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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>
		</item>
		<item>
			<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>
			<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/80484-team-fortress-2-update-released</guid>
		</item>
		<item>
			<title>IPFire 2.29 - Core Update 203 is available for testing</title>
			<link>https://n00bunlimited.net/home/forum/site-news/ipfire/80483-ipfire-2-29-core-update-203-is-available-for-testing</link>
			<pubDate>Wed, 10 Jun 2026 09:40:21 GMT</pubDate>
			<description><![CDATA[This is the release announcement for IPFire 2.29 &#8211; Core Update 203, which is now available for testing. 
 
This is a substantial update, and its...]]></description>
			<content:encoded><![CDATA[<br />
<br />
This is the release announcement for IPFire 2.29 &#8211; Core Update 203, which is now available for testing.<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. Because these changes reach into a core part of the system, we would especially value your help in testing this release before it reaches everyone.<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:<br />
<br />
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 is a large piece of work we have undertaken, and it was far from a drop-in replacement. 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. 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 and you would like to see more of it, <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 />
<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>), 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>Testing and Feedback</b><br /><br />As always, please help us make this release as solid as it can be. If you are able, install Core Update 203 on a test system, put it through its paces &#8212; particularly around DNS resolution, the DNS Firewall and WiFi &#8212; and report anything unexpected on our <a href="https://bugzilla.ipfire.org" target="_blank">bug tracker</a>.<br />
<br />
Your testing and your reports are what let us release with confidence, and we are grateful to everyone who takes the time.<br />
<br />
Thank you for helping us build IPFire.<br />
<br />
<br />
<a href="https://www.ipfire.org/blog/ipfire-2-29-core-update-203-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>
			<guid isPermaLink="true">https://n00bunlimited.net/home/forum/site-news/ipfire/80483-ipfire-2-29-core-update-203-is-available-for-testing</guid>
		</item>
		<item>
			<title>IPFire 2.29 - Core Update 202 released</title>
			<link>https://n00bunlimited.net/home/forum/site-news/ipfire/80482-ipfire-2-29-core-update-202-released</link>
			<pubDate>Tue, 26 May 2026 14:04:47 GMT</pubDate>
			<description>In this release, IPFire 2.29 - Core Update 202, we are fixing the most prominent kernel vulnerabilities of the last few weeks. OpenVPN has been...</description>
			<content:encoded><![CDATA[<br />
<br />
In this release, IPFire 2.29 - Core Update 202, we are fixing the most prominent kernel vulnerabilities of the last few weeks. OpenVPN has been updated to version 2.7 which brings support for Data Channel Offloading massively upgrading throughput for your OpenVPN tunnels. As usual, this release contains a large number of package updates with various more security fixes.<br />
<br />
We would like to encourage to install this update as soon as possible to be protected against the unusually large amount of vulnerabilities that have been discovered recently in the Linux kernel as well as lots of other software components. Ensure to reboot your IPFire system afterwards.<br />
<br />
<b>Linux Kernel Security Vulnerabilities</b><br /><br />In this release, the IPFire kernel has been rebased on Linux 6.18.32 which most notably fixes a couple of prominent security vulnerabilities:<ul><li>Dirty Frag &#8212; ESP/IPsec (<a href="https://cve.mitre.org/cgi-bin/cvename.cgi?name=2026-43284" target="_blank">CVE-2026-43284</a>) &#8212; A local privilege escalation flaw disclosed on May 7, 2026 in the kernel module providing support for ESP, one of the protocols used for IPsec, allowing an unprivileged local user to escalate to root.</li>
