The Open Source User Group (OSUG) meeting is an open discussion of Second Life development, including but not limited to open source contributions, third-party viewer development and policy, and current open source programs.
This meeting is generally held twice a month on a Friday, at 13:00 SLT at the Hippotropolis Theatre and is generally text chat only.
Default viewer 26.3 – 26.3.0.31203661088, August 10, promoted August 17 – quality of life improvements; performance improvements; bug fixes – No Change.
Second Life Lua Editor RC / Beta viewer with Linux support 26.4.0.34502396632, September 11 – No Change.
Lua scripting support (on regions with Lua scripting enabled).
Improved communication between the Viewer and the newly published Second Life VS Code extension.
Offers an experimental Linux viewer build.
Includes the latest WebRTC Voice and viewer-maintenance updates.
Second Life Chat Modernization viewer 26.3.0.33643480083, September 4 – No Change.
Recent conversations follow you seamlessly: a direct message you receive on SL Mobile can also be available when you return to desktop, and vice versa; Recent direct message history will be available on logging-in; existing desktop chat logs are preserved – previously saved local history isn’t being replaced or removed; conversation history feels continuous: on desktop, your existing local history and newer message history are brought together into a single conversation.
Viewer Notes
An update to 26.4 is in progress.
Work is going into the 26.5 viewer – no firm details on what will be going into it.
Geenz noted he is:
Hoping to put “a bit more time” into the Lab’s CI/CD in order to get more regular builds going for the various feature viewers in development – things like weekly builds.
Is working on the simulator-side PBR specular and emissive parameters in preparation for the upcoming Graphics Care Package (GCP) viewer.
General Discussion
Kyle Linden noted that the simulator Nectarine update is now on the BlueSteel RC channel, and it contains the back-end support for game_control.
Henri Beauchamp (Cool VL viewer) has apparently found a crash bug affecting all viewers running on Windows within LL’s with LL’s precompiled version of zlib-ng and connected to a MSVC optimizer bug. Viewer developers should refer to the video at 7:20-8:40 for further details.
Questions were again asked on bot data collection – this has been doing the rounds at various meetings for some time, but no-one from LL is prepared to discuss in an open forum, some – such as members of the engineering teams who manage things like the Open Source and Server User Group – because such policy is outside of their purview.
Given the need for clarity on this matter it would be good if someone in LL management could attend a meeting to at least hear the reasons for asking, and suggest a means by which they could be addressed.
What is primarily being sought is some form of LL-supplied API which could deliver an agreed packet of information on regions.
In relation to the above, the request was further made for data on parcels set to restricted access (e.g. ban lines) be transmitted to the viewer via some means to aid those travelling across the grid (and particularly the Mainland). While some TPVs do this on the Minimap, it is more of a hack, and a supported feature would be preferred.
Roxie Linden indicated she has thoughts on making WebRTC Voice making attenuation tuneable – there have been concerns voiced about the way fall-off currently works (flat for the first 10 metres, then in theory falling-off through to 60 metres).
Trans-Sansara Causeway and tunnel: Aptos Recreational Area, September 2026
Friday, September 18, 2026, saw the official opening of a new road link bringing together Bay City in the north-west of Sansara to the rest of the continent in the form of the trans-Sansara Causeway and tunnel.
It’s a project I’d first been made aware of back in August be the ever-vigilant Miro Collas (who also pointed me to the ongoing improvements to Linden Memorial Park), as elements of the project have already been made visible to the public. However, ahead of the opening of the final part of the new extension, Wendi Linden was kind enough to contact me with an offer to explain more of the project to me and also show me the final part of the work; an offer I was only too happy to accept.
The trans-Sansara Causeway, heading for the Aptos Recreational Area from the toll gates at Mavericks
This project came to us a couple years back, as Residents requested a road link up on the Mainland, connecting the roads around Bay City to the rest of the Sansara continent. It took a while to develop and greenlight a suitable road that would both provide the connection desired, and not overly disrupt either legacy mainland content of ours, for example the Ahern Welcome Area, or Oak Grove, nor that owned by existing Residents.
