The following notes were taken from the Tuesday, March 3ed, 2026 Simulator User Group (SUG) meeting. These notes form a summary of the items discussed, and are not intended to be a full transcript. They were taken from the video recording by Pantera, embedded at the end of this summary – my thanks to Pantera for providing it.
Meeting Overview
The Simulator User Group (also referred to by its older name of Server User Group) exists to provide an opportunity for discussion about simulator technology, bugs, and feature ideas is held every other Tuesday at 12:00 noon, SLT (holidays, etc., allowing), per the Second Life Public Calendar.
The “SUG Leviathan Hour” meetings are held on the Tuesdays which do not have a formal SUG meeting, and are chaired by Leviathan Linden. They are more brainstorming / general discussion sessions.
Meetings are held in text in-world, at this location.
Simulator Deployments
No deployments are planned for the week, channels will be restarted.
WebRTC deployment is now planned to commence on Wednesday, March 18th with a deployment to the BlueSteel RC channel. Progression from there will likely be subject to how it settles, issues arising, etc.
In Brief
Rider Linden:
Has some Lua work waiting on him to add support for script information to inventory and the viewer. Basically, scripts will have an inventory subtype that can be either LSL or Lua and it will also have some meta data which is the VM that the script was compiled for (LSO, Mono, Luau).
This week he is taking care of a long standing issue with mesh uploading costs, and the fix should hopefully surface in the 2026.02 viewer release.
Leviathan Linden:
Has been working on is to try to improve login/teleport/region-cross success rate. The idea is to improve the reliability of the UDP packets that are used for viewer<–>simulator connections.
He has a Pull Request for this up against the viewer, although he’s not sure the core of the issue lies within the viewer. Rather he believes similar changes server-side will probably make a bigger difference.
Currently this work is largely complete and going through validation.
Once released, it will not “fix all region crossings” – as there are multiple issues with them that need to be tackled – it his work should hopefully be a further step towards improving things.
In addition, Leviathan has been attempting to better understand a fix proposed by Cool VL Viewer’s Henri Beauchamp to reduce the time avatars with attachments spend being a cloud. He believes the fix is the right way to go – asking the server to re-send attachment details (which currently doesn’t happen) along with texture data (which is resent when an avatar has issues “de-clouding”). He hopes to have the simulator updates for this ready for deployment after WebRTC has gone out.
Harold Linden (SLua):
Has been working to refactor some of the common Lua standard library functions that currently lead to “failed to perform mandatory yield” errors in user scripts. As a result, he hopes such errors will be fixed with the next SLua deployment.
He is also working on a refactor of lljson to make it easier to convert things back to proper Lua types when serialize / deserialize your data with the JSON serializer
Working on meta problems, such as identifying Voice issues.
The next viewer-side update could be in “the next two weeks”.
Further work on SLua is dependent on the continued feedback of those using it.
It was noted generally that the is further work to be forthcoming (e.g. sim caps for slua_default.d.luau).
Harold also confirmed the Lua scripting system runs on a single thread.
General Discussion
Please refer to the video below as well.
SLua warning: as per my previous CCUG summary, the next Lua deployment will have breaking changes. At a minimum scripts will need to recompiling, as they otherwise will not run.
A general discussion on Voice roll-off for WebRTC and general voice tethering to prevent eavesdropping. When moving your avatar / camera away from others who are speak, Voice so decrease down to nothing at 60 metres. However, it has been reported that simply zooming the camera out from the current position does not result in Voice roll-off.
This discussion also wrapped around the limitations of Bluetooth headsets / microphones which can affect Voice quality.
User Tapple Gao has put forward a feature request for improved animations without resorting to a “heavy” project like puppetry. This is currently being tracked by the Lab.
The are issues around logging in and capability granting which can result in non-graceful disconnects and log-in failures due to capabilities failing to create.
Some of these issues had been fixed, but the lab acknowledged there are potential more issues that can cause the same outcome.
Monty noted that L and firestorm have recently been jointly poking at the problems.
A suggested recommendation for those experiencing disconnects / log-outs of this nature is to either wait 2 minutes before a re-try, or to try logging-in to a non-neighbouring region to the one being used at the time of the crash.
A general discussion on scripts and scripting and future Lua development work took-up most of the second half of the meeting.
Date of Next Meetings
Leviathan Linden: Tuesday, March 24th, 2026.
Formal SUG meeting: Tuesday, March 31st, 2026.
