Spyke

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gamedev·GamedevbyWawe

Tips/tricks to handle Sound Effects in game?

Does anyone have good tips/tricks to handle Sound Effects in game?

Adding million "play sound effect X" lines all over the code seems wrong, but cannot think another solution. There are so many different places and event that need sound effects so some kind of general solution does seem viable.

I would love to hear your solutions or how you handle the audio in your games!

View original on lemmy.world
6
overwatch·OverwatchbyWawe

Picture of Success Story Time with Taj Atwal as Domina | Overwatch

Join Taj Atwal, the voice actor behind Domina, for a new lore drop, ‘Picture of Success.’

As Vaira Singhania, VP of operations and heir to the Vishkar fortune, prepares a speech for yet another corporate awards event, she is left weighing her own position within Vishkar and the power she, alone, holds.

Link to short story: https://overwatch.blizzard.com/en-us/media/comic/picture-of-success/

View original on lemmy.world
3
overwatch·OverwatchbyWawe

[Blizzard] Overwatch Retail Patch Notes - February 24, 2026

Hero Balance Changes Domina

Panopticon

Cost increased by 12%

Anran

Inferno Rush

Cooldown reduced from 8.5 to 8 seconds.

Dancing Blaze

Increased the distance you can move while active from 1.5 to 2.25 meters.

Emre

Synthetic Burst Rifle

Damage increased from 20 to 22.

Vendetta

Palatine Fang

Overhead swing damage reduced from 130 to 120.
Bug fix - Overhead swing can now be affected by horizontal knockback while launching downward.

Jetpack Cat

Minor Perk – Claws Out

Cooldown increased from 6 to 8 seconds.

Major Perk – Territorial

Damage dealt reduced from 50% to 33%.

Mizuki

Kekkai Sanctuary

Duration increased from 6 to 7 seconds.

Bug Fixes General

Fixed an issue with missing textures on the Charming: 76 skin.
Fixed some minor issues with Jetpack Cat and the tether animation for various heroes.
Fixed an issue that hid Jetpack Cat’s aim‑assist strength and threshold settings.
Fixed an issue with Vendetta’s sword‑throw animation in third person.
Fixed an issue where Mizuki could still perform Katashiro Return while stunned.
Fixed an issue where Mercy's passive displayed incorrectly in the Advanced Info Panel.

Stadium

Fixed an issue causing the Stadium UI to disappear after a round transition.
Fixed an issue where Vendetta could spam her ultimate power without a full charge.
Fixed an issue where Vendetta would not receive ultimate charge while using the “Overloaded” strike power.
Fixed an issue where Vendetta's Primary Fire would not trigger Gloomgauntlet or be increased by Melee Damage.
Fixed an issue where the VFX for Bola Shot when using Freja’s “So Cooked” power were incorrect.
Fixed an issue with Ana’s “Dreamy” power that incorrectly canceled the benefits of Artsy Daisy and Tactical Rifle.
Fixed an issue where Mercy's Self Healing from healing allies with missing health was incorrectly reduced to 15% instead of the intended 40%.
[Blizzard] Overwatch Retail Patch Notes - February 24, 2026https://overwatch.blizzard.com/en-us/news/patch-notes/live/2026/02/Open linkView original on lemmy.world
4
games·GamesbyWawe

Overwatch Rush - Official Gameplay Preview Video (OW Mobile Game)

cross-posted from: https://lemmy.world/post/43529382

Kinda funny that they waited before announcing this.

"Don't miss the Gameplay Preview Video for Overwatch Rush, an upcoming mobile top-down hero shooter developed by Blizzard. Players will duke it out in a new experience within the Overwatch Universe to take the fast-paced 4v4 action on the go with characters, abilities, and weapons from the core Overwatch game.

Get an early look at a development build for Overwatch Rush, coming soon to iOS and Android."

View original on lemmy.world
13
overwatch·OverwatchbyWawe

Overwatch Rush - Official Gameplay Preview Video (OW Mobile Game)

Kinda funny that they waited before announcing this.

"Don't miss the Gameplay Preview Video for Overwatch Rush, an upcoming mobile top-down hero shooter developed by Blizzard. Players will duke it out in a new experience within the Overwatch Universe to take the fast-paced 4v4 action on the go with characters, abilities, and weapons from the core Overwatch game.

Get an early look at a development build for Overwatch Rush, coming soon to iOS and Android."

View original on lemmy.world
4
gamedev·Game DevelopmentbyWawe

Exploring MatrixRTC: Real time communication in rooms (Godot & Matrix games)

cross-posted from: https://lemmy.world/post/43483174

At FOSDEM 2026, members of Element’s VoIP team - Robin Townsend, Timo Kandra and Valère Fédronic - presented a deep dive into the future of real time communication on Matrix.

