The following notes were taken from the Tuesday, April 8th, 2025 Simulator User Group (SUG) meeting. They form a summary of the items discussed, and are not intended to be a full transcript, and were taken from my chat log of the meeting and Pantera’s video, embedded at the end of this piece.
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.
Meetings are open to anyone with a concern / interest in the above topics, and form one of a series of regular / semi-regular User Group meetings conducted by Linden Lab.
Dates and times of all current meetings can be found on the Second Life Public Calendar, and descriptions of meetings are defined on the SL wiki.
Simulator Deployments
This week will see all channel restarted without and deployments.
Upcoming Deployment
This next simulator update will be called Elderberry. Among other things, this should include:
A new option to llDerezObject – DEREZ_TO_INVENTORY, which returns the targeted object to inventory and saves its current state (e.g. has the same behaviour as Build → Object → Save Back to Object Contents.
llIsLinkGLTFMaterial – which can can determine if a face on a linked prim is PBR.
REZFLAG_DIE_ON_NO_REZZER – which will cause a rezzed prim to die if its rezzer is no longer present in the region.
llSetAlpha will have a caveat: if alpha is set to >0.85, it will switch the overrides to opaque; setting under that value sets them to blend.
This is because there seem to be some serious rendering issues with blend mode and an alpha near 1, per this image. Rider Linden added:
Also. It bears repeating… since I forgot. BP colours (what you set with llSetColor) are in sRGB space. PBR is linear. I’m doing the conversion internally so it should be the same colour in both cases.
SL Viewer Updates
Default viewer: 7.1.12.13550888671, formerly the ForeverFPS, dated March 1, 2025, promoted March 5th – No change – crash and performance fixes; Water exclusion surfaces and water improvements.
Second Life Release Candidate viewer 2025.03 version 7.1.13.14174767759, April 2nd.
New UI element for water exclusion surfaces: Build / Edit floater → Texture Tab → Hide Water checkbox.
The maximum amount of Reflection Probes can now be adjusted to better accommodate low VRAM scenarios.
Values will be set automatically depending on your chosen graphics quality. OR
Use Preferences → Graphics → Advanced Settings → Max. Reflection Probes to manually set.
An issue with being unable to see Sky Altitude values in the Region/Estate window has now been resolved.
Preferences → Graphics → Max. # of Non-Imposters has been renamed Max. # of Animated Avatars for clarity.
Bug and performance fixes and memory optimisations.
Second Life Project Lua Editor Alpha, version 7.1.12.13907344519, April 2nd.
Please refer to the the video for details on the following.
A request was made to have changes to releases on the SLua test regions on Aditi added to the release notes mechanism so that those using the regions can see when / why things are going to change or are going to change.
This is going to be looked into. In the interim, Rider Linden is going to try to to provide notification of updates to the Second Life Discord server.
World → Show → Land Owners has been broken since the release of PBR such that all owners, regardless of type are only shown as red, rather than in different colours based on ownership (see Land owners colour).
A status update was requested for work on providing a means to ease issues of ban line collisions and vehicle loss, and having the simulator provide more timely information on parcel access permissions before a vehicle is on top of a parcel in which access is denied for the avatars riding it.
This is something Rider Linden is hoping to get to in the simulator release after Elderberry).
The discussion broadened through the when and how the simulator should provide parcel information to the viewer – e.g. in general or on demand, and what information could be provided, having a mandated delay on security systems on the Mainland to prevent the enter parcel / immediate teleport / ejection situation.
Still no news on when the Mainland legacy EEP setting (now seen as dim and murky post PBR deployment), although it is believed the Moles are working on Mainland region settings.
† 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.
Logos representative only and should not be seen as an endorsement / preference / recommendation
Updates from the week through to Sunday, April 6th, 2025
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.
Note that for purposes of length, TPV test viewers, preview / beta viewers / nightly builds are generally not recorded in these summaries.
Official LL Viewers
Default viewer: 7.1.12.13550888671, formerly the ForeverFPS, dated March 1, 2025, promoted March 5th – No change.
Numerous crash and performance fixes.
Water exclusion surfaces.
Water improvements.
Second Life Release Candidate viewer 2025.03 version 7.1.13.14174767759, April 2nd – NEW.
New UI element for water exclusion surfaces: Build / Edit floater → Texture Tab → Hide Water checkbox.
The maximum amount of Reflection Probes can now be adjusted to better accommodate low VRAM scenarios.
