Space Sunday: of samples and sheltering

Chang’e 6 on the Moon’s far side, June 2nd, 2024, within the South Polar-Aitken (SPA) basin, as captured by the camera system on its deployed micro-rover. The sample gather mechanism and drill can be seen attached to the lander’s robot arm. Credit: CNSA/CLEP

China became the first nation to successfully return samples gathered from the Moon’s far side to the Earth on June 25th, when the capsule carrying those samples made a successful soft-landing on the plains of Inner Mongolia.

The capsule had been launched to the Moon on May 3rd as part of the Chang’e 6 mission (see: Space Sunday: Starliners and samples), which targeted an area within the South Pole-Aitken (SPA) basin, where both the United States and China plan to lead separate international projects to establish permanent bases on the Moon. The craft initially entered a distant lunar orbit on May 8th, taking around 12 hours to complete a single pass around the Moon. The orbital was then gradually lowered of a period of several days prior to the mission settling into a period of observation of the landing site from an altitude of just over 200 km, allowing mission planners on Earth the opportunity to further confirm the proposed area of landing was suitable for the lander.

Then, on May 30th, the lander vehicle with is cargo of sample-gathering tools, ascent vehicle with sample canister and mini-rover detached from the orbiter / return craft and gently eased into its own obit some 200 km above the Moon, from which it could make its final descent.

I see you! Two images captured by NASA’s Lunar Reconnaissance Orbiter (LRO) combined to show a before-and-after animation of the Chang’e 6 landing zone, marking the arrival of the lander. Credit: NASA/GSFC/Arizona State University

Landing occurred 22:06 UTC, the vehicle using its on-board autonomous landing system to avoid any land minute hazards and bring itself down to just a couple of metres above the lunar surface. At this point, the decent motors were shut off in order to avoid their exhausts containing the surface material from which samples would be obtained, and the lander dropped into a landing, the shock of impact at 22:23 UTC absorbed by cushioning systems in its landing legs.

The surface mission then proceeded relatively rapidly thereafter. The mini-rover, was deployed not long after landing. Described as a “camera platform” rather than a fully-fledged mini-rover like the Yutu vehicles China has previously operated on the Moon. Once deploy, the rover trundled away from the lander to take a series of images to help ensure it was fit for purpose post-landing. The rover was also able to observe the deployment of the lander’s robot arm with its sample-gathering system, and make remote measurements of surface conditions around the lander.

Chang’e 6 stacked prior to being enclosed in its launch vehicle payload fairings. Note the mini-rover, circled. Original image credit: CAST

It’s not clear precisely when the samples were gathered, but at 23:38 UTC on June 3rd, the ascender vehicle with just under 2 kg of samples of both surface material and material cored by a drill from up to two metres below the surface, lifted-off from the back of the lander and successfully entered lunar orbit, rendezvousing and docking with the return vehicle at 06:48 UTC on June 6th. The transfer of the sample capsule to the return vehicle took place shortly thereafter, and the ascender was then jettisoned.

Throughout most of the rest of June, China remained largely quiet about the mission. However, based on orbital calculations and observations by amateurs, it appears likely the return vehicle fired its engines to break out of lunar orbit on June 21st, then fired them again to place itself into a trans-Earth injection (TEI) flight path, the vehicle closing on Earth on June 25th. As it did so, the 300 kg Earth Return unit separated and performed a non-ballistic “skip” re-entry.

This is a manoeuvre in which a spacecraft reduces the heating loads placed on it when entering the atmosphere by doing so twice; the fist manoeuvre see it skim just deep enough into the denser atmosphere to shed a good deal of its velocity before it rises back up again, cooling itself in sub-orbital ballistic cruise, at the end of which it drops back into the denser atmosphere for re-entry proper. Doing things in this way means that spacecraft returning from places like the Moon do not have to have hugely mass-intensive heat shields, making them more mass-efficient. For Chang’e 6, the skip was performed over the Atlantic, the ballistic cruise took place over northern Europe and Asia before it re-entered again over China and then dropped to parachute deployment height for a touchdown within the Siziwang Banner spacecraft landing area in Inner Mongolia, the traditional landing zone for Chinese missions returning from space.

Scorched by the heat of re-entry, the Chang’e 6 Earth return capsule lies marked by a post-landing flag planted by the ground recovery team as they await the arrival of the air-lift helicopter. Credit: Bei He/Xinhua via Associated Press

Following recovery, the capsule was airlifted to the China Academy of Space Technology (CAST) in Beijing. Then, on June 27th during a live television broadcast, the capsule was opened and sample canister very carefully removed so it could be transferred to a secure and sterile facility for future opening. Afterwards, Chinese officials responsible for the mission gave an international press briefing in which scientists, agencies and research centres from around the world were invited to request samples of the 1.935 kg of material gathered by the probe, the invitation made along much the same lines as made following the rear of the Chang’e 5 samples in 2020.

What makes these samples particularly enticing to scientists is that they are far a part of the Moon very different in terms of morphology and geology to that of the lunar near side, from where all sample of material have thus far been gathered. As such, the Chang’e 6 samples are of significant interest not only because of what they might reveal about the region where humans will – in theory – one day be living and working, but also for what they might reveal about what is currently a genuinely unknown geology and morphology on  the Moon, as thus further reveal secrets about it’s formation.

Technicians remove the Change’6 sample canister from the Earth return capsule at a facility within the China Academy of Space Technology (CAST), Beijing, during a China state TV broadcast, June 27th. Credit: CCTV

However, one agency which may not directly benefit from China’s offer is NASA. The 2011 Wolf Amendment prohibits the US space agency and its research centres to use government funds or resources to engage in direct, bilateral cooperation with agencies of the government of the People’s Republic of China, or any affiliated organisations thereof, without the explicit authorisation from both the FBI and Congress. Such authorisation was not granted in the wake of the Chang’e 5 sample return mission, and so it seems unlikely it will be given for this mission, no matter what the scientific import of the samples.

That said, the Wolf amendment does not prevent non-NASA affiliated US scientists and organisations from being involved in studying samples from the mission. Following Chang’e 5, for example, US scientists joined with colleagues from the UK, Australia and Sweden in a consortium which obtained samples from that mission, allowing several US universities to be involved in studying them. This is something that could happen with regards to the Chang’e 6 samples, once they start being made available by China.

