bonus damage to burning Survivors</li>
</ul></li>
<li>Updated Zombie Heavy<ul><li>Zombie Heavy has a new &quot;Rock Hurl&quot; ability<ul><li>Grab a chunk of concrete from the ground, lift it, and heave it at Survivors</li>
<li>Survivors in the radius of the concrete get knocked back and take damage</li>
<li>Survivors directly hit by the concrete get stunned and take additional damage</li>
<li>Buildings hit by concrete are temporarily disabled</li>
</ul></li>
<li>Added loud footsteps</li>
<li>Knockback resistance changed from 100% to 85%</li>
<li>Damage vs buildings changed from 120 to 90</li>
<li>No longer drops a medium health kit on death</li>
</ul></li>
<li>Updated Zombie Sniper<ul><li>Spit can now settle on slopes, staircases, and rooftops</li>
</ul></li>
<li>Updated Zombie Demoman<ul><li>Explosive Charge's channel period has full aim control</li>
</ul></li>
<li>Updated Zombie Soldier<ul><li>Pouncing Zombie Soldiers now play a whistling falling sound</li>
</ul></li>
<li>Bug Fixes<ul><li>Fixed Zombies sometimes being immune to headshots</li>
<li>Fixed a bug where Zombie Sniper's Spit would not create a puddle on impact with a building</li>
<li>Fixed Zombie Heavy's attack damaging through Bonk! Atomic Punch and ÜberCharge</li>
<li>Fixed Zombie Medic leaving dispensers behind when changing class, spectating or disconnecting</li>
<li>Fixed Survivors sometimes starting with no ammo or metal</li>
<li>Fixed &quot;game_text&quot; entities leaking when a player disconnects or changes class mid-respawn</li>
<li>Fixed the starting Zombie quota being able to select a spectator or a dead survivor</li>
</ul></li>
</ul></li>
<li>Updated zi_atoll (additional changes)<ul><li>Removed a zombie spawn beneath the cliff shack</li>
<li>Returned full ammo pack in the turbine room</li>
<li>Removed Uber effect from spawning zombies</li>
</ul></li>
<li>Updated zi_blazehattan (additional changes)<ul><li>Reworked lighting and updated the visuals across the map</li>
<li>Reworked zombie spawns to create safer zones for Survivors</li>
<li>Reworked the grinder building and the evacuation center</li>
<li>Removed fence in cargo crate pile to allow for more rotations</li>
<li>Added more pickups across the map</li>
<li>Cleaned up collisions</li>
<li>Fixed Survivor respawn wave time being too long</li>
<li>Reduced round timer from 210s to 180s</li>
<li>Removed little nobuild zones from on top of various crates and barrels</li>
<li>Optimization pass</li>
</ul></li>
<li>Updated zi_devastation_final1 (additional changes)<ul><li>Added Zombie access to the surface above the parking garage, allowing them to drop down onto higher floors</li>
<li>Simplified and clarified Zombie spawns</li>
<li>Added Survivor access to third floor vents corridor</li>
<li>Removed nobuild triggers from third floor cars</li>
<li>Brightened dark corners</li>
<li>Lowered the water in the parking lot bottom floor</li>
</ul></li>
<li>Updated zi_murky (additional changes)<ul><li>The previously condemned Mudpuppy clearance tunnels are now opened</li>
<li>Mudpuppy spawn points have been removed and moved to the docks</li>
<li>Reduced some pickup spawns</li>
<li>Decreased fog and lightened ambient lighting for improved visibility</li>
<li>Lowered volume of soundscape effects</li>
<li>Cleaned, fixed, added, and decluttered collisions around the map</li>
<li>Merged props to improve performance</li>
<li>Updated water visuals and removed expensive reflection effects</li>
<li>Adjusted pumpkin bomb spawns</li>
</ul></li>
<li>Updated zi_sanitarium (additional changes)<ul><li>Removed outside ladder access to the roof. You'll have to take the stairs.</li>
<li>Removed Uber effect from spawning zombies</li>
<li>Removed access to sloped roof adjacent to the sanitarium rooftop</li>
<li>Removed a wooden barrier near the upstairs bathroom</li>
<li>Removed some wooden plank walkways connecting several balconies</li>
<li>Fixed being able to attack through window frames</li>
<li>Fixed bad clipping and stuck spots around wooden scaffolding</li>
<li>Shortened Far Z clip plane for optimization</li>
<li>Added &quot;Ding&quot; noise when the elevator arrives at its location</li>
</ul></li>
<li>Updated zi_woods (additional changes)<ul><li>Updated Zombie spawn zones</li>
<li>Reworked the boathouse roof</li>
<li>Terraformed cliffs around the lake</li>
<li>Added access to raised terrain platforms</li>
<li>Added health and ammo platform in the wooded pathway to the docks</li>
<li>Added clipping to tall rock spires</li>
<li>Brightened some dark spots of the forest</li>
<li>Made the airboat easier to jump over and into</li>
<li>Increased round timer from 120s to 160s</li>
<li>Optimization pass</li>
</ul></li>
</ul><br />
<br />
An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:<br />
<br />
<br />
<br />
<b>Scream Fortress XVIII has arrived!</b><ul><li>Featuring 5 new community maps: HolyHell, Scarypass, Trainsawlaser, Medi-Evil, and Scaredy-Cat</li>
<li>Added the Haunted Hoard Case<ul><li>Contains 23 new community-created cosmetic items that make up the Haunted Hoard Collection</li>
<li>Has a chance to give a taunt Unusualifier as a bonus item</li>
</ul></li>
<li>Added 5 new community-contributed taunts to the Mann Co. Store<ul><li>Taunt: Hippocratic Hypocrite</li>
<li>Taunt: Showrunner's Spirit</li>
<li>Taunt: Barrel Roll</li>
<li>Taunt: One-Eyed Punt!</li>
<li>Taunt: Sear You Later</li>
</ul></li>
<li>Added 21 new community-created Unusual effects<ul><li>11 new effects for Unusual hats</li>
<li>10 new effects for Unusual taunts</li>
</ul></li>
<li>All players who launch the game will receive a Soul Gargoyle if they don't already have one<ul><li>Grants access to Merasmissions and Halloween item transmutations</li>
<li>Tracks Merasmissions completed and souls collected</li>
</ul></li>
<li>All Halloween Contracts have been reset, allowing them to be completed again</li>
<li>Added new Contracts for this year's featured community maps</li>
<li>Completing a Halloween Contract will give players a classic Halloween item and the chance for a Haunted Hoard Case</li>
<li>Continue last year's event by collecting the souls of dead players for your Soul Gargoyle by killing enemies, doing map objectives, or collecting the Soul Gargoyles that spawn in the maps</li>
<li>All cosmetic and taunt Cases will grant Halloween 2026 Unusual effects instead of their normal Unusual effects during the event. This does not include Crates.</li>
<li>Join Halloween matches by using the Special Events category in Casual</li>
<li>Scream Fortress XVIII runs through November 7th, 2026</li>
</ul><b>General</b><ul><li>Fixed ÜberCharge response rules not playing for Halloween items (community fix from robbilookatme)</li>
<li>Fixed missing lighting parameters for the Scottish Resistance materials (community fix from Lindon)</li>
<li>Fixed client crash related to missing HUDAutoAim element (community fix from flower)</li>
<li>Fixed TFBot crash related to moving control points (community fix from BetaM)</li>
<li>Fixed joining a new lobby while being revived locking up the camera (community fix from Vlad)</li>
<li>Fixed misplaced muzzle attachment for The AWPer Hand (community fix from dilbertron2)</li>
<li>Fixed the Pomson's kill icon bleeding into the Wrap Assassin's (community fix from JoriKos)</li>
