A short personal note and apology

Luane’s World, Winter 2025 – blog post

At the start of October 2025 I noted that I would be taking something of a break from SL and blogging in order to address a health issue which had been developing since earlier that year. At the time I did not go into specifics – nor do I intend to here. Rather, I wanted to let people know that circumstances were such that a break was required, and its exact length might well be indeterminate.

As it turned out, things initially appeared to go better than planned: the surgery proved to be less complicated than had originally described, and the immediate cause for concern fully excised. As a result, my immediate recovery proved to be faster than anticipated, notably in terms of the time I was actually in hospital, such that by the latter third of October I was hoping I’d be returning to SL and blogging pretty much “full time” as it were.

Unfortunately, by mid-November it became apparent that despite these positives, the underlying cause of my problem had not been completely eliminated, and I would therefore require a more sustained period of treatment in order for it to hopefully be dealt with. As a result, my focus on SL and blogging has continued to be reduced and noticeably haphazard throughout the end of 2025 and into 2026 – and will most likely continue to be the case for at least the immediate future.

I mention all of this not to elicit thoughts and messages of sympathy and / or support, but because I’m aware that during the latter part of November and through December I received a lot of personal requests to attend a range of events (art, charity, music, etc.) and / or to ask for my help in promoting specific activities, the openings of public regions, etc., the majority of which went unanswered. As such I genuinely believe an apology for such a lack of response is warranted; the fact that my ramblings and this blog are viewed with regard by many is something I never wish to take for granted – it has and remains something for which I am ever grateful. Thus, I hope readers will take this post in the manner it which it is offered, and continue to bear with the unpredictable nature of my blogging until things again start to settle down for me.

In the meantime, my thanks to everyone for continuing to read this blog, and especially to those who have asked after my health through IMs, DMs, and the like; it really has helped lift my spirits.

 

IP.

Space Sunday: lunar ambitions: the real and the not-so-real

The core stage of China’s new Long March 10 (CZ-10A variant) booster uses a single motor to ease itself into the waters of the South China Sea to await recovery after a highly successful test flight. Credit: CCTV video footage

The current “race for the Moon” is turning into a hare-and-tortoise situation on several levels, including internationally. On the one hand, there is America’s (arguably over-complicated, thanks to NASA’s insistence on the use of cryogenic propulsion to get to / from the lunar surface) Artemis programme, which seems to race along in fits and bursts (and frequently slams itself into a wall of delay) and then there is China’s more conservative “latter-day Apollo” approach, which quietly plods along, racking up achievements and milestones whilst seeming to be technologically far behind US-led efforts.

As noted, China’s approach to reaching the Moon, is something of a harkening back to the days of Apollo in that it uses a relatively small-scale crewed vehicle for getting between Earth and the Moon, and a similarly small-scale lander. However, size isn’t everything, and both crew vehicle and lander (the latter of which has a cargo variant) would be more than capable in allowing China to establish a modest human presence on the Moon, just as their Tiangong space station, whilst barely 1/4 the size of the International Space Station, has allowed them to do the same in Earth orbit. It is also important to recognise it as part of an integrated, step-by-step lunar programme officially called the Chinese Lunar Exploration Programme (CLEP) and familiarly referenced as the Chang’e Project after the Chinese Goddess of the Moon, which has allowed China to develop both a greater understanding of operations on the Moon and in understanding the Moon itself.

The Chang’e project commenced over 20 years ago, and recorded its first successes in 2007 and 2010 with its Phase 1 orbital robotic missions. This was followed by the Phase II lander / rover missions (Chang’e 3 and Chang’e 4) in 2013 and 2018 respectively, and then the Phase III sample return mission of Chang’e 5 (2020).

Currently, the programme is in its fourth phase, an extensive study of the South Polar Region of the Moon in preparation for human landings, nominally targeting 2030. This phase of the programme has already seen the highly successful Chang’e 6 mission, the first to retrieve surface samples from the Moon’s far side, as well as deploying a rover there. 2026 will see Chang’e 7 launched, a high concept resource seeking mission comprising an orbiter, lander and “lunar flyer”, all geared to locate resources which can be utilised by future missions.

China’s Chang’e 6 mission, launched in May 2024, was the first Chinese mission to the far side of the Moon, and the first mission to ever return samples gathered from the lunar far side and return them to Earth (June 2024). In this image, Chang’e 6 is seen from the Jinchan mini-rover, which piggybacked a ride to the Moon with the lander. Credit: CNSA.