 

Russian Satellite Break-Up Prompt ISS Shelter In Place – Including Starliner

Despite efforts by NASA, much of the media incorrectly continues to present the idea that two NASA astronauts – Barry “Butch” Wilmore and Sunita “Suni” Williams are “stranded” on the International Space Station (ISS) due to issues with their Boeing CST-100 Starliner Calypso. However, as I noted in my previous Space Sunday article, this is simply not the case (see: Space Sunday: capsules, spaceplanes and missions). Yes, NASA is being cautious around the Starliner vehicle’s issues, but this does not mean the vehicle “cannot” return to Earth.

In fact, practical evidence of NASA’s confidence in the vehicle to make a safe return to Earth came on June 27th, when the entire crew of the ISS were ordered to prepare for s sudden evacuation of the station.

Boeing’s Starliner space capsule docked at the International Space Station. Credit: ESA

The emergency procedure – referred to as shelter in place – was triggered when the destruction of a decommissioned polar-orbiting Russia satellite was detected by debris-tracking organisation LeoLabs. Producing a cloud of around 180 trackable pieces of debris, the event was traced to the orbit of the 6.5 tonne Russian Resurs P1 spacecraft.

Orbiting at  some 470 km, the orbit of the satellite periodically intersected that of the ISS. As the explosion had caused a new orbital track for the resultant debris, it was necessary for the US Space Command to re-assess the passage of both the ISS and the growing debris cloud to ensure there would be no “conjunction” (that’s “collision” to you and me). As a precaution against this being the case, at 02:00 UTC, the entire Expedition crew were ordered into their spacesuit and then into their vehicles and power them up ready for a rapid departure, but not actually seal hatches and undock – and this included Williams and Wilmore on the Starliner.

While all this sounds dramatic, it is not; shelter in place has been the order on a number of occasions when there has been the risk of a collision with debris. Perhaps the most famous up until now came in 2021, after some idiot in the Kremlin ordered an unannounced test of an anti-satellite (A-SAT) missile, resulting in the destruction of another decommissioned Russian polar-orbiting satellite, this one causing a debris cloud of almost 2,000 trackable fragments at an orbital altitude close to that of the ISS.

A model of a Resurs-P Earth resources satellite of the type which disintegrated in orbit, causing the ISS Expedition 71 crew and guests to shelter in place on their spacecraft whilst the risk of the ISS being struck by the debris cloud was assessed. Credit: Vitaly V. Kuzmin

As news broke of the June 27th event, there was some short-lived concern the same A-SAT foolishness had occurred with Resurs P1; however, this was quickly ruled out by the United States Space Command, as a review of data showed there was no evidence of any missile firing in the period ahead of the satellite disintegrating. After analysis of the debris cloud’s orbit and period aby both USSC and LeoLab, the New Zealand based debris tracking agency which initially reported the loss of Resurs P1, it was determined there was no threat to the ISS, and the crew were informed they could secure their spacecraft and return to the station after around an hour.

It is currently believed the destruction of the Russian satellite was due to it not undergoing “passivation” when it was decommissioned at the end of 2021. Whilst not mandatory or 100% effective, “passivation” has been common since the 1980s and involves the removal of any potentially energetic elements of a decommissioned satellite to reduce the risk of future break-up as a result of an explosion or similar. Typically, batteries are ejected so they will eventually burn-up in the atmosphere, whilst remaining propellants are vented into space.

 

Hera’s Blade Runner Brutal City in Second Life

Blade Runner, Brutal City, 2060 – June 2024. Click any image for full size

It’s been just over a year since I last had an opportunity to visit an iteration of Hera’s (zee9) Blade Runner-esque region designs. On that occasion Blade Runner Future Noir was the attraction, with its tight focus specifically on Ridley Scott’s seminal visual interpretation of Philip K. Dick’s Do Androids Dream of Electric Sheep (see here for more); so the time was about right for a new iteration of the setting to emerge from Hera’s imagination, and sure enough – up has popped Blade Runner, Brutal City ,2060. Encompassing the familiar whilst offering some tidy little twists and turns for lovers of science fiction (and potentially obscure TV series of that genre), as well as other references, it is again a highly visual environment which spreads the Blade Runner elements more broadly, folding into it elements of Blade Runner 2049, whilst also drawing on 2012’s Dredd.

Once again leveraging a Full private region with the Land Capacity bonus, this build is perhaps the most explicit Hera has designed on the theme, in terms of overt sexual references and elements of nudity – so those of a sensitive disposition, be warned! It is also possible that, as with many of Hera’s builds the setting’s presence in Second Life might be short-lived – so if you are interested, then a visit sooner rather than later is recommended. Should you opt to drop in, be sure to use the local Shared Environment, and to enable local sounds. In addition, higher-end graphics quality is recommended for the full visual effect and, for those not running a PBR viewer, ALM must be enabled.

Blade Runner, Brutal City, 2060 – June 2024

As is common with Hera’s builds, a visit starts at a landing point removed from the main build. Here it takes the form of a subway passage with vending machines, one of which will teleport you to Brutal City, the other of which will provide an informative introductory notecard. Taking the teleport to the main setting will deliver you inside a subway car that’s just arrived at a station -another familiar Hera touch, and one I like in her designs as it genuinely gives a sense of arrival somewhere. Ignoring the crime scene, stepping off the carriage offers various routes “up” to “ground level” – which you take is up to you.

The “ground level” itself initially appears to be the familiar grid-like mix of roads (both “street level” and “elevated”) interspersed with buildings climbing up into a murky sky through which a familiar advertising airship appears to creep, surrounded by a backdrop of other tall buildings to give added depth, with everything awash in neon and advertising.

Blade Runner, Brutal City, 2060 – June 2024

Perhaps the most obvious references to the Blade Runner franchise take the form of some of the static vehicles sitting on the roads – police spinners and cars resembling Deckard’s decommissioned spinner. There’s also the edge-of-region bulk of the Tyrell Building  – (as was, given this is not 2060, its towering bulk carries the logo of the Wallace Corporation from Blade Runner 2049). The latter still have interior elements to be explored, albeit on a smaller scale, perhaps then pervious iterations.

However, none of this should be taken to mean there’s nothing new to see here; Brutal City offers an engaging mix of ideas together with a skilled re-use of elements from past designs that give it an sense of the familiar whilst also being new; that time has in effect continued to move forward within the setting, and it has naturally changed even whilst absent from the grid. Thus, we are not so much visiting somewhere new, but re-visiting a place once known but now revealing its new look and feel.