<li>Copy Fail (<a href="https://cve.mitre.org/cgi-bin/cvename.cgi?name=2026-31431" target="_blank">CVE-2026-31431</a>) &#8212; A logic flaw in the Linux kernel's cryptographic subsystem, specifically within the algif_aead module of the AF_ALG interface, disclosed April 29, 2026, that lets any unprivileged local user gain root via a tiny exploit on essentially every distribution shipping kernels built since 2017.</li>
</ul><br />
<br />
<br />
While these vulnerabilities are serious for Linux systems in general, IPFire is by design not exposed to the most common attack paths. Both flaws require an unprivileged local user with shell access to the system, and IPFire does not provide unprivileged shell accounts on the firewall - only the administrator has access to the console, and there are no other users logged in. That said, defence in depth matters, and we always recommend keeping systems up to date regardless of whether a known attack path applies, because the next vulnerability may well take a different shape.<br />
<br />
<b>OpenVPN 2.7</b><br /><br />IPFire is now shipping OpenVPN 2.7 which has been released earlier this year. Over the last couple of updates, we have already rolled out changes that allow a smooth transition. The highlight of this release is support for Data Channel Offloading (DCO) to the kernel. Instead of passing any packets to the OpenVPN daemon for encryption and decryption, the kernel can encrypt or decrypt packets itself which will massively boost throughput. We have observed throughput to jump from 1 GBit/s to 10 GBit/s per tunnel with reduced jitter and less CPU utilisation due to the kernel's better use of the hardware's crypto acceleration.<br />
<br />
<b>Misc.</b><br /><br /><ul><li>Firewall: Multiple ports in a comma-separated list are now being applied properly (<a href="https://bugzilla.ipfire.org/show_bug.cgi?id=13959" target="_blank">#13959</a>)</li>
<li>Intrusion Prevention System: The IPS is no longer logging any stats which have used a lot of disk space on some systems. The updater automatically removes any log files freeing the disk space. The remaining log files are now being rotated daily instead of weekly.</li>
<li>The IPFire DNS Proxy is now permitted outbound access without any additional firewall rules</li>
<li>IPsec: Due to a typo in a script, some automatically generated firewall rules were not removed after a tunnel was shut down. This did not have any other implications than a growing table of redundant rules.</li>
<li>In glibc, a crafted DNS response can trick gethostbyaddr/gethostbyaddr_r into treating a non-answer section as a valid answer, violating the DNS spec. The result is an out-of-bounds read and bogus hostnames returned to callers &#8212; risky for anything that uses reverse DNS in logging or access decisions (GLIBC-SA-2026-0005).</li>
<li>Updated packages: abseil-cpp 20260107.1, Apache2 2.4.67, autoconf 2.73, BIND 9.20.22, btrfs-progs 6.19.1, cURL 8.20.0, ethtool 7.0, expat 2.8.0, freetype 2.14.3, glib 2.88.1, GnuTLS 3.8.13, groff 1.24.1, harfbuzz 14.2.0, hwdata 0.406, iana-etc 20260409, intel-microcode 20260227, inotify-tools 4.25.9.0, iproute2 7.0.0, ipset 7.24, Knot 3.5.4, libarchive 3.8.7, libcap 2.78, libcap-ng 0.9.3, libedit 20251016-3.1, libgcrypt 1.12.2, libinih 62, libjpeg 3.1.4.1, libpng 1.6.58,  libsodium 1.0.22, liburcu 0.15.6, libxml2 2.15.3, lmdb 0.9.35, LVM2 2.03.40, man-pages 6.18, mdadm 4.6, oath-toolkit 2.6.14, OpenSSH 10.3p1, OpenSSL 3.6.2, OpenVPN 2.7.3, pango 1.57.1, parted 3.7, pciutils 3.15.0, python3-yaml 6.0.3, sed 4.10, SQLite 3.53.0, strongSwan 6.0.6, Suricata 8.0.5, systemd 260.1, texinfo 7.3, tzdata 2026b, Unbound 1.25.1, usb-modeswitch-data 20251207, wireguard-tools 1.0.20260223, XZ 5.8.3</li>
<li>IP Blocklist: Links to the BOGON and BOGON_FULL lists have been updated</li>
</ul><br />
<b>Add-Ons</b><br /><br /><ul><li>Samba: A security researcher working under the pseudonym valent1 has reported two security vulnerabilities in this add-on which are patched in this release:<ul><li>Missing input validation during the join operation allowed authenticated attackers to run arbitrary shell commands as a non-privileged user (CVE pending)</li>
<li>Inappropriate shell command escaping allowed attackers to gain root privileges from a shell using the sambactrl helper binary (CVE pending)</li>
</ul></li>
<li>Who Is Online? valent1 reported a now fixed XSS vulnerability for authenticated users (CVE pending)</li>
