Logos representative only and should not be seen as an endorsement / preference / recommendation
Updates from the week through to Sunday, May 3rd, 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 – One-Click Installer = 26.1.1.23806384790 – April 10 – No change.
Second Life Release Candidate (RC) viewer: Flat UI – 26.2.0.25021396775, April 29 -“flat” UI and font update – New.
Lockheed Martin is one of several organisations which has drawn up plans and renderings for a possible humans to Mars mission. The Mars Base Camp interplanetary craft utilises the Orion spacecraft as the command and control facility, with a cryogenic propulsion system somewhat similar to the (now cancelled) ULA Interim Cryogenic Propulsion stage (ICPS) used with current SLS rockets, together with both habitat and laboratory modules for crew space, and two additional Orion vehicles for use as orbital excursion craft whilst in Mars orbit. Such spacecraft and mission face a wealth of issues before they can become a reality. from crew mental health through to technical issues such as radiation shielding and propulsion systems. Credit: Lockheed Martin.
I’ve written on numerous occasions about the various challenges facing any human mission to Mars. Perhaps chief among these challenges are the matters of radiation exposure and transit time. As I’ve noted in past articles (such as this one) on this topic, crews going to Mars face multiple risks, just two of which are radiation (both solar radiation and Galactic Cosmic Rays (GCRs)) and transit times.
The former is particularly deadly in that solar storms can deliver lethal doses of radiation exposure over a matter of a few hours (or less). However, they can be mitigated through the use of careful mission planning (avoiding, where possible, launch windows when solar activity is at or near its peak); and providing on-board radiation shelters which use a dozen centimetres or so of a suitable material (such as water) which can be used should a storm threaten.
By contrast, GCRs are less “immediate” in the risk they present, but they are constant and all-pervasive. They are also far more high energy than solar radiation, making shielding against them a more complex issue. requiring a lot more in the way of shielding. For example, gamma radiation from a typical solar storm requires around 13-15cm of water to mitigate much of its threat; GCRs require at least two metres of water (at one tonne per cubic centimetre) to reduce the threat by 50%. And while they might not be immediately deadly, GCRs can cumulatively have a major impact on health, such as reactivating cancer-giving strains of the herpes virus normally dormant in the human body, such as the highly contagious Epstein–Barr virus (EBV).
Ergo, crewed Mars vehicle require more wide-ranging and effective shielding in order to reduce the long-term impact of GCRs on Mars-bound (or Earth-returning) crews. Currently, two such shielding materials exist: Kevlar and high-density polyethylene (HDPE). Both are very effective in absorbing GCRs – just 5 cm of either will do the same job as 2 metres of water. However, while both could be incorporated into the structure of a crewed Mars vehicle, they would need to offer protection right across all crewed areas, not just a relatively complex shelter. As both have a mass in the same orbit as water (1 gram per cubic centimetre for the latter; 980 grams per cubic centimetre for HDPE and up to 1.44 grams for Kevlar), this means that both could come with a significant mass penalty.
As such, more lightweight – and preferably more efficient – shielding materials are required. One of the most promising is that of carbon nanotubes, some of which are very efficient in dealing with various forms of radiation. Single-walled carbon nanotubes (SWCNTs) can reflect up to 99.9% of solar electromagnetic radiation striking them, whilst boron nitride nanotubes (BNNTs) can absorb some 72% of neutrons (common to GCRs) in just a thin layer – more than can be achieved by using 5 cm of HDPE or Kevlar. In fact, NASA’s Langley research centre has in the past experimented with trying to “weave” BNNTs into structure that could be used within habitat units of spacecraft.
NASA Langley is working on using “GCR-proof” BNNTs within structures such as habitat units, space vehicle elements – and even as a flexible lining in space suits. Credit: NASA
The problem here is that nanotubes are both expensive to manufacture and difficult to manipulate / use. Hence why, in the 35 years since serious nanotube production started, less than 10,000 tonnes have been produced world-wide. However, a team of researchers at the Korea Institute of Science and Technology (KIST), have been looking at the potential for nanotubes in a range of applications – including their use as a shielding material – and have developed a means of potentially overcoming the issue of using nanotubes to create materials the application of 3D printing.