Values will be set automatically depending on your chosen graphics quality. OR
Use Preferences → Graphics → Advanced Settings → Max. Reflection Probes to manually set.
An issue with being unable to see Sky Altitude values in the Region/Estate window has now been resolved.
Preferences → Graphics → Max. # of Non-Imposters has been renamed Max. # of Animated Avatars for clarity.
Bug and performance fixes and memory optimisations.
Second Life Project Lua Editor Alpha, version 7.1.12.14175675593, April 2nd, 2025 – NEW.
TheNest: Sunbird Featherwish, April 2025 – click any image for full size
In May 2024, I visited TheNest: Sunbird, a Full region design leveraging the available Land Capacity bonus, brought together by Second Life partners Adam Cayden and Lya Seerose with the assistance of Tessa (Tessalie). Offering a mix of public spaces and private rental properties, I found the setting photogenic and engaging (see: A Sunbird’s Nest in Second Life).
Since then, a year has come and gone, and Lya and Adam have most recently been engaged in re-working the public spaces within the setting, and they extended an invitation to me to hop back to the region – now called TheNest: Sunbird Featherwish – and have a wander.
TheNest: Sunbird Featherwish, April 2025
Visit our serene town nestled in the mountains. Enjoy the peaceful streets and their enchanting views, explore our cosy rentals, and marvel at the natural beauty surrounding you, from the smallest blossom to the tallest tree. Come immerse yourself to the tranquillity of a rural paradise, where every corner is alive with the vibrant colours and scents of spring.
– Adam Cayden writing about TheNest : Sunbird Featherwish About Land
The broad design of the region remains as it was during my May 204 visit: the lowland areas open to the public, gradually climbing back to the highlands where the private rentals sit, all nice and clearly separated from the public areas to help avoid accidental trespass.
TheNest: Sunbird Featherwish, April 2025
Within this design, the township presented at the time of my previous visit has been beautifully supplanted by a location rolling multiple ideas and themes together to present a genuinely delightful sense of small village /town intimacy which could so easily be found almost anywhere in Europe.
As with the previous iteration of the setting, the village / town is pedestrianised – but that’s as far as the similarities go. Now split between elevations linked by broad cobbled footpaths and sweeping steps and stairways, the town presents at its lower extremities access to a cosy beach with the local tram station sitting alongside it. From here, the steps rise under the arches of a high bridge buttressed at either end by hexagonal towers topped by small formal garden / sitting spaces.
TheNest: Sunbird Featherwish, April 2025
Continuing up the steps and under the bridge brings visitors to a local ice cream parlour and its outdoor seating overlooking the tramway below, as the tracks departs the station to pass overland along the edge of of the region before vanishing into a tunnel. Also across from the ice cream parlour sits a little bakery offering treats and its own outdoor seating area, this overlooking small gorge fed by tumbling falls with open meadowlands beyond.
Between ice cream parlour and bakery, the path rises and sweeps past the local tea house, then rises again to arrive at the village / town square – or rather, circle! Here there is so much to see – as there is on the way up (including the local feline welcome committee tucked away and keeping an eye on things), so time dallying and exploring is recommended.
TheNest: Sunbird Featherwish, April 2025
From the town it is possible to join the country walk as it arcs around the woodlands directly below the private rentals sitting up on their clifftop perches offering grand views of all that les below. This path eventually descends down to the meadowlands mentioned above, and which themselves can be reached from one end of the bridge also previously mentioned.
However, my descriptions of the setting are beside the point: such is the love and care that has been poured into the region, a visit is mandatory by anyone appreciating SL region designs. The detail is simply exquisite throughout – from the cats watching over things and all the easily-missed details tucked into some of the public buildings and in the little alleys and gaps between some of them, to the details scatter along the countryside pathways and trails parks and walks. Throughout everything, there are multiple paces to sit and pass the time and several romantic little points for people to enjoy.
TheNest: Sunbird Featherwish, April 2025
Perhaps the best way to appreciate the setting is to click the Scenic Route sign at the Landing Point and take the teleport down to the tram station. From here, you can work your way up through the town much as I have described – but with the option of turning left on climbing the steps up from the ice cream parlour, then following the signed path around to one of the hexagonal towers and then over the bridge. Just be sure that, whichever route you choose – up through the town or over the bridge to the meadowlands, take your time and keep your eyes open lest you miss something along the way!