<li>Updated packages: arpwatch 3.9, dnsdist 2.0.5, ffmpeg 8.1, FRR 10.6.0, htop 3.5.1, iperf3 3.21, Git 2.54.0, HAProxy 3.2.15, keepalived 2.3.4, libid3tag 0.16.4, libmicrohttpd 1.0.5, libmpc 1.4.1, libpciaccess 0.19, libvirt 12.3.0, lldpd 1.0.21, mympd 25.0.1, nano 9.0, ncat 7.99, nfs 2.9.1, nmap 7.99, Postfix 3.11.1, rsync 3.4.2, Samba 4.24.1, Tor 0.4.9.7, transmission 4.1.1, tshark 4.6.5, Zabbix Agent 7.0.24 (LTS) + Monitoring for D-Bus &amp; LLDP</li>
</ul><br />
<hr /><br />
We want to urge you to upgrade your systems, so you aren't vulnerable to the Dirty Frag, Copy Fail, Fragnesia vulnerabilities. Thanks to everyone for giving feedback for the testing release and reporting any problems to Bugzilla.<br />
<br />
If you would like to thank the developers &amp; support their work, <a href="https://www.ipfire.org/donate" target="_blank">please donate</a>, to keep the project moving fast!<br />
<br />
<br />
<a href="https://www.ipfire.org/blog/ipfire-2-29-core-update-202-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/80482-ipfire-2-29-core-update-202-released</guid>
		</item>
		<item>
			<title>Team Fortress 2 Update Released</title>
			<link>https://n00bunlimited.net/home/forum/site-news/steam-news/80481-team-fortress-2-update-released</link>
			<pubDate>Mon, 25 May 2026 16:16:24 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 crash related to wearables leaking when weapons are dropped (community fix from Sean McGeehan)</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 crash related to wearables leaking when weapons are dropped (community fix from Sean McGeehan)</li>
</ul><br />
<br />
<a href="https://store.steampowered.com/news/271749/" 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/80481-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/80480-team-fortress-2-update-released</link>
			<pubDate>Fri, 22 May 2026 22:40:44 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 crash related to KeyValues</li>
<li>Fixed Mk.II Botkiller eyes not glowing in the dark (community fix from Whurrhurr)</li>
<li>Fixed Halloween spell attribute text being grayed out during full moons (community fix from FrozenDragon)</li>
<li>Fixed attachments on dropped weapons having broken textures for certain war paints and skins (community fix from Piogre)</li>
<li>Fixed automatic &quot;Control Point Lost&quot; lines not playing (community fix from robbilookatme)</li>
<li>Fixed spacing issues for item descriptions (community fix from DiskIntegrity)</li>
<li>Fixed many cases where Spy disguises were broken (community fix from Sean McGeehan)</li>
<li>Fixed The Fancy Spellbook's large backpack icon not matching the small version</li>
<li>Updated VScript to allow set damage for force calc (community fix from doclic)</li>
<li>Updated the Snow Merc to count as an assister in the death notice</li>
<li>Updated the prop for Taunt: Dead Mann's Drink to fix a problem with LODs</li>
<li>Updated the Die Regime-Panzerung to add a 'No Bullets' style</li>
<li>Updated/Added some tournament medals</li>
<li>Updated the Mann of the Hour<ul><li>Restored missing rim mask</li>
<li>Made shapekeys for a few problematic face flexes</li>
<li>Replaced incorrect normal map</li>
<li>Altered hair mesh to ensure compatibility with Voodoo-Cursed Scout Soul</li>
<li>Updated backpack icon to represent above changes</li>
</ul></li>
<li>Updated koth_demolition<ul><li>Fixed some lighting issues with the pipes next to the control point</li>
<li>Replaced some textures in the radio rooms</li>
<li>Added a clipbrush on the radio rooms to avoid players getting stuck when going in the air (thanks Big Wiggy)</li>
<li>Reworked the nobuild on the crane platform to allow Engineers to build on the concrete area (thanks Uncle Dane)</li>
<li>Fixed a leftover prop being inside a wall</li>
<li>Fixed a texture in the jumppad using the wrong cubemap</li>
<li>Made the catwalk behind the office building a bit bigger</li>
<li>Added a clipbrush to the pipes on the furnace rooms so players can climb up to the barrels</li>
</ul></li>
<li>Updated plr_hacksaw and plr_hacksaw_event<ul><li>Removed attic balconies overlooking the capture zone</li>
<li>Moved a small pickup location into the attic</li>
<li>Fixed clipping errors</li>
</ul></li>
<li>Updated cp_process_final<ul><li>Fixed various collision issues across the map<ul><li>Most of these involved changing existing collision from player_clip to bullet_block to prevent splash damage from getting caught on small pieces of level geometry</li>
