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 concerned 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 illicit 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.

An artistic tapestry of love in Second Life

Akimori, February 2026 – Mareea Farrasco: Tapestry

Currently open at the Akimori, a part of the Akipelago complex operated by Akiko Kinoshi (A Kiko), is an exhibition by the talented Mareea Farresco. It is entitled Tapestry, with the subtitle Medieval Fantasy.

Presenting nineteen images, this is a narrative exhibition, unfolding a story of a maiden and her encounter with a travelling troubadour in medieval times. Mixing images of landscapes with images of avatars, the images are designed to be viewed in a specific order, starting with the image of cathedral, located on the far left of the information board listing the names of all 19 pieces. From here, the story progresses past the introductory board and on around the worlds of the exhibition space.

Akimori, February 2026 – Mareea Farrasco: Tapestry

Thus, the pictures progress from the cathedral and through the streets of a medieval town, their ordering suggestive of a walk taken by the maiden, out of the town and past the tall towers and strong walls of a Norman-style castle standing proud on a hill. As they continue around the walls, the pictures introduce us to the maiden with a subtle hit of her love of music, before moving on to her encounter with the troubadour and the blossoming of an apparent relationship – one which we instinctively know will not last.

The images themselves are beautifully processed to give the appearance of paintings produced if not within the period of the story, then possibly by one of the great masters of the renaissance period, the start of which overlapped the end of the medieval. This is particularly true of the images of the unnamed town and its guardian castle, all of which are rich in detail, capturing moments in time. The images of the maiden and her troubadour are equally engaging avatar studies, vividly telling the tale of love and loss (or is that perhaps abandonment?)  and the inevitable hurt and loss.

Akimori, February 2026 – Mareea Farrasco: Tapestry

In this, Tapestry appears to offer a story within a story: just how genuine is the troubadour in his feelings for the maiden? Is it a genuine love, or the opportunity for a dalliance as he goes about his travels, singing his songs to whomever will pay him, staying only so long in any one place as meets his needs before his inevitable wanderlust causes him to move on? From the perspective of the maiden, their relationship is real, and she is clearly heartbroken following his adieu and departure. From this, our imagination might build a number of possible tales within the tale, adding a personal depth to the images.

With the exhibition space decorated to match the tone of the images, Tapestry is an engaging and expression exhibition, ideal for art lovers and storytellers.

Akimori, February 2026 – Mareea Farrasco: Tapestry

SLurl Details

2026 week #6: SUG meeting summary

Whithermere, January 2026 – blog post

The following notes were taken from the Tuesday, February 3rd, 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

  • Tuesday, February 3rd, 2026:  the SLS Main channel simhosts were restarted without any deployments.
  • Wednesday, February 4th, 2026:
    • Simulator release 2026.01 (Kiwi) should be deployed to the BlueSteel and preflight RC channels.
    • All remaining Release Candidate channels will be restarted without any deployment.
    • A new server-side SLua update will be deployed to the SLua Beta regions. This will support a new permission “PERMISSION_PRIVILEGED_LAND_ACCESS”, allowing the llSetParcelForSale function to be used (and potentially other parcel settings in the future), but will require a viewer-side SLua update.
  • The simulator release to follow that – 2026.02 – has been given the code-name of Loganberry, but it’s too early in development for details to be provided.

In Brief

Please also refer to the video, below.