Their talk gave an update on MatrixRTC, Matrix’s framework for bringing voice, video, and other live, interactive experiences directly into rooms. Their contributions to Matrix enable everything from large-scale calls and collaborative tools to multiplayer games, virtual worlds, and entirely new ways for people to interact in real time.

Watch the whole presentation Advancing real time communication on Matrix

We’ve been working on MatrixRTC as part of our work at Element, to build the foundations for large-scale, secure VoIP solution into matrix. This work is done by the same team that is behind Element Call. Element Call, the VoIP part of Element, sits on top of MatrixRTC.

Matrix has traditionally focused on persistent, asynchronous messaging. Real time communication (sub 100ms), however, introduces a very different set of requirements. It demands low latency, flexible participation, and should be ephemeral. At the same time, it must preserve Matrix’s core principles of decentralisation, federation, and security.

Historically, Matrix clients only supported 1:1 peer-to-peer WebRTC calls, using Matrix rooms primarily for call-oriented signalling and persisting what was effectively ephemeral state into room history. As calls grew larger and use cases expanded beyond simple voice and video, it became clear that real time communication needed first-class support in the Matrix protocol itself, with the flexibility to support multiple use cases beyond 1:1 calls.

MatrixRTC is our attempt to make real time applications native to Matrix, striking a balance between decentralisation and the practical demands of scalable, low-latency, end-to-end encrypted media and data exchange. Through concrete demos and implementation details, we showed how this approach enables entirely new classes of applications, including calls, games, virtual worlds and collaborative tools. Introducing slots for interactive rooms

MatrixRTC introduces the concept of slots, which allow room administrators to add real time communication features to their rooms. These slots can be anything from voice or video calls to 3D virtual worlds or multiplayer games. Each slot combines an application - which specifies the type of data participants exchange - and an identifier, allowing multiple parallel sessions in the same room.

The first application we’re adding to the specification is m.call, which covers basic voice and video calls. But third-party apps are fully supported, enabling developers to create custom experiences like virtual simulations or collaborative games.

Slots are managed via state events, ensuring that they are persistent, authorised, and can be moderated by room admins. When participants want to join a slot, they connect by sending membership events and publish their media over a chosen transport. A transport in this context is a WebRTC SFU (Selective Forwarding Unit). Currently supported is the LiveKit SFU. FullMesh WebRTC or a websocket solution are also considered while designing with MatrixRTC.

Other features, like delayed events, notifications, and encryption, are also part of the specification. For deeper technical details, past Matrix Conference talks and the Matrix Spec Proposals repository are excellent resources. Sticky events: reliable, ephemeral data delivery

It is essential to provide a good experience before joining a session. A client should be informed immediately via sync about any ongoing MatrixRTC session. To avoid polluting room state with this information, sticky events are introduced. These events are ephemeral, low-privilege, and can be encrypted. During a limited lifetime (for example around an hour), their delivery is guaranteed over sync. They are stored in the room timeline rather than in the authoritative room state that is subject to state resolution. Sticky events are ideal for real time session participation, letting clients join ongoing calls or sessions and immediately receive the necessary data, even if they missed some events earlier due to gappy-syncs (more on sticky events here). Transports: keeping real time communication decentralised

Each participant chooses their transport, which can be a home-server resource or a peer-to-peer connection. For Element Call, we currently use LiveKit media servers, which handle the heavy lifting of fan-out for media streams. This approach allows large calls to scale gracefully while keeping the system federated, decentralised and efficient. For example, in a typical office environment, many users converge on the same homeserver, minimising connections needed to participate in a large call. A MatrixRTC SDK for developers

With these protocol improvements, we also refactored our codebase, creating a MatrixRTC SDK that simplifies building real time applications. The SDK handles the complexities of connecting to multiple SFUs, authenticating with Matrix, managing sticky and delayed events, and exchanging media. Developers can now use this SDK to build applications, such as games or collaborative tools, without having to handle the underlying real time infrastructure directly.

For instance, we demonstrated a simple HTML template application using the Godot game engine, leveraging the MatrixRTC SDK. Through this setup, developers can access observable real time data to integrate it into games. The MatrixRTC SDK is used as an abstraction for core capabilities such as user identity and account setup, device verification, encryption (not shown in the demo), media connectivity via an SFU, and the existing Matrix backend infrastructure. Building on MatrixRTC: live demos

To showcase what’s possible, we built two multiplayer games using MatrixRTC. Players communicate over federated servers, exchange real time events, and interact seamlessly despite network variability. Although live demos sometimes face latency challenges, the system handles rollbacks and syncing to ensure a smooth experience.