<li>Some of these involved closing off open areas where explosions could vanish</li>
<li>Some of these involved making collision areas more clear by including new geometry to better indicate what would collide and what wouldn't</li>
</ul></li>
<li>Increased skybox height across the map to be consistent with other 5CP maps</li>
<li>Changed the small prop pipes at last to be nonsolid, but still block stickies<ul><li>Players should be able to cleanly walk and jump along these pipes without getting stuck</li>
<li>Additionally, rockets and other explosions should collide cleanly through the pipes so they don't block splash damage</li>
<li>Stickies will adhere to the pipes as expected, rather than clipping through and being hidden by the pipe model</li>
</ul></li>
<li>Changed the level geometry around the large pipes on the ground near the last control point. They are now enclosed in glass and have a layer of bullet block so that collision is correct.</li>
<li>Increased the height of numerous doors across the entire map. Players should be able to jump normally through the door without hitting their heads.</li>
<li>Removed some rocks near the angled ramp at 2nd and replaced them with crates</li>
<li>Added angled player clipping underneath some of the large awnings at middle to prevent players from getting stuck under the awnings</li>
<li>Made exterior fences more consistent with the bounding of the level</li>
<li>Changed some metal textures to better match the mirrored symmetry of the level</li>
<li>Added some additional detail behind the starting spawn room</li>
<li>Cleaned up the displacements in the middle and second to better handle splash damage, and reduced the amount of grass poking through concrete</li>
<li>Replaced some small pipes at the 2nd spire to make a more consistent platform</li>
<li>Made many existing light props nonsolid to prevent movement issues<ul><li>Most were already nonsolid, but this should make most props consistent</li>
</ul></li>
</ul></li>
<li>Updated cp_metalworks<ul><li>Fixed various collision issues across the map<ul><li>Most of these involved changing existing collision from player_clip to bullet_block to prevent splash damage from getting caught on small pieces of level geometry</li>
</ul></li>
<li>Changed the level geometry at last to have more consistent collision<ul><li>While there are small gaps and holes in the windows/doors of the new bunker and the stack of wood/chickenwire, they are covered with bullet block to prevent collision issues</li>
</ul></li>
<li>Changed the way shadows work on certain walls throughout the map to prevent shadows leaking through</li>
<li>Redesigned the second forward spawn for both teams. The spawn has now moved back and into a larger hut structure in the yard before the second control point.</li>
<li>Increased the door size of the first forward spawn</li>
<li>The various small door brushes throughout the map have been turned into func_brushes and have had collision turned off so they don't catch splash</li>
<li>Made adjustments to the truck ramp at middle. The ramp is now a displacement, which should catch splash damage correctly and allow player to walk up to the wall cleanly.</li>
<li>Changed the collision around the very tall light poles throughout the map. Players should no longer get caught on them while in midair (but they still can't land on top of them).</li>
<li>Fixed a section of displacement where players could get stuck in the ground</li>
<li>Slight visual tweaks throughout the level</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 crash related to KeyValues</li>
<li>Fixed Mk.II Botkiller eyes not glowing in the dark (community fix from Whurrhurr)</li>
<li>Fixed Halloween spell attribute text being grayed out during full moons (community fix from FrozenDragon)</li>
<li>Fixed attachments on dropped weapons having broken textures for certain war paints and skins (community fix from Piogre)</li>
<li>Fixed automatic &quot;Control Point Lost&quot; lines not playing (community fix from robbilookatme)</li>
<li>Fixed spacing issues for item descriptions (community fix from DiskIntegrity)</li>
<li>Fixed many cases where Spy disguises were broken (community fix from Sean McGeehan)</li>
<li>Fixed The Fancy Spellbook's large backpack icon not matching the small version</li>