  • Leviathan Linden had two announcements concerning his current work:
    1. He has a proposed resolution for the false error report when failed rez on mesh, whereby an attempt to rez from inventory onto some mesh surfaces result in a failure to rez and incorrect error message.
      • He describes the resolution as “a workaround hail mary” rather than an outright fix: if the first attempt fails, the serve will try again try again using the bounding box of the mesh object. See: also: Why can’t I rez on my mesh table/floor/bed in Coming to Firestorm soon… A couple of new features for builders and non-builders alike.
      • He further noted that during the rezzing request to the simulator, the viewer supplies a line segment: ray_start and ray_end, and it is possible that ray_start and ray_end might be insufficient to actually hit the mesh object’s collision shape when that shape is different from its visible shape.
      • The led to an on-going discussion in the meeting.
    2. He has also started a further look into issue #3469, comment 2819987122, whereby some uploaded assets have the incorrect number of faces on the server, and trying to set the textures on those faces appears to work on the viewer but a) if the object is cloned, the new clone doesn’t have the texture changes and / or b) the original object will revert to a pre-texture change state at a later date. He has an idea for a possible fix, but is not sure it will work, so wishes to test the idea before passing further comment.
  • Monty Linden indicated the annual simhost certification work is still in progress. He further noted:
    • The Kiwi release includes an update which should be highly compatible with the current certificates. But if anyone who has experienced issues with past certification updates should test on the Preflight or BlueSteel RC channels following the Wednesday deployment.
    • Current relevant expiration dates are: Agni – 23:59:59 GMT on March 13th, 2026; Aditi – 23:59:59 GMT on February 28th, 2026.
    • As per the last formal SUG meeting, he hopes to automate the recertification later in 2026, and the certification process will change slightly at that time.
  • Harold Linden has been “working on a lot of things surrounding SLua but not specifically SLua itself. These include:
    • Refactoring  the definitions repo where all LSL constants and functions and how they behave are documented, because the repo was becoming unwieldy. He passed on thanks to all those who have helped contribute to the repo.
    • Further work on the `require()` RFC. The new release that’s coming out won’t have any new features, but the release after that should have `table.append()` and `table.extend()`, and _maybe_ some of the SetPrimParam list-building wrappers., adding: “Basically, if you’ve noticed how annoying it is to build list for setprimparams, it’ll be much better with these changes. Hopefully.”
  • Roxie Linden gave an overview of recent WebRTC updates:
    • Most WebRTC improvements are going into the voice servers, so the simulators shouldn’t have and effect on WebRTC quality.
    • LL is working on spatialization improvements, which might be released as soon as this week.
    • The latest updates to the WebRTC server appear to have fixed the majority of crash issues.
    • March remains the tentative release month for grid-wide WebRTC, the the sawp-over occurring as a part of the normal simulator deployment cycles.
  • A broad discussion on scripted capabilities (e.g. giving inventory to attachments (possible) and deleting inventory from attachments (not possible); setting script pin from setlinkprimparams (on Rider’s personal roadmap); adding inventory operations for other prims in a linkset.
  • General disucasions:
    • SLua: it has (TimeProviderFactory.new():build()):askForTime() – equivalents to NUX time.now) a discussion on the SLua editor and its capabilities, SLua and HTTP.
    • LL is not currently carrying out any keyframe motion (KFM) work. This expanded into a general discussion on ideas for KFM work.
    • Ideas for better LOD performance.

Date of Next Meetings

  • Leviathan Linden: Tuesday, February 10th, 2026.
  • Formal SUG meeting: Tuesday, February 17th, 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.

2026 SL viewer release summaries week #5

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

Updates from the week through to Sunday, January 2nd, 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 7.2.3.19911032641, December 5 –  No Change.
  • 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 – NEW.

LL Viewer Resources

Third-party Viewers

V7-style

  • Black Dragon for Windows –  5.5.2 February 2, 2026 – release notes.

V1-style

  • Cool VL viewer Stable: 1.32.4.19, February 1, 2026 – release notes.

Mobile / Other Clients

  • No updates.

Additional TPV Resources

Related Links

Space Sunday: space debris and atmospheric damage + some updates

A European Space Agency Automated Transfer Vehicle (ATV) burns-up in the upper atmosphere following its departure from the International Space Station (ISS). Debris from this type of re-entry burn-up is now of growing concern due it its potential impact on the atmosphere and climate change. Credit: ESA

I’ve written about the issues of space debris on numerous occasions in these pages (for example, see: Space Sunday: debris and the Kessler syndrome; more Artemis or Space Sunday: Debris, Artemis delays, SpaceX Plans). Most of these pieces have highlighted the growing crowded nature of space immediately beyond our planet’s main atmosphere, the increasing risk of vehicle-to-vehicle collisions and the potential for a Kessler syndrome event.