In particular they have developed a means to combine both SWCNTs and BNNTs into “mats” of material which can be “woven” together as a part of the printing process to fulfil a number of roles. Most particularly, in terms of space applications, these “mats” remain all of the radiation shielding capabilities common to both SWCTs and BNNTs. Thus, single layers of a “mat” could be used to provide individual protection for circuitry and chips forming the electronics on robot spacecraft, or be layered to produce very lightweight, efficient and very flexible material for shielding all the habitable areas of a crewed spaceship. What’s more, the material can withstand massive temperature swings (from -196ºC to +250ºC), potentially allowing it to be used both internally and externally on space vehicles.
This material represents a completely new concept in shielding technology-it is as thin as tape and as flexible as rubber yet simultaneously blocks both electromagnetic waves and neutron radiation.
– Dr. Joo Youngho, principal investigator, Ultrathin, Stretchable, and 3D-Printable Complementary Nanotubes–Polymer Composites for Multimodal Radiation Shielding in Extreme Environments
The research still requires a lot more work before this approach can be thought of as truly viable, but the implications of such a shielding capability for something like crewed missions to Mars would be enormous.
Potential uses of the new 3D printed nanotube “mat” developed by the Korea Institute of Science and Technology (KIST) including full spacecraft radiation shielding (A), to individual protection for electronic components (B) to creating more rigid forms (G, H, J) and the ability of the fibre to shield against radiation (D, E). Credit: KIST
Currently, it takes between 6 and 9 months to travel between Earth and Mars (or vice versa) when launching at the most energy-efficient times (approximately once every 26 months). This could put significant strain on a crew, limited as they would be to just a small circle of people with whom they could communicate in real-time and the limited amount of space available within their spacecraft in which they might fine solitude and peace keeping their own company.
However, if we had a more efficient propulsion system, one that could use a lot less fuel far more efficiently and for longer, then it would be possible to break out of the current 26-month, 6-9 month transit flight constraints to a greater or lesser degree. This would help reduce the stresses that might otherwise build-up in such a restricted environment, and also help reduce (to a degree) the crew’s deep-space radiation exposure risks.
One way to achieve this would be through the use of Nuclear Thermal Propulsion (NTP). However, such a system has yet to be developed and brings with it the need for shielding for the crew against the nuclear reaction, with all the added mass and complexity that brings.
Another alternative is that of electric propulsion. This is not as powerful as NTP and cannot even match the specific impulse that can be generated by chemical motors. However, it is a) highly efficient, b) already in use and c) unlike chemical rockets, it can maintain its thrust more-or-less continuously for comparatively little fuel mass. Take NASA’s mission to the asteroid 16 Pysche, for example. This uses Hall-effect thrusters which, while relatively low-power have maintained a steady thrust since the mission launched 2.5 years ago, accelerating the spacecraft from a few tens of thousand km/h as it departed Earth orbit to more than 135,000 km/h today – and it is still accelerating for the time being; all for just 1.6 tonnes of propellant.
A small-scale Hall-effect thrust producing thrust (left) and shut down (r). Credit: unknown
However, the Psyche spacecraft masses just 2,6 tonnes overall. A crewed Mars vehicle, with its habitat units, control centre, solar arrays for electrical power, life support systems and so on, is going to mass tens of tonnes (a minimum of 45 tonnes has been estimated for just a basic habitat/lander craft). As such, if electric propulsion is to be used, then much more powerful thruster systems will be required.
This is exactly what NASA’s Jet Propulsion Laboratory (JPL) has been working on: a “next generation” nuclear-electric motor called the magnetoplasmadynamic (MPD) thruster. Rather then just relying on electric power to drive the thruster, the MPD introduces a magnetic field into the drive process, making the thruster far more efficient and with a greater output. It also utilises lithium as a the propellant rather than the more usual xenon or krypton, for an increased energy output. As a result, a test article of the MPD has already proven itself to be able to operate for relatively long periods (albeit days rather than months or years), producing a steady 120 kilowatts of thrust, more than 25 times that produced by the hall-effect thrusters on the 16 psyche mission.