– Wendi Linden, describing the origins of the Trans-Sansara Causeway and tunnel to me
So, to save the disruption and possible upset, the Lab opted to go both over and under the water to offer a circuitous but potentially fun-to-drive route to link Bay City and the Sansara road network.
The tunnel entrance, Luna
The parts of the project already visible to the public have been at either end: the elevated causeway road looping out from the end of end of Frog Road over the “wee islands” in the coastal waterway regions of Cleone, Falk and Tunitas and ending at Swanton, together with the tunnel starting opposite the Luna Oaks Galleria in Luna and snaking its way underwater to an island in Thetis where it resurfaces.
However, causeway and tunnel have been awaiting their own link-up, and that has now been made via the Aptos Recreational Area, which Wendi invited me to preview and which has now opened.
The new steel through arch bridge linking the Aptos Recreational Area with Swanton Island and the Causeway road
Occupying an island spanning the regions of Aptos and Tomales, the recreational area allows the road link to return to ground level and pass through a nicely-landscaped area with a view overlooking the historic (if relocated and much-changed) Abbots Aerodrome to the north.
As its name suggests, the area also offers the opportunity to take a break in travels, with a large rest area being provided to one side of the road.
One of the coastal walking areas on Aptos, alongside the bridge to Thetis
This more-or-less follows the lines of a typical US highway rest-stop: minimal formal facilities and plenty of parking – which is not to say it should be completely ignored; there is much on the island to be appreciated (do make sure you take a peek inside the ranger hut and can the construction sketch for the island, for example) .
For one thing the entire island on which it sits has been carefully landscaped in a manner akin to that seen with the updates to the Linden Memorial Park mentioned above. As well as original elements, good use has been made of landscaping and flora and trees found within various Bellisseria Linden Home regions.
The rezzing areas and slipway at the Aptos Recreational Area
One of the unique features to this area is the parking. Along the road there is a 30 minute Auto Return on untended vehicles. Within this parking lot, it is 120 minutes. That way, people can come in, park, and explore without having to immediately re-rez their vehicle. The slipway and the area in front of it is a rez zone.
– Wendi Linden, describing the Aptos Recreational Area of the Trans-Sansara Causeway to me
Not only is the extended Auto Return period intended to encourage people to explore the location, the fact that it straddles the water as well offers the opportunity for mixed-transport trips, combining driving and boating for those in the mood – and for those with a floatplane, flying into or out of Aptos.
Aptos Recreational Area car parking and rez zone
If there is one small niggle to be had, it is not with the new route itself, but rather what it highlights: the need for water exclusion volumes once more in SL. Whilst we have water exclusion surfaces, these are only good for hiding Linden Water when looking at it from above; they cannot hide it when we’re actually underwater.
Hence, whilst the entrances to the tunnel linking Luna and Thetis look nice and free from water when approached from above ground, the illusion is immediately shattered on driving into the tunnel: we’re clearly submerged, and exclusion volumes are needed to keep the water “out” of the tunnel spaces. But this is a factor common to SL as a whole, and time will tell if it will be addressed.
Heading back through the tunnel from Bay City towards the Aptos Recreational Area
In the meantime, the new road extension around Sansara from Mavericks to Bay City (and vice versa) is complete and fully driveable for all those who enjoy road trips in SL. As such, I’ll say no more here other than to suggest that if you enjoy driving – go pay a visit 🙂 – and again extend my thanks to Wendi Linden for both the invitation and for taking the time to chat with me about the project.
Nymerion, September 2026 – click any image for full size
I am a fully paid-up member of the Elicio Ember Appreciation Society, and I have been for well over a decade. Elicio is a man who has both a beautiful personality and a fabulous creative vision which brings together elements of fantasy, science fiction and the natural world in the most fascinating and engaging of blendings.
His region designs have long graced Fantasy Faire – not every year, admittedly; but in the years where his work has been present I’ve personally felt a greater draw to visiting the Fairelands than perhaps in those years when his presence has been absent. And I say that with due respect to all the other builders of Faireland worlds, most of whom have drawn me to some degree.