A genuine delight to visit – and if you’re looking for a home it SL, it might just be the place to tickle your fancy. either way, why not take a look for yourself?
Crew Dragon Resilience splashes down of the coast of California at the end of the 4-day FRAM2 mission. Credit: SpaceX
Previewed in my previous Space Sunday update, the FRAM2 mission lifted-off almost precisely on time from Kennedy Space Centre’s Launch Complex 39A at 01:46:50 UTC on April 1st, carrying the first humans to ever orbit the Earth in a low-Earth polar orbit.
The ascent to orbit, travelling south from the space centre, proceeded smoothly, the SpaceX Crew Dragon capsule and service module (“Trunk” in SpaceX parlance) entering a low Earth orbit with an apogee of 413 km and a perigee of 202 km some eight minutes after launch. The orbit, referred to as a polar retrograde, due to the fact the vehicle travelled first over the South Pole then around and over the North Pole, lay at an inclination of 90.01°, breaking the previous high inclination orbit record for a crewed space vehicle set by Vostok 6 in 1963.
Aboard the vehicle were Chinese-born, but Maltese citizen and crypto currency entrepreneur Chung Wang, who will be the mission’s commander and is a co-bankroller of the flight; Jannicke Mikkelsen, a Scottish-born Norwegian cinematographer and a pioneer of VR cinematography, 3D animation and augmented reality, who is the other co-bankroller for the flight; Eric Philips, a 62-year-old noted Australian polar explorer, who will be the first “fully” Australian national to fly in space, and Rabea Rogge, a German electrical engineer and robotic expert.
The 4-day mission comprised an extensive science programme, focusing on human health in space, growing food supplements on-orbit (oyster mushrooms) and investigating the Phenomena known as STEVE (see my last Space Sunday update) from orbit. The mission also included educational broadcasts to schools and a lot of social media-posted videos.
A video of Antarctica recorded by the FRAM2 crew. Seen in the footage is videographer Jannicke Mikkelsen, and the voice-over is from Eric Philips
To assist in observations and measurements, Resilience was fitted with the transparent Copula to replace the outer airlock hatch and docking mechanism within the forward end of the capsule, affording the crew near-360º views of Earth once the vehicle’s protective nose cone had been opened.
The launch itself required a complete update of the Crew Dragon navigation software, originally written for lower 51º inclination orbits. This included a complete overhaul of the launch abort software for both capsule and launch vehicle. The latter was made necessary by the fact the ascent to orbit carried the vehicle over parts of South America, so any abort situation had to ensure that both booster and capsule would not return to Earth over land, and the capsule would be able to splashdown safely with the crew.
What really marked this mission, however, was the sheer transparency of operations; nothing in the video logs was pre-scripted or rehearsed; camera were rolling with conversations going on in the background – including conversations between crew members and SpaceX mission control about “known issue” with the space vehicle (not sure how significant – but being told that there is a “known issue” with a vehicle when you’re sitting in it in space might not be the most comforting thing to hear!), informal chit-chat during observations and an introduction to the fifth “crew member”, Tyler.
A compilation video of the mission, including shot through the inner hatch of the airlock showing Earth beyond the Copula. Note the inner hatch could also be opened to allow crew to enter the forward are and look out of the Cupola
While the mission had a lot of science goals – including testing a portable MRI unit, carrying out x-rays of the human body, studies into blood and bone health and glucose regulation in the body in micro-gravity – it has not stopped criticism being levelled at it, with some scientists stating the period spent in space being too short to yield practical results in some areas, and other aspects of the mission being labelled “a notch above a gimmick”.
For Chung, Mikkelsen and Philips in particular, however, the mission was as much personal as scientific: they have spent fair portions of their adult lives exploring the Polar regions, carrying out studies and research (the four all actually met during an expedition to Svalbard (leading them to nickname the mission “Svalbard 1”).
The first ever x-ray of a human hand taken in space (right) during tests of a small x-ray unit aboard the FRAM2 mission. The hand (with ring) was used in homage to the first ever x-ray of a human, captured by Wilhelm Conrad Röntgen (of his wife’s hand) in 1895 (l). Credits: Wilhelm Conrad Röntgen; FRAM2 / SpaceX
FRAM2 came to an end on April 4th, 2025, when, following an extended de-orbit, the combined vehicle re-entered the atmosphere and headed for a splashdown off the California coast where the SpaceX recovery ship was waiting for the vehicle. This marked the first splashdown for Crew Dragon off the west coast of the USA – although more will be following.