In 2028, the last of the Phase IV mission will launch. Chang’e 8 is intended to be a combination of in-situ resource utilisation (ISRU) test bed, demonstrating how local materials (water ice, regolith) can be used to produce structures on the Moon via advanced 3D printing, and to establish a small ecosystem experiment in advance of human landings.

This approach means that from a standing start, China has replicated much of NASA’s work of the 1960s that helped pave the way for Apollo, but in much greater depth. It’s not unfair to say that by retuning such a focused series of mission phases – notably Phase IV – China potentially will develop a greater spread of knowledge concerning the Moon’s South Polar Region than NASA.

At the same time, China has been developing the hardware required for the human side of the Chang’e Project. This primarily takes the form of their Mengzhou (“Dream Vessel”) reusable crewed vehicle, the Lanyue (“Embracing the Moon”) 2-stage lunar  lander / ascent vehicle and the Long March 10 semi-reusable heavy lift launch vehicle (HLLV) offering a very similar capability to Blue Origin’s New Glenn vehicle.

Mengzhou is being developed in two variants: a low Earth orbit (LEO) variant, designed to ferry crews to / from the Tiangong space station. The second is being developed expressly for lunar missions, offering an increased mission endurance capability. The first uncrewed orbital test-flight for the 14-tonne LEO version of Mengzhou is due to take place in 2026, the system having been going through progressive flight tests throughout the 2010 and early 2020s. If successful, it will pave the way for the vehicle to start operating on crewed flights to Tiangong alongside the current Shenzhou craft, which it will eventually replace.

Launch of the CZ-10A and Mengzhou test vehicles, February 11th, 2026. Credit: CCTV

On February 11th, 2026, a test article of the 21-tonne Mengzhou lunar vehicle completed a significant test atop the core reusable stage Long March 10 (Chinese designation CZ-10A) booster. This was a combined mission to test both the Mengzhou launch abort system (LAS) whilst under the rocket’s maximum dynamical pressure flight-regime, and also the booster’s ability to complete an ascent to its nominal stage separation altitude of 105 km, and then make a controlled descent and splashdown close to its recovery ship.

Following a successful launch, the combined vehicle climbed up to the period of “Max Q”, around 1 minute into a flight and wherein the maximum dynamic forces are being applied to the entire stack. The Mengzhou LAS successfully triggered, boosting the vehicle away from the Long March core stage at high speed. The Mengzhou capsule then separated from the LAS performed a splashdown downrange.

The Mengzhou LAS powers away from the CZ-10A corse stage, carrying the Mengzhou capsule with it, as would be required should a critical malfunction occur with the Long March 10 rocket. Credit: CCTV
The Long March 10 core stage then continued a powered ascent profile, performing engine shutdown at 105 km before simulating an upper stage separation followed by a post-separation manoeuvre. This saw the stage enter “glide” phase, using its aerodynamic fins to maintain its orientation.

During this “glide” phase (actually a controlled descent, the stage orienting itself to fall engines-first), the booster carried out an automated pre-cooling of its engines in readiness for re-use and raise the pressure within the propellant tanks to settle their contents in readiness for engine re-use.

Cameras on the booster capture the deployment of the SpaceX-like grid fins on the upper end of the stage, which help it to maintain the correct orientation during its descent back to Earth. Credit: CCTV

Roughly one minute before splashdown, several of the engines successfully re-lit in a braking manoeuvre to bleed off much of the stage’s velocity. These were quickly reduced to just 3 motors and then a single motor as the stage came to a near-hover before that motor shutdown allowed it to settle smoothly and vertically in the water just 200 metres abeam of its recovery ship.

As an aside, it is interesting to contrast reporting on this flight with media coverage of SpaceX Starship “integrated flight tests”. In the case of the latter, almost every flight has been reported as some kind of spectacular success, despite most of the flights blowing up, barely meeting their assigned goals, or simply re-treading ground already covered. By contrast, the Mengzhou / CZ-10A core stage test flight has largely been defined as a “small step” in China’s progress, with some emphasising the flight “not reaching orbit” – which it was never intended to do.

In reality, the entire flight was a complete success. Not only did it demonstrate the Mengzhou vehicle’s LAS fully capable of lifting the command module and crew clear of an ascending CZ-10A should the latter suffer a malfunction during the most dynamically active phase of it flight, it also further demonstrated the capsule’s parachute descent system and its ability to make a recoverable splashdown (Mengzhou is capable of both water and land-based touchdowns, being able to be equipped with either a floatation device or airbags prior to launch).