<li>Fixed Spy disguising as a player without primary weapon (community fix from leemustache)</li>
<li>Fixed invalid Soul Gargoyle locations on Helltower (community fix from Kimmy)</li>
<li>Fixed bad computer_wall02b material (community fix from DiskIntegrity)</li>
<li>Added convars to control ready countdown (community fix from nemmy)</li>
<li>Fixed a bug where HUD item meters weren't always being cleared/loaded properly</li>
<li>Fixed cosmetics attached to ragdolls not cloaking with the ragdolls when killed with a weapon like Your Eternal Reward</li>
<li>Fixed crit boost material effect not working on several weapons</li>
<li>Added OnDropTeam1 and OnDropTeam2 outputs for item_teamflag</li>
<li>Fixed Summer 2024 Cosmetic Key and Summer 2024 Cosmetic Key backpack images</li>
<li>Updated style strings for the Chief Executor, Vested Investor's Vest, and Standing Offer</li>
<li>Updated The Hundekopf to fix a problem with the paint mask</li>
<li>Updated the Chief Executor<ul><li>Added style names</li>
<li>Fixed style preview window orientation</li>
<li>Added missing hat bodygroup to the third style</li>
<li>Added style names for the Standing Offer and Vested Investors Vest</li>
</ul></li>
<li>Updated the Handsome Ranger<ul><li>Updated UVs to prevent mipmapping with the paint region</li>
<li>Increased the size of the cigarette in the &quot;Off Duty&quot; style</li>
</ul></li>
<li>Updated the Long Shot<ul><li>Updated the textures to reduce the strength of the normal map &amp; ambient occlusion</li>
<li>Updated the backpack icon to reflect these change</li>
</ul></li>
<li>Updated the Night Riders<ul><li>Updated the textures to reduce the strength of the normal map &amp; ambient occlusion</li>
<li>Updated the backpack icon to reflect these change</li>
</ul></li>
<li>Updated The Lo-Fi Longwave logo to add a second style with the updated logo</li>
<li>Updated/Added some tournament medals</li>
<li>Updated the Standing Offer<ul><li>Fixed clipping issues</li>
<li>Fixed a wrongly assigned UV</li>
<li>Fixed paint texture issues</li>
</ul></li>
<li>Updated the Vested Investor's Vest to fix some clippling issues</li>
<li>Updated Le Morne Uniforme to fix some LOD issues</li>
<li>Updated backpack images for Le Sapeur and Le Morne Uniforme</li>
<li>Updated Beaten and Bruised<ul><li>Optimized model exports, reducing file size</li>
<li>Fixed location and rotation of the Style and Paint preview</li>
<li>Improved head bandage geometry</li>
<li>Reduced clipping with other cosmetics</li>
<li>Reduced normal map compression artifacts on Pyro and Engineer's cracked lenses</li>
<li>Updated textures, improving blue team texture variation</li>
<li>Fixed Nightmare style selfillum not displaying as intended</li>
<li>Updated backpack image</li>
</ul></li>
<li>Updated Hard Hearing<ul><li>Optimized model exports, reducing file size</li>
<li>Fixed location and rotation of the Style and Paint preview</li>
<li>Reduced clipping with other cosmetics</li>
<li>Fixed a gap above the brim on some classes</li>
<li>Updated textures to better match class colors</li>
<li>Adjusted phong values slightly</li>
<li>Sniper now takes off his hat when melee taunting on the &quot;Hearing Issue&quot; style</li>
</ul></li>
<li>Updated koth_sawmill_event to fix missing materials in the underworld</li>
<li>Updated ctf_2fort to fix inconsistent DX level setting for the grain_elevator01 prop (community fix from sonomahyenaz)</li>
<li>Updated cp_dustbowl to fix func_occluder problem in stage 3 (community fix from sonomahyenaz)</li>
<li>Updated cp_well to fix Engineers building in RED's forward spawn room (community fix from sonomahyenaz)</li>
<li>Updated pl_redwood<ul><li>Fixed visual stuttering on players using a zipline</li>
<li>Fixed bug that would break client collision with certain entities</li>
<li>Fixed zipline sounds being interrupted when the user fires their weapon</li>
<li>Fixed some cases where ziplines would not take players in the desired direction</li>
<li>Fixed the The Mantreads and The Thermal Thruster not dealing damage when landing on players after dismounting a zipline</li>
<li>Dismounting a zipline while wielding The Winger now boosts jump height by 25%</li>
<li>Reduced speed gained from dismounting a zipline shortly after shield charging</li>
<li>Adjusted zipline dismount input to help prevent accidental early dismounts</li>
</ul></li>
<li>Updated pd_mannsylvania<ul><li>Reduced duration of the Vampire Buff from 20 &gt; 15 seconds</li>
<li>Added a 5 second speed boost for players exiting Dracula's Castle</li>
<li>Added additional player voice lines that can play upon exiting Dracula's Castle</li>
<li>Removed some particle effects from the capture zone in Dracula's Castle for visual clarity</li>
<li>Map now precaches audio on map load, this fixes a major stutter issue when entering Dracula's Castle for the first time (Thanks Aar!)</li>
<li>Fixed players not being forced into melee in the ending sequence</li>
<li>Fixed some issues with sound scripts calling sounds that don't exist</li>
<li>Updated the texture on the resupply cabinets to help them stand out from the environment more</li>
<li>Reduced the amount of edicts taken up by converting some dynamic objects into static ones</li>
<li>Increased number of active pumpkin bombs on the map</li>
<li>Lighting adjustments</li>
<li>Minor visual tweaks</li>
<li>Optimizations</li>
</ul></li>
<li>Updated koth_demolition<ul><li>Replaced the health and ammo pack platforms with new ones made by Goobert</li>
<li>Updated the control point to have a neutral version matching RED and BLU (thanks Goobert)</li>
<li>Replaced the textures under the water to save file size</li>
<li>Replaced the team logos and oil rig overlays with new ones</li>
<li>Extended the space between the playable area and the invisible wall on the sea</li>
<li>Removed a bit of brushwork on the crane to avoid players bonking against it when using the jump pad</li>
<li>Moved the jump pad back a bit and gave it more strength</li>
<li>Removed the last bits of func_nobuild on the crane platform</li>
<li>Added two broken catwalks on the side of the crane platform</li>
<li>Added a new broken catwalk behind both spawns alongside cover and a trimp spot</li>
<li>Added a new shortcut on the radio towers connecting to the previously mentioned catwalk to give players another way out of spawn (Thanks ItJazzy for the suggestion)</li>
<li>Added a set of catwalks hanging from the point platform under the point to add a new flank route for players (Thanks ItJazzy for the suggestion)</li>
<li>Added a small health pack in the furnace rooms of each team</li>
<li>Added decorative lights under the point</li>
<li>Upgraded the health pack on the furnace room from medium to full</li>
<li>Upgraded the health pack on the office building from small to medium</li>
<li>Removed some ropes under the point</li>
<li>Fixed some pipes fading too soon</li>
<li>Fixed some weird collision near the spawns that messed with blast jumps</li>
<li>Administrator now reacts when a player dies to the Evil Deer. Try at your own risk.</li>
</ul></li>
<li>Updated zi_atoll, zi_blazehattan, zi_devastation_final1, zi_murky, zi_sanitarium, and zi_woods<ul><li>General Changes<ul><li>Players can no longer be selected as a starting Zombie two rounds in a row</li>