<li>Updated VScript to allow set damage for force calc (community fix from doclic)</li>
<li>Updated the Snow Merc to count as an assister in the death notice</li>
<li>Updated the prop for Taunt: Dead Mann's Drink to fix a problem with LODs</li>
<li>Updated the Die Regime-Panzerung to add a 'No Bullets' style</li>
<li>Updated/Added some tournament medals</li>
<li>Updated the Mann of the Hour<ul><li>Restored missing rim mask</li>
<li>Made shapekeys for a few problematic face flexes</li>
<li>Replaced incorrect normal map</li>
<li>Altered hair mesh to ensure compatibility with Voodoo-Cursed Scout Soul</li>
<li>Updated backpack icon to represent above changes</li>
</ul></li>
<li>Updated koth_demolition<ul><li>Fixed some lighting issues with the pipes next to the control point</li>
<li>Replaced some textures in the radio rooms</li>
<li>Added a clipbrush on the radio rooms to avoid players getting stuck when going in the air (thanks Big Wiggy)</li>
<li>Reworked the nobuild on the crane platform to allow Engineers to build on the concrete area (thanks Uncle Dane)</li>
<li>Fixed a leftover prop being inside a wall</li>
<li>Fixed a texture in the jumppad using the wrong cubemap</li>
<li>Made the catwalk behind the office building a bit bigger</li>
<li>Added a clipbrush to the pipes on the furnace rooms so players can climb up to the barrels</li>
</ul></li>
<li>Updated plr_hacksaw and plr_hacksaw_event<ul><li>Removed attic balconies overlooking the capture zone</li>
<li>Moved a small pickup location into the attic</li>
<li>Fixed clipping errors</li>
</ul></li>
<li>Updated cp_process_final<ul><li>Fixed various collision issues across the map<ul><li>Most of these involved changing existing collision from player_clip to bullet_block to prevent splash damage from getting caught on small pieces of level geometry</li>
<li>Some of these involved closing off open areas where explosions could vanish</li>
<li>Some of these involved making collision areas more clear by including new geometry to better indicate what would collide and what wouldn't</li>
</ul></li>
<li>Increased skybox height across the map to be consistent with other 5CP maps</li>
<li>Changed the small prop pipes at last to be nonsolid, but still block stickies<ul><li>Players should be able to cleanly walk and jump along these pipes without getting stuck</li>
<li>Additionally, rockets and other explosions should collide cleanly through the pipes so they don't block splash damage</li>
<li>Stickies will adhere to the pipes as expected, rather than clipping through and being hidden by the pipe model</li>
</ul></li>
<li>Changed the level geometry around the large pipes on the ground near the last control point. They are now enclosed in glass and have a layer of bullet block so that collision is correct.</li>
<li>Increased the height of numerous doors across the entire map. Players should be able to jump normally through the door without hitting their heads.</li>
<li>Removed some rocks near the angled ramp at 2nd and replaced them with crates</li>
<li>Added angled player clipping underneath some of the large awnings at middle to prevent players from getting stuck under the awnings</li>
<li>Made exterior fences more consistent with the bounding of the level</li>
<li>Changed some metal textures to better match the mirrored symmetry of the level</li>
<li>Added some additional detail behind the starting spawn room</li>
<li>Cleaned up the displacements in the middle and second to better handle splash damage, and reduced the amount of grass poking through concrete</li>
<li>Replaced some small pipes at the 2nd spire to make a more consistent platform</li>
<li>Made many existing light props nonsolid to prevent movement issues<ul><li>Most were already nonsolid, but this should make most props consistent</li>
</ul></li>
</ul></li>
<li>Updated cp_metalworks<ul><li>Fixed various collision issues across the map<ul><li>Most of these involved changing existing collision from player_clip to bullet_block to prevent splash damage from getting caught on small pieces of level geometry</li>
</ul></li>
<li>Changed the level geometry at last to have more consistent collision<ul><li>While there are small gaps and holes in the windows/doors of the new bunker and the stack of wood/chickenwire, they are covered with bullet block to prevent collision issues</li>
</ul></li>