Another still from the video of the test flight, showing the booster entering the see and its proximity to the recovery vessel, just visible on the right of the image. Future tests will see the recovery vessel attempt to “catch” a returning booster directly using a “tether” system. Credit: CCTV

Further, the test demonstrated the CZ-10A core stage’s ability to undertake a return to Earth and splashdown (again, the booster is designed to both land on a recovery ship a-la Falcon 9 and New Glenn, or make a splashdown close enough to the recovery ship so it can then be recovered – direct returns to the recovery vessel will be a part of future tests). Finally, such was the accuracy of the guidance systems, the rocket splashed down just 200 metres from the recovery ship, as planned.

That said, it is true that all the core components of the crewed phase of the Chang’e project still have a way to go before China can send a crew to the Moon. But like the tortoise, their one-step-at-a-time / keep-it-simple approach could yet see them become the first nation to do so since 1972.

Why SpaceX is most likely “Shifting from Mars to the Moon”

Thirteen months ago, in an attempt to bolster his failing “Mars colony plan” (a totally unrealistic fever dream of sending a “Battlestar Galactica” scale feet of 1,000 Starship vehicles carrying 1 million people to Mars to establish a colony there), the SpaceX CEO declared “the Moon is a distraction” and Mars was the focus for his company.

Well, he’s had 13 months to forget all that, as on the weekend of February 7th and  8th, 2026, the self-styled man who “knows more about manufacturing than anyone else alive on Earth” and yet cannot deliver on a single one of his manufacturing promises, declared that the Moon is now the focus of SpaceX’s endeavours, all as a part of a grand plan to “expand human consciousness and support his equally questionable idea of operating a 1-million strong constellation of Starlink satellites as a string of “data centres in space”. For good measure he mixes in terms such as “climbing the Kardashev scale” )the latter seems to be a particular reference point for so-called space entrepreneurs of late).

However, the real reason is liable to be far more mundane: the SpaceX CEO is again trying to justify the US $1.2 trillion valuation he and his fellow broad members arbitrarily awarded the company in January, and to justify such a figure in the face of an upcoming IPO whilst also possibly trying to further dazzle investors with shiny promises about orbital data centres and moon bases at a time when SpaceX has just “inherited”xAI and its cash burn-through of around US $1 billion a month.

The promise of a fully operational “Moon Base Alpha” (yes, once again we have a sci-fi trope to add gloss to an idea) in “10 years” will, undoubtedly go the same way as the more than a decade old claim that Tesla vehicles will be capable of full self driving “next year”; the statement that SpaceX would have Starship operational by 2022, and that Starship would fly around the Moon in 2023 and to Mars in 2024, err, 2026, err, 2028. That is to say, most likely never.

Martian Organics Cannot be Entirely Explained by Non-organic Processes

One of the major mysteries of Mars is the question of methane. It was first detected in more than faint trace amounts by the European Space Agency’s Mars Express mission in 2004. A decade later, NASA’s Mars Science Laboratory (MSL) rover Curiosity,  detected methane spikes and  organic molecules whilst exploring the floor of Gale Crater. Then in 2019, the rover a massive spike as it explored “Teal Ridge”, a formation of bedrock and deposits on “Mount Sharp” (Aeolis Mons).

Alongside of this is the vexing discovery of organic elements on Mars. These and the methane seem to point a finger towards the idea that the planet may have once harboured life. However, as even proponents of this idea point out, both organics and methane can result from purely inorganic interactions. The tick is – how to determine which might be the case.

An artist’s rendering of Curiosity at work in Gale Crater. Credit: NASA

In March 2025, Curiosity detected small amounts of decane, undecane, and dodecane in a rock sample, which constituted the largest organic compounds found on Mars to date. These offered the potential to determine which option might be more likely to cause their existence – organics or inorganic chemical reactions. All three are hydrocarbons could be fragments of fatty acids, also known as carboxylic acid.

On Earth, carboxylic acid (aka fatty acids) is a natural by-product of life. Such acid can be found in animal tissues, nuts and seeds. In the case of animal tissues, carboxylic acid is predominantly formed by the breakdown of carbohydrates by the liver and found within adipose tissue, and the mammary glands. however, they can also be created by inorganic reactions – such as lightning striking chemically rich soils (or regolith), hydrothermal interactions and photochemical reactions between ultraviolet radiation and hydrocarbon-rich mixtures.