SpaceX has been criticised for the fact that during several missions returning crews from the International Space Station, the “Trunk” service module has in part survived re-entry, with elements coming down very close to populated areas. To avoid this, the company is moving crewed splashdowns to the west coast of the USA in order to ensure that should any parts of the Trunk survive re-entry they will splashdown in the Pacific Ocean.
As a test of this, the module used by Resilience remained attached to the vehicle for longer during the initial re-entry operations, in order to ensure that if any part of it did survive the heat of re-entry, the debris would fall to Earth over Point Nemo – the remotest part of the Pacific Ocean relative to human habitation, and referred to as the “spacecraft graveyard”.
A re-entry seared Resilience is lifted aboard the SpaceX recovery vessel in preparation for crew egress. Credit: SpaceX
Splashdown occurred at 19:28 UTC on April 4th, with the capsule and crew safely recovered to the SpaceX recovery vehicle for transport to the port of Los Angeles.
NASA Opens-Out Requirements for Private Missions to the ISS
NASA has announced it is seeking proposal for two further private astronaut missions (PAMs) to be conducted to the ISS – and for the first time, the requirement that such missions must be commanded by former NASA astronaut has been removed.
The agency is planning to pivot away from the International Space Station (ISS) operations as it nears its end-of-life (some of the Russian elements of the station are already well outside their “warranty” – that is, their intended lifespan), with the hope that the private sector will take over low-Earth orbit research and station operations. Currently, there are a number of proposals for doing so – perhaps most notably Axiom Space and the orbital Reef consortium led by Blue Origin and Sierra Space.
Axiom Space already has a contract with NASA to add its own modules to the ISS, starting in 2027 with the launch of the PPTM – Power, Propulsion and Transfer Module. This will then be joined by at least a second module, Hab-1, prior to the decommissioning of the ISS. These modules will then be detached from the ISS to become a free-floating hub to which Axiom will add further modules.
An artist’s impression of the Axiom space station as it will look when completed and free-flying. Credit: Axiom Space
To prepare for this, Axiom signed an agreement with NASA to fly four missions to the ISS between 2022 and 2025, with the option on a fifth. Three of these form the only fully private missions yet flown to the ISS, and all have been commanded by former NASA astronauts – Michael López-Alegría (Axiom AX-1 and Ax-3) and Peggy Whitson (Ax-2), with Whitson also set to command AX-4, currently targeting a May 2025 launch.
Under the new NASA PAM requirements, private missions are now required to be commanded by any astronaut who has served as a long-duration ISS crewmember (defined as 30 days or more in the ISS) and who has been involved in ISS operations in the last five years or else shows evidence of “current, active participation in similar, relevant spaceflight operations”. This therefore opens the door for missions to be commanded by Canadian, French, German, English, Japanese, etc., astronauts meeting the requirements to command missions by commercial providers.
The move to relax the requirements is to help remove the reliance on purely NASA-based experience to lead private sector missions into orbit and allow companies like Axiom, Blue Origin and – most notably, perhaps – Vast Space, who have a MOU with SpaceX to fly two PAM missions to the ISS but have yet to meet NASA’s requirements to do so, to start formulating their own requirements, gain expertise and build partnership and processes to assist in their efforts to establish on-orbit facilities.
The Blue Origin / Sierra Space-led Orbital Reef space station design, which will utilise the Boeing CST-100 Starliner for crew transfers, and the Sierra Space Dreamer Chaser spaceplane for cargo transfers. Credit: Blue Origin / Sierra Space / Boeing
The announcement by NASA is of potential import to the UK: Axiom have an agreement in place with SpaceX to fly a total of five Ax missions to the ISS. However, the fifth – provisionally aiming for 2026 – has yet to be crewed, and there have been discussion between Axiom and UK officials about the mission being an “all British” crew, comprising Tim Peake as mission commander, who flew the Expedition 46/47 rotations on the ISS, together with fellow UK European Astronaut Corps members Meganne Christian, Rosemary Coogan and Paralympic sprinter (and surgeon) John McFall.
New Glenn Mishap Investigation Completed
The Federal Aviation Administration announced March 31st, 2025 that it has accepted the findings of an investigation led by Blue Origin following the loss of the first stage of the company’s New Glenn heavy lift launch vehicle during its maiden flight on January 16th, 2025 (see: Space Sunday: NG-1 and IFT-7).