We showed Godot-MatrixRTC-FlappyRoyal, a game similar to FlappyBird, and Godot-MatrixRTC-Keyboard-Kart, a racer-like multiplayer game.

Games and other applications can be run as widgets, providing an added layer of security. The trusted Client handles encryption and key management, so users never expose their full Matrix account or keys to external real time apps running inside the Widget.

Currently, the MatrixRTC SDK is available in JavaScript, but the widget architecture allows the low level Matrix responsibilities to be done in other SDK’s. The Matrix Rust SDK, for instance, supports the widget postmessage api. Widgets are based on iFrames. With Wasm becoming more mainstream, this opens the door for real time applications beyond the web stack, from Godot-based games to custom simulations.

MatrixRTC represents a significant step forward for Matrix, enabling decentralised, real time, and interactive experiences in rooms while maintaining the federated, secure principles of the ecosystem.

Exploring MatrixRTC: Real time communication in rooms (Godot & Matrix games)https://element.io/blog/exploring-matrixrtc-real-time-communication-in-rooms/Open linkView original on lemmy.world
20
godot·GodotbyWawe

Exploring MatrixRTC: Real time communication in rooms (Godot & Matrix games)

At FOSDEM 2026, members of Element’s VoIP team - Robin Townsend, Timo Kandra and Valère Fédronic - presented a deep dive into the future of real time communication on Matrix.

Their talk gave an update on MatrixRTC, Matrix’s framework for bringing voice, video, and other live, interactive experiences directly into rooms. Their contributions to Matrix enable everything from large-scale calls and collaborative tools to multiplayer games, virtual worlds, and entirely new ways for people to interact in real time.

Watch the whole presentation Advancing real time communication on Matrix

We’ve been working on MatrixRTC as part of our work at Element, to build the foundations for large-scale, secure VoIP solution into matrix. This work is done by the same team that is behind Element Call. Element Call, the VoIP part of Element, sits on top of MatrixRTC.

Matrix has traditionally focused on persistent, asynchronous messaging. Real time communication (sub 100ms), however, introduces a very different set of requirements. It demands low latency, flexible participation, and should be ephemeral. At the same time, it must preserve Matrix’s core principles of decentralisation, federation, and security.

Historically, Matrix clients only supported 1:1 peer-to-peer WebRTC calls, using Matrix rooms primarily for call-oriented signalling and persisting what was effectively ephemeral state into room history. As calls grew larger and use cases expanded beyond simple voice and video, it became clear that real time communication needed first-class support in the Matrix protocol itself, with the flexibility to support multiple use cases beyond 1:1 calls.

MatrixRTC is our attempt to make real time applications native to Matrix, striking a balance between decentralisation and the practical demands of scalable, low-latency, end-to-end encrypted media and data exchange. Through concrete demos and implementation details, we showed how this approach enables entirely new classes of applications, including calls, games, virtual worlds and collaborative tools. Introducing slots for interactive rooms

MatrixRTC introduces the concept of slots, which allow room administrators to add real time communication features to their rooms. These slots can be anything from voice or video calls to 3D virtual worlds or multiplayer games. Each slot combines an application - which specifies the type of data participants exchange - and an identifier, allowing multiple parallel sessions in the same room.

The first application we’re adding to the specification is m.call, which covers basic voice and video calls. But third-party apps are fully supported, enabling developers to create custom experiences like virtual simulations or collaborative games.

Slots are managed via state events, ensuring that they are persistent, authorised, and can be moderated by room admins. When participants want to join a slot, they connect by sending membership events and publish their media over a chosen transport. A transport in this context is a WebRTC SFU (Selective Forwarding Unit). Currently supported is the LiveKit SFU. FullMesh WebRTC or a websocket solution are also considered while designing with MatrixRTC.

Other features, like delayed events, notifications, and encryption, are also part of the specification. For deeper technical details, past Matrix Conference talks and the Matrix Spec Proposals repository are excellent resources. Sticky events: reliable, ephemeral data delivery

It is essential to provide a good experience before joining a session. A client should be informed immediately via sync about any ongoing MatrixRTC session. To avoid polluting room state with this information, sticky events are introduced. These events are ephemeral, low-privilege, and can be encrypted. During a limited lifetime (for example around an hour), their delivery is guaranteed over sync. They are stored in the room timeline rather than in the authoritative room state that is subject to state resolution. Sticky events are ideal for real time session participation, letting clients join ongoing calls or sessions and immediately receive the necessary data, even if they missed some events earlier due to gappy-syncs (more on sticky events here). Transports: keeping real time communication decentralised