In order to try to determine whether the fatty acids discovered by Curiosity preserved in ancient mudstone are the result of organic processes or inorganic. Whilst limited with working only with data from the rover’s Sample Analysis at Mars (SAM) spectrometer, the team sought to recreate the likely conditions on Mars some 80 million years ago – this being the amount of time the rock containing the acids would likely have been exposed to the surface atmosphere – and then work back from there to try to determine which would survive the longest: carboxylic acid produced by organic or inorganic means.

What they found was that organic mechanisms appear to leave far more in the way of organic remnants – such as decane, undecane, and dodecane – than the typical non-biological processes involved in forming carboxylic acid could produce. The team suggest that this might be because any organics responsible for the fatty acids might have been assisted by periodic impacts by carbonaceous meteorites, known to be sources of fatty acids formed in space.

A graphic shows the long-chain organic molecules decane, undecane, and dodecane, the largest organic molecules discovered on Mars to date. Credit: NASA/Dan Gallagher

However the team also urge caution: whilst their finding might move the needle further towards the idea that Mars once harboured life, they also clearly note that there is a need for greater study; Mars is a complex world, rich in complex interactions. As such, more and detailed study is required – preferably first-hand, through the obtaining of samples from Mars itself. Currently, and rather ironically, whilst NASA had planned to make samples from the Mars 2020 rover Perseverance available for return to Earth, these do not contain samples of a similar nature to those found by Curiosity.

More particularly, at the time Perseverance had launched to Mars with sample retrieval in mind, no-one had actually sorted out how such a retrieval might be achieved. As such, a series of highly complicated, overly expensive proposals were put forward, involving both US and European co-operation. Each of these were knocked down on the basis of complexity and escalating price – up to US $11 billion – or close to half of NASA’s overall budget – for such a mission was just too big an ask. Thus, despite more cost-effective proposals such has Rocket Lab’s (still complex) three-launch mission slated to cost a “mere” US $4 billion, the entire idea of a sample return mission has been cancelled as a result of NASA’s budget being tightened.

2026 week #7: SL CCUG and Open Source (TPVD) meetings summary

Hippotropolis Campsite: venue for CCUG meetings
The following notes were taken from:

  • My chat log of the Content Creation User Group (CCUG) meeting of Thursday, February 12th, 2026.
  • Pantera’s video (embedded at the end of this article) and my chat log of the Open-Source Developer (OSD) meeting held on Friday, February 13th, 2026, together with my chat log of that meeting.
Table of Contents

Please note that this is not a full transcript of either meeting but a summary of key topics.

Meeting Purpose

  • 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.
  • The OSD meeting is a combining of the former Third Party Viewer Developer meeting and the Open Source Development meetings. It is 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.
  • Dates and times of meetings are recorded in the SL Public Calendar.

Official Viewer Status

  • Default viewer 2025.08 – 7.2.3.19375695301 – maintenance update with bug fixes and quality of life improvements – December 2 – No Change.
    • Notable addition: new VHACD-based convex decomposition library for mesh uploads.
  • Second Life Beta (RC) viewer 26.1.0.21522948608, February 12 – NEW.
    • Legacy search; WebRTC improvements; QoL improvements.
  • Second Life Project viewers:
    • Second Life Lua Editor Alpha version 26.1.0.21525310258, February 3 –  No Change.
    • Second Life Voice Moderation viewer 26.1.0.20139269477, December 12 – No Change.
      • Introduces the ability to moderate spatial voice chat in regions configured to use WebRTC voice.
    • Second Life One Click Install viewer 26.1.0.21295806042, January 26, 2026 – one-click viewer installation.

Upcoming Viewers

Viewer 2026.01

  • Remains the current viewer development focus with the release of the beta (RC) version, although this will be shifting more to 2026.02.
  • The velopack one click installer / updater is not in the initial beta, but is “off to one side” whilst being allowed to “cook” for longer. This may get folded back into 2026.01, but the Lab is not “super married” to this being the case.
  • 2026.01 includes a high priority fix for specific Bluetooth headset configurations which will benefit WebRTC.
  • Now available as an alpha viewer (above).
  • As the name suggests, triggers a one-click install / viewer update process.
  • Also includes improved monitoring / logging of viewer freezes and crashes, etc.

