The following notes were taken from the Tuesday, May 12th, 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
Wednesday, 13th May should see the deployment of the Kumquat simulator update.
This contains some further back-end WebRTC fixes and other internal work. E-mail is also being updated, notably off-line IM forwarding and object llEmail()-type activity.
This update is being deployed ahead of the originally planned Loganberry update.
Loganberry is moving forward, and is currently being reviewed by the Lab’s QA team. This should have:
The updates to deal with missing attachments on avatars.
Harold Linden’s serialisation fixes to ease some region cross issues.
llListen triggering multiple times.
A fix for script parcel permissions being calculated incorrectly and an old issue about rezzing on meshes.
WebRTC Update
The May 5th grid-wide deployment of WebRTC went ahead as planned, so Vivox is no longer the Voice service across SL; WebRTC is.
The deployment apparently went well and there have been few reports of issues.
Wednesday, May 13th should see a WebRTC update, which will hopefully see the return of Voice Echo Canyon in-world.
WebRTC deployments are now run separately to simulator deployments rather than a part of them. Viewers running the latest client-end of WebRTC should not be affected by this, as they they will disconnect from one voice server in the cluster ahead of it going down for update, and automatically reconnect to an operating server in the cluster.
Moving forward, the focus will now be on fixes and updates (e.g. open chat voice attenuation) and general clean-up and the removal of unwanted code.
Once this work has been completed, attention will be turned more towards adding new features the WebRTC, including voice-to-text transcription (and has been experimented with inside the Lab, including with multiple languages). However, no decision has yet been made as to WebRTC new features or their scheduling.
Concerns over privacy with transcription were raised, and Roxie Linden noted privacy is being looked at, together with security, together with the ability for users to turn off transcription. This sparked a conversation on chat encryption, as per the video.
In Brief
Rider Linden has been on-call this week, and so has fixed some issues in the server build system on the server. He is also plans to look at an issue around failed notifications for large groups.
Leviathan Linden attempted to provide a game_control update (v 0.7.2), unfortunately, one of the bug fixes within it turned out to be buggy.
Has also been working on the bundler implementation so that `require()` can work correctly in the viewer. However, this might not go out until after the Lua viewer is officially released, so he can focus on “more release-pertinent issues” such as performance and garbage collection.
He is going to be working on these latter improvements alongside of making the Lua implementation more memory-efficient in practice: “Lots of non-user-facing things that are important if we want to be in a world where thousands and thousands of Lua scripts don’t make a region fall over”.
General Discussion
Please refer to the video below for more on the following.
SL Combat 2.0 is set so bullets / projectiles are automatically set to DIE_ON_COLLIDE when they are rezzed, which is a different behaviour to the older SL Combat System and has been found to cause some problems. Rider linden asked if changing Combat 2.0 so projectiles do not die on collide automatically would ab issue.
The general (but small) consensus at the meeting was that it should not be an issue; creators can always update their products, if required
The question sparked a discussion on Combat running through the mid-point of the meeting.
The “soft disconnect” (being unable to physical move from or TP out of a region after being in it for a period of time) issue was raised, with some reporting the issue appears least frequent in the Flat UI RC viewer. No feedback from LL on this
There was a discussion on Second Life performance, simulator / viewer / simulator communications latency impacting avatar updates, KFM animations, etc. This ran through most of the second half of the meeting.
The above was mixed with a debate over Linux (and its upcoming return to viewer land with the Lua viewer), distros, wishes, etc.
Date of Next Meetings
Leviathan Linden: Tuesday, May 19th 2026.
Formal SUG meeting: Tuesday, May 26th, 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.
Loulou Forest, May 2026 – click any image for full size
I was drawn to explore Loulou Forest after coming across it in the Destination Guide as it has been designed and executed by Elyjia Baxton, working in concert with the region holder, 7 (Seven Kaptane). Elyjia – or Ely as she likes to be called – is responsible for some of the most natural landscapes and setting found in Second Life, and I’ve has the pleasure of visiting and blogging about many of them since 2017.
Occupying a Full private region, Loulou Forest is part of a 4-region estate held by 7. Of the remaining three, two – Annabel and Eden Roc – provide rentals homes with decently-sized parcels and a mix of over-the-water and rural settings.