While the overall goals of that mission were met, a secondary goal – recovering the rocket’s large first stage by landing it at sea board a landing vessel – failed, the booster stage falling back into the Atlantic Ocean. Whilst no debris was strewn across flight corridors or fell on populated areas (unlike recent SpaceX Starship launch attempts), the failure of the planned booster recovery, whilst always rated by Blue Origin as having a minimal chance of success on the very first flight of the rocket, meant the vehicle’s launch license was correctly suspended by the Federal Aviation Authority (FAA) until a full Mishap Investigation into the cause of the loss had been carried out by Blue Origin and the FAA had accepted the findings and remedial actions taken.
The investigation report was duly supplied in March 2025, and identified the booster’s inability to re-ignite its motors during descent as the cause of the loss. Whilst no precise cause(s) for this failure have been openly published, Blue Origin has indicated seven areas where remedial work has been undertaken on the vehicle’s flight systems, and the FAA now consider the investigation closed. As a result – subject to a final inspection of the changes made – the license suspension should be lifted before the end of April. In the meantime, Blue Origin has been given the all-clear to resume preparations for the next New Glenn launch.
The maiden flight of Blue Origin’s New Glenn rocket lifts-off from Launch Complex 36 at Cape Canaveral Space Force Station on January 16th, 2025. Credit: Blue Origin / USSF
All of this is in stark contrast to the handling of the last two SpaceX Starship launches (IFT-7 and IFT-8). Both resulted in the complete loss of the Starship upper stages well within Earth’s atmosphere, resulting in debris falling over the Greater Antilles (and some of it striking close to populated areas on the Turks and Caicos islands) together with a degree of disruption to commercial flights in the region. However, in the case of IFT-7, the FAA cleared the launch of IFT-8 before the Mishap Investigation was closed, and appears to be on course to do so in the case of IFT-8, with SpaceX already ramping-up for the next test article flight.
In the meantime, assuming the New Glenn license is renewed in April, the next launch for the vehicle could come as soon as “late spring 2025” (end of May). However, no payload for the flight has been specified, only that it will include a further attempt to return the first stage to an at-sea landing aboard Landing Platform Vessel 1 Jacklyn.
Some reports had suggested this next launch could comprise the Blue Moon Mark 1 lander – an automated vehicle capable of delivering up to 3 tonnes of payload to the surface of the Moon and intended to demonstrate / test technologies to be used in the company’s much larger Blue Moon Mark 2 lander, designed to deliver crews to the surface of the Moon. However, in discussing the launch path for New Glenn, Blue Origin CEO David Limp indicated that a launch of Blue Moon Mark 1 is unlikely to occur before late summer 2025 at the earliest.
2024 YR4 Seen At Last
As I noted in February 2025, 2024 YR4 is an Earth-crossing Apollo-type asteroid discovered on December 27th, 2024. It caused a bit of stir at the time, as there was a non-zero chance that as it pursued its own orbit around the Sun, in 2032 it could end up trying to occupy the space volume of space as taken-up by or own planet, with potentially disastrous and deadly results for anyone and anything caught directly under / within the air blast that would likely result from its destruction as it tore into our atmosphere.
Fortunately, continued observations of the asteroid – which passes across Earth’s orbit roughly once every 4 years – have shown the threat of any impact in 2032 are now very close to zero (although it does still exist on the tiniest of scales, together with a smaller chance of it hitting the Moon).
At the time of its discovery, 2024 YR4 was classified as a stony S-type or L-type asteroid, somewhere in the region of 50-60 metres across (roughly the same size as the fragment which caused the 1908 Tunguska event). That size estimate has now been confirmed, and what’s more, we now have our first (and admittedly fuzzy) images of the fragment, courtesy of the James Webb Space Telescope (JWST), and they reveal it to be a strange little bugger.
2024 YR4 imaged by JWST’s NIRCam on 8 March 2025. Credit: NASA/ESA
Imaged and scanned by the US Near-InfraRed Camera (NIRCam) and British-led European Mid-InfraRed Instrument (MIRI), 2024 YR4 is indeed some 60 metres across at its widest. It is also somewhat unlike similar asteroids in its spectral type, in that it has a high spin rate as it tumbles around the Sun and appears to be more a conglomeration rocks banded together, rather than a single chunk of rock.