Viewer 2026.02

  • 2026.02 remains on track for the “Flat” UI and font updates.
  • It now also includes the WebRTC voice moderation capabilities (as seen in the project viewer) to help align viewer-side WebRTC updates more with the hoped-for server-side deployment currently targeting March 2026.
  • No Alpha / Beta viewer is available as yet for this release..
Example of the upcoming flat UI. Via: Geenz Linden / Github #4681/2

Viewer 2026.03

  • 2026.03 is described as a “visual polish” for the viewer. This viewer is likely to include:
    • The “long baking” SSR improvements that were started last year. This version of the viewer will likely have a long beta soak time to allow feedback on these changes to be gathered.
    • PBR specular for residents who are more familiar with the old Blinn-Phong work flow. This will:
      • Include another texture slot (tint of the specular reflection).
      • Work with metallics.
      • Follow the glTF specification, but will likely initially be without glTF overrides, as this requires server-side work.
    • HDR controls in EEP so residents can decide how bright or dark things should be. This work does require simulator-side updates. This will likely initially have server-side support on Aditi (the Beta grid).
  • The Pull Request  for this work can be found here – #5385.
  • 2026.03 is looking towards an April release.

General Viewer Notes

  • Viewer-side Blinn-Phong alpha-gamma improvements were raised as possible inclusion for 2026.03. The Lab’s viewer is that while these will be coming, it will not be until after supporting server-side updates have been made in order to avoid what the Lab sees as potential content breakage. This matter was viewed as “not up for debate”.
    • There is a chance that the server-side work might be undertaken and completed in time for the viewer-side fixes to be included in 2026.03, but currently, Geenz isn’t willing to commit to this due to other on-going work.
  • User Animats is developing the Sharpview viewer. This includes an “infinite draw distance” – see this video as an example.
    • The Lab has been looking over this work internally, and there has been some discussion on supporting the work and giving it more of an official path.
    • Geenz noted having the map system provide terrain heightmaps could be a start.
    • Geenz also suggested having prim stand-ins for distant objects, but noted that this is a “down the road thing”.
  • Geenz Linden has requested developers put their eyes on PR #5429.
    • The release ordering for this would b after the SLua works reaches release status, due to both that viewer and this work having ties to the the official Linux viewer build.
    • It is unlikely the SLua work will be merged into a main viewer code until around the 2026.04 viewer, which means the work in PR#5429 is unlikely to reach a viewer release until summer.
    • Given the changes it may bring to some TPVs, this is seen as no bad thing, as it gives the opportunity for feedback and planning, etc.
  • A general discussion on re-enabling water reflections as a part of the upcoming SSR / HDR improvements. Options were mentioned, and Geenz seemed to lean towards “a slight optimization to mirrors on thin probes is not out of the question to help ‘backfill’ probe data”, before noting this would have to be very narrowly scoped for inclusion in the 2026.03 viewer.
  • The transmission index of refraction (IoR – good for water reflections) project is seen as requiring more time and input than the PBR specular work, despite a good amount of work being done on the transmission / IoR work. As such, it is awaiting a re-prioritisation to continue – and this might be a while before it is forthcoming, because there is still a fair amount of complexity involved in any implementation.
  • A general discussion towards the end of the OSG meeting on HDR, HDR skies, improving the brightness of the SL Sun, etc.

Grid-Wide WebRTC Deployment

  • The Lab is currently looking at a March deployment of WebRTC voice across the grid, but this is subject to possible change.
  • The viewer server is currently in a beta soak test (see: WebRTC Voice Open Beta is Expanding).
  • Deployment will follow the usual simulator update route:
    • First week: limited deployment to selected RC channels (e.g. Bluesteel / Preflight).
    • Second week (providing no significant issues occurring): wider deployment to all RC channels.
    • Third week: deployment to the Main SLS channel, marking WebRTC as grid-wide.
  • As noted in the viewer notes above, there are fixes going into the upcoming 2026.01 viewer related to WebRTC:
    • These are each described as affecting a “small number” of users.
    • The first fixes an issue where some people may lose voice without reconnecting once in a while.
    • The second relates to problems with certain Bluetooth headsets losing audio after toggling PTT.
    • LL would ideally link to see TPVs cheery-pick these fixes for inclusion in their viewers so as to be available to users as WebRTC commences deployment.
  • A server-side  fix to address a spatialization bug was released on Monday February 9th, and appears to have dealt with the last known significant server bug.