Blade Runner, Brutal City, 2060 – June 2024

As to the more Dredd-leaning elements awaiting discovery, I’ll let Hera explain:

As in the Dredd movie the mega blocks are run by gangs. In Brutal City there are 3 Gangs: the Neo Punks, a sort of mixture of traditional cyberpunk with a love of Matrix black added in; the Metal Heads, kind of cyberpunk bikers and the Psycho Delics, Cyber hippies. This was really just an excuse for me to make the ground floors of the 3 Mega Blocks in Brutal City into gang block parties. The Blocks were given names of well know heavenly other worlds, probably as some in joke between the architects who knew they would become anything but heavenly over time.  Paradise was taken over by the Neo Punks, Valhalla by the Metal Heads and Nirvana by the Psycho Delics.

– from the introductory notecard on Blade runner Brutal City 2060

The exits from the subway will bring you to street level fairly close to the north entrance of the Paradise Club, with one of them also just across the road from where the Valhalla rears itself skywards (and I should probably mention here that don’t be in too much of a hurry to pass through the subway’s tunnels – you might miss the door to a really cosy little jazz club – and it is not the only door leading to what might otherwise be hidden from view). Nirvana sits a little further away, perhaps content to keep a little distance between itself and the looming presence of the Brutal City Police Department headquarters as it shoulders its way up into the sky. Widening at the top to offer a spinner landing pad patrolled by a drone looking like it might have escaped the Terminator franchise and bristling antennae, the BCPD building seems to glare down on both Paradise and Valhalla in a stern warning. Like the clubs, the BCPD building can be entered and explored.

Blade Runner, Brutal City, 2060 – June 2024

All three clubs clearly share the same architectural heritage, as Hera notes; each with a party space overlooked by tiers of internal balconies rising upwards to provide access to residential apartments. While I cannot be 100% sure, I think they might also share a heritage with Hera’s last Blade Runner design, as their interiors appear to be a skilled re-working of the interior she used for the Bradbury Building. Either way, they also share similarities in club layout and features – which might perhaps give rise to further rivalry between them, members from one gang accusing those from the others of “copying” them.

Another location visitors to Hera’s past builds might recognise the Snake Pit. Once again, Zhora Salomeis not present (no surprise, given Deckard shot her), but her presence is perhaps marked elsewhere in one of the clubs. Here the Snake Pit sits within the Dram Palace, a glitzy upmarket retreat – although I could help but feel that howsoever well the barman has packed himself into his tux and dicky-bow, his is nevertheless the adult love-child of Jason Statham and Woody Harrelson 😀 .Which actually, far from being an insult to the man should actually encourage patrons to feel safe should members of any of the city’s three gangs drop in a decide to get a little rousty!

Blade Runner, Brutal City, 2060 – June 2024

Throughout the entire build there are lots of touches and elements which help cast a broad net as to what might be discovered during a visit. The BCPD building, for example, once again hosts the Rekall-style armchairs seen in Total Recall 2070 (a series that lived far too short a life), whilst  screen at the front desk displays data on one Takeshi Kovacs (Altered Carbon and as played by Joel Kinnaman and the – again short-lived – Netflix series), while the metro cabs on the the street have a sense of the Johnny Cabs from 1990’s Total Recall.

Also along the streets one might find a noodle bar similar in nature to the one Deckard was seated at in Blade Runner, whilst a newsagent kiosk might be found selling the likes of Cinefantastique (the 1982 edition celebration both Blade Runner and Star Trek II The Wrath of Khan), Metal Hurlant, Starlog, what looks like Empire magazine, copies of the LA Times from 2019, all among many others (I liked the Deckard magazine series with Gaff’s famous quote as he leaves Deckard in the rain towards the end of the movie, “It’s too bad she won’t live. But then again, who does?”

Blade Runner, Brutal City, 2060 – June 2024

These are far from the only nods (I’ve not mentioned the return of the Friends Electric store (a nod to Gary Numan?) and its stock of electric sheep, for example),  but then, discovering them is all part of the fun – and there are probably those I wouldn’t recognise, even if they stepped up and introduced themselves to me 🙂 . That said, one of the potentially more recognisable homages is not to any sci-fi franchise or setting, but to a physical world location – architect’s Moshe Safdie’s Habitat 67, here given a more downcast design; one which can be explored thanks to its network of connecting communal spaces, even if the apartments themselves are just façades.

All of which makes for yet another visually and aurally engaging visit – so, make the most of the time the setting is here and go pay a visit!

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SL21B: SecondLifeTime Premium (+Upgrade), SecondLifeTime Premium Plus limited Offers

via Linden Lab

Update: following the publication of this article, Linden Lab published their own official announcement blog post.

In 2023, at SL20B, Linden Lab announced a pair of “limited availability lifetime memberships”: Second LifeTime Premium and Second Lifetime Premium Plus. As I reported at the time, these accounts:

  • Featured a one-off payment and provided all of the benefits applicable to either the Premium Account subscription package or the Premium Plus Account subscription package, depending on which LifeTime membership is applied for.
  • Would remain in effect:
    • Even if the account holder cancels their membership – if they re-join later, they will be able to continue with their Second LifeTime membership.
    • As long as Second Life remains operational.
  • Were offered on a first-come, first-serve basis.

On June 28th, 2024, Linden Lab announced these Lifetime Memberships are once again available on a first-come, first-serve limited number basis, specifically:

  • 121 applications for SecondLifeTime Premium.
  • 21 LifeTime Premium upgrades to LifeTime Premium Plus for those who took out a LifeTime Premium membership in 2023.
  • 21 applications for SecondLifeTime Premium Plus.

These packages are offered at the following on-off payment prices of:

  • US $859.00 at the time of upgrade for SecondLifeTime Premium.
  • US $1150.00 at the time of upgrade to go from Second LifeTime Premium (2023) to SecondLifeTime PremiumPlus
  • US $$1,899.00 at the time of upgrade for SecondLifeTime Premium Plus.

As with the original offer, Lifetime memberships:

  • May not be available to upgrade to other account types (e.g. from SecondLifeTime Premium to Premium Plus). However, requests for upgrade can be submitted via support ticket for case-by-case review.
  • Will not be available for downgrade, but will become the base-level membership account type for the holder.

Further Details & How to Apply

Applications can be made by Support Ticket only.