Observations are continuing to ensure the 2032 rick of impact is completely eliminated and also to provide data to calculate impact risks beyond 2032, whilst the data obtained by JWST – which mark 2024 YR4 as the smallest object the observatory has every imaged from its L2 HALO orbit – are being used to help scientists to better characterise NEOs of a similar size and spectral type and more fully understand how they might react were one to strike our atmosphere.
Screen cap of Catching Up With the Lindens (l to r): Elli Pinion, Patch Linden, Grumpity Linden, Kali Linden and Kyle Linden
On Friday, April 4th, 2025 the Virtual Worlds Best Practices in Education (VWBPE) conference held another of in their sessions featuring representatives from Linden Lab and various called over the years Above the Book, What’s Up at the Lab and now Catching Up With the Lindens.
The following is a summary of the session covering the core topics raised. Notes are based on the official video of the session, which is embedded at the end of this article. Time stamps are also provided to the relevant points in the video for those who wish to listen to specific comments.
On hand for the session, hosted by Elli Pinion, were:
Grumpity Linden, Senior Vice President of Product and Engineering.
Patch Linden, Senior Vice President of Product Operations.
Kali Linden, Director of Engineering Web & Platform
Kyle Linden, Product Manager (viewer).
Notes:
This is a summary, not a full transcript, and items have been grouped by topic, so may not be presented chronologically when compared to the video.
Timestamps are included to allow a direct jump to a subject.
Given these sessions are part of the VWBPE annual conference, there is obviously a lean towards matters of education and learning.
A re-cap on work to date on SL Mobile, from the baseline starting point: could an app be built that could render avatars much as they appear within the viewer?
All the work tends to be iterative in nature – so, for example, avatar appearance and fixes form a tranche of on-going work as they are refined and improved.
Features are being added in terms of “journeys” – what would people like to do in SL when using a mobile app + what is practical to be able to to on a mobile device, and then building-out a specific “journey”.
The first such “journey” was called “going to a club” (although it can be applied to other in-world activities), and which incorporated capabilities such as logging-in, seeing Friends on-line, finding an event / location, going to it, being able to chat / IM, listen to music, interact with objects, etc.
As the project has been opened out through the on-going Beta:
Development has been adjusted to try to take into account feedback and feature requests from users. developed and more and more feedback has been supplied by users (e.g. feature requests), and all of this is reviewed and considered in building-out the development roadmap.
One aspect of the Beta has been the need to better support incoming new users – hence the integration of the new user sign-up process with Mobile, the provision of an arrival / “welcome” area specifically for new users coming into SL via Mobile, etc.
One of the recent updates to SL Mobile was to integrate the new starter workflow – including avatar selection – into it
The goal with the Mobile app is to have it as a companion means of accessing Second Life alongside of the desktop experience, with the eventual aim of having it stand on its own as a window into SL – but there is a lot of work / functionality to add before that point is reached.
However, some functionality will not be fully developed – such as the ability to build content from within Mobile; screen size and other limitations do not allow for this, but users can expect the ability to interact / move content around on Mobile to customise spaces.
Providing easier on-boarding for incoming / returning users by offering a direct path from sign-up to using the official viewer within a browser (Project Zero).
Providing a suitable new UI to with with the viewer when offered through a browser (React / HTML) (Project Zero).
Providing ability for existing users to access Second Life using a third-party viewer.
The payments aspect is in flux; streaming has costs associated with it, which LL need to cover (at the time of writing, around US $1.75 an hour per session – see: here and here for more), but at the same time those costs are gradually decreasing.
A limited-availability (in terms of available passes) offer.
A experiment in charging a nominal fee for access (L$250 for 5 hours) to see how that was received by existing users.
Testing the ability to have viewer settings persist across multiple log-ins using a browser-based version of the viewer.
LL are aware of the appetite among users to have browser-based access to SL, and more will be “coming, but not immediately coming.”
In terms of pay-to-use: LL are looking at various ways to reduce the cost to users (e.g. bundling so many hours of access per month to the SL subscription tiers before users on those tiers would have to start paying) – but this is all very much still in discussion.
Project recap: replacing Vivox Voice service and plug-in with the WebRTC communications protocol (RTC=”real-time communication”). Key benefits:
WebRTC supports a wide range of real-time communications tools in common use (e.g. Google Meet), supporting audio, video and data communications, and is thus something of a “standard” approach.
Offers a good range of features: automatic echo cancellation, better noise cancellation and automatic gain control, much improved audio sampling rates for improved audio quality.
Opens the door to features and capabilities to voice services which could not be implemented whilst using Vivox (e.g. text-to-speech / speech-to-text).