CCUG Meeting General Discussions

  • A request was made for a check box to be added to the PDR editing tools to ignore the alpha channel in order to allow Blinn-Phong specular textures could be re-used.
    • This was seen as a “little tricky” given the way BP specular has been implemented in SL, which have resulted in some compatibility between BP and PBR (e.g. the colour RGB parts), whilst others are not.
    • Whilst some comprises could potentially be mead, they would deviate away from the glTF specification, which is not what LL wants to do.
  •  Geenz indicated he is mulling the idea of possible adjustments to texture streaming to help improve it – such as streaming specular, metallic and even base colour at lower resolutions, whist keeping the normal map at the required resolution. This, he feels would compensate for any loss of detail on specular, metallic or base colour, whilst decreasing the overall streaming load.
  • Scriptable IK was raised as an idea. This was something the currently suspended Puppetry Project was looking at, as well as things like use of webcams for animations, etc. It is not clear if / when this work might be re-animated (no pun intended).
  • Blend shapes / custom rigs were again raised for discussion, with Geenz again noting that the issue is in part a problem with the internal SLMesh format used by SL not being particularly flexible.
    • Before anything could be done to support things like custom rigs and similar, there would need to be a new implementation of the SLMesh pipeline.
    • This would allow LL to develop a new, more flexible SLMesh format, which is more resilient to things like unexpected data and would also allow support for new fields (e.g. bland shapes – which could even be hooked up to the current slider system and / or be scriptable, etc).
    • However, such a project would be relatively long-term and require consideration of other issues (e.g. support for over 20 years of animations which will continue to require support and thus would need things like retargeting).
    • Therefore how to fit it into the roadmap and ensure the required resources are available is not currently clear given the number of other priorities already in play / awaiting attention.
  • The above encompassed a discussion on external tools which might help in look creation, clothes fitting, etc., such as Character Creator and Marvelous Designer, which can be used with SL as an external tool, whilst having a good level of integration into Sansar .

Next Meetings

2026 week #7: SUG Leviathan Hour

Jade Koltai: Inis Oírr, January 2026 – blog post

The following notes were taken from the Tuesday, February 10th, 2026 Simulator User Group (SUG) off-week meeting (the “SUG Leviathan Hour”). These notes form a summary of the items discussed, and are not intended to be a full transcript. They were taken from my chat log of the meeting, and Pantera’s video is embedded at the end of this article – my thanks to her, as always, for recording and 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.

Mesh Face Count Mismatch Bug

  • This is a long-term bug whereby some mesh objects fail to accept a texture change on some faces. The texture change shows up on the viewer, but if you take to inventory or relog the texture change vanishes.
  • The problem appears to require changes on both on the simulator side and on the viewer.
  • Leviathan describes the bug a a form of protocol bug introduced by an old asset-upload-pipeline bug, which he believes has been complicated by a viewer-side bug.
  • In short:
    • LL pack texture data using a variable-length scheme, depending on whether all faces are the same or there are differences, but the actual number of faces is not encoded; instead the simulator has been relying the number of faces being implicit to the “VolumeParams” of a prim (this approach pre-dating mesh).
    • LL then introduced meshes with up to 8 texture faces.
    • This, combined with a potential bug in the asset upload pipeline which caused the number of faces in the asset to be wrong, caused errors on the server side of things.
    • A fix for the upload problem was implemented, but the the issue persists for mesh objects uploaded prior to any fix for uploads being applied.
  • Leviathan has a fix for the simulator issue(essentially a means to encode the number of faces into the legacy texture encoding without breaking protocol and without eating many bytes).
  • However, in testing it, he found a viewer-side issue in loading and updating / recording mesh face textures data. He’s still working on this issue, but believes the viewer and server will have to have an updated protocol interpretation so they can communicate how many faces they think there are in an object. the data will live in the new object created by making any changes to a rezzed item.
  • He noted that such a fix might also correct the issue of LSL not seeing the right number of faces.
  • This discussion also involved some confusion over sculpties and their  total number of faces, and the actual total number of faces (8 or 9 – it’s 8 hard-coded on the simulator).

In Brief

  • Leviathan has a fix for the problem whereby when sometimes rezzing an object on a mesh surface will fail and supply an incorrect or misleading message (e.g. not having parcel rez rights or something). See: FIRE-15429 and Beq Janus’ blog Coming to Firestorm soon… A couple of new features for builders and non-builders alike. It is currently in a Pull Request.
  • There are no updates on the status of the game_control work,  and the pre-release of the game-control viewer remains unchanged.
    • Moving this project forward is dependent on the progress of the new SL Linux viewer build.
    • The next steps are to make some UI adjustments and identify any further changes required to get the code through QA for release.
    • As a reminder, game_control provides some keyboard mapping options from the existing avatar control actions:
      move forward, strafe, turn, jump, fly, and (maybe) crouch. It doesn’t currently support “all the keys” input.
    • The reason for game_control is to provide LSL scripts access to game controller input. But how the controller interacts with avatar-control, fly-cam, and keyboard mapping complicated things.
    • There was talk during the early days of the project the game_control could be made to handle MIDI inputs; however this is currently not supported.
    • This led to an extended discussion on key mapping options.
  • Leviathan expressed an interest in turning to support the current drivers for the Connexion 3D Mouse devices (e.g. SpaceNavigator, etc.), given the current working driver for SpaceNavigator is badly out-of-date, and more recent versions. However, this is an interest, not a commitment to actually do so.