Each participant chooses their transport, which can be a home-server resource or a peer-to-peer connection. For Element Call, we currently use LiveKit media servers, which handle the heavy lifting of fan-out for media streams. This approach allows large calls to scale gracefully while keeping the system federated, decentralised and efficient. For example, in a typical office environment, many users converge on the same homeserver, minimising connections needed to participate in a large call. A MatrixRTC SDK for developers

With these protocol improvements, we also refactored our codebase, creating a MatrixRTC SDK that simplifies building real time applications. The SDK handles the complexities of connecting to multiple SFUs, authenticating with Matrix, managing sticky and delayed events, and exchanging media. Developers can now use this SDK to build applications, such as games or collaborative tools, without having to handle the underlying real time infrastructure directly.

For instance, we demonstrated a simple HTML template application using the Godot game engine, leveraging the MatrixRTC SDK. Through this setup, developers can access observable real time data to integrate it into games. The MatrixRTC SDK is used as an abstraction for core capabilities such as user identity and account setup, device verification, encryption (not shown in the demo), media connectivity via an SFU, and the existing Matrix backend infrastructure. Building on MatrixRTC: live demos

To showcase what’s possible, we built two multiplayer games using MatrixRTC. Players communicate over federated servers, exchange real time events, and interact seamlessly despite network variability. Although live demos sometimes face latency challenges, the system handles rollbacks and syncing to ensure a smooth experience.

We showed Godot-MatrixRTC-FlappyRoyal, a game similar to FlappyBird, and Godot-MatrixRTC-Keyboard-Kart, a racer-like multiplayer game.

Games and other applications can be run as widgets, providing an added layer of security. The trusted Client handles encryption and key management, so users never expose their full Matrix account or keys to external real time apps running inside the Widget.

Currently, the MatrixRTC SDK is available in JavaScript, but the widget architecture allows the low level Matrix responsibilities to be done in other SDK’s. The Matrix Rust SDK, for instance, supports the widget postmessage api. Widgets are based on iFrames. With Wasm becoming more mainstream, this opens the door for real time applications beyond the web stack, from Godot-based games to custom simulations.

MatrixRTC represents a significant step forward for Matrix, enabling decentralised, real time, and interactive experiences in rooms while maintaining the federated, secure principles of the ecosystem.

Exploring MatrixRTC: Real time communication in rooms (Godot & Matrix games)https://element.io/blog/exploring-matrixrtc-real-time-communication-in-rooms/Open linkView original on lemmy.world
27
overwatch·OverwatchbyWawe

Overwatch x Naraka: Bladepoint Collaboration Event Gameplay Trailer [China Exclusive]

Interesting that China is getting their own skins.

Also epic trailer: https://www.youtube.com/watch?v=sD8tchRSIYA

"Get a closer in-game look for Feria Shen DVa, Wei Qing Freja, Viper Ning Widowmaker, Yueshan Reaper, and Wuchen Wuyang skins which are expected to go live today!

NOTE: This event was entirely made by NetEase which is only intended for the Chinese audience and nowhere else with the only exception being Blizzard supervising them and implementing it into their game client as a part of their deal with bringing and maintaining Overwatch in the China region."

Source: https://weibo.com/tv/show/1034:526473...

View original on lemmy.world
3
overwatch·OverwatchbyWawe

Season 1: Conquest Official Trailer | Overwatch

Overwatch’s next big story begins with the Reign of Talon - Season 1: Conquest.

For the first time ever, five new Heroes join the roster all at once! Jet Pack Cat, Anran, Domina, Emre, and Mizuki bring new playstyles, new dynamics, and new voices into the fray to shake up the battlefield like never before.

Choose your allegiance as Overwatch and Talon collide in a five-week faction war that’s shaped by how you play. Complete missions, uncover new lore, and earn exclusive cosmetics to rep your faction of choice. And don’t worry, you’ll be able to switch sides to see the story from both perspectives.

With new Competitive updates, the arrival of Vendetta in Stadium, evolving gameplay mechanics, and loads of new cosmetics, Season 1 sets a new standard for how the story of Overwatch is told and how you play it.

Watch it all come together when Season 1: Conquest starts on February 10.

View original on lemmy.world
4
overwatch·OverwatchbyWawe

Vengeance Comes Story Time with Chiara Preziosi as Vendetta | Overwatch

A brutal new era is dawning for Talon...

Join Chiara Preziosi, the voice actor behind Vendetta, for a reading of our newest comic, ‘Vengeance Comes.’