Currently, the majority of up-to-date viewer support both Vivox and WebRTC, and regions are running either WebRTC or Vivox on the back end.
The intention remains to turn off Vivox altogether on the back-end at some point, leaving only WebRTC.
This has been delayed due to the (now decreasing) number of users still using older versions of viewer which do not have the WebRTC updates, and so are reliant on Vivox.
It is hoped that, all things being equal, the switch-over can be made before the end of the second quarter of 2025 (e.g. by the end of June 2025).
In the meantime, region / estate holders wishing to try WebRTC on their regions can submit a support ticket to have their region moved from Vivox to WebRTC, with the understanding that (at the time of writing) WebRTC is still under development and might be a little unpredictable.
Recap: a project (currently on hiatus) to overhaul the Second life Combat System (SLCS) and update it to support better combat capabilities and options, and make user engagement in combat simulations easier and more enjoyable.
Key additions to SLCS thus far include:
Damage Limit, Regeneration Speed, consequence of death (e.g. teleport victim home as per current SLCS or to a telehub / landing point or take no action).
An on_damage event to account for intervening elements which may result in less severe damage being caused (e.g. when riding inside an armoured vehicle).
A new Region Combat Event Log (aka “Brigadier Linden”).
LL originally launched the AI Character Generator utilising Convai, a platform for developers and creators proving an intuitive approach to designing AI characters, and with limited access in December 2024.
There was a lot of negative feedback, prompting the alpha test to be suspended, prior to re-opening in March 2025, with increased access, as a part of the March Membership Madness promotions.
LL is looking to work with various groups to make the capability more accessible / usable.
Due to the negativity from many towards AI (and some of the issues the wider use of generative AI has genuinely caused), the the Lab is looking to follow-up on Philip Rosedale’s promise to have a dedicated Town Hall / Community Round Table on the subject of AI, and get such a meeting scheduled.
There is acknowledgement that AI characters have a use within SL (e.g. the AI helper for new users that can answer questions, provide assistance, etc), and such use-cases could be widespread.
In developing AI capabilities for use with / in SL, LL is trying to be as thoughtful as possible, and respective of people’s views.
Concerns have been raised about people being able to know whether the character in front of them is an AI-driven agent rather than an avatar operated by a human.
Traditionally, the requirement has been for any scripted agent used in-world to be noted as so by the creator.
However, LL acknowledges that AI agents have a more nuanced capability over that of scripted agents (“bots”), and so a more granular distinction is likely required so that people do understand the nature of the avatar which whom they are interacting.
In Brief
From approx. 42 mins to end.
Mention of the SL server-side implementation of Luau scripting – referenced as “SLua”, currently in alpha testing on Aditi (the Beta grid).
SL22B: general notes that the birthday event will run from Friday, June 20th, 2025 through until Sunday, July 20th, and that (at the time of writing) performer and exhibitor applications are open.
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.
Dates and times of meetings are recorded in the SL Public Calendar, and they are conducted in a mix of Voice and text chat.
Official Viewer Status and Updates
Viewer Status
Default viewer: 7.1.12.13550888671, formerly the ForeverFPS, dated March 1, 2025, promoted March 5th – No change.
Second Life Release Candidate viewer 2025.03 version 7.1.13.14174767759, April 2nd – New.
Second Life Project Lua Editor Alpha, version 7.1.12.13907344519, April 2nd – New.
The current version of 2025.03 will remain in soak for the next few days in the hope that it will be ready for promotion to de facto release status “in the very near future”.
The April release – 2025.04 – is provisionally targeting:
The glTF mesh uploader (based on the current .DAE mesh uploader and doing pretty much the same). Again, please note that this is not the full glTF scene importer which has been discussed at previous CCUG meetings; that work is being broken down into smaller, more easily managed projects.
Possibly – and subject to confirmation – re-enabling subfolders within the My Outfits folder.
In short: it should be taken that whatever can be done within the existing .DAE uploader will remain so for uploading glTF mesh models at the first pass, and enhancements will come later.
This means that anything that is compliant with COLLADA which can be currently imported to SL via the uploader will work under glTF.
Any “new” capabilities not available to the current uploader will then be duly considered an implemented over time.
This is not a replacement for COLLADA format uploads – it is an addition to; uploading of .DAE objects will remain possible unless support for COLLADA becomes untenable.