<li>Changed the way shadows work on certain walls throughout the map to prevent shadows leaking through</li>
<li>Redesigned the second forward spawn for both teams. The spawn has now moved back and into a larger hut structure in the yard before the second control point.</li>
<li>Increased the door size of the first forward spawn</li>
<li>The various small door brushes throughout the map have been turned into func_brushes and have had collision turned off so they don't catch splash</li>
<li>Made adjustments to the truck ramp at middle. The ramp is now a displacement, which should catch splash damage correctly and allow player to walk up to the wall cleanly.</li>
<li>Changed the collision around the very tall light poles throughout the map. Players should no longer get caught on them while in midair (but they still can't land on top of them).</li>
<li>Fixed a section of displacement where players could get stuck in the ground</li>
<li>Slight visual tweaks throughout the level</li>
</ul></li>
</ul><br />
<br />
<a href="https://store.steampowered.com/news/271650/" 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/80480-team-fortress-2-update-released</guid>
		</item>
		<item>
			<title>IPFire 2.29 - Core Update 202 is available for testing</title>
			<link>https://n00bunlimited.net/home/forum/site-news/ipfire/80479-ipfire-2-29-core-update-202-is-available-for-testing</link>
			<pubDate>Mon, 11 May 2026 08:21:15 GMT</pubDate>
			<description>Today we are proud to present the next challenger stepping into the ring: IPFire 2.29 Core Update 202! In this corner, a brand-new Linux 6.18 kernel....</description>
			<content:encoded><![CDATA[<br />
<br />
Today we are proud to present the next challenger stepping into the ring: IPFire 2.29 Core Update 202! In this corner, a brand-new Linux 6.18 kernel. In the other corner, OpenVPN 2.7 with kernel-accelerated Data Channel Offload, delivering up to 10 Gigabit per second per tunnel. Add to that a long list of important security fixes, package updates, and bug fixes - and you have a release that is ready for testing. So power up your test systems, and let's get readyyyy to upgraaaade!<br />
<br />
<b>Linux Kernel Security Vulnerabilities</b><br /><br />In this release, the IPFire kernel has been rebased on Linux 6.18.28 which most notably fixes a couple of prominent security vulnerabilities:<ul><li>Dirty Frag &#8212; ESP/IPsec (<a href="https://cve.mitre.org/cgi-bin/cvename.cgi?name=2026-43284" target="_blank">CVE-2026-43284</a>) &#8212; A local privilege escalation flaw disclosed on May 7, 2026 in the kernel module providing support for ESP, one of the protocols used for IPsec, allowing an unprivileged local user to escalate to root.</li>
<li>Copy Fail (<a href="https://cve.mitre.org/cgi-bin/cvename.cgi?name=2026-31431" target="_blank">CVE-2026-31431</a>) &#8212; A logic flaw in the Linux kernel's cryptographic subsystem, specifically within the algif_aead module of the AF_ALG interface, disclosed April 29, 2026, that lets any unprivileged local user gain root via a tiny exploit on essentially every distribution shipping kernels built since 2017.</li>
</ul><br />
While these vulnerabilities are serious for Linux systems in general, IPFire is by design not exposed to the most common attack paths. Both flaws require an unprivileged local user with shell access to the system, and IPFire does not provide unprivileged shell accounts on the firewall - only the administrator has access to the console, and there are no other users logged in. That said, defence in depth matters, and we always recommend keeping systems up to date regardless of whether a known attack path applies, because the next vulnerability may well take a different shape.<br />
<br />
<b>OpenVPN 2.7</b><br /><br />IPFire is now shipping OpenVPN 2.7 which has been released earlier this year. Over the last couple of updates, we have already rolled out changes that allow a smooth transition. The highlight of this release is support for Data Channel Offloading (DCO) to the kernel. Instead of passing any packets to the OpenVPN daemon for encryption and decryption, the kernel can encrypt or decrypt packets itself which will massively boost throughput. We have observed throughput to jump from 1 GBit/s to 10 GBit/s per tunnel with reduced jitter and less CPU utilisation due to the kernel's better use of the hardware's crypto acceleration.<br />