Days after defeating Doomfist, Vendetta convenes her first Talon Council. Amid her loyalists, her predecessor’s lieutenants, as well as new allies, Vendetta makes it clear that she will broker no treachery in her new empire…

View original on lemmy.world
3
selfhosted·SelfhostedbyWawe

Are you selfhosting your business with employees? What are the software that you are using?

I have been selfhosting for mostly to have everything available for me and my family. I have separate server running Yunohost for my business stuff that currently has Nextcloud, Trillium Notes and Forgejo for file management, notes and code repository. Now I am getting an employee that would probably needs access to files and project management tools.

I currently don't have project management software since I just use Trillium Notes for task planning. I will probably install some, but have not yet decided what to use. I should probably install something (or have system) for managing employee information like personal information, time reporting, holidays etc.

Are you selfhosting your business? What are the tools that you are using? I am specifically interested if you have employees and how you are managing that?

(Although it is also interesting to hear if you are single person company and how you are managing everything)

View original on lemmy.world
68
suomi·SuomibyWawe

Digitaalinen itsenäisyys -kansalaisaloite!

Aloitteen sisältö

Kriittisten digitaalisten palveluiden rakentaminen suomalaisten ja eurooppalaisten toimijoiden varaan on välttämätön askel itsemääräämisoikeuden, turvallisuuden ja demokratian vahvistamiseksi. Suomen tulee varmistaa, että kansalaisten perusoikeudet, demokratia ja kansallinen turvallisuus eivät ole riippuvaisia toimijoista, jotka ovat EU/ETA-alueen ulkopuolisten hallitusten määräysvallassa.

Suomalaisen yhteiskunnan toimivuuden kannalta kriittisen tärkeitä palveluita on siirretty tai suunnitellaan toteutettavaksi EU/ETA-alueen ulkopuolisten yritysten hallitsemiin järjestelmiin ja palveluihin. Esimerkiksi Kela suunnittelee siirtävänsä sotilasavustusten, perhe-eläkkeiden ja kuntoutusrahojen käsittelyn järjestelmät amerikkalaisille palvelimille vuodesta 2027 alkaen, Verohallinto on siirtämässä verotietoja Microsoft Azureen, ja oikeusministeriö suunnittelee siirtävänsä vaalidatan Amazon Web Servicesiin.

Yhteiskunnan kannalta kriittisten tietojen käsittely Suomen ja EU/ETA-alueen ulkopuolella omistetun yrityksen tuottamassa järjestelmässä muodostaa kuitenkin merkittäviä riskejä. Esimerkiksi Yhdysvaltain lainsäädäntö edellyttää maansa yrityksiä antamaan yhdysvaltalaisille viranomaisille pääsyn yritysten hallinnoimaan tietoon, vaikka palvelimet sijaitsisivat fyysisesti Euroopassa. EU/ETA-alueen ulkopuolisen hallituksen määräysvalta palveluita toteuttaviin yrityksiin mahdollistaa myös esimerkiksi kriisitilanteissa suomalaisten toimijoiden ja koko yhteiskunnan painostuksen, ja saattaa vaarantaa yhteiskunnan keskeisten perustoimintojen jatkuvuuden.

Esitämme säädettäväksi lain, joka edellyttää sitä, että Suomen julkisen hallinnon kriittiset tiedot ja digitaaliset palvelut kuten esimerkiksi vaalijärjestelmät, sosiaaliturvatiedot ja muut demokratian, kansallisen turvallisuuden tai perusoikeuksien kannalta olennaiset järjestelmät toteutetaan yksinomaan suomalaisten ja eurooppalaisten toimijoiden omistamille palvelimille, ja eurooppalaisten tai avointen ohjelmistoratkaisujen päälle.

Valmisteltavan lainsäädännön keskeinen sisältö:

