2025 week #28: SL SUG meeting

Sous les Oliviers, April 2025 – blog post

The following notes were taken from the Tuesday, July 8th, 2025 Simulator User Group (SUG) meeting. They form a summary of the items discussed, and are not intended to be a full transcript. The notes were taken from my chat log of the meeting and Patera’s video, which is embedded at the end of this article – my thanks to her for providing it.

Meeting Overview

  • The Simulator User Group (also referred to by its older name of Server User Group) exists to provide an opportunity for discussion about simulator technology, bugs, and feature ideas.
  • These meetings are conducted (as a rule):
    • Every other Tuesday from July 8th, 2025, at 12:00 noon SLT.
    • In text (no Voice).
    • At this location.
  • 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

  • There are no planned deployments to any channels this week, only restarts (RC channels subject to confirmation at the time of the meeting).
  • The next simulator release is estimated to be around two weeks from being ready for deployment.

SL Viewer Updates

  • Default viewer 7.1.15.15596336374 promoted June 12 – No Change.
  • Second Life Project glTF Mesh Import, version 7.1.14.15976006598 July 2 – New.
    • This is an early Alpha release with some of the rough edges and already resolved many bugs and crashes, although more are to be found, together with general feedback from the community. Please read the release notes if you intend to test this viewer.
  • Second Life Project Lua Editor Alpha (Aditi only), version 7.1.12.14888088240, May 13 –  No Change.

Upcoming Changes to the Simulator User Group Meetings

  • As from this meeting, the Simulator User group will be moving to every other week, rather than weekly. So the next formal meeting will be on Tuesday, July 22nd, 2025.
  • However, for the foreseeable future, Leviathan Linden plans to make himself available to hold informal meetings on the “off” weeks – so he will be available on Tuesday, July 15th.
  • In addition:
    • The format of the meeting will also be changing to include a “dev stand-up” in which the members of the engineering team who are present can provide a short “here is what I’m working on” summary.
    • The meeting might also include a mail box so that questions which cannot be addressed at the current meeting can be submitted and answered at the next.
    • The location of the meeting will be changing (and at the time of writing is TBA).
    • The meeting will remain text-only – although this may change when speech-to-text becomes available.

In Brief

Also refer to the video for additional discussions.

  • Puppetry:
    • The Puppetry project remains in hibernation, awaiting work on things like getting inverse kinematics (IK) into the viewer.
    • There has been some internal talk of animation streaming (which had been experimented with during the Puppetry work) at the Lab, but this has yet to the thrashed out enough to get close to getting on the development roadmap.
  • SLua:
    • Leviathan Linden has been working on an optimisation to address a SLua bottleneck with llSetLinkPrimitiveParams(). This work has resulted in object FullUpdates measurably faster when viewed via debug timings, although the difference is not noticeable is term of user experience.
    • He also noted that he didn’t really drop the number of function calls all that much, but that “they are doing less work, but still about the same number of them”.
    • As such the work needs to progress further, but is once again paused whilst Leviathan addresses some high priority bugs.
  • Rider Linden is working on on expanding llRequestInventoryData, allowing it to take advantage of metadata in other assets (e.g. materials, animations, textures, sounds) which could prove useful for scripts.
  • Questions were raised on accessing Aditi, the beta grid. Those trying to do so / having issued should refer to this help desk article.
  • Map Tiles:
    • Individual Map tiles have a UUID (as well as a URL to allow them to be shown on web pages); however, 4, 16, 64, etc., region tiles only have a web URL.
    • A script function to confess the UUID for a region’s map tile has often been requested. Pepper linden noted that LL have have the mapping of region id to texture tile UUID, so the latter can be exposed via an LSL function, but the work to do so has yet to be prioritised.
    • The process for pruning stale Map tiles from the map, as there is a bug in the mapgen that results in “chunks of the map disappearing.”  As a result map tile removal is back to a manual process.
  • The request to “bring back LindenWorld” made at SL22B (and raised at just about every User Group meeting since), prompted Leviathan Linden to note:
It is an interesting idea. Although [the] LindenWorld feature set is very buggy/outdated. It isn’t compatible with modern SL accounts. I wonder how we would do auth? It would probably have to be rewritten for it to actually work. From a developer’s perspective: it would be a lot of work to host a LindenWorld grid. Just to build the ancient LindenWorld client… big long overhaul of legacy C++ code which no longer builds with modern compilers/libraries/APIs.
  • A general discussion on terrain, adding more geometry detail to the terrain per metre, the raw terrain export/import.
  • A discussion on water, the water plane, exclusion volumes, “physical” water, etc.