Date of Next Meetings

  • Formal SUG meeting: Tuesday, February 17th, 2026.
  • Leviathan Linden: Tuesday, February 24th, 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.

Crossing Grauland Gap in Second Life

Grauland Gap, February 2026 – click any image for full size

It seems Sod’s Law and I are becoming very well acquainted. This was brought home to me today with regards to Jim Jim Garand’s Grauland. I’ve been aware that Jim had been working on a new design for his region for over a month, so had been keeping an eye out for its opening. Sod’s Law then determined I would be absent SL when it did open, causing me to miss the event.

I always enjoy Jim’s builds; they offer much to appreciate and draw on lots of varying sources of inspiration, some of them present in the physical world, other from the imagination; hence why I’ve been writing about them for some six years. The region design Jim presents to us at the start of 2026 is called Grauland Gap, and it appears to draw a degree of inspiration from Los Angeles.

Grauland Gap, February 2026

The most obvious evidence for this statement lies in the “gap” which gives the setting its name. It splits the region north-to-south, cutting it into two unequal halves. This gap – a broad channel – carries a striking resemblance to the channel found within Los Angeles and which carry the waters of the Los Angeles River and its associated storm channels. It’s a look enhanced by the road and rail bridges crossing it; however, unlike the many LA channels seen in film and television, this one has an uneven riverbed floor rather than further smooth cement, giving it a unique look quite apart from any hint of LA.

The landscape in which Grauland Gap is far enough removed from LA, however, to ensure it stands apart from any physical world location. High mountains and tall cliffs rise over the setting, some of the mountains reaching out to sea and rising from it, leaving Grauland Gap with a second meaning behind its name: the town sits within a gap between the high cliffs and mountains, connected to the rest of the world by tunnels alone.

Grauland Gap, February 2026

As a town, Grauland Gap is rich in detail and local life, be it the graffiti along the angled sides of the river channel to the people attending at what appears to be a gathering of classic and vintage cars in the south-west corner of the region, or enjoying a sunny wander along the streets. There is also what  – to me at least – something of a clever juxtapositions within the region which might be seen as something of an artistic statement in place of the more overt art elements that so often form a part of Jim’s design.

This can be found in the car show mentioned above. It sits alongside a trendy coffee house, the cars pristine and admired in a weekly Cruise Night car and music show. The vignette speaks to the upbeat America we all prefer to see, from the trendy coffee house to the shiny fast cars – a general love of life and freedom.

Grauland Gap, February 2026

Across the river channel however, and diagonally opposite the pristine cars in their well-kept parking lot, is a wrecking yard filled with the rusting, broken, carcasses of disposed cars and vehicles. The contrast between the two could not be more striking particularly in what might be seen as a possible artistic commentary on American consumerism, and short-termism.

The contrast can also be found in the sheer newness of the coffee house, its parking lot and the cars and the tired façades of the buildings across the road. Elsewhere, artistic intent is more directly expressed in the form of a sculpture upon which a latter-day artist has added their own statement, courtesy of a few spray cans of paint. It joins the river channel graffiti form the most visible physical displays of art.

Grauland Gap, February 2026

The Landing Point sits on the south side of the region in the middle of the road running alongside the wrecking yard. A teleport disk sits in the road like an oversized manhole cover ready to do nasty things to an unwary passing car provides access to Jim’s skyborne store. Sitting between the landing point and the open sea is a children’s playground and steps down to a rough shingle beach that curves around to join the outflow of the river channel.

That the majority of the buildings in the setting are just façades and without interiors makes no difference: Grauland Gap (anywhere USA) is a visually engaging setting – do be sure to view it under the region EEP settings.

Grauland Gap, February 2026

SLurl Details

Cica’s Oh My Heart in Second Life

Cica Ghost, February 2026 – On My Heart

February has arrived, and with it all the romance (and frequent commercialisation- although in this day and age, what special holiday or day isn’t a commercial opportunity first? In the UK it only took many stores to open on Boxing Day  – the day after Christmas Day if you’re not familiar with the term – for customers to find shelves stocked with love hearts, Valentine’s chocolate selections – and, worse, Easter eggs, fluffy Easter bunnies and Easter bears) of Valentine’s Day.