Loulou Forest, May 2026
The remaining region is home to Loulou, a region-sized venue established by 7 in 2025. With indoor and outdoor settings, the club is open on Wednesdays and Fridays through Sundays, all between 12:00 noon and 15:00 SLT, and again between 18:00 and 21:00 SLT.
Sitting on a region called – appropriately – Ely, Loulou Forest makes use of the majority of the region’s landmass, allowing for the off-shire areas around the coasts. The Landing Point sits a short distance from the region boundary linking the forest to the club region to the west, and Directory sign board offer direct teleports to the club, or across to the edge of the Annabel residential region, or the estate’s rental office for those interested in perhaps making either Annabel or Eden Roc their home for a time.
Loulou Forest, May 2026
Loulou Forest is a place where nature invites you to explore. Every corner is designed to offer a moment of calm—a place to recharge and reconnect with what truly matters. A peaceful getaway in the heart of the Loulou universe.
– Loulou Forest About Land description
Dusty tracks provide the primary routes for exploring the forest, winding their way between the trees, passing across bridges, past bodies of water and low waterfalls and to where public buildings await to offer places of rest and refreshment.
Loulou Forest, May 2025
However, it should be pointed out that whilst Annabel and Eden Roc are the primary rental regions in this estate, there are a number of private residences located along the southern, eastern and northern extents of the forest – so do take care to avoid trespassing into someone’s privacy.
The tracks are wide enough for vehicles, and indeed a couple are to be found on the verges. However, I would suggest a better source of transport – if you have one available – is a wearable horse (or a rezzable one, if you join the local group and obtain rezzing rights). The trails are ideal for riding, and while I did look around for local horse rezzers, I didn’t notice any.
Loulou Forest, May 2026
Given this is a design from Ely, the region is packed with natural detail. Birds reel overhead, geese swim on the inlands waters; there are places to sit and pass the time, be they under the shade of a gazebo or sitting at the roadside or take the form of boats on the waters.
Elsewhere, Bees buzz, horses frolic, young foxes scamper and local cats put their paws of ownership on all they survey (naturally) – including the one hoping to put its paws on a bird, despite the latter’s attitude suggesting it is aware of the plan and will take flight before the cat can do it any harm.
Loulou Forest, May 2026
This is a place where exploring can be as quick or as gently as you like, and where opportunities to take photographs and / or pose for selfies abound. The natural beauty of the setting encourages gentle exploration and invites visitors to sit and pass the time here; something also encouraged by the fact that the private residences are spread such that they don’t lead to a feeling one is about to trespass at every turn.
Travel far enough in your explorations, and you will likely encounter the boundary with Annabel. Like the boundary with Loulou, this is clearly denoted if you are following the main tracks around the forest. Casual visits to Annabel are not discouraged – but (again) do keep in mind it is primarily a rental / residential setting, and so opportunities for exploration are limited more to the unpaved roadways as they run through the region to provide access to the private homes.
Loulou Forest, May 2026
Rounded-out by a subtle soundscape and richly picturesque, Loulou Forest makes for a rewarding visit for the Second Life explorer / photographer, and sits as a further tour de force of Ely’s ability to design and build spaces in SL which have a natural sense of presence to them.
Logos representative only and should not be seen as an endorsement / preference / recommendation
Updates from the week through to Sunday, May 10th, 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 – No change.
I am, it has to be said, something of an arachnophobe. Small, little, or tiny spiders – they’re perfectly fine. Larger varieties – Well, keep them away from me. Put a really large spider in front of me – say a tarantula / bird-eating spider, or even the UK’s cardinal, tube-web or nursery-web spider – and I can guarantee I’ll be one of the first out of the door and moving at a reasonably fast pace.
I mention this because for May 2026, Cica Ghost brings us the curious combination of Robots and Spiders. But fortunately for those of us with any degree of fear when it comes to spiders, those present in Cica’s work are disarmingly friendly-looking and not at all what you might otherwise imagine.
Cica Ghost, May 2026 – Robots and Spiders
These are spiders which appear to live on a world very different from our own; one they share with a bunch of seemingly happy-go-lucky robots. In fact, like the robots, they appear to be artificial in nature, made of metal parts – bulbs, tubes, poles, etc., suggesting they have specific purposes, although their eyes remain very human and expressive.
Rather than hunting prey or weaving webs, these spiders appear content to live within the metal town they share with the robots and a handful of metallic gusenica (caterpillars). The latter are certainly a happy-smiley lot, and not in the least afraid of the spiders, even if the latter on our world often see caterpillars as prey.