  • Go to the Second Life Support portal.
  • Click the orange Submit A Ticket button on the top right of any page of the support portal, and sign in if you have not already.
  • In the support ticket form, select the ticket type Account Issue, and choose Request SecondLifetime Premium Account from the second drop down that appears.
  • Select which membership type you would like – SecondLifeTime Premium, Second LifeTime Premium to Premium Plus upgrade or SecondLifeTime Premium Plus.
  • Check the box that states, I accept the fee. This will be required for support ticket submission, and will allow your membership to be processed as quickly as possible.
  • Fill out any additional necessary details in the description section (e.g. if you have recently renewed either your Premium or Premium Plus subscription, add the date of renewal) and click Submit.
  • Allow up to 10 business days for Second LifeTime membership support ticket requests to be processed.

A Place Between the Rocks in Second Life

A Place Between the Rocks, June 2024 – click any image for full size

Sitting on the north side of Brittany, the westernmost region of metropolitan France and facing the English Channel, is the department of Côtes-d’Armor. It’s an area with an interesting geography and an equally interesting history, encompassing as it does a curious mix of being both strongly Catholic and also having a long tradition of anti-clericalism.

Brittany as a whole has a lot to commend to visitors, including within the Côtes-d’Armor, containing as it does the seaside resort of Perros-Guirec, the Castle of the Roche Goyon (aka Fort la Latte), a monument historique, and – close by to the castle – the peninsula of  Cap Fréhel with its spectacular cliffs, moorland terrain, lighthouses (one dating back to the 17th century) and (now controversial, due to the wind farm location roughly 15 km off the coast) views out over the channel waters.

A Place Between the Rocks, June 2024

Côtes-d’Armor is also the location of the commune (here meaning an “administrative division” of a similar nature to something like a civic parish in the UK or a civil township in the USA, rather than a place where hippies might bliss out) of Plougrescant. Extending its thumb out into the English Channel and with the town of Plougrescant sitting at the inland end of the thumb, this area features a marvellous circular walk out and back from the town taking visitors up the eastern coastline to its northernmost tip, La Pointe du Château, and the the beginning of a fabulous rocky landscape with glowing hues, which breaks up the lowlands, with the path followed this more rugged setting back south along the western coastline. As it does so, the path by Castel Meur, a lowland peninsula with two small headlands, a lake-like body of water trapped on their landward sides.

Sitting on the more northerly of these two little headlands and overlooking the inland waters is the remarkable la Maison du Gouffre, “the house between the rocks” (and which is perhaps more widely also known by the name of the land). Remarkable, because la Maison du Gouffre is exactly what it’s name suggests: a house (cottage might be a better term nowadays) built slap bang between two outcrops of rock rising from the flatland like teeth.

A Place Between the Rocks, June 2024

Built in 1861, the house has always been in precarious position – the weather can be frequently violent  – and utilises the rocky outcrops on either side as a means of protection whilst also being built so that its back faces the open expanse of the English Channel. As such, it has survived down the years, and – remarkably – has remained largely in the hands of the descendants of the original occupiers. Such is its iconic look, that over the years, the cottage was featured in a series of tourist campaigns intended to bring visitors from around the world to Brittany.

One of these campaigns used a postcard with an image of the cottage, and was so successful, it not only brought visitors to Brittany – it brought them practically to the front door of the cottage. As a result, in 2004 the owner (and granddaughter of the original owner) successfully sued for, and won, all commercial image rights over the property, preventing its use in any commercial venture without her expression permission.

A Place Between the Rocks, June 2024

As a private residence, la Maison du Gouffre is not open to visitors, but non-commercial photographs can still be taken whilst passing by, and thanks to people posting personal images on-line, etc., its fame has potentially grown even more.

However, you don’t necessarily have to visit France to witness the marvel of la Maison du Gouffre; you can currently do so right here in Second Life, courtesy of Bella (BellaSwan Blackheart), who brings us her homestead region design A Place Between The Rocks, inspired by the house at Castel Meur.

A Place Between the Rocks, June 2024

Just like its namesake in the physical world, the setting provides a scene of a largely flat landscape broken by three large outcrops of rock, the large two of which offer some shelter to the little cottage nestled between them. The cottage is, again like its namesake, a stone-built structure with shuttered windows bracketing the front door, and squat chimneys to either end of a roof from which gabled dormer windows stare out over the land and water. This is not a furnished property within, but outside has all the indications of being occupied: potted plants are much in evidence, chickens are being kept, a bicycle with a bag of groceries is propped outside of the front door, whilst a cobbled terrace to the rear of the place shows signs of use as it sits under a wooden pergola.

No lake faces the front of the house, the general design of the setting suggesting it is an island unto itself (with a smaller one sitting just offshore as a study point for an artist), but the low wall surrounding the original has its digital sibling here. Rich in heather and wild grass, the land has the feeling of being both windswept and at times pounded by angry storms, the island-like nature of the entire setting merely adding to its sense of beauty and retreat.

A Place Between the Rocks, June 2024

A Place Between The Rocks is a part of Bella’s default group, Bella’s Lullaby, so members of that group will have rezzing rights on the land for photography, while those requiring such rights can obtain them for L$40 – just please pick up your bits after you. Caught under a very suitable EEP setting, and rich in the sounds of cats (they’re all around, keeping an eye on things!), bird and chickens and with places to sit scattered around awaiting discovery, this is another excellent region design by Bella.

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SL21B Town Hall Summary: Product Operations (audio + video)

SL21B Product Operations Town Hall (l to r): Missy Mole (host); Patch Linden; Keira Linden, Derrick Linden and Izzy Linden
On Wednesday, June 26th, 2024, Linden Lab held special Town Hall Meeting of the Product and Engineering team, featuring the following personnel:

  • Patch Linden – Senior VP of Product Operations & Marketing.
  • Keira Linden – Support Operations Manager.
  • Derrick Linden – Product Operations Manager.
  • Izzy Linden – Creative Producer.

This is a summary of the topics discussed at the session. Audio extracts are included were appropriate, and a video of the session is embedded at the end of this article – my thanks to Pantera for providing it.

Table of Contents

For ease of reference, timestamps are provided to the relative points within the video where specific topics are discussed, allowing readers who prefer to listen to the comments directly to be able to do so. Note this is not intended to be a full transcript, but rather covers those items discussed which are liable to be of the most interest.