<li>Dying during setup now respawns you instantly</li>
<li>Players who are dead or spectating when the round begins now considered infected</li>
<li>The B.A.S.E Jumper can now be deployed at any point in the round</li>
<li>Jumper weapons no longer have decreased max ammo</li>
</ul></li>
<li>Zombie Changes<ul><li>New Feature: Zombie Spawn Picker<ul><li>On respawn, Zombies will be able to manually choose which spawn point to spawn at<ul><li>Pressing your left and right mouse inputs will cycle through all spawn points</li>
<li>Pressing your jump input will spawn you at your current spawn point</li>
</ul></li>
<li>If no inputs are pressed, you will automatically respawn after a short time</li>
</ul></li>
<li>Zombies are no longer ÜberCharged when respawning</li>
<li>Zombies can change class while picking a spawn point</li>
</ul></li>
<li>Zombies now drop a small ammo pack</li>
<li>Zombies now receive Mini-Crits when the Zombie team is below the starting infection quota</li>
<li>Updated Zombie viewmodel animations and removed view punch when attacking</li>
<li>Updated Zombie playermodels and third person animations (thanks Coolchao Zhao!)</li>
<li>Updated Zombie ability icons with polished art (thanks TheLazerSofa!)</li>
<li>Respawning Zombies no longer play lightning visuals and thunder sounds</li>
<li>Zombies no longer leave a trail of green footsteps, no longer emit green fog, and can now ragdoll</li>
<li>Updated Zombie Engineer<ul><li>Zombie Engineer has a new &quot;Beacon&quot; ability<ul><li>Throw a toolbox to erect a beacon that Zombies can respawn at</li>
<li>Beacons are the default spawn point for Zombies in the new Spawn Picker feature</li>
<li>Beacons can be destroyed by Survivors</li>
<li>Each Zombie Engineer can only have one beacon active at a time</li>
</ul></li>
</ul></li>
<li>Updated Zombie Spy<ul><li>Zombie Spy has been given Zombie Engineer's old &quot;EMP Grenade&quot;<ul><li>Like before, the EMP grenade will temporarily disable buildings around it after detonation</li>
<li>EMP Grenade blast highlights Survivors and buildings like the previous &quot;Reveal&quot; ability</li>
<li>No longer instantly detonates when directly hitting a building</li>
<li>Now takes half as long to detonate</li>
<li>Reveal and EMP duration changed from 6.5s to 5.5s</li>
<li>Reveal range changed from 1000HU to 900HU</li>
<li>EMP range changed from 500HU to 450HU</li>
</ul></li>
<li>Max Health lowered to 125</li>
<li>Melee damage changed from 100% to 69%</li>
</ul></li>
<li>Updated Zombie Pyro<ul><li>Zombie Pyro has a new &quot;Sticky Spew&quot; ability<ul><li>Spew balls of tar at Survivors, coating them in disorienting liquid that hinders their movement-based weapons</li>
</ul></li>
<li>No longer drops a medium health kit on death</li>
<li>Fire resistance changed from 100% to 70%</li>
<li>No longer ignites players on hit or deals bonus damage to burning Survivors</li>
</ul></li>
<li>Updated Zombie Heavy<ul><li>Zombie Heavy has a new &quot;Rock Hurl&quot; ability<ul><li>Grab a chunk of concrete from the ground, lift it, and heave it at Survivors</li>
<li>Survivors in the radius of the concrete get knocked back and take damage</li>
<li>Survivors directly hit by the concrete get stunned and take additional damage</li>
<li>Buildings hit by concrete are temporarily disabled</li>
</ul></li>
<li>Added loud footsteps</li>
<li>Knockback resistance changed from 100% to 85%</li>
<li>Damage vs buildings changed from 120 to 90</li>
<li>No longer drops a medium health kit on death</li>
</ul></li>
<li>Updated Zombie Sniper<ul><li>Spit can now settle on slopes, staircases, and rooftops</li>
</ul></li>
<li>Updated Zombie Demoman<ul><li>Explosive Charge's channel period has full aim control</li>
</ul></li>
<li>Updated Zombie Soldier<ul><li>Pouncing Zombie Soldiers now play a whistling falling sound</li>
</ul></li>
<li>Bug Fixes<ul><li>Fixed Zombies sometimes being immune to headshots</li>
<li>Fixed a bug where Zombie Sniper's Spit would not create a puddle on impact with a building</li>
<li>Fixed Zombie Heavy's attack damaging through Bonk! Atomic Punch and ÜberCharge</li>
<li>Fixed Zombie Medic leaving dispensers behind when changing class, spectating or disconnecting</li>
<li>Fixed Survivors sometimes starting with no ammo or metal</li>
<li>Fixed &quot;game_text&quot; entities leaking when a player disconnects or changes class mid-respawn</li>
<li>Fixed the starting Zombie quota being able to select a spectator or a dead survivor</li>
</ul></li>
</ul></li>
<li>Updated zi_atoll (additional changes)<ul><li>Removed a zombie spawn beneath the cliff shack</li>
<li>Returned full ammo pack in the turbine room</li>
<li>Removed Uber effect from spawning zombies</li>
</ul></li>
<li>Updated zi_blazehattan (additional changes)<ul><li>Reworked lighting and updated the visuals across the map</li>
<li>Reworked zombie spawns to create safer zones for Survivors</li>
<li>Reworked the grinder building and the evacuation center</li>
<li>Removed fence in cargo crate pile to allow for more rotations</li>
<li>Added more pickups across the map</li>
<li>Cleaned up collisions</li>
<li>Fixed Survivor respawn wave time being too long</li>
<li>Reduced round timer from 210s to 180s</li>
<li>Removed little nobuild zones from on top of various crates and barrels</li>
<li>Optimization pass</li>
</ul></li>
<li>Updated zi_devastation_final1 (additional changes)<ul><li>Added Zombie access to the surface above the parking garage, allowing them to drop down onto higher floors</li>
<li>Simplified and clarified Zombie spawns</li>
<li>Added Survivor access to third floor vents corridor</li>
<li>Removed nobuild triggers from third floor cars</li>
<li>Brightened dark corners</li>
<li>Lowered the water in the parking lot bottom floor</li>
</ul></li>
<li>Updated zi_murky (additional changes)<ul><li>The previously condemned Mudpuppy clearance tunnels are now opened</li>
<li>Mudpuppy spawn points have been removed and moved to the docks</li>
<li>Reduced some pickup spawns</li>
<li>Decreased fog and lightened ambient lighting for improved visibility</li>
<li>Lowered volume of soundscape effects</li>
<li>Cleaned, fixed, added, and decluttered collisions around the map</li>
<li>Merged props to improve performance</li>
<li>Updated water visuals and removed expensive reflection effects</li>
<li>Adjusted pumpkin bomb spawns</li>
</ul></li>
<li>Updated zi_sanitarium (additional changes)<ul><li>Removed outside ladder access to the roof. You'll have to take the stairs.</li>
<li>Removed Uber effect from spawning zombies</li>
<li>Removed access to sloped roof adjacent to the sanitarium rooftop</li>
<li>Removed a wooden barrier near the upstairs bathroom</li>
<li>Removed some wooden plank walkways connecting several balconies</li>
<li>Fixed being able to attack through window frames</li>
<li>Fixed bad clipping and stuck spots around wooden scaffolding</li>
<li>Shortened Far Z clip plane for optimization</li>
<li>Added &quot;Ding&quot; noise when the elevator arrives at its location</li>
</ul></li>
<li>Updated zi_woods (additional changes)<ul><li>Updated Zombie spawn zones</li>
<li>Reworked the boathouse roof</li>
<li>Terraformed cliffs around the lake</li>
<li>Added access to raised terrain platforms</li>
<li>Added health and ammo platform in the wooded pathway to the docks</li>