Cica Ghost, May 2026 – Robots and Spiders
The robots, meanwhile, are by far the most anthropomorphic-looking (unsurprisingly)of the locals. Admittedly, some do lack arms and others look like they have old Mac computer cases or arcade game consoles for bodies (something which raises a possibly interesting question about their lineage!). However, they also appear to be a welcoming, happy bunch, ready to wave a greeting rather than snap at you with the claws that might occupy the ends of the arms they might have.
As noted, all of these creations live in a metal town in which some of the houses look like they might have once served as the heads of very big robots: hemispherical units with two eye-like windows to the side one on either side which may have once housed hearing units, and a large opening cut into the remaining side to form a doorway. Other parts of the town look like they are components of some large electrical or industrial installation or to have been made from metal boxes, and a couple of places look more akin to cabins or similar found here on Earth, making for an eclectic mix.
Cica Ghost, May 2026 – Robots and Spiders
Rounded out by an appropriate quote from Dr. Seuss, Robots and Spiders is an unusual and light-hearted artistic fantasy.
The Artemis Human landing Systems (aka lunar landers) are being developed by private companies, with Blue Origin developing the Blue Moon Mark 2 HLS (l) and SpaceX the Starship HLS. Credits: (2024) Blue Origin and SpaceX
As is well-known, the US hopes to make a return to the surface of the Moon with astronauts in 2028. This has been, and remains, a questionable time frame for a number of reasons. As I recently reported, NASA’s own Office of Inspector General (OIG) issued a report indicating the new xEVA suits Axiom Space is developing for use on the International Space Station (ISS) and in lunar missions might not be ready for lunar operations until 2031.
Another bump in the road for 2028 is the availability of a vehicle to actually get crews from lunar orbit down to the surface of the Moon and back to orbit again. Again as I’ve oft mentioned, two companies are in the running to supply this vehicle – called the Human Landing System (HLS) in NASA parlance: SpaceX and Blue Origin. The two systems are very different to one another, and each has built-in complexities, some of which are down to NASA’s decision making, others are due to the choices being made by the two companies.
The biggest NASA-defined challenge is that both HLS vehicle must utilise cryogenic propulsion using either liquid oxygen and liquid hydrogen (Blue Origin) or liquid oxygen and liquid methane (SpaceX). The problem here is twofold: mass, and the fact that cryogenic propellants, as the name indicates, require very low temperatures and relatively large volumes in order function, otherwise they will simply (and dangerously) “boil-off”.
The mass of the propellants means that neither HLS system can be launched with the propellant load needed to reach the Moon, enter orbit and then deliver a crew to the surface of the Moon and back to orbit. They have to launched sans propellants and “refuelled” in space. This is turn brings up two issues.
The first is that no-one has ever performed the large-scale (100+ tonnes) transfer of cryogenic propellants in zero gravity (“refuelling” of the International Space Station is commonplace, but uses hypergolic propellants, which are completely different in nature and handling). Thus, both companies must develop and test mechanisms for the transfer of propellants from one vehicle (the “refuelling tanker(s)”) to another, and test then well before 2028 and Artemis 4.
A 2022 concept rendering of two SpaceX Starship vehicles mated back-to-back for cryogenic propellant transfers. Other options under consideration are an engines-to-engines docking for propellant transfer or placing a “fuel depot” in orbit and having the “tanker” missions fill it, before the Starship HLS visits it to take propellants it needs. Credit: SpaceX
The problem of boil-off is potentially more significant. As noted, cryogenics require extremely low temperatures if they are to remain liquid. Should they rise above the required temperatures they will sublimate to gas (boil off), drastically increasing their volume. Thus, if some of this gaseous propellant is not vented from the tanks, it could end up rupturing them completely, destroying the vehicle. Hence why rockets using cryogenics are seen venting clouds of propellants between fuelling and launch.
In space, any vehicle using cryogenics will spend the majority of its time in temperatures of around 121ºC. Even with tank insulation, this means there is likely to be significant boil off, meaning one of three things (or a possible combination of two of them):
The Super Heavy booster used in Starship’s 4th integrated flight test (2024) venting boiled-off liquid oxygen from its upper tank and liquid methane from the lower during a propellant load test. Credit: SpaceX
The excess gases must be vented to space (and the inevitable thrust they cause countered), which in turn will require further propellants to offset such loss prior to the vehicle leaving orbit.