† The header images included in these summaries are not intended to represent anything discussed at the meetings; they are simply here to avoid a repeated image of a rooftop of people every week. They are taken from my list of region visits, with a link to the post for those interested.
Logos representative only and should not be seen as an endorsement / preference / recommendation
Updates from the week through to Sunday, March 15th, 2026
This summary is generally published every Monday, and is a list of SL viewer / client releases (official and TPV) made during the previous week. When reading it, please note:
It is based on my Current Viewer Releases Page, a list of all Second Life viewers and clients that are in popular use (and of which I am aware), and which are recognised as adhering to the TPV Policy.
This page includes comprehensive links to download pages, blog notes, release notes, etc., as well as links to any / all reviews of specific viewers / clients made within this blog.
By its nature, this summary presented here will always be in arrears, please refer to the Current Viewer Release Page for more up-to-date information.
Outside of the Official viewer, and as a rule, alpha / beta / nightly or release candidate viewer builds are not included; although on occasions, exceptions might be made.
Official LL Viewers
This list reflects those viewers available via the first four links in the LL Viewer Resources section, below.
Default viewer – Legacy search; WebRTC improvements; QoL improvements – 26.1.0.22641522367 – March 12 – NEW
A artist’s impression of the first Chinese crewed mission to the surface of the Moon, taking some liberties with the appearance of the Lanyue lunar lander and the position of the Earth relative to the horizon. Credit: Getty Images
I’ve covered China’s space programme in some detail in these pages, not so much because I’m a fan of the Chinese government, but because – and US readers may not like it – China has proven it can put together a highly competent and integrated national space programme. One that is, and despite all of its magnificent achievements to date over the decades, is far more integrated in terms of projects and goals than the US national space programme, which has, where manned space exploration is concerned, largely plodded along somewhat aimlessly for some 40 years.
Obviously, a lot of this comes down to politics and governance. The US government is answerable to the people, and this includes NASA which is – completely and utterly wrongly – seen by many as a high-cost waste of taxpayer money. I say “wrongly” deliberately, as NASA’s budget accounts for just 0.35% of the US federal budget. Compare that to the 62% gobbled up annually by the Pentagon.
Of course, there are considerable differences in scale and need between the Pentagon and NASA, but considering all the latter does achieve annually in the fields of space science, astronomy, space exploration health and safety, avionics and aeronautics even without firmer integration of its major goals and ambitions, adds up to NASA doing a huge amount for very little in the overall scheme of things.
China’s government does not answer to its people, ergo, its spending is entirely at its own whim. This means China can be more indulgent in its spending around space goals (something also helped by the fact that a good portion of the Chinese space programme is linked to the People’s Liberation Army, which can swallow costs and overruns in what might otherwise be seen as civilian operations in the name of “national security”).
Even so, since the 1970s, China has sought to pace its activities in space in a manner that is both pragmatic and which has enabled them to build expertise in planetary science, rocketry, launch capabilities and to develop a coordinated approach to space exploration. The latter, as I recently covered in these pages, is particularly notable within China’s lunar ambitions, which have throughout seen both robot missions (their family of Chang’e landers, orbiters and rovers) and upcoming human missions tied together in one over-arching programme – the Chinese Lunar Exploration Programme, or CLEP. True, NASA did something similar with Project Apollo and is doing so again with Project Artemis, but the degree of shared goals and progression from robotic to human exploration is not on the same scale as China’s.
China’s Tiangong space station not only operates as a Earth-orbiting research station, it has a number of roles to play in China’s lunar ambitions. Credit: CMSA
The same is true when it comes to China’s Tiangong space station and CLEP. This operates both as an independent orbital research facility and as an Earth-bound extension to CLEP, providing an on-orbit medical research facility, a training environment to help lunar crews carry out tasks in microgravity as they might whilst going to or returning from the Moon, and providing the means to develop food cultivation methods which could be employed on the Moon to help supplement diets.
As a part of this work, 2026 will see the launch of Shenzhou 23 in April. The 17th Chinese crewed spaceflight and the 23rd for the Shenzhou programme overall, the mission carry three tiakonauts to Tiangong, as is usual for such missions. However, unlike all crewed missions to date, which have seen personnel spend no longer than 6 months on the station, Shenzhou 23 will see one of the crew (as yet unnamed) spend a full year in orbit.
Such long duration missions are the stuff of legend for NASA and Roscosmos, with astronauts and cosmonauts alike spending in excess of a year in space, largely for medical research purposes (such as studying the impact of microgravity on the human physiology) and kind-of tangentially focused on some ideas of human deep space missions, such as the now defunct near-Earth asteroid rendezvous mission or looking towards some far-off mission to Mars.