Nymerion, September 2026
In 2016, one of Elicio’s designs was Otherworld, a quite marvellous imagining extending from below the surface of the waters to a high plateau. I found myself visiting it multiple times and climbing its stairs and wandering its paths and gardens to the point of making a very short video about it at the time.
I’m clearly not alone in both my love of Elicio’s world building or of Otherworld in particular – earlier this year, Akiko Kinoshi (A Kiko) opened Nymerion, a very special place within her Akipelago estate.
Nymerion, September 2026
Both a rebuild and a reimagining of Elicio’s Otherworld, it captures the beauty of the original, offering it under a new and quite stunning EEP Day Cycle whilst also offering new touches and twists. The result is a location which is genuinely and completely captivating.
The Landing Point sits on the high plateau, a semi-flooded wetland rich in exotic plants and rocks rich in glowing runes and occasional crystal spires. In and of itself, this plateau is captivating and ideal for photography. In the original it also incorporated the suggestion of dragons through the remnants of bones.
Nymerion, September 2026
This is something Akiko has very much enhanced within Nymerion: the dragons themselves are herein present – indeed, their eggs form the nucleus of a local hunt you can learn about when visiting – just touch the hunt posters scattered around to find out more.
Nor are the dragons the only lizards to be found here: the setting is also the home to dinosaurs, all eager to keep an eye on comings and goings – like the dragons – but which are content to allow visitors free passage without the risk of becoming a tasty snack.
Nymerion, September 2026
Stairs lead the way down to the lower levels, where might be found suspended walkways and paths around the great legs of rock supporting the high plateau. These are interspersed with glass pavilions offering places to sit whilst hidden stairs offer further means to reach the areas sitting just above the surface of the waters below.
There appear flying and water craft melding elven design with sci-fi tech to be found. None appear to be linked to any form of rezzing system, and so finding them can be a random matter of stumbling upon them. I also found that whilst the flying craft appeared to work, none of the water craft did, and several were piled up under one of the lower pavilions.
Whilst the central waters here are shallow, they do deepen abruptly to the south and west, where a flooded realm awaits – and I’ll leave you to explore it.
Nymerion, September 2026
This is very much a realm where time should be spent not just in exploration and / or photography, but in simply savouring the EEP Day Cycle. The latter doesn’t simply running through day / night, running over the default SL 4-hour “day”, it transitions through a number of different EEP settings, each of which casts Nymerion under a unique sky and lighting. If I’m honest, I’m not sure all work – but those that do give the setting an additional layer of mystery and magic.
Offering a homage / recollection to the original Otherworld by Elicio, Nymerion carries with it Akiko’s own touches which make it both unique and engaging in its own right, making any visit highly worthwhile.
Infinite Darkness, September 2026 – click any image for full size
In June 2024, Gian (GiaArt Clip – of Monkey Island and Buddha Garden fame (you can read about all his work in these pages) – invited me to visit Infinite Darkness, an utterly atmospheric build right in image, metaphor and reference.
At the time, my visit resulted in a rather lengthy piece on the build, in part because – as regulars to the pages (if they still come by…) know – I am particularly taken by locations in Second Life with have a depth of narrative to them and so tend to bang on a bit, but also because Infinite Darkness is genuinely captivating and rich in its imagery.
Infinite Darkness, September 2026
This past weekend (at the time of writing) I received a note from Gian, inviting me to pay a further visit to the region:
I’d like to show you this new area of Infinite Darkness, in case it interests you for the blog: I built this cathedral (both the façade and the interior, more than a week to build) and set it right into the rock face of Infinite Darkness. …I also redid the entire Windlight setup, ranging from the lighter night cycle to the deepest night
– A part of Gian’s invitation for me to revisit Infinite Darkness
Infinite Darkness, September 2026
At its core, Infinite Darkness is a walk between the forces of good and evil and light and dark and into the realm of the Gothic-vampiric. As such, the setting comprises a number of locations, both at the ground level and up in the sky.