Date of Next Meeting

  • Tuesday, July 22nd, 2025

† 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.

A wintry Green Story for summer in Second Life

Green Story, July 2025 – click any image for full size

It’s been some three years since my previous visit to Green Story, the Homestead region held and designed by Dior Canis. I hadn’t meant to leave so long a time between visits, so a nudge from fellow blogger and photographer, Miu (MiuMira) to hop over and visit came as a welcome reminder.

Overall, there is a tendency among many public regions that change appearance within Second Life to follow the passage of the northern hemisphere seasons of the physical world. As such, I always find a certain pleasure in settings that buck this trend – a nice summery location when most are showing us the many faces of winter, for example.

Green Story, July 2025

Such is the case with the current iteration of Green Story, which opts to present a rich wintertime setting to offset all the summer spots we can enjoy across Second Life. It carries with it just the smallest hints of the end-of-year holiday season.

Caught under a night-time glittering with unnumbered stars and from which snowflakes infinitely fall to blanket the ground, this iteration of Green Story retains a familiarly semi-rugged design found within previous versions, but which is completely unique.

Green Story, July 2025

Overhead, the Milky Way arches across the sky, its bright ribbon cutting the sea of stars in twain whilst also itself being split by the dark shadow of the Great Rift running through the middle of its arc.

With highlands and rocky peaks running along the east side of the region, the Landing Point sits tucked into the lee formed by the shoulders of these highlands, and within a little gathering of buildings clustered around a clock tower and alongside the local tram line. It is here that the little hint of the winter holiday season might be found, in the form of a little kiosk store, while a couple of the other buildings forming cosy places for sitting and chatting.

Green Story, July 2025

A little to the west the land gives way to open waters, a string of street lamps curving along the line of the coast to suggest the water has overwhelmed a local footpath or road.

Off this coast and set directly against the arch of the Milky Way lay the shadowy forms of a tall tower and thin, stubby finger of a three-storey townhouse linked by a set of wooden decks.  How you reach this is up to you, but the tower offers both bungee jumping and the opportunity to drift around the region in the air.

Green Story, July 2025

Another opportunity to travel the region lies to the south, where a horse rezzer might be found close to the tall form of a windmill (do remember to turn off your own AO before sitting on the rezzed horse!). Not far from the rezzer, the land starts its eastern climb, wooden walkways and stone steps rising to a shoulder of rock and one of the many sitting areas found throughout the region.

Overseen by one of the many cats found throughout the setting as they keep an eye on things, this shoulder of rock within its campfire is not the highest point in the region people can explore. To the north can be found a shelf of rock looking out over the open waters, it is reach extended by a high wooden deck which points a finger out over the lowland and snowy shoreline below.

Green Story, July 2025

This plateau is home to a small recording studio and more places to sit. It is perhaps reached via an uphill walk to the mid-point of the highlands, and then crossing an elevated bridge spanning an overgrown gorge, before climbing onwards from there.

However, how you choose to explore is up to you. While there are one or two rough / unusual elements to the setting (a couple of the building were floating just clear of the snow beneath them on my visit, and an entire cabin appeared to be magically (intentionally or otherwise, I’ve no idea) balanced on the very topmost little branches of a tree), there is no mistaking the many opportunities for photography to once again be found within Green Story.

Green Story, July 2025

In all another engaging visit!

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