<br />
<b>Misc.</b><br /><br /><ul><li>Firewall: Multiple ports in a comma-separated list are now being applied properly (<a href="https://bugzilla.ipfire.org/show_bug.cgi?id=13959" target="_blank">#13959</a>)</li>
<li>Intrusion Prevention System: The IPS is no longer logging any stats which have used a lot of disk space on some systems. The updater automatically removes any log files freeing the disk space. The remaining log files are now being rotated daily instead of weekly.</li>
<li>The IPFire DNS Proxy is now permitted outbound access without any additional firewall rules</li>
<li>IPsec: Due to a typo in a script, some automatically generated firewall rules were not removed after a tunnel was shut down. This did not have any other implications than a growing table of redundant rules.</li>
<li>In glibc, a crafted DNS response can trick gethostbyaddr/gethostbyaddr_r into treating a non-answer section as a valid answer, violating the DNS spec. The result is an out-of-bounds read and bogus hostnames returned to callers &#8212; risky for anything that uses reverse DNS in logging or access decisions (GLIBC-SA-2026-0005).</li>
<li>Updated packages: abseil-cpp 20260107.1, Apache2 2.4.67, autoconf 2.73, BIND 9.20.22, btrfs-progs 6.19.1, cURL 8.20.0, ethtool 7.0, expat 2.8.0, freetype 2.14.3, glib 2.88.1, GnuTLS 3.8.13, groff 1.24.1, harfbuzz 14.2.0, hwdata 0.406, iana-etc 20260409, intel-microcode 20260227, inotify-tools 4.25.9.0, iproute2 7.0.0, ipset 7.24, Knot 3.5.4, libarchive 3.8.7, libcap 2.78, libcap-ng 0.9.3, libedit 20251016-3.1, libgcrypt 1.12.2, libinih 62, libjpeg 3.1.4.1, libpng 1.6.58,  libsodium 1.0.22, liburcu 0.15.6, libxml2 2.15.3, lmdb 0.9.35, LVM2 2.03.40, man-pages 6.18, mdadm 4.6, oath-toolkit 2.6.14, OpenSSH 10.3p1, OpenSSL 3.6.2, OpenVPN 2.7.3, pango 1.57.1, parted 3.7, pciutils 3.15.0, python3-yaml 6.0.3, sed 4.10, SQLite 3.53.0, strongSwan 6.0.6, Suricata 8.0.4, systemd 260.1, texinfo 7.3, tzdata 2026b, Unbound 1.25.0, usb-modeswitch-data 20251207, wireguard-tools 1.0.20260223, XZ 5.8.3</li>
<li>IP Blocklist: Links to the BOGON and BOGON_FULL lists have been updated</li>
</ul><br />
<b>Add-Ons</b><br /><br /><ul><li>Updated packages: arpwatch 3.9, dnsdist 2.0.5, ffmpeg 8.1, FRR 10.6.0, htop 3.5.1, iperf3 3.21, Git 2.54.0, HAProxy 3.2.15, keepalived 2.3.4, libid3tag 0.16.4, libmicrohttpd 1.0.5, libmpc 1.4.1, libpciaccess 0.19, libvirt 12.3.0, lldpd 1.0.21, mympd 25.0.1, nano 9.0, ncat 7.99, nfs 2.9.1, nmap 7.99, Postfix 3.11.1, rsync 3.4.2, Samba 4.24.1, Tor 0.4.9.7, transmission 4.1.1, tshark 4.6.5, Zabbix Agent 7.0.24 (LTS) + Monitoring for D-Bus &amp; LLDP</li>
</ul><br />
<hr /><br />
As always, this update would not be possible without the hard work of the IPFire developers, the wider open-source community whose projects we ship, and everyone who tests, reports bugs, and contributes patches. If you would like to support the continued development of IPFire, please <a href="https://www.ipfire.org/donate" target="_blank">donate</a> - every contribution helps us keep the project independent and moving forward.<br />
<br />
Happy testing!<br />
<br />
<br />
<a href="https://www.ipfire.org/blog/ipfire-2-29-core-update-202-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>
			<guid isPermaLink="true">https://n00bunlimited.net/home/forum/site-news/ipfire/80479-ipfire-2-29-core-update-202-is-available-for-testing</guid>
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			<title>Left 4 Dead - Update</title>
			<link>https://n00bunlimited.net/home/forum/site-news/steam-news/80478-left-4-dead-update</link>
			<pubDate>Wed, 06 May 2026 18:43:54 GMT</pubDate>
			<description>An update has been released for Left 4 Dead: 
 
- Fixed several exploits that could be used to crash servers or remote players. 
 
An update has been...</description>
			<content:encoded><![CDATA[An update has been released for Left 4 Dead:<br />
<br />
- Fixed several exploits that could be used to crash servers or remote players.<br />
<br />
An update has been released for Left 4 Dead:<br />
<br />
- Fixed several exploits that could be used to crash servers or remote players.<br />
<br />
<a href="https://store.steampowered.com/news/270398/" 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/80478-left-4-dead-update</guid>
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