<li>Added clipping to tall rock spires</li>
<li>Brightened some dark spots of the forest</li>
<li>Made the airboat easier to jump over and into</li>
<li>Increased round timer from 120s to 160s</li>
<li>Optimization pass</li>
</ul></li>
</ul><br />
<br />
<a href="https://store.steampowered.com/news/285134/" target="_blank">More...</a>]]></content:encoded>
			<category domain="https://n00bunlimited.net/home/forum/site-news/steam-news">Steam News</category>
			<dc:creator>siosios</dc:creator>
			<guid isPermaLink="true">https://n00bunlimited.net/home/forum/site-news/steam-news/80493-team-fortress-2-update-released</guid>
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			<title>IPfire Walk through and review</title>
			<link>https://n00bunlimited.net/home/forum/site-news/ipfire/80492-ipfire-walk-through-and-review</link>
			<pubDate>Mon, 07 Sep 2026 14:54:13 GMT</pubDate>
			<description />
			<content:encoded><![CDATA[
<iframe class="restrain" title="YouTube video player" width="640" height="390" src="//www.youtube.com/embed/qjPyh2FsGeM?wmode=opaque&amp;autoplay=1" allowFullScreen allow="autoplay"></iframe>
]]></content:encoded>
			<category domain="https://n00bunlimited.net/home/forum/site-news/ipfire">Ipfire</category>
			<dc:creator>siosios</dc:creator>
			<guid isPermaLink="true">https://n00bunlimited.net/home/forum/site-news/ipfire/80492-ipfire-walk-through-and-review</guid>
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			<title>IPFire 2.29 - Core Update 203 released</title>
			<link>https://n00bunlimited.net/home/forum/site-news/ipfire/80491-ipfire-2-29-core-update-203-released</link>
			<pubDate>Mon, 20 Jul 2026 09:00:48 GMT</pubDate>
			<description><![CDATA[This is the release announcement for IPFire 2.29 &#8211; Core Update 203, which is now available. 
 
This is a substantial update, and its centrepiece is a...]]></description>
			<content:encoded><![CDATA[<br />
<br />
This is the release announcement for IPFire 2.29 &#8211; Core Update 203, which is now available.<br />
<br />
This is a substantial update, and its centrepiece is a fundamental change to how IPFire handles DNS: we have replaced Unbound with Knot Resolver, giving us a more flexible foundation and a range of new capabilities, from a DNS Firewall to encrypted upstream forwarding. Alongside it, the WiFi access point gains support for the 6 GHz band, and there are the usual security fixes and package updates throughout. These changes reach into a core part of the system, and we're grateful to everyone who helped test the release candidate over the past weeks and reported back.<br />
<br />
<b>DNS: Moving from Unbound to Knot Resolver</b><br /><br />With this release, IPFire replaces its DNS Resolver with Knot Resolver.<br />
<br />
This is a significant change under the hood, and not one we made lightly. Unbound has served IPFire well for many years and remains an excellent resolver. But DNS has quietly become one of the most important parts of the modern network. It is no longer only about turning names into addresses &#8212; it increasingly carries the information other protocols rely on to connect quickly, securely and privately, from encrypted transport to the records clients use to establish encrypted connections. To keep building on top of DNS, we needed a resolver we can extend and integrate deeply with the rest of IPFire. Knot Resolver's modular, scriptable architecture gives us exactly that foundation.<br />
<br />
What this brings you today:<ul><li><b>Encrypted upstream forwarding (DNS over TLS)</b> &#8212; queries to your chosen upstream resolvers can now be sent over TLS, so they can't be read or tampered with in transit.</li>
<li><b>DNS Firewall</b> &#8212; block malware, advertising and whole categories of unwanted domains at the DNS layer.</li>
<li><b>Encrypted zone data (over TLS)</b> &#8212; the DNS Firewall's filtering and policy zones are now pulled over an encrypted connection by zone-sync, a new tool we built in C. Updates are transferred incrementally and can no longer be read or tampered with in transit.</li>
<li><b>SafeSearch</b> &#8212; enforce safe search across the major search engines and YouTube for your whole network.</li>
<li><b>Conditional forwarding</b> &#8212; send queries for specific zones to specific servers. (Note the change below.)</li>
<li><b>Local overrides</b> &#8212; define your own DNS records for local hostnames.</li>
<li><b>DHCP integration</b> &#8212; a custom module makes hostnames from DHCP leases resolvable in DNS, replacing the old Unbound DHCP Leases Bridge with no loss of function.</li>
</ul><br />
Under the hood:<ul><li><b>Persistent Cache</b> &#8212; the cache now survives restarts, so resolution stays fast after a reboot and there's less load on upstream servers.</li>
<li><b>Shared state across multiple workers</b> &#8212; Knot Resolver uses several worker processes that share one cache and state, making efficient use of multiple CPU cores without fragmenting the cache.</li>
</ul><br />
Please note: Forwarded zones can no longer be specified as fully-qualified domain names. You now need to replace any entries on the DNS Forwarding page that use FQDNs with IP addresses.<br />
<br />
A note on what went into this release: replacing the DNS resolver was far from a drop-in swap. Alongside integrating Knot Resolver itself, we wrote a good deal of new code &#8212; including custom modules for DHCP and filtering, and zone-sync, a tool we built in C to keep the DNS Firewall's data current over an encrypted connection.<br />
<br />
<b>WiFi: Support for the 6 GHz Band</b><br /><br />The IPFire WiFi access point now supports the 6 GHz band, opening up the spectrum introduced with WiFi 6E and WiFi 7.<br />
<br />
Why this matters:<ul><li><b>More room, less interference</b> &#8212; the 6 GHz band is new and largely empty. Without decades of legacy devices crowding it, wireless clients get cleaner airtime and more stable connections, even in busy neighbourhoods.</li>
<li><b>Wider channels, higher throughput</b> &#8212; the additional spectrum leaves room for many more wide (80 and 160 MHz) channels, so you can run faster connections without them overlapping and interfering with one another.</li>
<li><b>No radar detection, no interruptions</b> &#8212; unlike parts of the 5 GHz band, the 6 GHz band does not require radar detection (DFS). The access point starts up immediately and can never be forced off its channel by a radar event, so there are no sudden dropouts.</li>
</ul><br />
We have also fixed a bug that prevented the access point from starting when a 40 MHz channel width was combined with a manually selected channel.<br />
<br />
<b>Misc.</b><br /><br /><ul><li>AWS: IPFire can now retrieve EC2 instance metadata using IMDSv2, the token-based and more secure version of the metadata service that AWS now recommends and increasingly enforces by default. This means IPFire runs correctly on instances configured to require IMDSv2, while IMDSv1 remains supported for existing deployments.</li>
<li>The microcode for some Intel processors has been updated to version 20260512 to address a vulnerability filed as <a href="https://www.intel.com/content/www/us/en/security-center/advisory/intel-sa-01420.html" target="_blank">INTEL-SA-01420</a></li>