However, there is another aspect of the increasing frequency of space launches and the number of satellites and debris re-entering the atmosphere: pollution and an increase in global warming. This is something I covered in brief back in October 2024, and it is becoming a matter of growing concern.

Currently, there are 14,300 active satellites orbiting Earth (January 2026), compared to just 871 20 years ago. Some 64.3% of these satellites belong to one company: SpaceX, in the form of Starlink satellites. Launches of these commenced in 2019, with each satellite intended to operate between 5 and 7 years. However, because of their relative cheapness, combined with advances in technology and the need for greater capabilities means than since August 2025, SpaceX has been “divesting” itself of initial  generations of their Starlink satellites within their anticipated lifespan at a rate to match the continued use of newer satellites, freeing up orbital “slots” for the newer satellites.

As a result, SpaceX is now responsible for over 40% of satellite re-entries into the atmosphere, equating to a net of over half a tonne of pollutants – notably much of it aluminium oxide and carbonates – being dumped into the upper atmosphere a day, all of which contributes to the greenhouse effect within the upper atmosphere.

These particulates drift down into the stratosphere where monitoring is showing they are having some disturbing interactions with everything from the ozone layer through to weather patterns.

We’re really changing the composition of the stratosphere into a state that we’ve never seen before, much of it negative. We really don’t understand many of the impacts that can result from this. The rush to space risks disrupting the global climate system and further depleting the ozone layer, which shields all living things from DNA-destroying ultraviolet radiation.

– John Dykema, applied physicist at the School of Engineering and Applied Sciences, Harvard

A 2023 axonometric view of Earth showing the space debris situation in different kinds of orbits around Earth. Credit: Pablo Carlos Budassi

In a degree of fairness to SpaceX – who will continue to dominate the issue of re-entry pollutants if their request to deploy a further 15,000 Starlink units is approved – they are not the only contributor. One Web, Amazon, Blue Origin and China via their Qianfan constellation, all stand to add to the problem – if on something of a smaller scale (Amazon and Blue Origin, for example, only plan to operate a total of 8,400 satellites, total). Further, NASA itself is a contributor: the solid rocket boosters used by the space shuttle and now the Space Launch System have been and are major depositors of aluminium and aluminium oxides in the upper atmosphere.

Nor does it end there. The vehicles used to launch these satellites are a contributing factor, whether semi-reusable or expendable. They add exhaust gases – often heavy in carbonates – into the atmosphere, as well as continuing to the dispersion of pollutants in the upper reaches of the atmosphere as upper stages re-enter and burn up.

Carbonates and things like aluminium oxides are of particular concern because of their known impact on both greenhouse gas trapping and in the destruction of the ozone layer. A further factor here is that research suggests that interactions between aluminium oxide and solar radiation in the upper atmosphere can result in the production of chlorine in a highly reactive form, potentially further increasing ozone loss in the atmosphere.

We’re not only putting thermal energy into the Earth’s climate system, but we’re putting it in new places. We don’t really understand the implications of changing stratospheric circulation. It could cause storm tracks to move. Maybe it could shift climate zones, or possibly be a new source of droughts and floods. Chlorine is one of the key actors in the ozone hole. If you add a new surface that converts existing chlorine into reactive and free radical forms, that will also promote ozone loss. Not yet enough to create a new ozone hole, but it can slow the recovery that began after the 1987 Montreal Protocol phased out chlorofluorocarbons.

– John Dykema, applied physicist at the School of Engineering and Applied Sciences, Harvard

There is something of a complex balance in all of this. We need the capabilities an orbital infrastructure can provide – communications, monitoring, Earth and weather observation, etc.,  – but we also need to be aware of the potential for debilitating the natural protections we need from our atmosphere together with the potential for pollutants to further accelerate human-driven climate change beyond the ability of the planet to correct.

This is further complicated by the inevitable friction between commercial / corporate need  – and much of modern space development is squarely in the corporate domain, where income and revenue are the dominant forces – and governmental oversight / policy making and enforcement. As such, how and when policy makers might act is also subject to some complexity, although many in the scientific community are becoming increasingly of the opinion that action is required sooner rather than later, and preferably on a united front.