Or, the vehicle must include some means of capturing the gas, and refrigerating back down and cycling it back to the tanks – all of which increases vehicle complexity and mass.
Or the vehicle must be equipped with some passive means of keeping the propellants as close as possible to their desired liquid temperatures, minimising boil-off, again potentially increasing vehicle mass and complexity.
Thus, both SpaceX and Blue Origin must both find a way of minimising this propellant loss. In the case of SpaceX, this appears to be primarily in the form of loading as much in the way of propellants as possible into the vehicle so that the overall venting does not impact the vehicle’s capabilities; hence the estimates that 8-16 Starship “refuelling” launches might be required for the SpaceX HLS to carry out its mission.
Rather than relying on a massive HLS vehicle with huge propellant tanks, Blue Origin have opted for a much smaller, lighter vehicle (45 tonnes when loaded with propellants compared to the approx. 238 tonnes of the SpaceX HLS when loaded with propellants). However, it needs to be supported by an additional vehicle: Cislunar Transporter.
The latter is a combination of propellant tanks (which will incorporate some form of “zero boil-off” capability Blue Origin has apparently developed) and space-going tug. Following launch, it is designed to be refuelled by a number of New Glenn launches with around 100 tonnes of propellant. It will then dock with the Blue Origin HLS, once launched, and deliver it to lunar orbit, transferring some of its propellants to the lander’s own tanks so it can carry lout its mission.
In addition, and unlike the SpaceX HLS, the Cislunar Transporter will be capable of returning to Earth, where it can be loaded with further propellants and thus service additional flights of the Blue Origin HLS to / from the lunar surface.
A rendering of the Blue Origin Cislunar Transporter in Earth orbit and with its solar arrays for electrical power unfurled. Credit: Blue Origin (2025)
But even with smaller, lower-mass vehicles, Blue Origin faces pretty much the same challenges as SpaceX in terms of propellant loading the storage. So, leaving these issues aside, how is the general development of both systems going and which is likely to get the prestige of returning astronauts to the surface of the Moon first?
On paper, both companies appear to be pretty neck-and-neck in terms of vehicle development. SpaceX for example, has completed around 50 target milestones with its Starship-derived HLS. These include land testing of an airlock test article; the development (with NASA) of an elevator system to be deployed when the vehicle is on the Moon in order to get crews two and from their facilities on the vehicle (roughly 45 metres above the lunar surface) and “ground level”; a “full test” of the life support systems; testing the Raptor engine’s ability to re-light in a wide range of temperature environments; development and testing of the SpaceX-Orion docking system and the vehicle’s avionics, flight and navigation software; mock-ups and testing of pre-launch ground support infrastructure, etc.
Blue Origin has also completed a similar number of tests on both software and hardware, including vacuum testing of the BE-7 engine to be used by their HLS, their cargo lander and the Cislunar Transporter. However, their testing is potentially ahead of SpaceX in some areas, and liable to quickly move ahead in others.
A mock-up of the airlock system to be used on Blue Origin’s HLS vehicle being evaluated by astronauts in the Neutral Buoyancy Laboratory, Johnson Space Centre, 2025. Credit: Blue Origin
For example, where SpaceX has been testing its airlock design on land, Blue Origin has completed testing their airlock system within NASA’s Neutral Buoyancy Laboratory at the Johnson Space Centre. This has allowed space suited astronauts to test the airlock in similar circumstances to those they will experience on the Moon.
As well as this, the company has an integrated, full-scale mock-up of their HLS vehicle. This has allowed Blue Origin and NASA to collaborate directly on the design of the vehicle, including accessibility to critical systems, placement and operation of manual flight control systems, data displays, life-support systems, and the layout of essential crew facilities (toilet, food preparation air, food and beverage storage, personal spaces, etc.), in readiness for the manufacture of the initial HLS craft.
Further, later this year Blue Origin is due to launch the first of its Blue Moon Mark 1 cargo landers to the Moon. Whilst much smaller than the Blue Moon Mark 2 HLS, and only capable of delivering up to 3 tonnes to the Moon’s surface (no “refuelling” required), Blue Moon Mark 1 uses the same automated flight control, space navigation, landing guidance, data communications and propulsion management software as will be used on the Blue Moon Mark 2 HLS. Thus this first Mark 1 mission, featuring the lander Endurance, will be both a practical mission delivering two NASA experiments to the lunar surface and serve as a “pathfinder” test of these automated systems and the capabilities of the BE-7 engine.