<li>A bug with Perl failing to properly encode/decode UTF-8 strings has been fixed so that the web UI will show translations with non-ASCII characters properly again</li>
<li>OpenVPN: The icon to download the configuration has been replaced by a clearer version; and for Roadwarrior clients with a static IP address allocation, the name of the subnet is now shown next to the connection.</li>
<li>sysklogd will now listen on localhost again, which is useful for chrooted processes that want to log messages</li>
<li>Updated packages: BIND 9.20.23, Boost 1.90.0, coreutils 9.11, btrfs-progs 7.0, e2fsprogs 1.47.4, elfutils 0.195, expat 2.8.1, fcron 3.4.1, fontconfig 2.18.1, gdb 17.2, gnupg 2.5.20, GRUB 2.14, grub-btrfs 4.14, iana-etc 20260511, krb5 1.22.2, less 702, libedit 20260512-3.1, libksba 1.8.0, libloc 0.9.19, libunistring 1.4.2, libusb 1.0.30, LuaJIT 2.1.707c12b, LVM2 2.03.41, meson 1.11.1, nettle 4.0, OpenVPN 2.7.4, rrdtool 1.10.3, SQLite 3.53.1, strongswan 6.0.7 (<a href="https://cve.mitre.org/cgi-bin/cvename.cgi?name=2026-47895" target="_blank">CVE-2026-47895</a>), Suricata 8.0.6, util-linux 2.42, vim 9.2.0526, which 2.25, xfsprogs 7.0.1, zone-sync 0.0.2</li>
</ul><br />
<b>Add-Ons</b><br /><br /><ul><li>Updated packages: dnsdist 2.0.6, ntfs-3g 2026.2.25, Postfix 3.11.3, rsync 3.4.3, samba 4.24.2, spice 0.16.0, spice-protocol 0.14.5, tmux 3.6b, tshark 4.6.6</li>
<li>Zabbix Agent: Fixes for OpenVPN 2.7 status parsing and ping error handling have been applied</li>
</ul><br />
<b>Thank You</b><br /><br />Core Update 203 reaches into one of the most fundamental parts of the system, and getting there took months of work: rebuilding DNS resolution from the ground up, writing new tooling like zone-sync, and testing all of it against real-world traffic. We're especially grateful to everyone who ran the release candidate, filed bugs, and helped us catch issues before they reached the wider community.<br />
<br />
Work like this is slow, detailed and largely invisible, and it is only possible because IPFire is supported by the people who rely on it. If this release is useful to you, <a href="https://www.ipfire.org/donate" target="_blank">please consider making a donation</a> &#8212; it is what lets us keep building.<br />
<br />
Thank you for using IPFire.<br />
<br />
<br />
<a href="https://www.ipfire.org/blog/ipfire-2-29-core-update-203-released" target="_blank">More...</a>]]></content:encoded>
			<category domain="https://n00bunlimited.net/home/forum/site-news/ipfire">Ipfire</category>
			<dc:creator>siosios</dc:creator>
			<guid isPermaLink="true">https://n00bunlimited.net/home/forum/site-news/ipfire/80491-ipfire-2-29-core-update-203-released</guid>
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			<title>Team Fortress 2 Update Released</title>
			<link>https://n00bunlimited.net/home/forum/site-news/steam-news/80490-team-fortress-2-update-released</link>
			<pubDate>Thu, 16 Jul 2026 21:31:18 GMT</pubDate>
			<description>An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:...</description>
			<content:encoded><![CDATA[An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:<ul><li>Updated Taxi Cabbed war paint<ul><li>Fixed mip settings on the stickers</li>
<li>Fixed using the incorrect wear texture</li>
</ul></li>
<li>Updated/Added some tournament medals</li>
<li>Updated koth_dryfield<ul><li>Fixed the teleporter prison exploit</li>
<li>Fixed the broken geometry of the RED hut near the point</li>
<li>Attempt to fix a flying RED roof spotted from afar</li>
<li>Fixed the watercooler facing the wall</li>
<li>Improved access to the balcony section to make jumping easier</li>
<li>Added many missing player clip</li>
</ul></li>
</ul><br />
<br />
An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:<ul><li>Updated Taxi Cabbed war paint<ul><li>Fixed mip settings on the stickers</li>
<li>Fixed using the incorrect wear texture</li>
</ul></li>
<li>Updated/Added some tournament medals</li>
<li>Updated koth_dryfield<ul><li>Fixed the teleporter prison exploit</li>
<li>Fixed the broken geometry of the RED hut near the point</li>
<li>Attempt to fix a flying RED roof spotted from afar</li>
<li>Fixed the watercooler facing the wall</li>
<li>Improved access to the balcony section to make jumping easier</li>
<li>Added many missing player clip</li>
</ul></li>
</ul><br />
<br />
<a href="https://store.steampowered.com/news/276347/" target="_blank">More...</a>]]></content:encoded>
			<category domain="https://n00bunlimited.net/home/forum/site-news/steam-news">Steam News</category>
			<dc:creator>siosios</dc:creator>
			<guid isPermaLink="true">https://n00bunlimited.net/home/forum/site-news/steam-news/80490-team-fortress-2-update-released</guid>
		</item>
		<item>
			<title><![CDATA[From Days to Hours: IPFire's RISC-V Builds Get a Real Machine]]></title>
			<link>https://n00bunlimited.net/home/forum/site-news/ipfire/80489-from-days-to-hours-ipfire-s-risc-v-builds-get-a-real-machine</link>
			<pubDate>Thu, 16 Jul 2026 09:30:13 GMT</pubDate>
			<description>Building IPFire 2 can be painful. The build system requires that large parts of the distribution are built from scratch each time we run a build....</description>
			<content:encoded><![CDATA[<br />
<br />
Building IPFire 2 can be painful. The build system requires that large parts of the distribution are built from scratch each time we run a build. Usually that takes a couple of hours, but for one architecture, it has been taking <i>days</i>. What we call a Nightly Build has actually been taking more than a whole weekend; we needed to get it back down to something that could finish overnight.<br />
<br />
If you have been following the IPFire development team for some time, you know that we are quite keen to make IPFire run on any kind of suitable hardware. We have been early adopters for ARM - back in the day when 32 bit ARM was <i>very</i> painful - and we ported IPFire to RISC-V a couple of years ago, too. However, we didn't have any suitable hardware to build it as it wasn't available at all at the time, so we had to fall back on an emulated build inside our infrastructure. Every command that is being called will have to be interpreted just-in-time from the riscv64 instruction set and converted into runnable x86 code. This is a process that is extremely slow; so slow that day-to-day development is virtually impossible for RISC-V.<br />
<br />
<b>Ending The Emulation Bottleneck</b><br /><br />This didn't bother us too much at first - RISC-V is still a second-class citizen in IPFire and we are early to the party. But to move it forward, we needed to get rid of the emulation bottleneck.<br />
<br />
Some months ago, we pre-ordered a Milk-V Jupiter 2 which has finally arrived.<br />
<br />
Previous experiences with early-bird ARM hardware have not been great. Lack of support in the Linux kernel, stability issues and a small community have resulted in lots of products being shelved. With RISC-V and Jupiter 2 it seems to be the exact opposite. We chose from a couple of distributions, used a custom kernel from SpacemiT, and had the whole thing set up very quickly.<br />
<br />
<img itemprop="image" class="bbcode-attachment bbcode-attachment--lightbox js-lightbox" src="https://nopaste.ipfire.org/raw/xV-ZzuH4" border="0" alt="" /><br />