Changes to stratospheric circulation may ultimately prove more consequential than the additional ozone loss, because the outcomes are so uncertain and potentially far-reaching. For the moment, many questions are not really amenable to straightforward, linear analysis. The ozone loss is significant, and we’re putting so much stuff up there that it could grow in ways that are not proportional to what has thus far been seen. The question is whether policymakers will act on those concerns before the invisible wake of our spacefaring ambitions becomes impossible to ignore.

– John Dykema, applied physicist at the School of Engineering and Applied Sciences, Harvard

Brief Updates

Artemis 2 Launch targets February 8th As Earliest Opportunity

NASA has announced a new earliest launch target date for Artemis 2: Sunday, February 8th, 2026, some two days later than the initial earliest launch date target.

The decision to push the target date back was taken after the planned wet dress rehearsal (WDR) for the launch – which sees all aspects of a vehicle launch tested right up to the point of engine ignition – was postponed due to extremely cold weather moving in over the Kennedy Space Centre which could have impacted accurate data gathering on the 49-hour test, which had been slated to commence on January 29th, 2026.

The Artemis 2 Space Launch System rocket on the pad at Launch Complex 39B at Kennedy Space Centre, January 31st, 2026. Credit: NASA/Joel Kowsky.

The WDR was instead reset for the period of February 1st through 3rd, 2026, with the countdown clock to the start of testing resuming at 01:13 UTC on February 1st. It will run through to the opening of a simulated launch window for 02:00 UTC on February 2nd. This latter part of the test will see the propellant loading system – which exhibited issues during preparations for the 2022 Artemis 1 launch – put through its paces to confirm it is ready for an actual launch.

As a thorough testing of all ground  and vehicle systems, and a full rehearsal for all teams involved in a launch, the WDR is the last major step in clearing the SLS and Artemis 2 for it mission around the Moon. It will officially terminate as the simulated launch window opens, some 10 seconds before engine ignition – but data gathering will continue through until February 3rd as the rocket is de-tanked of propellants and made safe. Then will come a data analysis and test review.

The actual crew of Artemis 2 are not participating in the test, but will be observing / monitoring elements of the WDR as it progresses. NASA has a livestream of the pad as the WDR progresses, and a separate stream will be opened during the propellant loading phases of the test.

The Artemis 2 crew: Canadian Space Agency astronaut Jeremy Hansen, and NASA astronauts Victor Glover (vehicle pilot), Reid Wiseman (mission Commander) and Christine Koch. Credit: NASA

The push back to February 8th, means that NASA effectively has a 3-day opportunity through until February 11th (inclusive) in which to launch the mission before the current window closes. After that, the mission will have to wait for the March launch window to open.

NASA / SpaceX Crew 12 Looks to February 11th Launch

As NASA primarily focuses on Artemis 2, a second crewed launch is being lined up on the taxiway (so to speak) ready to follow the SLS into space – or possibly launch ahead of it.

NASA and SpaceX have confirmed they are looking at February 11th, 2026 as a potential launch date for the Crew 12 mission to the International Space Station (ISS). The mission will lift-off from Kennedy Space Centre’s launch Complex 39A (LC-39A), just a few kilometres away from the SLS at LC-39B, carrying NASA astronauts  Jessica Meir and Jack Hathaway, together with ESA astronaut Sophie Adenot, and Roscosmos cosmonaut Andrey Fedyaev aboard the SpaceX Crew Dragon Freedom.

The Expedition 74/75 / SpaceX Crew 12 personnel, l to r: Roscosmos cosmonaut Andrei Fedyaev, NASA astronauts Jack Hathaway (vehicle pilot) and Jessica Meir (crew commander), and ESA astronaut Sophie Adenot. Image credit: SpaceX.

Officially classified as NASA Crew Expedition 74/75, the four will bring the ISS back up to it nominal crew numbers following the medical evacuation which saw the Crew 11 astronauts make an early return to Earth, as I’ve covered in recent Space Sunday articles.