A Little Background

[Video: 2:02-8:27]

A brief introduction to each of the people participating:

  • Patch Linden: joined the company in 2007 as a support agent. He later became Support Operations  Manager time and then he established the Land Operations Team (then within the Product Team), which became the nucleus of Product Operations. As a senior VP alongside Grumpity, he is responsible for the development and operation of Second Life.
  • Keira Linden: joined the Lab in 2008 working in the Concierge Team. Currently manages all the various support teams for Second Life and also the Governance Team.
  • Derrick Linden: as the Product Operations Manager: joined LL in 2011 and wears many hats – including overseeing the Land Operations Team, the Skill Gaming Team and co-running the Linden Department of Public Works (the Moles) alongside of Patch Linden.
  • Izzy Linden: joined LL in 2007. As the Creative Director works on a range of projects, including with the Moles.

Linden Homes, Land and Mainland

Linden Homes – Patch Linden

[Video: 9:40-17:45]

  • Currently planning for Linden Homes includes:
    • An update to the Premium Log Cabin theme floorplans.
    • A new mixed parcel-size (512 sq m and 1024 sq m) Premium theme with multiple floor plans.
    • A new Premium Plus theme with multiple floor plans.
    • This work is all in the planning / scoping phase; there is also some polling for possible themes to go with it, and maybe an idea from this might be implemented.
    • These ideas are likely to be in development for the next 6-12 months.
  • Transitioning off the Old Linden Homes [the original 512 sq m mini-continents] remains under consideration / evaluation.
    • The longer time goes by, the more likely it is to happen, but there is no firm timeline or date as to when this might start.
    • However, were it to seem possible that the old homes could be retired as the above new selections of homes are rolled-out, then this “might be a likely scenario”.
  • On Premium Plus being allowed two Premium Homes on a single account:
    • Has been thought about. However, doing so would impact available inventory of homes: there are only so many Linden Homes available as any given time, and people taking two diminishes the availability for others.
    • The current mechanism for managing Linden Homes and ownership isn’t geared for single accounts owning multiple homes.
    • It’s acknowledged that the above mechanism needs to by updated for other reasons, so it is possible when this work is carried out, that the idea of multi-Linen Home ownership (and “mix-and-match” ownership of different parcel sizes of Linden Homes) might being looked at. However, updating the system is a significant technical project, and not something currently in the works.
  • On mixing different plot sizes / themes [e.g. a 2048 tree house amidst 1024 Victorian homes]:
    • It’s always been implied that house selection is based on subscription level, theme and floorplan, with the location then based on that rather than being based on location, parcel size, etc.
    • The above approach keeps the system clean and easy to manage, given regions can be defined in terms of intended use  allowing the land to be planned accordingly. Trying to mix all parcel sizes and themes could make things confusing and hard to implement, so LL is wary of introducing too many options into a single selection process.
  • [Video: 58:15-59:12] On providing 512 sq m Linden Homes on Premium Plus 2048 parcels:
    • Has been considered, but it is unlikely to be considered for the foreseeable future.
    • Might be something that gets revisited after the old linden Homes have been retired.

10K Land Capacity Region Product – Patch Linden

[Video:  18:01-20:40]

  • It has often been requested than LL should offer an additional region land product with a 10K Land Capacity, to sit between Homesteads and Full private regions.
  • The idea has been discussed numerous times within the Land Team – but this does not mean anything is necessarily going to be offered, nor should it be inferred that it will be.
  • Any new region product can have the potential to be highly disruptive to Second Life and the platform’s economy, and needs careful consideration.
    • [Side note: evidence of this can be seen in the 2008/2009 OpenSpace region update & transition to the Homestead product. This caused major disruption in terms of pricing and impact on users, and led to a false sense of SL growth. In a period of some 6-8 months, the number of regions on the grid almost doubled (18K to around 32K, and as the expense of Full regions) with no actual increase in the number of active users. This in turn lead to the false sense that Second Life was “failing” in the years following, as the region count declined year-on-year, even though active user numbers remained relatively stable by comparison.]
  • As such, the risk / rewards to everyone involved in SL – the Lab as a business that needs to turn a profit, through the wishes of those who would like to hold a more capable region, to the potential impact on the existing land rental businesses operating across Second Life and there revenue models – need to be carefully assists (and often reassessed).

Mainland and PBR – Derrick Linden

[Video: 20:52-23:24]

  • Addressing Mainland appearing darker under PBR rendering:
    • Yes, a resolution in being developed.
    • The time frame for implementing it is liable to be in the short-term rather than people have to wait for an extended period for it to be deployed.
  • 2K Textures / PBR Materials on Mainland terrain:
    • This is a significant undertaking, but is under active discussion – just no time frame as yet.
    • There are technical / implementation issues that need to be addressed:
      • An automated system of mass update would be the simplest, but might not produce the most satisfactory result.
      • A semi-automated update process would offer greater flexibility of application, but would be far more time and resource intensive.
    • The aim is to try to determine an approach which balances the above and which also has the least direct impact on Mainland residents and users.

Zindra (the Adult Continent) and Adult Initiatives

Zindra – Derrick Linden

[Video: 24:06-25:27]

  • On connecting Zindra to the rest of the Mainland through relocation & a water channel:
    • Has not been considered – but this does not mean it could not be considered.
  • On expanding the Zindra continent:
    • No plans to expand Zindra at present.

Adult Initiatives – Patch Linden

[Video: 25:33-28:45]

  • As hinted at in the December 2023 annual review, the Lab has been considering more Adult-oriented initiatives [which was not, as was subsequently reported / claimed, anything to do with the theme for SL21B].
  • One specific new project in development is a streamlined on-boarding process for new users specifically interested in the more adult / spicier side of SL. It will include:
    • A new Adult-oriented Welcome hub / experience.
    • Provide information on more mature content.
    • Provide the means for them to acclimate to the platform.
    • And more.
This image was part of the December 2023 annual review blog post by Linden Lab, which might show an aspect of the new Adult-centre user onboarding hub / experience
  • This is part of a broader initiative that includes elements such as fostering community, offering living spaces, commercial environments, continental-sized land masses.
  • It is regarded as a “whole new way and approach” to having Adult communities in Second Life, and will be worked on over the next 6-8 months as a background project. More details will be made available in the future.
  • It will hopefully be an environment wherein established and new users within Adult-oriented interests can enjoy and appreciate SL’s Adult content in a setting that will be “very fitting for it”.