The reason for this approach is to avoid having a large-scale glTF import project (variously referred to has “scene import” or the “Post-Materials Features Project” or PMFP), which would take months / years to develop, enhance and ship, and instead be more spritely in development and improvements.
This does not mean that everything that had been targeting the scene import / PMFP work will be abandoned.
Rather, it means those aspects which could end-up delaying it due to the amount of research, development and testing required to support them (e.g. custom skeletons / rigged meshes) can be put to one side for future development, rather than preventing the foundations to enable them from being laid.
The back-end format for imported mesh objects (“SL mesh”) will not be changing at this time. One of the reasons for this is the “SL mesh” format allows for easy upload of selected LODs.
However, this does not mean the format will not be improved upon in the future (and even a possible hybrid glTF / SL Mesh format implemented).
One aspect of the new mesh uploader will be the potential for adding materials-related glTF extensions to the current Khronos glTF specification.
These include (but are not limited to) the likes of the glTF specular extension, transmission, IOR, iridescence, emissive strength etc.
Geenz Linden is particularly interested in these, as the uploader allows them to be quickly added, and he would like to put together a package of extensions that a) creators can readily use; b) help move things towards being better placed to support other aspects of the PMFP work.
There was more discussion on support for uploading complete mesh region surrounds – this again was seen as something for consideration after the initial phases for implementing the glTF upload have been completed, and something possibly requiring the implementation of something like a node hierarchy.
Texture “Stutter” Issues
The recently introduced changes to texture use of VRAM have resulted in some users experiencing “viewer stutter” when the viewer is loading / uploading textures in a scene.
As a result, the options to define texture VRAM settings have been disabled in the 2025.03 RC.
Geenz Linden is anticipating being able to work on this issue later in April with a view to determine the cause and hopefully rectifying it.
This work will likely also look at texture streaming in general and make adjustments where textures tend to get loaded at resolutions that “don’t make sense” at the time of loading, and so improve that.
It is not anticipated that this work will start to surface much before the 2025.06 viewer development cycle.
Removing Scale From LI Calculations
Signal Linden highlighted a Feedback Ticket he has raised, proposing the removal of scale from Land Impact calculations, which has been touched upon at the last couple of SUG meetings.
However, there are now a few caveats starting to appear possibly impacting “everything from rendering to physics”, which require further internal discussion at LL.
One of these is the LI goes in both directions – so while removing scale from the calculation may be positive for a net reduction in the LI of objects that have been scaled up in size – it could have a net negative for objects scaled down (e.g. you have a group of objects each with 20 LI, and have scaled them down so each only has 10 LI, removing scale would reset them to 20 LI apiece).
In Brief
Allowing larger Linksets: raised at recent SUG meetings as well, this has not been ruled out for the future, but has some inherent issues, notably:
Limitations within the current physics engine, which would probably have to be updated.
Interest List issues – if a scene has a particularly massive linkset within it, it could simply fail to render in a viewer using a limited Draw Distance, simply because the root prim is outside of the viewer’s DD, even if child elements of the object are within range.
PBR Bakes on Mesh: this is seen as having a minimum of two requirements:
Providing PBR specular support.
Being able to set blend modes for different layers. This has some added complications in how blend modes should work for different types of maps, and this needs to be worked through in terms of implementation.
Rider Linden will try to get at least llSetAlpha and llSetColor updated to support PBR (with intelligent switching between the use of linear and RGB colour space depending on whether BP or PBR is being affected) within the next simulator update, which is currently being put together.
The viewer / graphics roadmap is being reviewed, and it is hoped that and updates / decisions on direction will be available for discussion at the next CCUG meeting.
The is no time frame on the delivery of “water exclusion volumes” (i.e. the ability to hide Linden Water entirely from the inside volume of an underwater room). Again, it is not because this cannot be done, but rather there is other work deemed as having a higher priority LL wish to address.
It was found that the water shoreline fade was causing issues with shoreline water effects (e.g. things like mesh shoreline elements using alphas to simulate the ebb and flow of shoreline tide looking broken / patchy / flickering), and so the fading has been disabled until the issue can be corrected.
It is possible this might for a wider piece of work to improve water / sky environment assets in general to make the ambient environment rendering less likely to break content.
Improving light sources (e.g. punctual lights, better point lighting, etc.) is seen as a future issue to be addressed before of current limitations within the current forward rending. Forward+ is one potential way forward, but this would require proper scoping ahead of any attempt to change the current rendering system.