It is the ground level where those making a first visit should initially explore, starting from the Landing Point chapel. And then cross the bridge. Do take time to note the theme’s symbolism here (and throughout): the fact you “rise from the death” on arrival; the angel and the skull within the chapel, the statues (including Geefs’ Le génie du mal along the bridge). However, as I’ve already written at length on the overall design as noted above, I’ll just offer a very brief summary here before moving to the new element of the setting.
Infinite Darkness, September 2026
Each of the four islands at ground level continue the core themes through different perspectives and intertwined narratives (including the general layout of the region mirroring that of a cathedral, as I noted in my 2024 piece). The two small islands to the north and south perhaps most clearly carry symbols of religious “good” and “evil”. Do make sure to climb the two central islands before you head down, to first reach the house straddling its peak (and again, note the artwork on the walls and the statues), and from there take the bridge to the Gothic Castle where the mantle of vampirism lies heavy.
Throughout your explorations, do keep your eyes on the art and statues; nothing here is entirely coincidental. As noted, Geefs’ Le génie du mal resides close to the Landing Point, adding a touch to the core narrative. Elsewhere it is possible to find Michelangelo’s Pietà from Saint Peter’s Basilica, Alexandre Cabanel’s rage-filled Fallen Angel and even a modified version of da Vinci’s Mona Lisa adding her story to the narrative – to mention but three more obvious pieces.
Infinite Darkness, September 2026
The new cathedral lies at the foot of the castle-bearing island, and can be reached on foot by descending around the left of the lower, house-bearing isle. Hewn from the rocks of the island, it is eerily lit by blue flames held by sconces and tall statues, exuding a sense of darkness as much as religious “light” – both literally and figuratively. Gregorian chanting can be heard echoing off the walls against the moaning of the wind whilst the altar stands wreathed in fog, a guarded pit behind it.
Red-lit archways to either side of and behind the altar join the original catacombs. Enter these and you’ll come first to a pair of flame-holding angels, one pointing left and the other to the right. To the left, the path leads by way of a small subterranean lake to where the Dark Master of Death awaits in his crypt to carry people away to hell (I actually managed to miss this entire part of the build back during my first visit in 2024. It is more clearly marked now, and I’ll leave you to discover it and what awaits beyond!).
Infinite Darkness, September 2026
To the right the path leads to another new element of the build: a passage through and up (via ladder) to a further crypt, this carrying clear references to the Knights Templar – note the chalice (Grail) on the stone altar facing the Templar’s cross and the motto Deus Vult (“God Wills It”).
Follow that path from the chamber below the Templar crypt and you’ll reach a further gateway – with a polite warning to turn back and follow the dark route passing via the Dark Master of Death, as mentioned above.
Infinite Darkness, September 2026
Gian is, until October 31, 2026 (appropriately!) running a photographic contest featuring Infinite Darkness. It carries a prize pool of L$10,000. See the Flickr announcement for details and rules.
Deeply immersive, rich in symbolism and narrative, Infinite Darkness remains an fascinating, highly atmospheric visit.
The Simulator User Group meeting place at Longfellow
The following notes were taken from the Tuesday, September 15, 2026 Simulator User Group (SUG) meeting. These notes form a summary of the items discussed, and are not intended to be a full transcript. A video of the meeting by Pantera is embedded at the end of this summary – my thanks to her 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 “Leviathan Office 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
The Nectarine update is due to be deployed to the BlueSteel RC channel on Wednesday, September 16, 2026 providing it encounters no issues during it time with QA.
This will include the server-side support for game_control, but may not have full LSL support, due to last-minute bugs.
The next update after that is codenamed Olive – details still TBD.
General Updates
Rider Linden is working on the last of the known bugs with the latest version of the VSCode plugin.
Leviathan Linden (via proxy in the form of Rider Linden) indicated there is a new test version of the game_control viewer (note this link will have a limited lifespan, pending the next update).
A request was made for game_control to include separate Flycam input for gamepads/controllers around axis control. A request was made for this to be formally filed via Canny to ensure it gets responded to.
This led to a general discussion on camera control (or lack thereof, depending on your point-of-view!), with the acknowledgement that “post game_control” scripted support for camera movement will need to be expanded.