For China, the goals are both similar and more immediate: the Chinese want to know more about the physical and psychological impact of a long-duration stay in near zero gravity and how the more debilitating effects might be countered and they want to start gathering data on the effects of something like a voyage to Mars undertaken in microgravity – a human mission to Mars also being one of their stated medium-term goals once they have established a presence on the Moon.
Also coming up this year is the first – and uncrewed – orbital flight test of China’s Mengzhou multi-purpose crewed space vehicle. Set to initially operate alongside Shenzhou (itself a derivative of Russia’s Soyuz vehicle), Mengzhou is set to be – as I’ve also mentioned previously – an integrated and highly-capable vehicle, designed to both provide three crew (as standard, although it can carry up to 6 or 7) with access to Tiangong, and also in an extended operations mode providing 3-4 taikonauts with a ride to lunar orbit.
China’s workhorse Shenzhou (left), comprising a forward cargo module with integrated airlock, a central crew module capable of supporting up to three tiakonauts and large service module, is due to be joined by the more up-to-date Mengzhou vehicle, capable of carrying crews of up to 6 or 7 in the forward (top) capsule unit, which can also include cargo racks, and a service module for power and propulsion. Credit: various
No target date for this orbital flight test has yet been given, but all major milestones required for it to take place have been successfully cleared, and its dedicated launch vehicle, the Long March 10 (CZ-10) is also very close to being ready for an orbital launch attempt, having passed the majority of its development and testing milestones.
Nor does it end there in terms of ambitions and integration. Like NASA and Roscosmos, China is working to encourage international cooperation and participation in its space aspirations. CLEP is set to evolve into the International Lunar Research Station (ILRS) project which will see participation in China’s lunar project from Russia, South Africa, Belarus, Azerbaijan, Venezuela, Pakistan and Egypt, to name the headline nations.
Whilst not as all encompassing as the Artemis Accords (which involve 61 countries at the time of writing), ILRS nevertheless points to the fact that China is determined to be a major leader in space-based human activities. To this end, Shenzhou 24, scheduled for later in 2026, will see a Pakistani astronaut fly to Tiangong, and there are plans to fly astronauts from both Macau and Hong Kong to the station as well (although these are more from Chinese-managed Special Administrative Regions rather than representatives from genuine foreign nations).
China’s First lunar Mission May Target Rimae Bode
Whilst the Chinese Lunar Exploration Programme is, like Project Artemis, focused on the South Polar Region of the Moon for the establishment of a lunar research station, the first crewed lunar landing on the Moon by Chinese nationals will not be in that region; instead, it will likely be to the lunar nearside, not too far from the equator.
Currently, the possible prime candidate for China’s first crewed mission to the Moon is Rimae Bode (crater Bode) located to the left of Mare Vaporum (seen towards the right of the image above), within semi-chaotic and volcanic terrain. Credit: Selenochromatics
There are several good reasons for this. Most notably, such a location would enjoy direct line-of-sight communications with Earth throughout the majority of the mission. Secondly, it can be timed to take place under more favourable lighting conditions than might be the case with a mission to the South Polar Region. Thirdly, it doesn’t require a lot of complex orbital manoeuvring in order to get the lander into the desired obit, again simplifying the overall mission profile. There’s also the fact that China has never been to the Moon before with a human crew, thus a nearside mission with full communications, etc., allows mission managers to gain vital experience in managing such a mission without the complications a polar landing might bring.
The potential landing zone for this – as yet unnamed mission, which is targeting 2030 – is Rimae Bode. Located at the boundary between Mare Vaporum and the highlands on the central lunar nearside, the area has been selected as the likely landing site because of its scientific value. Diversely volcanic, the region provides easy access to assorted lunar material and differing terrain types within a relatively small area – ancient lava flows, rilles (long, narrow, channel-like features formed by ancient lava flows) and local impact craters which have left subsurface materials exposed on the surface for easy collection and study.
The Rimae Bode region (Bode also being the name of a local crater) is rich in “young” impact craters which may reveal secrets as to the Moon’s interior. Credit: NASA
Rimae Bode is actually one of 106 potential landing candidates under consideration for the first Chinese crewed landing on the Moon, but it has grown in popularity with scientists and mission planners because of its sheer diversity and opportunities for exploration. further, it has long been considered a site worthy of human and / or robotic exploration and because it is relatively accessible.