If successful, Endurance will be followed in early-to-mid 2027 by a second cargo mission to deliver NASA’s cancelled-then-resurrected VIPER lunar rover mission to the Moon. Assuming either or both of these missions perform as expected throughout, they will pretty much indicate the flight software and BE-7 are fit-for-use within the Blue Moon HLS.
Currently, Endurance is at Blue Origin’s facilities at Kennedy Space Centre, Florida, where it will be integrated with its launch vehicle. Prior to arriving at KSC, Endurance had undergone extensive thermal vacuum chamber testing at NASA’s Johnson Space Centre, exposed the thermal and pressure environments it will face during its mission, and testing its overall readiness to fly.
The commonality of systems is also seen with the Cislunar Transporter. This was originally going to be developed by Lockheed Martin, but is now an in-house project at Blue Origin. This means that as well as utilising the same BE-7 engine, the overall design of the Transporter borrows heavily from the New Glenn upper stage, greatly reducing its development cycle and allowing it to use the Tanks and engine mounts, etc., from the New Glenn upper stage, greatly simplifying its design whilst enabling it to be manufactured on the same production line.
Like Endurance, an initial Cislunar Transporter prototype spent mid-2024 undergoing extensive vacuum and thermal testing at a facility at Edwards Air Force Base, California. As a result, production of the Transporter is due to start at Blue Origin’s primary plant at Kennedy Space Centre.
The SpaceX HLS airlock test article developed for ground-based testing of the system. Credit: SpaceX
It is this progress within Blue Origin, countered by a perceived lack of significant progress by SpaceX on their HLS through 2025, which led NASA’s former Administrator, Sean Duffy to announce the first Artemis crewed landing on the Moon would not be an SpaceX exclusive, but would feature whichever HLS system was fit-for-purpose and ready for a 2028 launch; a decision since confirmed by the current Administrator, Jared Isaacman.
Under Isaacman’s leadership, there is to be a crewed Earth-orbital test of the HLS vehicles in 2027 under the Artemis 3 banner. This test could be with both HLS vehicles, if both are ready in time, or by whichever is available, and will be used in a final determination as to which vehicle Artemis 4 will use.
However, whether Blue Origin or SpaceX will be in position to meet a 2027 HLS test flight is entirely open to debate. Both companies have already asked NASA to push back the test flight from mid-2027 to late 2027, which the agency has done, but Blue Origin remains somewhat tight-lipped about the overall development status of Blue Moon Mk2 and Cislunar Transporter.
Meanwhile, in promising to accelerate its HLS development, SpaceX has set itself some hefty goals for 2026, especially considering we’re fast closing in on being half-way through the year. These include:
Actually getting a Starship to orbit.
Demonstrating Starship can reach orbit with a “useful payload” – thus far, the “version 1” and “version 2” variants have either sacrificed payload lift capability in favour of just getting to sub-orbital velocity, or sacrificed the ability to achieve orbit in favour of carrying a modest payload – Starlink demonstrators – to sub-orbital velocity. Thus, hopes are now pinned on “version 3”, due to make it s first launch attempt sometime in the next month.
Carry out an on-orbit cryogenic refuelling mission.
Undertake a “long duration” Starship flight. This was initially defined by the SpaceX CEO as a mission to Mars, now all but abandoned for 2026 (and likely the foreseeable future), leaving the context of the flight uncertain.
There is also the matter of actually recovering Starship vehicles as they return to Earth. This is an essential part of the equation for SpaceX, as the company has indicated it will pay for all of the HLS “refuelling” launches, estimated at up to US $400 million a throw if an entirely new vehicle is used for each if these launches.
Given all that has to be achieved in just 18 months, it may yet ben that the Artemis 3 mission might be further pushed back. If so, then Artemis 4 will likely not occur until 2029 at the earliest (assuming the Axiom xEVA space suits are ready by then). If this happens, then the door to which HLS system is used would again be thrown wide open.
However, there are two additional factors outside of development time frames and general vehicle readiness which could play into Blue Origin’s hands, at least as far as the Artemis 4 mission is concerned: a) vehicle size and mass distribution, b) risk mitigation.