The preparations for Crew 12’s launch means that in the coming days there will be two rockets on the pads at Kennedy’s Launch Complex 39, each proceeding along its own route to launch. As to which goes first, this depends primarily on how the Artemis 2 / SLS launch preparations go.  If it leaves the pad between February 8th and February 10th as planned, then there is nothing hindering Crew 12 lifting-off atop their Falcon 9 booster. However, any push-back to February 11th would likely see Crew 12 delayed until February 12th at the earliest. Conversely, if Artemis 2 is delayed until the March launch opportunity, this immediately clears the way for Crew 12 to proceed towards a February 11th lift-off, with both February 12th and 13th also available.

Habitability of Europa Takes Another Blow

In my previous Space Sunday article, I covered recent studies relating to the potential for Jupiter’s icy moon Europa to harbour life (see: Space Sunday: examining Europa and “The Eye of Sauron”). The studies in question were mixed: one contending that conditions on Europa might lean towards life being present within its deep water ocean, the other being more sceptical about the sea floor conditions required to support life (e.g. the presence of hydrothermal vents).

Now a further study has been published, and it also suggests the chances of life existing in Europa’s ocean are at best thin.

One of the core issues with Europa has been knowing just how thick its ice shell actually is. Some have suggested it could be as little as 2 kilometres thick, whilst others have stated it could be as deep as 30km.

Understanding the thickness of the moon’s ice crust is crucial, as it helps define whether or not processes seen to be at work on the Moon are sufficient enough to have an impact on what might be happening within any liquid water oceans under the ice.

If the ice crust is thin – say a handful of kilometres or less – then activities like subduction within the ice sheets have a good chance of carrying minerals and nutrients created by the interaction between brines in Europa’s surface ice down into the ocean below, where they might help support life processes. similarly, transport mechanisms within the ice could carry oxygen generated as a result of surface interactions down through the ice and into the waters below. If the ice is too thick, then there is a good chance such processes grind to a halt long before they break through the ice crust into the waters below, thus starving them of nutrients, chemicals and gases.

An analysis of data gathered by NASA’s Juno mission as it loops its way around Jupiter and making periodic fly-bys of Europa now suggests that the primary ice crust of Europa is potentially some 28-29 kilometres thick. That’s not good news for the moon’s potential habitability because, as noted it would severely hamper any movement of minerals and nutrients down through the moon’s ice and into the waters below. However, the researchers do note that this doesn’t mean such elements could not reach the waters below, but rather they would take a lot longer to do so, but rather their ability to support any life processes within Europa’s waters would be greatly diminished.

A study of data gathered by NASA’s Juno mission spacecraft suggests the thickness of Europa’s ice crust might be enough – 28-20 km – to severely limit the ability of transport mechanisms and “crustal delamination” (see: Space Sunday: examining Europa and “The Eye of Sauron”) to transfer nutrients, chemicals, gases and minerals formed on the moon’s surface down to the liquid water ocean where they might help life processes in the water. Image credit: NASA

An unknown complication here is he state of the ice towards the bottom of the crust. Is it solid all the way through, or does it become more slush-like as it nears the water boundary layer, warmed by the heat of Europa’s mantle as it radiates outward through the ocean? If it is more slush-like, even if only for around 5 kilometres, this might aid transport mechanisms carrying nutrients, minerals, chemicals and oxygen down into the ocean. Conversely, if the ice is solid and there is a further 3-5 km thick layer of icy slush forming the boundary between it and liquid water, then it will act as a further impediment to these transport mechanisms being able to transfer material to the liquid water ocean.

As a result of this study, and the two noted in my previous Space Sunday article, eyes are now definitely turning towards NASA’s Europa Clipper, due to arrive in orbit around Jupiter in 2030, and ESA’s Juice mission, due to arrive in 2031, in the hope that they will be able to provide more detailed answers to conditions on and under Europa’s ice.

2026 week #5: 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, January 29th, 2026 and my chat log of that meeting
  • Pantera’s video (embedded at the end of this article) and my chat log of the Open-Source Developer (OSD) meeting held on Friday, January 30th, 2026.
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 Project Lua Editor Alpha version 7.2.3.19911032641, December 5 –  No Change.
  • 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.