  • Suomalaisen yhteiskunnan kannalta kriittiset digitaaliset palvelut tulee toteuttaa suomalaisten ja eurooppalaisten toimijoiden omistamilla ja hallinnoimilla EU/ETA-alueella sijaitsevilla palvelimilla, ja eurooppalaisten tai avointen ohjelmistoratkaisujen päällä.
  • Yhteiskunnan toiminnan kannalta kriittiset tiedot tulee olla säilöttynä sellaisella tavalla, että niihin sovelletaan vain EU:n tai sen jäsenvaltioiden lainsäädäntöä, eikä EU/ETA-alueen ulkopuolisella viranomaisella tai muulla taholla ole lainsäädäntöön perustuvaa oikeutta saada pääsyä tietoihin tai vaikuttaa niiden saatavuuteen, käsittelyyn ja käyttöön.
  • Viranomaiset tulee velvoittaa tunnistamaan ja minimoimaan riippuvuus EU/ETA-alueen ulkopuolisista toimijoista kriittisissä palveluissa. On esimerkiksi pystyttävä osoittamaan riittävät selvitykset tietojärjestelmien toteuttajien omistus- ja hallintarakenteesta, lainsäädännöllisestä alisteisuudesta ja keskeisistä tietoturva- ja tietosuojariskeistä.
  • Julkisten toimijoiden tulee laatia jatkuvuussuunnitelmat ja toteuttaa säännöllinen testaus kriittisten palveluiden saatavuuden varmistamiseksi myös poikkeusoloissa.
  • Julkisten viranomaisten tulee huolehtia siitä, että julkisen hallinnon kannalta olennaisissa tietojärjestelmissä vältetään kohtuutonta riippuvuutta yksittäisestä palveluntarjoajasta, ja tiedot ja toiminnot ovat kohtuullisin kustannuksin ja teknisin keinoin siirrettävissä toiseen vastaavat vaatimukset täyttävään järjestelmään.
  • Tämän lainsäädännön vaatimukset tulee sisällyttää julkisia hankintoja koskeviin lain soveltamisalaan kuuluviin tarjouspyyntöihin ja sopimusehtoihin. Perustelut
  1. Demokratian ja oikeusvaltion turvaaminen on yksi valtion tärkeimmistä tehtävistä

Vaalitulosten laskenta, kansalaisten perusoikeuksien toteutuminen ja viranomaisten toiminta edellyttävät, että tietojärjestelmät ovat luotettavia, läpinäkyviä ja Suomen tai EU:n lainsäädännön alaisia.

  1. Riippuvuus kolmansien maiden toimijoista heikentää Suomen itsemääräämisoikeutta

Suomen kriittiset digitaaliset palvelut ovat tällä hetkellä voimakkaasti riippuvaisia yhdysvaltalaisista ja muista EU/ETA-alueen ulkopuolisista pilvipalveluista. Tämä luo turvallisuusriskejä, sillä ulkomaiset toimijat voivat joutua lakien, kuten Yhdysvaltojen CLOUD Actin, alaisuuteen. Tällöin Suomen viranomaiset eivät voi taata, että tietoja ei luovuteta tai että palvelut pysyvät saatavilla kaikissa tilanteissa.

  1. Heikko neuvotteluasema ja epävarmuus asettavat Suomen alttiiksi vaikuttamiselle

Erityisesti Yhdysvaltojen, mutta myös muiden suurvaltojen politiikka on viime vuosina muuttunut epävakaammaksi. Yhdysvaltojen sisäpolitiikka, kauppasodat ja sanktiot voivat vaikuttaa suoraan Suomen digitaalisten palveluiden saatavuuteen ja turvallisuuteen. Jos kriittiset palvelut sijaitsevat EU/ETA-alueen ulkopuolella, Suomella ei ole riittävää vaikutusvaltaa niiden hallintaan tai jatkuvuuteen.

  1. Turvallisuus- ja jatkuvuusriskit jäävät Suomen ongelmaksi

EU/ETA-alueen ulkopuolisilla toimijoilla on omat etunsa ja prioriteettinsa, jotka eivät aina vastaa Suomen kansallisia etuja. Kriittisten palveluiden siirtäminen suomalaisten ja eurooppalaisten toimijoiden varaan vähentää riskejä, kuten tietovuotoja, palvelukatkoksia tai poliittisesti motivoituja päätöksiä, jotka voivat vaarantaa Suomen digitaalisen itsemääräämisoikeuden.

  1. Digitaalisen itsemääräämisoikeuden vahvistaminen vahvistaa myös Suomen taloutta

Digitaalisen itsemääräämisoikeuden vahvistaminen edistää myös entistä kilpailukykyisemmän tietoteknisen kotimarkkinan synnyttämistä. Esimerkiksi vuonna 2024 suomalainen julkinen sektori maksoi yksin Microsoftille lähes 1,2 miljardia euroa erilaisten ohjelmistojen käyttöoikeuksista. Tämä summa kohdistuessaan edes osin kotimaisten palvelujen ostamiseen edistäisi siten myös kotimaisen tietoteknisen alan yritystoimintaa ja luo uusia työpaikkoja.

Kotisivu: https://digitaalinenitsenaisyys.fi/

Mastodon: @[email protected]

Digitaalinen itsenäisyys -kansalaisaloite!https://www.kansalaisaloite.fi/fi/aloite/16691Open linkView original on lemmy.world
47
overwatch·OverwatchbyWawe

Vested Interest Story Time with Stéphane Cornicard and Chiara Preziosi | Overwatch 2

Maximilien receives an unexpected guest...

