2026 week #14: SUG meeting summary

Stevie Basevi’s Sanctuary, February 2026 – blog post

The following notes were taken from the Tuesday, March 31st, 2026 Simulator User Group (SUG) meeting. These notes form a summary of the items discussed, and are not intended to be a full transcript. They were taken from the video recording by Pantera, embedded at the end of this summary – my thanks to Pantera for providing it.

Meeting Overview

  • The Simulator User Group (also referred to by its older name of Server User Group) exists to provide an opportunity for discussion about simulator technology, bugs, and feature ideas is held every other Tuesday at 12:00 noon, SLT (holidays, etc., allowing), per the Second Life Public Calendar.
  • The “SUG Leviathan Hour” meetings are held on the Tuesdays which do not have a formal SUG meeting, and are chaired by Leviathan Linden. They are more brainstorming / general discussion sessions.
  • Meetings are held in text in-world, at this location.

Simulator Deployments

  • No SLS Main channel deployments for the week, but the channel was restarted.
  • The WebRTC deployment will be expanded to all RC regions on Wednesday, April 1st, 2026.
  • The next simulator release – Loganberry (can’t we have version numbers as well, aspromised?) will be deployed to Aditi.
  • The new server-side Lua updates (which require all existing Lua scripts to be recompiled) has also been deployed to Aditi for testing. See this document for more on this release.
    • These updates might start appearing on the Agni (the Main grid) “in a week or two”, with the deployment likely be timed to coincide with the issuing of the latest SLua viewer RC, and will include some additional fixes as well.

In Brief

  • Leviathan Linden:
    • Is hoping to look into the issue where, on encountering something like a high step on stairway or a physical bench or some other form of “ledge” and stopping, the avatar will start to slide sideways rather than standing still at the foot of the offending object.
    • Leviathan also has work going into the loganberry release, including:
      • Fixes for bugs related to failed simstate saves and crashes on simulator shutdown.
      • The server-side workaround for mesh face count. This should fix most issues except the bug where, on connecting to a viewer the edited texture face on the mesh will revert to its previous setting.
      • An attempted fix for the bug where trying to rez an object on a mesh surface can result in a failure to rez message – although there are still situations where this might still fail.
      • A fix for the bug about multiple chat events for multiple overlapping listeners in a script.
      • Henri Beauchamp’s suggested ObjectUpdate data fix for avatars remaining as clouds. However, as there are multiple reasons why avatars might remain cloudy besides missing attachment ObjectUpdate data, this might not fix all avatar cloud situations.
      • An optimisation to make running idle scripts a little faster, which he describes as, “Probably not noticeable, but is measurable”.
    • In addition to all this, Leviathan has spent a small portion of his “free” time trying to figure out why the game-control viewer UI doesn’t show the device config options (inverting the axis, offset, etc), but couldn’t work out why. He hopes to take another swing at it when he has more “free” time available.
  • Harold Linden (SLua):
    • Has a number of fixes in the pipeline, including one that accidentally limited how large you could make the bytecode.
    • SLua *might* be deployed in time for SL23B, but no guarantees this will be the case.
  • Region crossings: Harold hopes to have some fixes for long-existing region crossing bugs (strictly for crashes that rendered scripts unrecoverable due to script state serialization issues) with collision handlers, since he thinks he’s found the root cause.
    • This is similar to a issue with sensors from “back in the day”, so he has extended that fix to cover region crossings.
    • This fix will not resolve other region crossing problems.

General Discussion

Please refer to the video below as well.

  • A further discussion on Linden Water having waves, as also raised at the CCUG meeting (and which will doubtless be raised at the upcoming OSD / TPVD meeting on April 3rd, since some people won’t accepts “not an easy thing to do” a a single meeting, and need to hear it multiple times from multiple meetings).
    • In this case, Leviathan Linden noted, “Simulating water waves, and transmitting the oscillating surface is tough”, with others noting it would be “super costly” in terms of rendering in the viewer.
  • A number of other feature requests / bug issues were raised for feedback  / status updates:
  • The last 15-20 minutes of he meeting involved a broad-ranging discussion on matters of scripted agents (bot), Tiny Empires. Please refer to the video for details.

Date of Next Meetings

  • Leviathan Linden: Tuesday, April 7th, 2026.
  • Formal SUG meeting: Tuesday, April 14th, 2026.

† The header images included in these summaries are not intended to represent anything discussed at the meetings; they are simply here to avoid a repeated image of a rooftop of people every week. They are taken from my list of region visits, with a link to the post for those interested.

2 thoughts on “2026 week #14: SUG meeting summary

  1. One really wonders how the LL tech team works. There is obviosly turnover in the team. Normal. But it seems the new guys are not told of the outstanding issues. Some of the points brought up in this meeting relate to bugs that I have (and I’m sure others have) seen since I have been in SL. Sim crossings issues, script failures on crossings, lost avis, ghosts… we see these every day. Do the Lindens ever get out and do what the average user does? I’ll happily give free boats and planes to any Linden who wants to sail and fly around SL. Please just ask.

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    1. There has been a lot of work from engineers on matters of regions crossings – load tests, taking vehicles out, seeking input from users. One of the problrms is that there is no one (or even a handful) of issues which can result in region crossing failures; the are somewhat legion. While focused effort has been put into efforts to try and address the more immediate and frequent issues in the past, the current (management-directed) focus appears to be to get the various teams working on issues that help with immediate user retention (this is particularly a current “big push” for the viewer team in 2026), and for many new users – like it or not – vehicular travel in SL, be it land, air or water,*isn’t* on the top of their lists. Understanding the viewer, being able to more easily install it and update it, etc., are far higher priorities – and so other issues get pushed down the list.

      It’s not the best situation in the world, and there is an argument to say that what isn’t seen as a priority in terms of retention this week / month will not start to become an issue in future months, when hopefully, more focus will be brought to bear.

      In the meantime, it is understandably frustrating for many established users; but the flip side is, whilst it might be true that some issues have been around for decades, it is good that since his return to LL Leviathan Linden (the Linden formerly known as Andrew, and who was absent SL for many years whilst working at High Fidelity) is using his in-depth knowledge of the server code + support from users to try and hammer out some of the more persistent issues as and when his workload allows.

      In terms of Lab staff getting in-world, just because we many not see blue dots on the map outside of major events like SLB or outside of user group meetings, doesn’t mean they are not in-world; a fair number of current Lindens are former resident users and may well use their resident account over their Linden account whilst in-world, and others likely have alt accounts they may use as well.

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