Upcoming Viewers

Viewer 2026.01 – One-click Installer / Updater

  • Now available as an alpha viewer (above).
  • As the name suggests, triggers a one-click install / viewer update process.
  • Is still being worked on, with a focus on ironing out some kinks in the one click install, including an uninstaller for old non-velopack viewers that can be triggered when required, the usual registry stuff for Windows, and so on.
  • Also includes improved monitoring / logging of viewer freezes and crashes, etc.

Viewer 2026.02 – “Flat” UI, Font Changes

Example of the upcoming flat UI. Via: Geenz Linden / Github #4681/2
  • This viewer is to be part of the Lab’s “first impressions” push to make SL resonate more with incoming new users and hopefully encourage them to keep logging in.
  • Will include a new “flat” UI (as seen in the Project Zero (viewer in a browser) version) which comprises things like a font change, a colour scheme change,  and generally giving the viewer a more “modern” look and feel. This is not a major UI overhaul in terms of overall look and feel, more an aesthetic one.
  • Font changes within this viewer are currently described as “experimental”.
  • Also looking like it will include a log-in landing refresh.
Example of the upcoming flat UI. Via: Geenz Linden / Github #4681/2

General Viewer Notes

  • Work on clearing viewer bugs and implementing smaller feature requests into the viewer is continuing, so users can expect more of this, allowing for other priorities in viewer work.
  • On the viewer development side:
    • There should be some vcpkg movement in the near future. A Pull Request for this work via a third-party developer is apparently in progress, but will not be shipped immediately on approval. Rather, it will be allowed “soak time” so other developers can assess impact on their build pipelines downstream and the like.
    • There will also be some CMake project changes, although these appear to be more of a “modernization” push, to bring CMake in the viewer into line current CMake project norms.
  • LL is contemplating bringing back viewer maintenance releases to try to encourage some TPVs to pick-up bug fixes and incorporate them faster into their viewers (rather than waiting for a major viewer update which includes bug fixes to get to release status and then merging them).
    • If this is done, the maintenance releases will be “much smaller in scope” than past maintenance updates (so a kind of taking bug fixes that are flowing into upcoming major viewer releases, cherry picking them and then QA’ing and releasing them as a small update to the viewer.
    • Those TPVs at the meeting indicated this could either add to their workload or that they would not alter their existing workflow due to overheads, but instead will continue to cherry-pick upstream fixes as a part of their own release cycles.
  • In response to questions on whether Kitty Barnett’s RLVa code contributions will be included in the official viewer (and which are currently pending fixes she has submitted for RLVa avatar appearance fixes anyway), Geenz Linden stated:
If we did, it’d likely be a very progressive and targeted thing that we do. And hopefully not in a way that significantly makes downstream more difficult to maintain. It’s a longer discussion that needs to be had basically. 
    • This led to concerns that LL could end up implementing a variant of  RLVa that is at odds with the current RLV/RLVa API, and effectively end up being ignored for being incompatible. In response, Geenz further noted:
I’d prefer one that everyone can participate in if we do go that route so we can be more targeted with others helping to guide that. Last thing we want to do is make it take 7 months to ship a TPV just because we made a change to RLVa. We also have to consider overall content compatibility and such.
  • Also as per the last meeting, official Linux support is aligned with the in-progress SLua viewer .

“First Impressions” Context

  • This work is focused on trying to ease that first experience for a lot of new residents to try and drive up retention numbers.
  • The work is seen more-or-less as experimentation at this point in time, but the goal is to drive up first day engagement among incoming new users to encourage them to continue to log-in to SL.
  • Work on this is on multiple fronts, and more will be shared on it in due course.

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).
  • The last major server crash has been fixed, and there have been none since that fix went in.
  • There is an upcoming fix – see Pull Request #5322  (included in viewer 2026.01) – to address some of the issues with voice dropping. The recommendation is for TPVs to get this into their viewers for a good user experience.
  • An upcoming server-side update will hopefully address some of the issues with WebRTC spatialisation (e.g. voice volume varying greatly with even small camera position movements on the part of a listener).
  • Additional connection tweaks for WebRTC have been made to the 2026.01 viewer to help improve voice performance (e.g. to improve auto-reconnect).
  • Feedback on people’s experiences with WebRTC is still being sought (notably via the beta testing).