The SpaceX Starship HLS is 52 metres tall and 10 metres in diameter, with a relatively narrow landing leg spread compared to its height. When it comes to landing on the Moon, with the majority of its propellant spent, it also has a very high centre of gravity due to the engines and propulsion systems, crew facilities, power and life support systems, etc., all located in the upper third of the vehicle. Blue Moon Mk2 is only 15.3 metres tall and its centre of mass is in is lower third. It also follows the Apollo lunar lander approach of having a broad spread with its landing legs for increased stability and support.
The Blue Moon HLS lander (l) compared to the Apollo lunar lander (l). Note how the Blue Moon vehicle has a low centre of mass – all major systems and crew facilities at the base, the largely-empty propellant tanks, together with the solar arrays (shown folded) at the top – and a broad set of landing legs similar to Apollo’s to better support it. Credit: Blue Origin
Whilst it is essential all Artemis missions to the Moon minimise the risks faced by their crews, given the “first time” nature of Artemis 4, the use of Blue Origin Mk2 might be seen as the better choice of lander, simply because its squat, low centre of mass design minimises the risk of it toppling over when landing on a unknown surface. The same cannot be said with certainty for the SpaceX design, where even a minor depression directly under one of its landing legs could result in disaster. As such, use of this vehicle might be better suited until after “eyes on the ground” have been able to more accurately determine relatively “safe” areas where it might land.
So, which vehicle do I think will get to fly with Artemis 4? Allowing for the aforementioned caveat of missions being pushed back and assuming SpaceX don’t find a way of testing an uncrewed version of their vehicle to better assess the risk of toppling-on-landing, I do tend to lean towards Blue Origin. While they face challenges – some of them the same as SpaceX, as noted – their approach just comes across as cleaner, more fit-for-purpose. But then, I don’t work for NASA.
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.
26.02 is enjoying low crash rates, confirming its status as the next viewer in line for promotion to release status.
There will likely be another RC update to this viewer prior to its promotion, which will include some “small, small” changes and fixes (e.g. making bold text easier to see, correcting some text overruns in some floaters, and correcting an extended CEF load time on the viewer splash screen).
Viewer 2026.03
This viewer is now described as “following hot on the heels of 26.02”, although it has yet to appear as either an alpha/project viewer or a beta/RC viewer.
Graphics Care Package vs. Lua Support Viewer
No firm decision as to which of these viewers is liable to progress to release status first.
The Lua viewer would appear to have the advantage given it is currently going through alpha/project viewer evolutions to move towards a beta/RC version, whereas the GCP viewer has yet for officially see the light of day.
However, the Lua viewer is dependent on the development of Lua back-end support and simulator updates, plus it is also the viewer being used to re-introduce Linux into the mix of official viewers (with limited support), and both of these might slow the viewer’s promotion to RC and then release status.
WebRTC Update
The May 5th grid-wide deployment of WebRTC went ahead as planned, so Vivox is no longer the Voice service across SL. WebRTC is.
The deployment apparently went well and there have been few reports of issues.
Moving forward, the focus will now be on fixes and updates (e.g. open chat voice attenuation) and general clean-up and the removal of unwanted code.
Once this work has been completed, attention will be turned more towards adding new features the WebRTC.
Voice-to-text transcription has been requested as one of these new features (and has been experimented with inside the La, including with multiple languages), however, no decision has yet been made as to WebRTC new features or their scheduling.
It was also requested to have the moderation tools for Voice made accessible to scripts per this feature request.
General Discussions
There are reports of what might be a bug which is causing some avatars to appear to have a 1,000,000 complexity number, when they are far below this. At the time of writing these nots it is unclear if a Canny bug report has been filed on this or not, or how widespread the issue might be.
A request was made for expanding SL material assets so they can be used to *completely* set an object’s material? So a BP tab in the material as well (e.g. the ability to drag and drop Blinn-Phong materials into a PBR asset alongside of the PBR materials, so have a complete package with the BP materials available for fallback purposes).
There are no specific plans for this. However, as Geenz linden has previously mentioned in recent meetings, there are plans in hand to add specular materials to PBR.
Will the terrain painting project be revived? Unlikely at this point is time; performance issues are the current priority and after that, there is more general PBR work to be completed. As such, the terrain painting work remains frozen.