This is an impressive start, but to power a crewed spaceship of the kind currently being considered for human Mars missions, the propulsion system would have to be capable of consistently generating up to four megawatts of energy, both to accelerate the vehicle during the first half of its voyage out from Earth (or Mars) and then as a braking system to reduce its velocity to a point where it can enter orbit around its destination. However, the JPL team are reasonably confident that with time and experimentation, they could likely iterate the MPD to a point were it is consistently generating around a megawatt of power, thus allowing multiple engines (4-6, allowing for reserve engines being carried to deal with any failures) to be used to propel a potential Earth-Mars-Earth vehicle, all of which would require far less fuel than any chemical propulsion system, and would not require refuelling at Mars.
There are a few wrinkles in this approach that need to be addressed, however. For example, to produce such a level of power output, the MHD would also produce a lot of heat – around a constant 2,800ºC. Thus, the materials used in the thruster system would have to be capable of running continuously in the face of this temperature for thousands of hours of use. As such, much more in the way of development and testing is required before the MPD thruster would be ready for practical use – which will take years or possibly decades. But once developed and tested, it could offer a means to either shorten the transit times between Earth and Mars by virtue of its constant thrust, or deliver heavier payload to Mars over roughly similar time-frames as the current Hohmann orbits, and with none of the angst people have around nuclear thermal systems.
3I/Atlas
On July 1st, 2025, 3I/ATLAS was confirmed as the third known interstellar object (ISO) to be passing through the solar system. It also became the third such object to ignite daft claims that such objects are of alien manufacture sent to spy on us, despite the evidence it is lactually a comet. By the end of October 2025, it was passing around the Sun at the start of its way out of the solar system, and by April 2026 it was once again passing beyond the orbit of Jupiter.
Images of 3I/ATLAS acquired by the Moons and Jupiter Imaging Spectrometer (MAJIS) instrument aboard the ESA’s Juice mission, using different colour filters to reveal more about the comet’s coma. Credit: ESA
However, between July 2025 and April 2025, 3I/Atlas was the subject of intense study by observatories on the ground and in space, with some interesting discoveries being made along the way. The James Webb Space Telescope (JWST), for example, revealed the comet’s coma (the cloud of dust and material formed when a comet approaches the Sun and its ices sublimate, releasing material) to be composed primarily of carbon dioxide in an 8:1 ratio compared to water, much higher that with solar comets, which typically have a 4:1 ratio; indicating the comet likely formed in a very different environment compared to our own solar system.
This view was further enhanced following observations of the comet made by the Atacama Large Millimetre/sub-millimetre Array (ALMA) located high in the Chilean Andes. These revealed 3I/ATLAS is made of an astonishingly high ratio of semi-heavy water (HDO, also known as deuterated water, on account of one of the hydrogen atoms being replaced by a deuterium atom) relative to water.
On Earth, approximately 1 in 3,200 water molecules are HDO (with one in 41 million being heavy water (D2O), with which semi-heavy water should not be confused). On 3I/Atlas, the abundance of HDO is around 40 times higher than the abundance of semi-heavy water on Earth. Not only does this point to the comet being formed in a much colder – likely around -243ºC – environment than found within our solar system, it was also subject to very little in the way of stellar radiation, suggesting it formed at the very outer edge of its originating star system.
Further, as it passed around the Sun and was at its most active, the comet started outgassing more and more methane. This led to the theory that in its passage towards the Sun and the initial formation of its coma and tail, 3I/Atlas had shed the last of its cosmic ray irradiated outer shell, allowing its more “pristine” (i.e. preserved from the days of its formation) inner layers to be exposed to sublimation. In particular the abundance of methane being released further underlined the idea that the comet had formed in an extremely cold environment.
This is important because it directly impacts our understanding of the formation of stellar systems. These generally hold that star systems are born of relatively “hot”, compressed clouds of dust and gas, the majority of which collapses under gravity to form the central star, with any planets, asteroid, comets and such like forming in the immediate aftermath of the star igniting, when the “left over” material is still relatively dense – and warm – as it surrounds the newly-born star. Thus, 3I/Atlas potentially hints at an alternative path of stellar evolution we have yet to identify and understand.