Join Stéphane Cornicard, the voice actor behind Maximilien, and Chiara Preziosi, the voice actor behind Vendetta, for a reading of our newest short story, ‘Vested Interests.’ 

Vendetta’s campaign of vengeance against the Talon Council brings her to the office of Talon financier Maximilien. But before Vendetta can strike a killing blow, Max presents her with an offer she can’t refuse.

View original on lemmy.world
2
overwatch·OverwatchbyWawe

Overwatch 2 Retail Patch Notes - December 18, 2025 (Aim Assist, Challenger Points, Stadium Balance changes)

Hotfix Gameplay Update

This is a gameplay and bug fix update. Replay codes are still available. Winter Wonderland Updates

We've heard your feedback and for an extra special, holly jolly holiday, we're updating our Winter Wonderland Event and you can now get 3 COOKIES per challenge instead of the previous 2 cookies. Console Aim Assist Updates

Aim Assist reduced to 4% down from 8% for the following heroes:
    Damage
        Ashe, Bastion, Soldier, Tracer
    Tank
        D.Va, Mauga
    Support
        Ana, Bap, Juno

Core Competitive Gameplay Update

New Challenger points are as follows:

Diamond 5 - 20
Diamond 4 - 22
Diamond 3 - 24
Diamond 2 - 26
Diamond 1 - 28
Master 5 - 32
Master 4 - 36
Master 3 - 40
Master 2 - 44
Master 1 - 48
Grandmaster 5 - 60
Grandmaster 4 - 78
Grandmaster 3 - 102
Grandmaster 2 - 132
Grandmaster 1 - 168
Champion 5 - 208
Champion 4 - 268
Champion 3 - 348
Champion 2 - 448
Champion 1 - 568

We've been listening to your feedback on Challenger Score and we've heard that our highest ranks aren't rewarding enough and the lower ranks are somewhat too rewarding, so we've tuned the scores to scale in a more extreme way. We're planning to change the rule that gives winning players the Challenger Score reward of the highest ranked player to ensure that scores for Champion players can be tuned appropriately for their queue times. We're also working hard on fixing a crossplay bug that's caused some lower rank players to appear higher than intended on the leaderboard. Damage Hero Updates Vendetta

Vendetta’s win rate has continued to rise as players grow more familiar with her kit, so we’re making a small adjustment prior to midseason. This change shifts key breakpoints while preserving the intended flow of her abilities.

Palatine Fang

Horizontal swing damage reduced from 50 to 45.

Stadium Updates

Martian Mender - Epic Survival General Item
    Reduced Cooldown Reduction to 5% (Down from 10%).

We're tuning back how much Cooldown Reduction is easily accessible in the general items, so there's more of a sacrifice to gaining high amounts of Cooldown Reduction. Stadium Tank Hero Updates Doomfist Doomfist

Doomfist has been underperforming in Stadium since his release. We're increasing the consistency and power of some of his powers, as well as his currency gain, to help him be a more reliable option without increasing his power ceiling or one shot capabilities too much.

Currency gained from damage and healing increased by 25%.
Aftershock - Power
    Increased secondary shockwave damage to 60% (Up from 50%).
Asteroid Smash - Power
    Now grants ultimate charge.
    Cooldown reduced to 12s (Down from 15s).
Block Party - Power
    Block Party has been disabled at this time due to an issue
Jab Cross - Power
    Increased Melee Attack Speed after using an ability to 75% (Up from 50%).
Jetforce Jab - Power
    Increased Burn Damage on Rocket Punch to 20% (Up from 15%).
Slam Wham - Power
    Increased Seismic Slam Range per meter travelled to 6% (Up from 4%).

Sigma

With Sigma’s recent updates to his primary fire, he has been beyond the intended power ceiling. Zero Gravity offered too much uptime and safety, allowing Sigma to disengage or reposition with minimal risk. At the same time, some weapon items were providing strong value for their cost, accelerating his damage curve. These adjustments rein in his mobility and early scaling while rebalancing item costs to better reflect their impact. The Harness receives a small cost reduction to keep ability power builds competitive as other options are tuned down.

Zero Gravity - Power
    Decreased duration to 1.5s (Down from 4s).
Antimatter - Epic Weapon Hero Item
    Increased cost to 12000 (Up from 10000).
    Decreased weapon power to 10% (Down from 15%).
Velocity Vector - Rare Weapon Hero Item
    Increased cost to 6000 (Up from 4500).
The Harness - Epic Ability Hero Item
    Decreased cost to 10000 (Down from 11000).