Governance and Support

General – Keira Linden

  • [Video: 29:46-32:03] Increasing Governance Awareness of hate speech:
    • The Governance team does all it can to remain abreast of global trends in hate speech, symbols used, etc., which could potential violate SL’s Terms of Service & Community Standards. This is through a mix of research, collaboration with subject matter experts through seminars, etc.
    • Obviously, Governance is also reliant on Abuse Reports filed by users when they encounter hate speech / imagery / symbols, etc., and this can also be used to expand awareness in the team as well as being responded to.
    • It is acknowledged that saying on top of things can be difficult, and factor such as cultural differences at times can come into play, hence why investigations take into consideration context.
  • [Video: 32:24-33:06] On providing insight into the tools and techniques Governance uses:
    • The team and the Lab does not publicly comment on the tools and techniques used during investigations.
    • One simple reason for this is that if those determined to make mischief know of the techniques and tools used by Governance, they would seek to find ways around them and try to avoid discovery, etc.
  • [Video: 33:14-34:18] On automated moderation tools:
    • [see also: 2024 SL Governance meeting week #19: Child Avatar Policy]
    • LL is looking at companies and products in the content moderation space.
    • The aim is to try to make the moderation of egregious content which clearly violates the SL Terms of Service and which could potentially violate laws outside of Second Life, as automated as possible.
    • Evaluation of these tools for suitability is still in progress, but the aim is that should they prove to be on use, to add them to the Governance toolkit and make the removal of offensive content on the platform faster.
  • [Video: 34:38-37:35] On Private Island tenant / land holder disputes:
    • This is not something the Lab can easily involve itself: sub-leasing land from another resident comes down to an agreement between to SL residents to which LL is not a party.
    • As such, and unless there is a clear violation of the SL Terms of Service involved in the situation, there is very little Governance can do.
    • That said, it can be good for Governance to received ARs on situations like this, as it can help to determine if there is a pattern of behaviour or similar, and whether it might be necessary to reach out to someone to discuss matters further.
  •  [Video: 37:44-39:34] On the value of Abuse Reports:
    • Abuse Reports are often the start of any investigation, and so submitting one with as much information as possible is always of value.
    • Without any Abuse Report, Governance has no visibility of any issue or potential issue, whether or not they can act upon it.
  • [Video: 46:53-48:42] On providing 24/7 support to a global user base:
    • Tickets can be submitted 24/7, even if not responded to on a 24/7 basis.
    • The is the support chatbot, which is available 24/7 and can deal with basic support requests.
    • Live chat support works to hours that have been determined to be the most effective for dealing with most types of enquiry, and as the platform has been improved, LL have seen a global reduction in the need to provide global 24/7 support.
    • Support observes US holidays, as that is where it is now based, and staff deserve the opportunity to spend time with their families, as such, all all of support is staffed during such holidays – but this does not necessarily mean there are no support staff.

Account Sharing and Business Use

[Background see: Allow Business Accounts to Share Access Responsibly (Feedback Portal) and DRD Facing Unfair TOS Enforcement (Forums).]

[Video: 39:39-42:30] – Patch Linden
  • On a simplified level, the Terms of Service and related policy specifies that account details should not be shared with another individual, and while often complicated, LL has tried to adhere to that.
  • LL look upon users’ accounts akin to a financial instrument – accounts have financial information on them and provide access to billing and payment methods and includes the ability to spend money.
  • Account access gives opportunities for irreparable damage to be done, such as deleting and purging a person’s entire inventory.
  • It is also true that relationships can and do go wrong, and can be seen to go wrong . Therefore, LL is protective as protective as possible about people’s accounts.
  • That said, LL has “heard the call”, and recognise that perhaps times have changed, and so might be amenable to change.

[Video: 42:30-44:32] – Keira Linden
  • Changes to process and policy can take time, particularly when it touches on multiples teams / departments (as this does).
  • However, this request / issue is actively being worked on in order to come up with an approach / solution that meets everyone’s interests.
  • Biggest concern is fraud / the need to protect people’s financial interest, simply because relationship can break down / things go wrong between people.
  • As such, it will take time to work out and produce something, but the issue is being worked on.

Content Theft & Sale: Setting a Policy Outside of DMCA – Keira Linden

[Video: 44:36-46:46]

  • It is “tricky” determining who is the rightful owner when two people claim to be the originators of content in SL.
  • As Intellectual Property (IP) is protected by international laws, via the Digital Millennium Copyright Act (DMCA), LL must adhere to DMCA provision in order to be covered by it.
  • Therefore, in all matters of potential content theft, creators must submit a duly-completed DMCA form, and the team responsible will help guide people through the process.
    • Filing the DMCA form starts a creator on the legal process of protecting their named content not only in Second Life, but in the digital ecosphere as a whole.
    • While there may be very occasional situations where the IP violation is so obvious, LL might be able to take direct action, these instances are seen as very rare, and creators should not rely on fitting into this category.

Dealing with Charitable Organisation & Events & Disbursement of Funds Raised – Derrick Linden

[Video: 49:00-52:24]

  • Linden Lab has two levels of relationship with those raising funds through Second Life.
    • The highest is with established fund-raising partners in Second Life (e.g. the American Cancer Society; Team Fox / The Michael J. Fox Foundation, etc.). This level includes agreements in place for how they operate and how the Lab supports them.
    • The lower level and individuals and organisations raising money through SL, but where there is no formal partnership with LL. Here’ the Lab is more limited in what it can do in support of such events.
  • Working with those in the latter option tends to be limited to assisting them with listing their event(s) in the Destination Guide, verifying any past fund-raisers the individual / group has done, and, if the individual / group is working directly with a charitable organisation, getting verification that they are authorised to to so.
  • Ergo, if an event is listed in the Destination Guide, it has gone through verification as a legitimate fund-raiser, and the money raised will make its way to the intended recipient party/ies, with verification this as happened after the event.
  • This does not mean charity events which are not listed in the Destination Guide are someone “false” or not really raising funds as stated – it simply means that the event has not gone through any process + verification in order to be listed.