Artemis Update
Following-on from my previous Space Sunday piece, the core stage of the Space Launch System (SLS) rocket that will be used in 2027’s Artemis 3 mission, completed its 1,450 kilometre journey by canal, river and sea from NASA’s Michoud Assembly Facility in New Orleans to the turn basin at Kennedy Space Centre’s (KSC) Complex 39 on April 27th, 2026.
The stage, lacking its four RS-25 engine units, which will installed as vehicle stacking starts within Kennedy’s Vehicle Assembly Building (VAB) reach the wharf in the basin safely aboard the Pegasus transport barge. Following its arrival, on April 28th, the stage was transferred by road from the basin to the VAB in readiness for vehicle stacking to commence.
The NASA transport barge Pegasus is manoeuvred by its tug in readiness for mooring at the Complex 39 wharf at Kennedy Space Centre. Within it sits the core stage of the SLS booster to be used on the Artemis 3 mission scheduled for 2027. Credit: NASA
At the same time as the stage was arriving at KSC, it was confirmed that Artemis 3 – planned as a crewed test of the available lunar lander vehicles required for missions to the surface of the Moon – has been pushed back from mid-2027 to an October-November 2027 time frame. This is apparently to allow both SpaceX and Blue Origin, the two contractors charged with supplying NASA with crew-capable lunar landers, with more time to have their first vehicles ready for testing in Earth orbit.
Whilst NASA is playing down the pushback, there is already mounting feeling in some circles that the mission will ultimately be pushed back until early to mid 2028, simply because there will not be any lander vehicle ready for Earth-orbit testing by a crew by late 2027.
On April 28th, 2026 NASA also released the first image of the heat shield used on the Artemis 2 mission to project the Orion capsule from the searing heat of re-entry into Earth’s atmosphere at the end of the mission.
As regular readers will know, there was considerable concern surrounding the heat shield after an identical unit used on the uncrewed Artemis 1 mission in December 2022 showed unexpectedly high levels of damage. Investigations revealed the worst of this damage – deep pits and holes within the ablative material of the heat shield were the results of gasses trapped in the layer being super-heated as the spacecraft “skipped” through the atmosphere before fully re-entering, resulting in them “blowing out” sections of the heat shield’s layers as they violently expanded.
As a result of this, the heat shields to be used from Artemis 3 mission onwards were put through a redesign prior to fabrication, but the shield for Artemis 2 had already been manufactured and installed – so the re-entry profile for the mission was changed in order to reduce the risk of outgassing and damage to the heat shield. Even so, fears remained as to the shield’s fitness for purpose.
Clearly it was up to the task as evidenced by the successful return to Earth by Artemis 2 crew, and within the image released by NASA on April 28th, it is clear that the heat shield more then withstood the stresses of the revised re-entry profile – even if the image is itself a most unusual one.
The Artemis 2 heat shield – scorched and lightly scored but in far better shape that the heat shield from Artemis 1 – as seen from underwater as the Orion capsule to which it is attached awaits recovery following its splashdown in the Pacific Ocean after a successful mission. Credit: US Navy
So keen were NASA engineers to see the state of the heat shield, that even as the Orion capsule floated in the Pacific Ocean off the Californian coast, and the crew were being recovered, a camera-equipped US Navy diver was tasked with swimming under the capsule and photographing the heat shield from below. The result is a somewhat eerie, almost sci-fi like underwater image of the heat shield, streaked with burn and ablation marks across its entire surface – as would be expected – but without any of the deep chadding and pitting seen on the Artemis 1 heat shield.
Obviously, the heat shield, recovered with the rest of the capsule and now back with NASA, will be examined more thoroughly, but this initial picture finally put to rest concerns that the Orion heat shield might be somehow, and potentially fatally, flawed.
Missing Melody, May 2026 – click any image for full size
It’s been nigh-on three years since I last dropped into Missing Melody, the always eye-catching Full region held by Bambi (NorahBrent), with its regularly changing settings. As such, I felt it was high time for I reacquainted myself with the region to see what Spring and Summer 2026 have brought forth.