<br />
<b>The Rough Edges</b><br /><br />Some caveats had to be sorted though: There are some outstanding issues with the power management of the device and support for the NVMe SSD that we added is not too stable yet. The biggest issue however is that the device generates a lot of heat - even when it is idle. Idling at 74°C, the board climbed past 85°C within minutes of starting a build, which required us to improve the cooling a little. Hopefully the power management will improve soon so that we can operate the system at a more sustainable temperature soon.<br />
<br />
<b>The Result</b><br /><br />Despite these smaller issues, our Milk-V Jupiter 2 has now been added to our build system for IPFire 2 and it has started to compile the nightly builds. The build time is down from a whopping 54-56 hours in the emulated setup to only seven hours.<br />
<br />
This is a huge step forward for us to actually work on the RISC-V ecosystem and only the start. As more RISC-V hardware is becoming available and as it matures, we intend to put more resources behind it. We want more choice, a real alternative from x86, and we are hoping to see very small, yet very powerful IPFire systems on RISC-V over the next couple of years.<br />
<br />
<b>Where We Go From Here</b><br /><br />We see vast potential in RISC-V as a target architecture and we believe that now is the time to invest in it. Let's iron out the gaps in hardware support, build out the IPFire to take advantage of the features of the hardware, and get it to a viable, production-ready alternative to ARM and x86.<br />
<br />
When will it be ready? We don't know, yet. But the only way to find out is to start now. So join us and contribute. Help us test and send us feedback.<br />
<br />
<br />
<a href="https://www.ipfire.org/blog/from-days-to-hours-ipfire-s-risc-v-builds-get-a-real-machine" target="_blank">More...</a>]]></content:encoded>
			<category domain="https://n00bunlimited.net/home/forum/site-news/ipfire">Ipfire</category>
			<dc:creator>siosios</dc:creator>
			<guid isPermaLink="true">https://n00bunlimited.net/home/forum/site-news/ipfire/80489-from-days-to-hours-ipfire-s-risc-v-builds-get-a-real-machine</guid>
		</item>
		<item>
			<title>Team Fortress 2 Update Released</title>
			<link>https://n00bunlimited.net/home/forum/site-news/steam-news/80488-team-fortress-2-update-released</link>
			<pubDate>Tue, 14 Jul 2026 20:40:04 GMT</pubDate>
			<description>An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:...</description>
			<content:encoded><![CDATA[An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:<ul><li>Fixed missing sound for Taunt: Circuit Breaker</li>
<li>Renamed &quot;Northern Nights&quot; Summer 2026 Unusual effect to &quot;Polar Prism&quot;</li>
<li>Updated the Floral Growth Unusual effect to fix orientation/position problems</li>
<li>Updated the Bald Spotter<ul><li>Adjusted vertex normals and diffuse on head</li>
<li>Adjusted normals and specular on head mirror</li>
<li>Reduced mesh size slightly toward the front and back of the head</li>
<li>Fixed some facial flexes</li>
<li>Reduced texture size of lens</li>
</ul></li>
<li>Updated the Surgical Shroud<ul><li>Fixed vertex normal issue on coat</li>
<li>Adjusted Phongfresnelranges on mirror to improve envmap effect</li>
<li>Reduced texture size of mirror</li>
</ul></li>
<li>Updated/Added some tournament medals</li>
<li>Updated koth_dusker to globally improve lighting in outdoor areas for better team recognition</li>
<li>Updated cp_premuda<ul><li>Fixed conflicting files leading to crashes</li>
<li>Fixed several spawn room errors</li>
<li>Adjusted respawn-times to make capping easier</li>
<li>Adjusted sound timings and volume</li>
<li>Brightened up dark spaces and tunnels</li>
<li>Smaller changes all around the map to improve game flow</li>
<li>Miscellaneous visual and clipping bugs fixed</li>
</ul></li>
</ul><br />
<br />
An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:<ul><li>Fixed missing sound for Taunt: Circuit Breaker</li>
<li>Renamed &quot;Northern Nights&quot; Summer 2026 Unusual effect to &quot;Polar Prism&quot;</li>
<li>Updated the Floral Growth Unusual effect to fix orientation/position problems</li>
<li>Updated the Bald Spotter<ul><li>Adjusted vertex normals and diffuse on head</li>
<li>Adjusted normals and specular on head mirror</li>
<li>Reduced mesh size slightly toward the front and back of the head</li>
<li>Fixed some facial flexes</li>
<li>Reduced texture size of lens</li>
</ul></li>
<li>Updated the Surgical Shroud<ul><li>Fixed vertex normal issue on coat</li>
<li>Adjusted Phongfresnelranges on mirror to improve envmap effect</li>
<li>Reduced texture size of mirror</li>
</ul></li>
<li>Updated/Added some tournament medals</li>
<li>Updated koth_dusker to globally improve lighting in outdoor areas for better team recognition</li>
<li>Updated cp_premuda<ul><li>Fixed conflicting files leading to crashes</li>
<li>Fixed several spawn room errors</li>
<li>Adjusted respawn-times to make capping easier</li>
<li>Adjusted sound timings and volume</li>
<li>Brightened up dark spaces and tunnels</li>
<li>Smaller changes all around the map to improve game flow</li>
<li>Miscellaneous visual and clipping bugs fixed</li>
</ul></li>
</ul><br />
<br />
<a href="https://store.steampowered.com/news/276074/" target="_blank">More...</a>]]></content:encoded>
			<category domain="https://n00bunlimited.net/home/forum/site-news/steam-news">Steam News</category>
			<dc:creator>siosios</dc:creator>
			<guid isPermaLink="true">https://n00bunlimited.net/home/forum/site-news/steam-news/80488-team-fortress-2-update-released</guid>
		</item>
		<item>
			<title>Now Available on Steam - Angels Fall First, 10% off!</title>
			<link>https://n00bunlimited.net/home/forum/site-news/steam-news/80487-now-available-on-steam-angels-fall-first-10-off</link>
			<pubDate>Sat, 11 Jul 2026 22:10:13 GMT</pubDate>
			<description>Angels Fall First (http://store.steampowered.com/app/367270/) is Now Available on Steam and is 10% off!* 
 
From commanding the battle standing on...</description>
			<content:encoded><![CDATA[<a href="http://store.steampowered.com/app/367270/" target="_blank">Angels Fall First</a> is Now Available on Steam and is 10% off!*<br />
<br />
From commanding the battle standing on the bridge of your flagship all the way down to tactical infantry firefights - AFF brings together all the combat you ever loved in a rich science fiction setting. Boarding, pilotable capital ships, deep weapon customization and full Bot support included!<br />
<br />
*Offer ends July 18 at 10AM Pacific Time<br />
<a href="http://store.steampowered.com/app/367270/" target="_blank"><img itemprop="image" class="bbcode-attachment bbcode-attachment--lightbox js-lightbox" src="https://cdn.fastly.steamstatic.com/steam/apps/367270/header.jpg" border="0" alt="" /></a><br />
<br />
<a href="http://store.steampowered.com/app/367270/" target="_blank">Angels Fall First</a> is Now Available on Steam and is 10% off!*<br />
<br />
From commanding the battle standing on the bridge of your flagship all the way down to tactical infantry firefights - AFF brings together all the combat you ever loved in a rich science fiction setting. Boarding, pilotable capital ships, deep weapon customization and full Bot support included!<br />