Winston

Rampaging Winston has been tearing things up, and after a long look at the data, we’re dialing back how quickly his Jump Pack build come online. Several of these items were delivering a lot of value for their cost, letting Winston chain jumps with very little downtime and stay safer than intended during aggressive dives. We want Winston to feel powerful when he commits, but that commitment should come with real risk and clearer windows to punish. Primal Slam remains a fan favorite and something we’re keeping a close eye on. Rather than trimming away the fun or removing gameplay, this update focuses on adjusting surrounding costs and survivability levers first, giving us room to bring the overall build back into line without taking away what makes rampaging Winston exciting to play.

Primal Punch - Power
    Decreased melee damage to 3% (Down from 5%).
Premium Peanut Butter - Rare Survival Hero Item
    Increased cost to 6000 (Up from 4000).
Zero-G Suit - Rare Ability Hero Item
    Increased cost to 6000 (Up from 4000).
    Removed cooldown reduction.
Horizon Expander - Epic Ability Hero Item
    Increased cost to 12500 (Up from 11000).
Fortified Jump Pack - Epic Survival Hero Item
    Increased cost to 12500 (Up from 10000).
    Decreased damage reduction to 20% (Down from 35%).

Stadium Support Hero Updates Ana

These changes are aimed at sharpening her playmaking potential and rewarding proactive, skillful shots. By significantly speeding up Artsy Dartsy, Ana can better contest mobile and airborne targets, while Falconer now provides stronger sustained pressure and more reliable access to Nano Boost. Now tell your Genji that your ultimate is ready!

Artsy Dartsy - Power
    Increased projectile speed to 300% (Up from 150%).
Falconer
    Increased attack speed to 30% (Up from 20%).
    Increased ultimate charge to 25% (Up from 15%).

Brigitte

Scavenged Steel has been an outlier in enabling her Rally oriented builds, so we're tuning it down to be more in line with her other build options.

Scavenged Steel - Epic Ability Hero Item
    Reduced Ultimate Charge gain on Ability Damage to 2% (Down from 3%).

Bugfixes

Fixed an issue where Aquajet amplifier wasn't granting weapon power to Wuyang.
Fixed an issue where Thick skin was giving constant armor healing to Winston.
Fixed an issue where players were earning too much currency from Damage and Healing in Quick Play.
We've released a fix to resolve an issue where some players were unable to exchange Cookies in the Winter Wonderland event.
Overwatch 2 Retail Patch Notes - December 18, 2025 (Aim Assist, Challenger Points, Stadium Balance changes)https://overwatch.blizzard.com/en-us/news/patch-notes/live/2025/12/#patch-2025-12-18Open linkView original on lemmy.world
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daggerheart·Daggerheart RPGbyWawe

Announcing Daggerheart: Hope & Fear! Daggerheart expansion!

The first Daggerheart expansion is arriving, nearly doubling your worldbuilding and character building toolset with classes, adversaries, gear, campaign frames, and more! Pre-order now at http://daggerheart.com/pre-order

Daggerheart: Hope & Fear comes in two stunning versions: a standard edition and a deluxe edition with a wealth of exclusive accessories and variant artwork. Both editions are available for pre-order below and will ship in Summer 2026. Dive in and pre-order your copies today!

View original on lemmy.world
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godot·GodotbyWawe

TerraBrush heightmap editor as Full GD Extension and Live Demo

A simple GDExtension Terrain heightmap editor. This used to be only C# addon but now works with all languages. I tried this when it was C# addon and it was amazing tool and great to see it available for gdscript as well.

TerraBrush heightmap editor as Full GD Extension and Live Demohttps://spimort.itch.io/terrabrush-live-demoOpen linkView original on lemmy.world
29
overwatch·OverwatchbyWawe

Vendetta | New Hero Gameplay Trailer | Overwatch 2

You think you can outrun the wolf? That’s cute.

Introducing Vendetta - Overwatch’s first-ever melee Damage Hero! With her Palatine Fang greatsword in hand, along with her lightning-fast mobility, Vendetta dominates close-range encounters with raw power and unparalleled precision.

Dash in and demolish your foes using Whirlwind Dash, Soaring Slice, and Projected Edge, all while building attack and movement speed through her Onslaught passive. And when you’re ready to deliver the final blow, her Sundering Blade Ultimate deals severe damage to enemies directly in front of you.

Claim your vengeance as Vendetta during her limited-time Hero Trial Nov 26 - Dec 1, and see what the future holds for our newest Hero when she officially arrives in Season 20 on Dec 9.

View original on lemmy.world
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