What is a Missing Melody? It’s that song in your head that you can’t get out but not sure how it really goes. It’s that temptation you want to have in your life so you can fight to resist. It’s that place in your heart that is always waiting.
– Missing Melody About Land / Destination Guide description
Missing Melody, May 2026
For this iteration, the region presents a small island lying to its eastern side and with an east-west orientation. In fact, such was the body of water within the region’s boundaries, I did wonder if Bambi had taken a dive underwater to present an aquatic garden or similar. But this is not the case; the island is presented on its own as a place ideal for photography and scene-setting.
On arrival, the Landing Point one is surrounded by the sound of bees going about their business among the flowers growing tall on either side of the footpath running through the Landing Point. Following the orientation of the island, this path is also lined on one side by a line of powerline poles, although these now seem to serve as a means of draping hanging plants along the side of the path to add a further touch of overhead colour.
Missing Melody, May 2026
The eastern end of the path provides access to a small teahouse formed from a converted greenhouse. Noticeboards at the gateway provide information on The Nature Collective and an opportunity to join the local Missing Melody group for rezzing rights which can be used for photography props. The teahouse itself is a cosy little setting, a small semi-wild garden growing outside and plenty of little treats to be found inside.
The teahouse and Landing Point lie on something of a grassy, shoulder on a hill which continues to rise to the south. Heavily wooded, the hill, together with the trees on the north side of the path, serves to give a sense of seclusion to the treehouse.
Missing Melody, May 2026
The ground on three sides of these uplands drops away sharply to the waters below. However, at the western end of the path, the land slopes away more gently, dropping down past white dry stone walls to where Sakura tress mark the path down to a coastal stretch of lowlands rich in flowers and where someone has established a little artistic retreat.
Close by this little retreat stands a small cabin on the edge of a little southern inlet. It has the look and feel of a single-room accommodation – perhaps where the artist rests when not painting, and a couple of small rowing boats (one in somewhat better condition than the other!) sit on the waters of the little inlet, watched over by the local deer.
Missing Melody, May 2026
Overall, this is a very modest design when compared to past iterations of Missing Melody – but that is not to say it is without merit. It is as picturesque as past designs, and finished in a rich soundscape that is not overbearing. As noted, opportunities for photography await discovery and the tea house and cabin offer quiet retreats for those looking for somewhere to simply pass the time.
As always, Missing Melody makes for a gentle, unhurried and pleasing visit.
Campwich Forest grounds: location for the Monthly Mobile User Group (MMUG)
The following notes were taken from the Thursday, April 30th 2026 Monthly Mobile User Group (MMUG) meeting. These notes should not be taken as a full transcript of the meeting, which was largely held in Voice, but rather a summary of the key topics discussed.
The meeting was recorded by Pantera, and her video is embedded at the end of this summary – my thanks, as always to her in providing it.
The Mobile User Group provides a platform to share insights on recent mobile updates and upcoming features, and to receive feedback directly from users.
These meetings are conducted (as a rule):
The last Thursday of every month at 12:00 noon SLT.
Meetings are open to anyone with a concern / interest in the above topics, and form one of a series of regular / semi-regular User Group meetings conducted by Linden Lab.
Dates and times of all current meetings can be found on the Second Life Public Calendar, and descriptions of meetings are defined on the SL wiki.
Core Mobile Team
The following are core (but not necessarily the only) members of the Mobile App team:
Bridie Linden; project manager.
Radix Linden: Mobile engineering manager. A new Linden, he has a strong Unity development background and his initial focus at LL is ensuring that Mobile is a smooth, seamless experience.
A release was made on Tuesday, April 28th – Apple version number given as 0.1.163391.
At the time of writing, the update did not appear to be available for / had not fully propagated through the Google Play Store; my Android version had no update option from 0.3.1089, and any removal + reinstall still left me on 0.3.1089.
This release adds:
Display of, and interaction with, LLDialog support, allowing in-world object interaction dialogues to be displayed and used (e.g. pose menus for chairs / seats, etc.).
French UI support.