<br />
*Offer ends July 18 at 10AM Pacific Time<br />
<a href="http://store.steampowered.com/app/367270/" target="_blank"><img itemprop="image" class="bbcode-attachment bbcode-attachment--lightbox js-lightbox" src="https://cdn.fastly.steamstatic.com/steam/apps/367270/header.jpg" border="0" alt="" /></a><br />
<br />
<a href="https://store.steampowered.com/news/275791/" target="_blank">More...</a>]]></content:encoded>
			<category domain="https://n00bunlimited.net/home/forum/site-news/steam-news">Steam News</category>
			<dc:creator>siosios</dc:creator>
			<guid isPermaLink="true">https://n00bunlimited.net/home/forum/site-news/steam-news/80487-now-available-on-steam-angels-fall-first-10-off</guid>
		</item>
		<item>
			<title>Team Fortress 2 Update Released</title>
			<link>https://n00bunlimited.net/home/forum/site-news/steam-news/80486-team-fortress-2-update-released</link>
			<pubDate>Fri, 10 Jul 2026 19:10:26 GMT</pubDate>
			<description>An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:...</description>
			<content:encoded><![CDATA[An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:<ul><li>Updated the Beachcomber's Brim to fix an incorrect material</li>
<li>Updated Taunt: The Circuit Breaker<ul><li>Fixed incorrect team color on prop</li>
<li>Fixed orphaned particles</li>
</ul></li>
<li>Updated the Inglorious Patriot<ul><li>Adjusted the normal map and refined the colors</li>
<li>Improved the weighting on the bottom pockets</li>
<li>Updated the backpack icon</li>
</ul></li>
<li>Updated pl_redwood<ul><li>Fixed various lighting issues</li>
<li>Zipline dismount jump speed now ramps up from 1.1x base class speed to 1.8x</li>
<li>Decreased delay before a player can dismount a zipline by jumping from 0.6s to 0.25s</li>
<li>Decreased delay before a player can dismount a zipline by crouching from 0.3s to 0.1s</li>
<li>Fixed players who dismount a zipline in mid-air not receiving mini-crits from the Direct Hit and Reserve Shooter</li>
<li>Fixed the B.A.S.E. Jumper's parachute deploying while using a zipline</li>
</ul></li>
<li>Updated koth_camp_saxton<ul><li>Vastly improved optimization. Further investigation is ongoing.</li>
<li>Tweaked log-and-netting walls along the central shore for clearer definition</li>
<li>Fixed several instances of minor prop clipping</li>
<li>Fixed players getting stuck on the wood-carved Saxtons</li>
<li>Improved clipping throughout</li>
</ul></li>
</ul><br />
<br />
An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:<ul><li>Updated the Beachcomber's Brim to fix an incorrect material</li>
<li>Updated Taunt: The Circuit Breaker<ul><li>Fixed incorrect team color on prop</li>
<li>Fixed orphaned particles</li>
</ul></li>
<li>Updated the Inglorious Patriot<ul><li>Adjusted the normal map and refined the colors</li>
<li>Improved the weighting on the bottom pockets</li>
<li>Updated the backpack icon</li>
</ul></li>
<li>Updated pl_redwood<ul><li>Fixed various lighting issues</li>
<li>Zipline dismount jump speed now ramps up from 1.1x base class speed to 1.8x</li>
<li>Decreased delay before a player can dismount a zipline by jumping from 0.6s to 0.25s</li>
<li>Decreased delay before a player can dismount a zipline by crouching from 0.3s to 0.1s</li>
<li>Fixed players who dismount a zipline in mid-air not receiving mini-crits from the Direct Hit and Reserve Shooter</li>
<li>Fixed the B.A.S.E. Jumper's parachute deploying while using a zipline</li>
</ul></li>
<li>Updated koth_camp_saxton<ul><li>Vastly improved optimization. Further investigation is ongoing.</li>
<li>Tweaked log-and-netting walls along the central shore for clearer definition</li>
<li>Fixed several instances of minor prop clipping</li>
<li>Fixed players getting stuck on the wood-carved Saxtons</li>
<li>Improved clipping throughout</li>
</ul></li>
</ul><br />
<br />
<a href="https://store.steampowered.com/news/275718/" target="_blank">More...</a>]]></content:encoded>
			<category domain="https://n00bunlimited.net/home/forum/site-news/steam-news">Steam News</category>
			<dc:creator>siosios</dc:creator>
			<guid isPermaLink="true">https://n00bunlimited.net/home/forum/site-news/steam-news/80486-team-fortress-2-update-released</guid>
		</item>
		<item>
			<title>Team Fortress 2 Update Released</title>
			<link>https://n00bunlimited.net/home/forum/site-news/steam-news/80485-team-fortress-2-update-released</link>
			<pubDate>Wed, 08 Jul 2026 23:21:04 GMT</pubDate>
			<description>An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:...</description>
			<content:encoded><![CDATA[An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:<ul><li>Updated the Beachcomber's Brim to add a second style that was originally missed</li>
<li>Updated the Northern Nights, Umbral Lights, and Solar Singed Unusual effects to fix a naming conflict</li>
<li>Updated the Blissful Butterflies and Wispful Wings Unusual effects to fix visibility issues</li>
<li>Updated the Hard Hearing to fix truncated style names</li>
<li>Updated backpack image for the Pyro's Overalls to fix the alpha channel</li>
<li>Updated the Sandwich Diner and Sideshow war paints to fix the alpha channels</li>
<li>Updated the Team Union war paint to remove a few rogue pixels</li>
</ul><br />
<br />
An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:<ul><li>Updated the Beachcomber's Brim to add a second style that was originally missed</li>
<li>Updated the Northern Nights, Umbral Lights, and Solar Singed Unusual effects to fix a naming conflict</li>
<li>Updated the Blissful Butterflies and Wispful Wings Unusual effects to fix visibility issues</li>
<li>Updated the Hard Hearing to fix truncated style names</li>
<li>Updated backpack image for the Pyro's Overalls to fix the alpha channel</li>
<li>Updated the Sandwich Diner and Sideshow war paints to fix the alpha channels</li>
<li>Updated the Team Union war paint to remove a few rogue pixels</li>
</ul><br />
<br />
<a href="https://store.steampowered.com/news/275469/" target="_blank">More...</a>]]></content:encoded>
			<category domain="https://n00bunlimited.net/home/forum/site-news/steam-news">Steam News</category>
			<dc:creator>siosios</dc:creator>
			<guid isPermaLink="true">https://n00bunlimited.net/home/forum/site-news/steam-news/80485-team-fortress-2-update-released</guid>
		</item>
		<item>
			<title>Team Fortress 2 Update Released</title>
			<link>https://n00bunlimited.net/home/forum/site-news/steam-news/80484-team-fortress-2-update-released</link>
			<pubDate>Tue, 07 Jul 2026 17:23:00 GMT</pubDate>
			<description>An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:...</description>
			<content:encoded><![CDATA[An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:<br />
<br />
<br />
<br />
<b>Summer 2026!</b><ul><li>Featuring 6 new community maps: Dryfield, Camp Saxton, Shorelight, Redwood, Premuda, and Mojave</li>
<li>Added the Summer 2026 Cosmetic Case<ul><li>Contains 24 new community-contributed items</li>
<li>Has a chance to give a taunt Unusualifier as a bonus item</li>
</ul></li>
<li>Added 4 new community-contributed taunts to the Mann Co. Store<ul><li>Taunt: The Circuit Breaker</li>
<li>Taunt: Buffoon's Bivouac</li>
<li>Taunt: Faux-calization</li>
<li>Taunt: Friendly Fire</li>
</ul></li>