Of particular interest to scientists is the potential for Rimae Bode to reveal insights into the Moon’s deep interior.
The most ground-breaking discovery from the Rimae Bode region would likely come from the dark mantle deposits, which consist of volcanic ash and glass beads that were violently erupted from the moon’s deep interior billions of years ago. These samples act as ‘messengers’ from the lunar mantle, offering a rare opportunity to directly analyse the chemical composition of the moon’s deep heart — information that is usually hidden beneath miles of crust.
– Professor Jun Huang, China University of Geosciences, Wuhan
Examining this material together with studying the region’s complex network of lava channels, could help in the reconstruction of the Moon’s early volcanic history, with samples perhaps indicating how the Moon cooled and what triggered its most massive eruptions. Studies of the region and its rocks and minerals might even inform scientists on how all rocky planets, including Earth, cooled and evolved after their birth.
The final decision on a landing zone for the first Chinese crewed mission to the Moon has yet to be made, so Rimae Bode may yet lose out. However, given the nature of the region, its location and the fact it has long been the focus of scientific curiosity possibly makes this unlikely.
Van Allen Probe Makes Belated Return to Earth
Wednesday, March 11th, 2026 saw the return to Earth of one of two probes launched in 2012 to increase our understanding of the Van Allen radiation belts around our planet.
Named for James Van Allen, who discovered them in 1958 using data gathered by America’s first successful satellite, Explorer 1, the Van Allen belts are missive, if invisible doughnut like structures surrounding Earth in two layers – the inner and outer radiation belts. Combined, they range in altitude from a few hundred kilometres to some 96,000 km, and comprise protons and electrons trapped within the Earth’s magnetic field.
A simplified cross-section of the Van Allen radiation belts. Credit: Booyabazooka
The Van Allen belts are what might be called frienemies of life. On the one side, they act as a shield, deflecting harmful cosmic radiation and the relentless stream of charged particles blasted out by the Sun, making our planet far more supportive of life than would otherwise be the case. On the other, they’d happily kill you if you loiter in them for too long. They are also a constant hazard to satellites orbiting through them, as they will also merrily fry unprotected electronics and, during periods of high solar activity, they “puff up” with even greater concentrations of radiation which can easily kill satellites completely and disrupt Earth-based communications, GPS systems, and so on.
Spaceflight and Moon landing deniers point to the Van Allen Belts as “proof” that all space missions are “fake” as “no-one can survive them” – although their reasoning is far more a demonstration of their inability to grasp concepts such as velocity together with an overly simplistic view of what the belts are and what is required form them to have a lasting impact. However, they are correct in their stance that loitering within the influence of the belts is definitely not a good idea.
The two Van Allen Belt probes double stacked in one half of the payload fairing of their Atlas V 401 launch vehicle, ahead of their 2012 launch. Credit: Kim Shiflett
The twin Van Allen Probes were specifically built and launched to increase our understanding of the Van Allen Belts in terms of their ability to severely harm the inner electronics and workings of satellites that have no other choice but to loiter within the radiation environment as they orbit the Earth. Armed with hyper-sensitive sensors and recorders, the two probes of an identical design were given an initial 2-year primary mission. However, both continued to operate through until 2019, when their stocks of manoeuvring propellants were exhausted, leaving them unable to main a proper communications / power generation orientation, and both were retired. In that time, the craft – called simply “Probe A” and “Probe B” gathered a huge amount of data concerning the belts and the dynamics at work within them; data which has both altered our understanding of the belts and which is still being researched and studied.
Given their extreme orbital regime (617 km to over 30,000 km), both Probe A and Probe B were expected to remain in orbit until the mid-2030s. However, such has been the level of solar activity from 2019 onwards (with Solar Maximum being reached in 2024), the upper reaches of our atmosphere have been greatly inflated as a result of solar radiation influx. This has increased drag on multiple satellites, including the 600 kg Van Allen probes, with Probe A in particular being impacted.
By 2025 it was clear that Probe A was coming down sooner rather than later, the atmospheric drag having significantly lowered its altitude overall, with its perigee in the low hundreds of kilometres. By early 2026, it became obvious the probe only had weeks or months at the most left before it reached interface with the denser atmosphere and started to break / burn up. This started on March 11th (UTC) as it entered the denser atmosphere over the Galapagos Islands. The majority of the probe was destroyed in the upper atmosphere as it passed over South America, although some debris is believed to have fallen into the Atlantic Ocean.