Improved Voice services – clearer microphone status; better spatial audio positioning; more consistent mute controls; user blocking / unblocking; removal of unnecessary prompts; clearer messaging when Voice or the device microphone is not available; users should be able to hear other users whether their avatar is sitting or flying, etc. (both of which could cause Voice to cut out for the seated / flying avatar); and to ensure privacy, the device microphone is off by default in the App when logging-in or re-logging.
Bug fixes:
Favourites (locations) no more duplication; no more to tap favourites to get them to respond; users new to Mobile can now Favourite a location.
Streaming audio: shows the correct status (e.g. only showing the streaming audio as muted when it is actually muted, rather than showing it as such when the audio is still playing), however, there still may be intermittent cases of this bug appearing, so if you encounter it, please file a report. Steaming audio should also be consistent across sessions (e.g. if it is turned off in one session, it should remain off in all subsequent sessions until turned on again, and vice-versa).
Multi-factor Authentication: no more need to input and authentication token every time the Mobile App is used.
Crash rates: crash rates have been greatly decreased. On Android they were above the thresholds set by Google, and have now been brought down to be well within them. There is more work to be done on iOS, but this is on the radar.
General Q&A
Chat, chat storage and chat history.
Work on “modernising” the chat UI is in progress, but is a long-term project.
Mobile has the capability to archive chat sessions – but only Mobile-to-Mobile (as indicated in past Mobile User Group summaries) and there have been requests to make this more cross-platform (e.g. combining Mobile archives with Desktop chat histories). Mobile retains chat histories on the server for up to 90 days – and a little longer locally.
The plan is to have more integration between the two, including similar storage times between the two, with full integration of chat histories between both Mobile and Desktop.
Camera movement: there are some conflicts between camera movement and Vstick tap / movement. This is something still to be addressed, although a degree of user interaction (such as how taps / touches are performed when attempting to move the camera) which can also cause the conflicts.
It was asked if there is / could be a setting to adjust the Vstick sensitivity (some someone isn’t always running everywhere). The reply was “kind-of but not quite”.
There are a couple of settings which can affect the Vstick.
However, the overall problem is that SL doesn’t have linear motion – you are walking or you are running; this results in a little too much use of the Vstick on Mobile triggers the avatar to switch from walking to running.
As such, there is no means to really make adjustments within the Vstick code; instead, the Mobile team is looking to make running a separate toggle button.
Streaks / Achievements: will be continuing for the foreseeable future.
LL would eventually like to get to incorporating Special Achievements into the App – a rotating series of “novel” things to do / discover in Second Life.
Some of these may include Linden Dollar rewards when built. If this is the case, Streaks could be phased out of the App.
The question on why more existing users haven’t come over to Mobile (asked during the March meeting) was asked again. Responses were pretty much the same as in the March meeting.
IMAGO Art Gallery, April / May 2026: Sethos Lionheart – Woodland Reverie
In January 2026, and on the recommendation of Cube Republic, I dropped into Whithermere, a Homestead region designed by Dargason L’Ardente (rlhaydenfield) as both her home and a public space open to visitors. I was immediately taken by the setting, finding it a rich, evocative and highly photogenic, as noted in Of Whithermere’s ancient beauty in Second Life.
Unsurprisingly, given the region’s beauty and sense of peace, I’m not the only one who has been drawn into its sheer beauty and touches of fantasy. Take Sethos Lionheart for example: he has been so captivated by the region and Dargason’s work that he has dedicated an entire exhibition to the region’s beauty in the form of Woodland Reverie, which opened at Mareea Farrasco’s IMAGO Art Gallery on April 15th, 2026.
IMAGO Art Gallery, April / May 2026: Sethos Lionheart – Woodland Reverie
In Whithermere, Dargason L’Ardente has created a woodland sanctuary of remarkable beauty and enchantment. The region unfolds through winding paths, shaded glades, waterfalls, streams, and hidden woodland spirits, offering visitors a place that feels both immersive and touched by quiet magic. At its heart lies Sedany Woods, shaped by Dar’s vision as the designer behind Moss & Fern Landscape Design. Her work reveals a rare gift for creating landscapes that feel alive—places of wonder, stillness, and discovery, where every turn of the path invites deeper wandering.