Fortunately, there are many who are here to offer more fulfilling celebrations of love, romance and Valentine’s Day, including Cica Ghost, who offers a light, fun and engaging view of the month of romance with Oh My Heart.

Cica Ghost, February 2026 – On My Heart

Filled with semi-anthropomorphic hearts, cuddly bears and rabbits, lovable elephants and a Queen of Hearts who is most definitely not of the “Off with their heads!” type. All are gathered within a landscape filled with giant green flowers, looping vines and areas of red-and-black chequerboard patterns, complete tower and wall of red-and-black cubes with blocky rocky upthrusts.

The red heart characters stand on booted feet and appear to be without a care in the world. Their houses are also heart-shaped, whilst the bears and rabbits cuddle red hearts or offer heart symbols to passing visitors. Meanwhile, the Queen of Hearts presides over all from the height of her fairy tale castle up on a mesa reached by stone steps. Black hearts offer dances throughout and sit-points  – some obvious, others perhaps not so obvious, so be sure to mouseover! – are also scattered about, this is another light and delightful setting for anyone to enjoy, whether a romantic or not.

Cica Ghost, February 2026 – On My Heart

The setting comes with a quote from humourist, playwright, poet and author Alan Alexander Milne. It was two tomes of his verses – When We Were Very Young (1924) and Now We Are Six (1927) – through which he found his literary métier: writing for children. Thus came the two volumes for which he is perhaps most famous: Winnie the Pooh (1926) and The House at Pooh Corner (1928). Whilst ostensibly written for children, notably his son, Christopher Robin Milne, these two works are rich in observations about human behaviour, gentle truths on how to behave and what in life to treasure. It is from the latter that Cica has chosen her quote:

Sometimes the smallest things take up the most room in your heart.  

– A.A. Milne, Winnie the Pooh

Cica Ghost, February 2026 – On My Heart

There is a marvellous depth of truth and meaning in this single sentence; so much so that likely it means something different to many of us. Given this, I’m not about to churn out a litany of interpretations. You can do that for yourself both before and after visiting Oh My Heart. What I will say is that I felt especially drawn to this installation because of the quote: Milne is an author I try to read once every 12-18 months (at least the Winnie the Pooh books). I simply love Milne’s kindness and insights.

So, why not go an enjoy Oh My Heart, and then, if you’ve never read the Milne’s two volumes of Winnie the Pooh’s adventures with his friends in the Hundred Acre Wood, or haven’t read them in a while / as an adult, I urge you to consider doing so as well.

Cica Ghost, February 2026 – On My Heart

SLurl Details

2026 SL viewer release summaries week #6

Logos representative only and should not be seen as an endorsement / preference / recommendation

Updates from the week through to Sunday, February 8th, 2026

This summary is generally published every Monday, and is a list of SL viewer / client releases (official and TPV) made during the previous week. When reading it, please note:

  • It is based on my Current Viewer Releases Page, a list of all Second Life viewers and clients that are in popular use (and of which I am aware), and which are recognised as adhering to the TPV Policy.
  • This page includes comprehensive links to download pages, blog notes, release notes, etc., as well as links to any / all reviews of specific viewers / clients made within this blog.
  • By its nature, this summary presented here will always be in arrears, please refer to the Current Viewer Release Page for more up-to-date information.
  • Outside of the Official viewer, and as a rule, alpha / beta / nightly or release candidate viewer builds are not included; although on occasions, exceptions might be made.

Official LL Viewers

  • Default viewer 2025.08 – 7.2.3.19375695301 – maintenance update with bug fixes and quality of life improvements – December 2 – No Change.
    • Notable addition: new VHACD-based convex decomposition library for mesh uploads.
  • Second Life Project Lua Editor Alpha viewer 26.1.0.21525310258, February 3 –  NEW.
  • Second Life Project Voice Moderation viewer 26.1.0.20139269477, December 12 – No Change.
    • Introduces the ability to moderate spatial voice chat in regions configured to use webRTC voice.
  • Second Life Project One Click Install viewer 26.1.0.21295806042, January 26, 2026 – one-click viewer installation – No Change.

LL Viewer Resources

Third-party Viewers

V7-style

  • No updates.

V1-style

  • Cool VL viewer Stable: 1.32.4.20, February 7 – release notes.

Mobile / Other Clients

  • SL Mobile (Beta) version 2025.1075 (A) / 0.1.1078 (iOS) – February 5 – Bubble Chat and fixes.

Additional TPV Resources

Related Links