Whilst also affected by the Sun’s activity, Probe B currently remains in orbit, although it is expected to now re-enter the atmosphere in 2030, rather than the mid-2030s as originally anticipated.
The CCUG meeting is for discussion of work related to content creation in Second Life, including current and upcoming LL projects, and encompasses requests or comments from the community, together with related viewer development work.
This meeting is generally held on alternate Thursdays at Hippotropolis and is held in a mix of Voice and text chat.
Introduces the ability to moderate spatial voice chat in regions configured to use webRTC voice.
Second Life One Click Install viewer 26.1.0.21295806042, January 26, 2026 – one-click viewer installation.
Viewer Notes
Viewer 2026.01
Promoted to default release ahead of the meeting – see above.
Viewer 2026.01.o1
The next viewer targeting promotion to default status.
Comprises the one-click installer / updater.
It is hoped promotion of this viewer is “weeks away” rather than “months”.
Viewer 2026.02
2026.02 remains on track for the “Flat” UI and font updates + plus a possible refresh of the log-in splash screen.
It now also includes the WebRTC voice moderation capabilities (as seen in the project viewer) to help align viewer-side WebRTC updates more with the hoped-for server-side deployment.
Example of the upcoming flat UI. Via: Geenz Linden / Github #4681/2
Viewer 2026.03
Some changes on this – originally defined as the SLVP – Second Life Visual Polish viewer, the status has changed such that 2026.03 is liable to one of the following:
The SLUA viewer update, or
The Visual Polish viewer, including the long awaited SSR improvements. PBR specular for residents who are more familiar with the old Blinn-Phong work flow + HDR controls in EEP so residents can decide how bright or dark things should be, or
A new performance improvements viewer option.
It is possible that further water improvements might find their way to this SLVP viewer, and also that as some of the updates require sever-side changes, the promotion of SLVP might be subject to delay once available, to allow time for the server changes to be slotted into the simulator release schedule.
It is also possible some of the above might be combined into a single viewer release under the 2026.03 banner.
The potential for making monthly promotions to get all the current inflight viewers up to release status is also being discussed at the Lab.
Viewer Performance Discussion
Better performance is obviously always a benefit to using SL, and currently there is an internal discussion at the Lab overtrying to make some further performance improvements ahead of any release of the SLVP viewer, to enable the latter to better leverage them (e.g. by “shaving off” some VRAM usage).
VRAM is particularly problematic for performance as many SL creates will try to crank the texture resolution for every single material slot to the maximum, whether it is visually beneficial to do so or not. The 2K white emissive texture is an example of this.
Geenz Linden has been making changes to introduce “texture channels”. That is, to more intelligently stream specific maps – diffuse, normal, emissive,, specular, etc., at different resolutions to more intelligently manage VRAM usage with little reduction by way of a scene’s visual fidelity, particularly in scenes with a lot of high resolution textures for every material / material slot.
It has been noted that for this to work, there must be a means for users to make adjustments to suit their visual needs. These might take the form of a texture quality drop-down in the viewer’s Graphics settings.
The texture discussion led to musings on how best to identify texture size / resolution, and the complexities involved (e.g. the asset system doesn’t know – or need to know the specific resolution of a texture, it doesn’t entirely make sense for the logical to determine a texture’s resolution and how to manage it o sit within the server, which leaves the viewer – which requires the texture to be downloaded anyway – and such controls can be ignored by specific viewers simply by not adopting the code, so proactively handling texture resolutions is complicated.
Other work on performance might see changes to the avatar render cost calculations because, ironically, these appear to impact performance.
General Discussions
SLua:
There is a “breaking change” coming to SLua “in the next couple of weeks” which is apparently not deemed worthy of a blog post, so notification will be via Discord and social media – because “communications”.
It will require every current SLua script to be recompiled and restarted.
A discussion on using GPU texture compression to help with performance – something that would require work on LL’s part, but not out of the question for consideration.
HDRI support for environments – again, not out of the question. The major question is how are they to be encoded:
Creating a new asset type specifically for them is not seen as “super practical”.
While the JPEG2000 specification supports HDRI, it is “probably not the most effective application for SL’s specific use for HDRIs.
There needs to be a means of encoding them that is GPU memory friendly, as HDRIs are memory heavy (whilst HDRIs are already used in the rendering pipeline, LL uses them as sparingly as possible for this reason.
EEP would also require updates to fully support them.
None of the above is seen as particularly impossible to overcome, it does require further discussion among all the relevant stakeholders0.