SLua Update

  • An update to the SLua project viewer is forthcoming.
  • As noted above, this will bring with it support for Linux
  • Still no confirmation as to when SLua will go live across SL

General Discussion

OSD Meeting

  • SSR and PBR water real time reflections and shadows: Geenz indicated that work is progressing on this and that when available, it will be given “a proper” alpha/beta/Release Candidate process.

  • The was noted that whilst improvements on SSR and PBR water reflections are being made, they will never 100% match pre-PBR views without a lot of work being put into optimisation, what would likely still result in mixed feedback without any significant win.
  • This led to a general discussion on addressing water reflections and shadows.

CCUG Meeting

  • PBR lighting: still on the list of potential updates, but requires “quite a few” server-side changes in order for it to happen.
    • The existing SL lighting system has a range of constraints dating back 20+ years, and so would require significant modification in order to enable PBR lighting support.
    • As such, this is currently viewed as being on the back burner for the foreseeable future, while other things are worked on.
  • A question was asked on whether it would be possible for an Animesh using only ten bones in total to have a lower Land Impact / rendering cost than one rigged to 10 out of the 110 bones of the default skeleton. Short answer: no, not without custom rigs.
  • Custom rigs themselves are acknowledged as something SL should have, but the work involved in enabling them is extensive and touches on multiple areas (e.g. re-targeting bones for clothing fits; re-targeting animations – and even a couple overhaul of the animation system -, etc.). There is also work to be carried out elsewhere that would yield benefits for things like quality of life which are of a higher priority. As such, custom rigs are not something currently on the roadmap.
  • In-world mesh creation tools: unlikely to be a thing, as the implementation would be costly in time and effort, and likely would not measure up to the capabilities of external tools like Blender.
  • It was asked if the import route for rigged meshes could be “streamlined” without the need for AvatarStar / MayaStar. Neither of these tool are actually a requirement for rigged mesh import / export, rather they are tools that can help with the process of rigging from within SL. Meshes that have been correctly rigged and weighted using external tools should import correctly through the current import mechanisms (COLLADA or glTF).
  • Overhauling the mesh import file format  / process through the support of something like OpenUSD is an idea that is being mulled over within the Lab. However, a) this is not something that is likely to be prioritised in the next 12 months; b) it is something that would require a lot more in the way of discussion before moving towards it; c) there is still work to be done in improving the import / export of currently supported formats before trying to add to them / replace them.
  • Materials import for meshes: this is something the Lab wanted to implement for glTF mesh import (rather than having to import materials separately).
    • However, due to the way in which asset uploads to SL work, it proved to be more a complex issue than first thought.
    • The hope is that the work can be returned to in the future, possibly using a new import flow that is more in line with other platforms and tools, but this is not something on the current roadmap.
  • PBR specular support: this is still something Geenz would personally like to get done, but it is currently sitting behind various other items which need to be completed / implemented in order to clear time for working on it. Also, this work does have impacts on things like the glTF upload validator, scripting, simulator support, managing glTF overrides (which are currently not well handled) etc., all of which would have to be factored into the work and which are outside of Geenz’s immediate responsibilities.
  • In terms of extending glTF support in general (PBR specular, IoR, etc.), the preference at the moment is to fix more of the existing issues / bugs within the existing PBR capabilities before adding further options.
  • The meeting was somewhat sidetracked by talk on the use of bots, ToS bot violations, Tiny Empires, etc., the majority of which are more of a Governance issue.

Next Meetings

Time in the beauty of The Great Mother in Second Life

The Great Mother, January 2026 – click any image for full size

Benny Voxtex, whom I last wrote about in covering his (now closed) club, [Refuge]  – see: A [Refuge], a Deep Box, and a splash of absinthe in Second Life – recently invited me to preview his latest creation, The Great Mother. And all I can say is, “Wow!”