<li>Added 12 new community-created Unusual effects<ul><li>7 new effects for Unusual hats</li>
<li>5 new effects for Unusual taunts</li>
</ul></li>
<li>Added the Summer 2026 War Paint Case<ul><li>Contains 10 new community-created War Paints that make-up the Summer 2026 Collection</li>
<li>Has a chance to give a taunt Unusualifier as a bonus item</li>
</ul></li>
<li>All cosmetic and taunt cases will grant Summer 2026 Unusual effects instead of their normal Unusual effects during the Summer event. This does not include crates.</li>
<li>The Summer event runs through September 15th, 2026</li>
</ul><b>General</b><ul><li>Security and stability improvements</li>
<li>Fixed bad alpha channel for The Creature's Grin, Rocket Operator, The Bountiful Bow, The Alternative Medicine Mann, and The Candyman's Cap (community fix from Chickenman456)</li>
<li>Fixed the &quot;Neo Tokyo&quot; warpaint on the BLU team not matching the RED team because the alpha channel was incorrect (community fix from Whurrhurr)</li>
<li>Fixed bad alpha channel for the Pile of End of the Line Key Gifts' backpack icon (community fix from JoriKos)</li>
<li>Fixed Stat Clock model attaching incorrectly on dropped weapons (community fix from rabscootle)</li>
<li>Fixed Stat Clock values always displaying '0' on world models (community fix from rabscootle)</li>
<li>Fixed intel carrier glow disappearing when Spy cloaks (community fix from shockpast)</li>
<li>Fixed bad alpha channel for Voodoo Juju's backpack icon (community fix from DiskIntegrity)</li>
<li>Fixed Silver Botkiller Mk.I having cubemapping in the wrong area due to a VMT error (community fix from Whurrhurr)</li>
<li>Fixed misspelling on cp_well's BLU rocket clamp texture (community fix from DiskIntegrity)</li>
<li>Fixed wrong paths in soundscript events for some taunts (community fix from robbilookatme)</li>
<li>Fixed Spy control point response rules lines playing when disguised/invisible (community fix from Churkinator)</li>
<li>Fixed weapon Unusual effects (community fix from Cipherlock and rune)<ul><li>Fixed particles being orphaned after death</li>
<li>Fixed the Energy Orb Unusual effect desyncing from the weapon when the player moves too sharply</li>
</ul></li>
<li>Fixed effects flooding the screen when spectating a dead teammate in first person with an unusual weapon (community fix from RGBACatlord)</li>
<li>Fixed missing coin effect for HOUWAR's second style (community fix from DiskIntegrity)</li>
<li>Fixed outdated description for the Splendid Screen (community fix from JoriKos)</li>
<li>Trimmed delay at the start of the sound file for the Panic Attack's shooting sound</li>
<li>Fixed the Engineer not being able to move for a few seconds after using Taunt: Cheers!</li>
<li>Updated cp_powerhouse to fix collision problem with crates on final control points</li>
<li>Updated cp_fortezza<ul><li>Reworked interior of shack building next to Point A</li>
<li>Rebalanced ammo packs around Point A</li>
<li>Improved visuals across the map</li>
<li>Made rotation for shortcut path shorter</li>
</ul></li>
<li>Updated koth_blowout<ul><li>Prevent sentry guns from being built inside a prop under the stairs in the maintenance room</li>
<li>Visual changes to improve clarity and consistency</li>
</ul></li>
</ul><br />
<br />
An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:<br />
<br />
<br />
<br />
<b>Summer 2026!</b><ul><li>Featuring 6 new community maps: Dryfield, Camp Saxton, Shorelight, Redwood, Premuda, and Mojave</li>
<li>Added the Summer 2026 Cosmetic Case<ul><li>Contains 24 new community-contributed items</li>
<li>Has a chance to give a taunt Unusualifier as a bonus item</li>
</ul></li>
<li>Added 4 new community-contributed taunts to the Mann Co. Store<ul><li>Taunt: The Circuit Breaker</li>
<li>Taunt: Buffoon's Bivouac</li>
<li>Taunt: Faux-calization</li>
<li>Taunt: Friendly Fire</li>
</ul></li>
<li>Added 12 new community-created Unusual effects<ul><li>7 new effects for Unusual hats</li>
<li>5 new effects for Unusual taunts</li>
</ul></li>
<li>Added the Summer 2026 War Paint Case<ul><li>Contains 10 new community-created War Paints that make-up the Summer 2026 Collection</li>
<li>Has a chance to give a taunt Unusualifier as a bonus item</li>
</ul></li>
<li>All cosmetic and taunt cases will grant Summer 2026 Unusual effects instead of their normal Unusual effects during the Summer event. This does not include crates.</li>
<li>The Summer event runs through September 15th, 2026</li>
</ul><b>General</b><ul><li>Security and stability improvements</li>
<li>Fixed bad alpha channel for The Creature's Grin, Rocket Operator, The Bountiful Bow, The Alternative Medicine Mann, and The Candyman's Cap (community fix from Chickenman456)</li>
<li>Fixed the &quot;Neo Tokyo&quot; warpaint on the BLU team not matching the RED team because the alpha channel was incorrect (community fix from Whurrhurr)</li>
<li>Fixed bad alpha channel for the Pile of End of the Line Key Gifts' backpack icon (community fix from JoriKos)</li>
<li>Fixed Stat Clock model attaching incorrectly on dropped weapons (community fix from rabscootle)</li>
<li>Fixed Stat Clock values always displaying '0' on world models (community fix from rabscootle)</li>
<li>Fixed intel carrier glow disappearing when Spy cloaks (community fix from shockpast)</li>
<li>Fixed bad alpha channel for Voodoo Juju's backpack icon (community fix from DiskIntegrity)</li>
<li>Fixed Silver Botkiller Mk.I having cubemapping in the wrong area due to a VMT error (community fix from Whurrhurr)</li>
<li>Fixed misspelling on cp_well's BLU rocket clamp texture (community fix from DiskIntegrity)</li>
<li>Fixed wrong paths in soundscript events for some taunts (community fix from robbilookatme)</li>
<li>Fixed Spy control point response rules lines playing when disguised/invisible (community fix from Churkinator)</li>
<li>Fixed weapon Unusual effects (community fix from Cipherlock and rune)<ul><li>Fixed particles being orphaned after death</li>
<li>Fixed the Energy Orb Unusual effect desyncing from the weapon when the player moves too sharply</li>
</ul></li>
<li>Fixed effects flooding the screen when spectating a dead teammate in first person with an unusual weapon (community fix from RGBACatlord)</li>
<li>Fixed missing coin effect for HOUWAR's second style (community fix from DiskIntegrity)</li>
<li>Fixed outdated description for the Splendid Screen (community fix from JoriKos)</li>
<li>Trimmed delay at the start of the sound file for the Panic Attack's shooting sound</li>
<li>Fixed the Engineer not being able to move for a few seconds after using Taunt: Cheers!</li>
<li>Updated cp_powerhouse to fix collision problem with crates on final control points</li>
<li>Updated cp_fortezza<ul><li>Reworked interior of shack building next to Point A</li>
<li>Rebalanced ammo packs around Point A</li>
<li>Improved visuals across the map</li>
<li>Made rotation for shortcut path shorter</li>
</ul></li>
<li>Updated koth_blowout<ul><li>Prevent sentry guns from being built inside a prop under the stairs in the maintenance room</li>
<li>Visual changes to improve clarity and consistency</li>
</ul></li>
</ul><br />
<br />
<a href="https://store.steampowered.com/news/274747/" target="_blank">More...</a>]]></content:encoded>
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