– Sethos Lionheart on Whithermere
IMAGO Art Gallery, April / May 2026: Sethos Lionheart – Woodland Reverie
Set out in 20 images, each perfectly framed, edited and carefully enhanced through the considered use of post-processing, Sethos’ images bring home the richness and depth of Whithermere so vividly, the desire to go from the exhibition to the region exerts a powerful pull. This is further encouraged by the provision of a landmark to Whithermere within the notecard accompanying the exhibition (touch the introductory wall, complete with a portrait of Dargason herself (which forms the 21st image in the collection)).
However, as well as celebrating Whithermere, these are images which speak to an artist dedicated to his work, who uses the tools at his disposal – Second Life, EEP settings, post-processing techniques – to craft images that both capture the heart and spirit of the locations they depict and offer a unique perspective on those locations, coloured by his eye and the mood invoked within him on capturing them. Thus, Woodland Reverie speaks both to Dargason’s considerable skill as a landscape creator and to Sethos’ own skills are an interpreter of such landscapes through the lens of his imagination and mood.
IMAGO Art Gallery, April / May 2026: Sethos Lionheart – Woodland Reverie
In all, a most excellent exhibition and homage to Whithermere, and one well worth visiting.
The following notes were taken from the Tuesday, April 28th, 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 planned for the week, although all server channels will be restarted. The pause is to allow for more adjustments to be made to WebRTC prior to it going grid-wide.
There will be a new simulator update – called Kumquat – which will contain the necessary infrastructure updates for the above, and which will be deployed ahead of the planned next simulator release (Loganberry).
In Brief
LL have added a new cap that delivers pre-generated configuration files for the Lua definitions and the viewer and the VS code plug-in are being updated to support this. These updates will allow for the removal all the language definition munging from the plug-in itself.
Leviathan Linden:
Has been working on updates related to the new Kumquat simulator update and “some related back-end services.
Had no progress to report on for game_control, and is hoping to get back to it soon.
Harold Linden (SLua):
Has been bundling up all the scripting-related definitions in a sensible way so they can be served.
Has also been working to complete the prim params builder RFC. He views this work as complete and warns that those will any input should “speak now or forever hold your peace”, as he will shortly start implementing it.
Harold noted that the prim params does it allow to set ‘nil’ or not provide a value or something else that would do “keep current” behaviour; it is strictly a wrapper around SetLinkPrimitiveParamsFast. He noted that requested work such at this would require an overhaul of SetLinkPrimitiveParamsFast.
The above formed the basis for a discussion through the meeting.
General Discussion
Please refer to the video below as well.
The request for llGetRegionWorldMapTile was raised. Apparently, Brad Linden has indicated implementation could be more complicated, suggesting LL should set up a web API that provides the map tile textures and make it possible for people to enable web on a prim for trusted domains.
The above led to a discussion on map tiles and options around the basic idea contained in within the feature request – such as making map tile textures function in a similar manner to Bakes on Mesh (using UUIDs – although the scale of this when using thousands of regions could be difficult / complicated).
This discussion went on through most of the meeting – please refer to the video below. The most positive idea given the amount of suggestions / confusion over map tiles, was for a design document to be put forward to allow focused discussion.
There was a report of issues with Vivox Voice service repeatedly failing at Fantasy Faire – notably within the Lost Pages region, home to the Literature, Film and Theatre festivals.
The Voice teams indicated they were not aware of any specific instability issue with Vivox – with the caveat the focus has been on WebRTC.
The question was if there are any plans to re-allow residents to upload animations with animation constraints (apparently turned off when it was found that there was no validation for chain length, which could cause a null pointer error if it goes too high up the skeleton). It was felt this has useful constraints such as “GROUND” which allow the feet to automatically IK feet to the ground, reducing the issue of an avatar floating off the ground on un-even surfaces.
Currently, there are no plans in this direction at present.
Date of Next Meetings
Leviathan Linden: Tuesday, May 5th 2026.
Formal SUG meeting: Tuesday, May 12th, 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.