Fans of the Avatar franchise may recognise the term, given it is one of two “common names” (so to speak) by which Ewya, the globally distributed consciousness of Pandora is known; the other being the All-Mother. As such, it should come as no surprise that this is something of a personal homage to the Avatar movies whilst also being entirely unique as a setting in its own right; a place of infinite beauty; one that is utterly immersive.

Dive into the deep primordial forest, an ongoing passion project for Benny Vortex. Discover a lush, bioluminescent dreamscape of sights and sounds nestled below breath-taking floating islands under the silent gaze of a gas giant. May the spirits guide you.

– The Great Mother’s Destination Guide description

The Great Mother, January 2026

Occupying a Full region called – appropriately enough – Eywa, the setting captivates from the start. But before getting into specifics, there are some recommendations for enjoying a visit:

  • Preferably, visit using a PBR-enabled viewer.
  • Make sure you enable the local music stream to enjoy a soundtrack fully in keeping with the setting.
  • Use the shared region environment settings.
The Great Mother, January 2026

Also, make sure you have local sounds enabled – this is an absolute must, as Benny has created an immersive soundscape, covering everything from the deep, echoing sounds of Pandora’s forests and creatures through to the sound of your own footsteps rustling the moss and grass. That said, don’t expect to encounter any of Pandora’s beasts – or ioang – whilst you may hear them in the distance, this is a place of sanctuary and spiritual awakening. However, if you opt to visit in a Na’vi avatar, that would be both appropriate and welcome.

Finally, do be aware that The Great Mother is very much a work in progress: whilst now open at the ground level, Benny has plans for vertical expansion and more. In fact, the Landing Point itself is in the air and presents the first of the setting’s unique elements.

The Great Mother, January 2026

Forming a small island, the landing Point is marked by a number of rope slides. Each of these bares a symbol scratched into its wooden frame, indicating the area of the biome below in which you will arrive. Pick the one you fancy and ride it down to a smaller floating island, where a dive mat awaits.

Sit on the dive mat, select your preferred dive (and style, if offered), and take the leap! Whichever area of the biome you selected, you will land in water. As you do so, a dialogue box will be displayed with a couple of options – one being a return to the diving mat and going again, if you wish.

The Great Mother, January 2026

However, to explore, ignore the dialogue – but do not stand up. You are still running an animation tied to the dive mat, and you can use it to swim through the water and / or to shore, where upon the animation will release you and allow you to walk.

Whichever rope slide you take, it likely won’t be the last, within the forest and waterways below are ropes to climb and rope traverses pass through the higher boughs, and trails over land and across water to be explored, together with discoveries to be made.  Keep an eye out for seeds marking potential points of interest as you explore. Overhead, further off-region islands hang in the night sky whilst a massive Jupiter-like gas giant watches over the comings and goings of this living world.

The Great Mother, January 2026

Extensive use is made of Elicio Ember’s fabulous plants, their bioluminescent fronds and petals well suited to representing Pandora’s own rich mixture of plant life, and this further brings the setting to life. As with the ideals of Eywa as well, there is a balance of lands and water throughout the region, with water channels as much as dry land trails offering routes of exploration – indeed, as Benny noted to me, the entire region is navigable by canoe.

As to what drew him to create such an environment, ad his future plans for expansion, Benny had this to say:

I really love the concept of the film and as a biologist/mycologist RL I can’t get enough of bioluminescent organisms. The next mission will be above 1000m with floating islands and waterfalls, and as I’ve also put a deep channel running through the region, I will eventually make it mer-friendly, and such.

– Benny Vortex on developing The Great Mother

The Great Mother, January 2026

Merfolk per se might not be a formal part of the Pandora ecosystem – although the Na’vi clearly have a relationship with the seas of their world – providing such a merfolk environment within The Great Mother does, to me, fit, and further extends the inclusiveness of the setting as a whole.

While I could write far more on the region, the truth is, it doesn’t need explanation – it deserves exploration and time spent with in it. As such, I’m going to wrap this up with a thank you to Benny for the invitation and the chance to explore for myself, and to strongly urge all Second Life explorers to visit Eywa and The Great Mother.

The Great Mother, January 2026

Slurl Details