It is hoped that tweaks to the EEP ambient sky settings will help make environments using PBR to “pop” more and will help improve the current Mainland ambient lighting issues.
A number of general discussions on WIBNis (“wouldn’t it be nice if….”), none of which are currently in development..
Falling Tide, March 2026 – click any image for full size
I came across Falling Tide in the Destination Guide recently, where the description pricked my curiosity, so off I hopped to take a look.
Falling Tide is a weathered coastal town where old songs, faded lights and quiet stories linger in the salt air. Wander the docks, paths and streets, find hidden markers, listen, remember. Take your time, explore, let the place get under your skin.
– Falling Tide description
Falling Tide, March 2026
A part of the Winchester estate operated by Clara Winchester (clarabellwinters) and Daniel Winchester, Falling Tide occupies a Full region located between, but not connected to, two other of the estate’s regions. Several of the other regions in the estate also have their own public areas, although for this article I’m focussing solely on Falling Tide.
The Landing Point for the region as given by the Destination Guide, sits within the centre of the little town occupying half the setting. A second Landing Point (neither is strictly enforced) is located on the north-west coast of the region, atop a deck built out over the water. This appears to be favoured by the teleport HUD and boards.
Falling Tide, March 2026
The town Landing Point has a giver for the Winchester Group HUD, which can be used to access other public areas in the estate, whilst equally close to the Landing Point is a teleport board which does much the same. Both are Experience driven, so do be sure to accept it if prompted.
The coastal Landing Point, reached via the TP HUD or whilst exploring, has two notecard givers in the form of empty crates. One offers the opportunity to find stories about Falling Tide scattered around the region (six in all), the other offers visitors the chance to join The Lost Playlist Hunt, which comes with its own back-story.
Falling Tide, March 2026
The town is very much as its description states: somewhat rundown and past its prime but still marching forward and offering various attractions – notably the art gallery – with the old motel offering visitors opportunities to stay a while. At the southern end of the town and extending eastwards is a row of six modestly-size cabins available for rent, so please be aware of this when exploring so as to avoid trespass into rented units.
Water forms a good part of the setting, with a large bay separating it from the region to the east, and the land breaking into a couple of islands to the north-east, reached via a tarmac road surface. However, it appears these two islands have been recently formed as a result of tidal incursion, despite the setting’s name, which has washed away parts of the road in separating the islands from the rest of the land, leaving the locals to place a couple plank bridges to cross the new channels.
Falling Tide, March 2026
It is this outer landscape to the east and north of the town which really brings home the tired beauty of the setting. The buildings, from the lighthouse to the boat repair shop all carry a sense of age and of slipping gently into retirement. Where once tourists might have roamed, birds and waterfowl prevail, notwithstanding the presence of a tramp steamer sitting just off the northern coast.
This quiet sense of age, coupled with the dour grey sky actually makes Falling Tide very photogenic – although some tidying-up of footpath / road prims around the town is in order to remove overlaps and the resultant texture flickering. The outlying islands certain offer plenty of opportunities for photography, and more can be found in following the outlying roads and trails.
Falling Tide, March 2026
Serene in its gentle aging, quietly linked to the wider Winchester estate and even with opportunities for a bit of boating on the waters, Falling Tide makes for an unhurried visit.
Logos representative only and should not be seen as an endorsement / preference / recommendation
Updates from the week through to Sunday, March 8th, 2026
This summary is generally published every Monday, and is a list of SL viewer / client releases (official and TPV) made during the previous week. When reading it, please note:
It is based on my Current Viewer Releases Page, a list of all Second Life viewers and clients that are in popular use (and of which I am aware), and which are recognised as adhering to the TPV Policy.
This page includes comprehensive links to download pages, blog notes, release notes, etc., as well as links to any / all reviews of specific viewers / clients made within this blog.
By its nature, this summary presented here will always be in arrears, please refer to the Current Viewer Release Page for more up-to-date information.
Outside of the Official viewer, and as a rule, alpha / beta / nightly or release candidate viewer builds are not included; although on occasions, exceptions might be made.
Official LL Viewers
Default viewer 2025.08 – 7.2.3.19375695301 – maintenance update with bug fixes and quality of life improvements – December 2.
Notable addition: new VHACD-based convex decomposition library for mesh uploads.
Second Life Release Candidate viewer 2026.01 – 26.1.0.22641522367, March 5 – NEW
Legacy search; WebRTC improvements; QoL improvements.