Harold Linden (Lua) is working through a major refactor to hopefully ensure that following the upcoming update (which will break existing Lua scripts, requiring they be recompiling / resetting), there will be no further breakages with future deployments.
This led to a general discussion on Lua support interwoven with the discussion of game_control / controller / joystick, etc., support.
Kyle Linden noted there will be a new Lua portal on the SL Wiki “soon”.
General Discussion
Please refer to the video for details on the following:
A call for feature requests led to two region traffic-related requests which amounted to much the same thing: a new traffic metric that didn’t reward accounts standing in place 24 hours a day / only counts avatars that move. Together with a suggestion that “traffic” as a metric is done away with in favour of an “engagement” metric.
Another request was for a specific Group role for posting links to Group chats (as a further means of defeating phishing spams). Rider indicated there were “a few things coming” with regards to link posting, but did not have the details to hand.
The above led to a lengthy debate among users at the meeting on how to handle / mange links and the ability to post them in Group chats.
A general discussion of region / simulator restarts – particularly with regards to LL not running them during geographic peak hours of use (i.e. the Tuesday / Wednesday restarts run during the peak used of SL in Japan).
Monty Linden reminded people that the restarts are simhost server-based, not purely the simulators / regions running on it, and are required to also restart all underpinning services as well.
Inventory and storing items / use of inventory links and outfits manage also came up for user-led discussion / debate.
Further confusion between water exclusion surfaces (which hide Linden Water when viewed from above, and water exclusion volumes, which would (if they existed) hide all Linden Water and its properties when seen from above and under water.
STAY is the title of an immersive exhibition by Selen Minotaur, currently open at the Kondor Art Centre, curated and operated by Hermes Kondor.
A multi-part, interactive installation, STAY is described as a journey that unfolds through spaces, images, and presences that evoke solitude, memory, and reconstruction – the overall theme examining what remains after a fall, an inner upheaval.
Kondor Art Centre: Selen Minotaur – STAY
Exactly what form this upheaval has taken is up to us to discern, shaped by our own experiences / attitudes / outlooks at the time of a visit, together with our responses to the installation itself. As such, I’m not going to offer my subjective conjectures lest they colour your own perceptions in visiting.
The important aspects when visiting the installation are that you preferably use a PBR-enabled viewer, accept the Shared Experience, and add the STAY companion HUD when offered and ADD. You’ll then have to accept the SL Experience as offered by the HUD and make sure media and sound are enabled. If, for any reason, the HUD is not offered, there is a small icon mounted on the wall close to the landing point which will deliver it when touched.
Kondor Art Centre: Selen Minotaur – STAY
Once the above are all set, progress through the various rooms of the installation is by means of seeking – and passing through – the white lights. This might itself be somewhat symbolic, perhaps, particularly given the nature of the first room to be visited – but again, I’ll step aside from adding my own conjectures here.
A further point to make here is that STAY is an installation to be taken at a leisurely pace, the name itself offering a dual meaning. The first is related to the theme of the installation: that which remains – which stays with us after a personal upheaval. The second is a more traditional meaning of the word: to tarry, and spend time.
Kondor Art Centre: Selen Minotaur – STAY
The latter is important, as this is – as noted – an immersive experience; one which only unfolds if one gives it the opportunity to do so. This definitely requires pausing in all of the rooms and taking the offered seats within those offering them in order to trigger the room’s visual contents. The latter should then be considered – and note, images may not only appear on the wall in the direction in which you are facing).
A very small note here is that the first of these interactive elements is a video presented through You Tube. Sadly – and due to You Tube itself, this video cannot auto-play (and in fact may not run at all in-world). As such following the dialogue box to view the video via browser is necessary.
Kondor Art Centre: Selen Minotaur – STAY
In all there are eight rooms to visit, including a “double room” connected via walkway rather than white teleport, plus the final room in which visitors are reminded over a further use of the words “stay”. Richly visual, STAY is an engaging installation with quite a lot to set with those with the – so to speak – eyes to hear the unfolding story.
SLurl Details
STAY, the Kondor Art Centre (Royal Tea, rated Adult)