In Brief

Second Life Community Exhibition – Izzy Linden

[Video: 55:20-56:44]

  • Located at the Welcome Hub.
  • Is a three-phase development:
    • Phase One – initial opening with selected communities – completed.
    • Phase Two: initial expansion with submissions from communities – completed.
    • Phase Thee: final build-out of available exhibitor areas, with submissions from communities.
  • Once the available space has been built-out, LL plans to start rotating community displays in and out of the exhibition space so that all participating communities have exposure.
Second Life Community Exhibition (SLCE), at its opening in January 2024
  • Also included in Phase Three will be a gift spire, where all participating communities can place gifts if they so wish.
  • Communities wishing to join the Exhibition can do so via the SLCE application form,

Second Lifetime Premium and Premium Plus Subscriptions – Patch Linden

[Video: 57:24-57:51]

Will SL Support Multi-Partnering? – Patch Linden

[Video: 1:02:17-1:03:25]

  • Has been discussed, and a project to allow for multiple partners (including listed in profiles) is in development.
  • No time frame as to when it will be released – the design work has been done, and it is hoped that Engineering and Product will be able to work on in Soon™.

General Questions

Please refer to the video from 1:03:28 onwards.

SL21B Town Hall Summary: Product and Engineering (audio +video)

SL21B Product and Engineering Town Hall (l to r): Kali Linden, Signal Linden, Missy Mole (host), Grumpity Linden, Sntax Linden, Kyle Linden

 

On Tuesday, June 25th, 2024, Linden Lab held special Town Hall Meeting of the Product and Engineering team, featuring the following personnel:

  • Grumpity Linden – Senior VP of Product & Engineering.
  • Signal Linden – Director of Engineering Second Life Server & Viewer.
  • Kali Linden – Director of Engineering Web & Platform.
  • Sntax Linden – Senior Product Manager.
  • Kyle Linden –  Product Manager.

This is a summary of the topics discussed at the session. Audio extracts are included were appropriate, and a video of the session is embedded at the end of this article – my thanks to Pantera for providing it.

Table of Contents

For ease of reference, timestamps are provided to the relative points within the video where specific topics are discussed, allowing readers who prefer to listen to the comments directly to be able to do so.

A Little Background

[Video: 2:37-8:48]

A brief introduction to each of the people participating:

  • Kali Linden: has been with Linden Lab for nine years and heads-up the teams responsible for the Lab’s web properties (Marketplace, Secondlife.com, etc., the account management and log-in services, etc.
  • Signal Linden: a software engineer with a long history with virtual environments (MU* platforms, etc.), and started using SL as as high school student. He joined LL in 2015, initially working on Sansar. His background is software engineering, and he now leads both the viewer and server engineering teams.
  • Grumpity Linden: joined SL as a contractor with The Product Engine and helping with the development of (the then) Viewer 2.0, and formally joined LL in 2014. As the Senior VP of Product and Engineering she is responsible for coordinating both teams and overseeing their various projects, often in a hands-on capacity (as with SL Mobile).
  • Sntax Linden: manages the Lab’s web properties under Kali Linden (as he leads the monthly Web User Group meetings), and currently has a specific focus on the Marketplace and improving Second Life’s commerce environment.
  • Kyle Linden: as a product manager, is focused on creator tools within the platform. He is a 17-year veteran of Second Life and has worked in most areas of the Linden Lab / the platform in that time.

Major Announcements

SL Mobile

[Video: 1:09:25-1:16:34]

The SL Mobile log-in screen (splash image changes with each log-in), the connecting screen giving destination, and the in-world view with drop-down menu active
  • The App is not currently visible on  Google Play, as new apps take up to 7 days to become searchable there.
  • It is hoped the Beta can open out more widely Soon™.
  • As a Beta product, there is still much more work to do – but a lot has been achieved with the assistance of the closed alpha users / testers.
    • However, SL Mobile will never provide all of the features found in the viewer, as it is impractical to do so (e.g. in-depth content creation is unlikely to be a part of the app).
  • In keeping with the above, feedback from those trying the Beta is welcomed – refer to the link to the official blog post above for details.
  • Feedback is requested through the SL channels, not through either the Apple Store or Google Play, as the latter could unbalance the app’s ratings unfairly, given it is only a Beta product, not a released product.
  • LL are still in consultation with Apple over the issue of the iOS version of the app not being allowed to access Adult rated regions.
  • LL have been in discussions with Unity (as the app is built on that engine) over Unity’s sudden licensing changes earlier in 2024, and the belief is that this will not be an issue for SL mobile in the future.

Scripting and Lua(u)

[Video: 26:31-31:17] – Signal Linden

[Background: In February 2024 it was confirmed LL is looking to natively adopt Luau, a Lua VM implementation viewer-side as a means of providing better support for, and control of, scripted agents (including automated testing capabilities using such agents; providing a means of supporting custom UI extensions / plug-ins without having to resort to C++ and adding custom displays to present exiting information in the viewer. See here and here for more on the initial announcement. The following is in addition to that work.]

  • Signal indicated at as well as running Lua natively on the client-side, LL is now looking to replace the Mono VM runtime engine with Luau’s runtime engine on the back-end.
  • This means that scripts should be more efficient in their memory use and execute faster.
  • The work is still in the benchmarking / development phase, and more information will be provided as work progresses.
  • As this is now a viewer / server project, it is liable that information will be made available through both the Simulator User Group meetings and the TPV Developer meetings, as it become prescient.

  • Rider Linden added further context to the above in local chat:
The project will end up swapping the underlying Mono VM out for a Lua VM under the hood … Our plan is to support both [LSL and lua]. We will end up compiling the LSL down to the Lua bytecode. [So essentially] 2 VMs. LSO (the old stuff) and ultimately the Lua VM. The Mono -> Lua bytecode change should be invisible.

Content Creation

Educating Creators (Best Practices, Content Optimisation, etc) – Kyle Linden

[Video: 10:00-11:42]

  • The existing community of Second life creators as their greatest educational asset, and so are thinking about ways to spotlight creators who provide videos, guides, tutorials, and / or by teaching in-world, etc., on a “best practice” basis.
  • That said, LL acknowledge their own documentation is often poor – much is out-of-date, features are often released without full documentation [which also might never follow as a result], and focus needs to be placed on this.
  • Believes that LL are going to try to build a better repository / resource creators and users can use to find the kinds of tutorials / class / video guides mentioned above.

Improvements to Mesh Rigging and the Avatar Skeleton – Signal Linden

[Video: 12:07-15:31]

  • LL is aware the current approach to rigging mesh and attachments to the avatar is a non-trivial task is is looking to ways to improve the workflow for creators so that content built outside of SL can be more directly imported and “work”.
  • This involved moving to modern content creation standards [i.e. the glTF 2.0 specification, as frequently referenced in this blog].
  • First phase of this work currently in development with glTF scene import, which will prototype a “drag and drop” approach to taking content from Blender and dropping it into Second Life [details on the glTF import / export work can be found in my CCUG summaries].
  • One outcome of this work will be the ability to have more “local mesh preview” capabilities, where content can be temporarily displayed in the viewer exactly as it appears in the tool used to create it (e.g. Substance Painter, Blender), without having to go through any form of upload conversion (somewhat like the Local Textures capability).
  • Further into the future, this work will mean SL can support custom armatures (rigs / skeletons).

Animation Improvements – Priorities and Editing – Signal Linden

[Video 15:38-17:08]

  • This is seen as an important capability by many, both for helping to improve the smoothness of things like Animation Override systems and in avoiding potential conflicts between animations.
  • It has often been requested and is something the Lab would like to tackle. There are requests on the Feedback Portal, and people are asked to vote on them to indicate how important they think this is, and new ideas should be submitted there.
  • Sees the issue potentially being tackled in a number of ways (e.g. better scripted support, supporting different animation formats, etc.).

2K PBR Terrain on Mainland / Support for PBR and 2K textures on Avatars -Signal Linden

[Video: 19:12-21:16]

  • 2K PBR terrain on Mainland more a Product Operations question than an engineering question.
  • 2K textures + PBR support for Avatar Appearance [Bakes on Mesh/Bake Service; wearables assets (inventory), appearance editing, etc.]: No 1 most voted request on the Feedback Portal and is currently being planned. Deployment should eventually be a combination of both at the same time, once ready.
PBR terrain. Credit: Linden Lab

PBR and Improvements – Signal Linden

[Video: 32:53-40:39]

  • The graphics team is continuing to work on optimising PBR performance, including fixing redraw bugs, memory use, etc.
  • This work is in part focused on optimisations for mid-range hardware (e.g. around US $800 brand-new).
  • With regards to MacOS, there is a focus on the current memory issues
  • LL recognise that the introduction is a world-changer in terms of SLs visuals – but it is also a world-changer in allowing content creators to more readily use their tools to produce good content for Second Life without having to resort to arcane measures.
  • Appreciate the change can be painful for some, and are trying to respond where possible with updates and improvements.
  • Pointed out (again) that the arrival of PBR is just one step in the overall plan for enhancing Second Life’s capabilities and full leverage modern content creation tools and techniques.

WebRTC

[Video: 45:48-50:00] – Signal Linden

[Background: WebRTC (RTC=”real-time communication”) is bing implemented to replace Vivox as the Voice component in Second Life. It is both a viewer and server project, with the viewer code supplied as a library with a wrapper, so there will no longer be a separate 3rd party Voice .EXE plug-in. It will offer a more extensible, “industry standard” approach to voice in SL, with better fidelity and sound quality. Initial deployment will see it work alongside Vivox (with some limitations).]

  • The release candidate viewer can be found on the Alternate Viewers web page.
  • The switch-over will be carried out in collaboration  / cooperation with TPVs.
  • Work has been put into securing the use of WebRTC Voice against attempts to eavesdrop, obtain people’s IP addresses, etc., by routing peer-to-peer communications via an internal server using a Lab proxy IP.

Commerce

  • [Video: 58:11-1:00:33] Mult-Factor Authentication (MFA) – Kali Linden
    • Will be added to the Marketplace.
    • It will be opt-in, as per the viewer / SL dashboard.
    • The overall goal is to have MFA applied to all points of entry to SL for those using it.
  • [Video: 1:00:59-1:03:01] Marketplace questions – Sntax Linden
    • Marketplace Search has been undergoing improvements and will continue to do so, all the the aim of improving the ability of content creators to promote their content and buyers get to the content they want to see.
    • Marketplace on mobile devices: There is a project underway to update the Marketplace design and UI which it is hoped will make it more accessible to smaller screens, and when using the in-viewer web browser.
    • Feedback on these welcome through the Feedback Portal and at the monthly Web User Group meetings.
  • [Video: 1:03:05-1:04:16] CasperVend / Marketplace integration – Kali Linden
    • A road map is being developed as to what makes the most sense to do first with CasperVend integration in general.
    • Again the onus is on making the general shopping and merchant experience better across the Marketplace and when using / interacting with CasperVend products.
    • It is likely one of the first areas for integration will be having CasperVend delivering go through the same mechanism as Marketplace deliveries, simplifying CasperVend redeliveries.
    • Longer-term going is to have things integrated so that Merchants can manage their activities through a single point, whether selling through CasperVend or / and via the MP.

In Brief

Upcoming Initiatives – Kyle Linden

[Video: 24:40-26:20]

  • Combat 2.0 [ first tranche of work updating the Second Life Combat system (SLCS – see my Combat User Group summaries).
  • Implementation of game controller support (e.g X-Box game pads).
  • Introduction of WebRTC Voice.

Additional Viewer Updates – Kyle Linden

[Video: 42:15-45:29]

  • As well as those mentioned (glTF scene import, WebRTC, etc):
    • More sample content to the Library (e.g. mirrors).
    • HDRI support for skies, etc.
    • Possible updates to the library EEP settings to HDR.
    • Possibly extending the use of emojis in Display Names (this is problematic as it requires Unicode data to be stored, and so is only being explored at this time and many not make it to feature release).
Emojis in the viewer (and most / all TPVs)

Accessibility Initiative – Kyle Linden

[Video: 51:45-54:50]

  • Some of work going into SL over the last few years has been focused on laying the foundations for improved accessibility options.
  • One of the first elements of this work to surface will be server-side translation for text.
  • In the future, the deployment of WebRTC could potentially allow for direct text-to-speech / speech to text.
  • AI tools might be considered for giving access assistance to SL.
  • Those with ideas for making SL more accessible to all should file feature requests via the Feedback Portal.
  • It was pointed out that creators could help with accessibility by giving their creations meaningful names where appropriate, rather than leaving them as the default “Object”.

The future of Mesh Upload Prices – Grumpity Linden

[1:05-06-1:05:58]

  • With the work on glTF mesh uploads and scene imports, LL will be re-evaluating the cost of mesh uploads across all membership levels.
  • In the interim, the change to make 2K texture uploads  free for Premium Plus subscribers is now live.

General Questions in Last 15 Minutes

Please refer to the video from 1:16:53 onwards.