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, in a mix of Voice and text chat.
Lua scripting support (on regions with Lua scripting enabled).
Improved communication between the Viewer and the newly published Second Life VS Code extension.
Offers an experimental Linux viewer build.
Includes the latest WebRTC Voice and viewer-maintenance updates.
Second Life Chat Modernisation viewer 6.5.0.38448248489, October 16:
Seamless integration of IM histories between clients / devices.
Camera and Travel improvements.
Create an account from within the viewer.
LEAP Camera API.
Portable viewer storage.
And more.
General Viewer Notes
Further questions were asked on the new Group Role ability to determine roles able to post links to Group chats. All of this is covered in my week #43 Leviathan Office Hours notes. However, in terms of the questions asked:
The server-side support will be part of the upcoming Olive simulator updates (not deployed anywhere on the grid at the time of writing).
The ability will require viewer updates and back-end database updates. As such, if these are not available when Olive is deployed, the capability will sit behind a flag and only be available once this work has been completed.
It is hoped the viewer work will be included in the 26.5 viewer as it works through RC updates.
Graphics Care Package (GCP) viewer: this work is now targeting 2027 Quarter 1 (January-March time), but is still dependent on other priorities.
General Discussions
Questions were asked on the recent CVE vulnerabilities and the PHP2Shell vulnerabilities affecting Second Life. No response was offered for discussion other than LL are well aware of the situations and doing what needs to be done.
A suggestion to enable folders to have a text pop-up (similar to the thumbnail image capability) allowing creators (and users) to add notes to product delivered by folder (and to their own inventory folders). This also touched on the ability to tag inventory items, etc. These ideas were seen as useful – without an commitment to implement (at least for the foreseeable future).
The above broadened into a wider discussion on mesh clothing getting its own inventory icons in a similar manner to those for system layer clothing, providing support for folders within the Contents of prims.
A discussion on the feasibility to be able to set a face to use nearest neighbour for a texture, texture sampling, which included the glTF specification covering texture filtering.
No work is currently being done for materials bulk uploads, as requested in a previous meeting.
This is outside of the ongoing work related to anti-phishing / scam protect/prevention, as summarised in the viewer notes, above.
Requests were made for more prim types / more shaping capabilities for prims (bevels, curves, etc., together with a lamentation for few newer people engaging with in-world building. LL indicated there are no current plans to expand prims in terms of shapes or shaping capabilities, and the lamentations were somewhat countered by the admission that those teaching in-world building techniques finding it hard to interest newer users in building.
Geenz Linden left a question for people to consider for a future meeting: given the bar for content creation in SL has got higher, but is it higher or lower when compared to platforms such as VRChat or Unity more generally?
The Swamp, October 2026 – click any image for full size
Earlier in October 2026, I caught a Destination Guide entry for The Swamp by Nomore (manoji yachvili). As I always enjoy Nomore’s work, I hopped over to take a look – but was a trifle early; Nomore was still in the process of setting-up for her new installation, and promised to send over a invite once things were all in place.
True to her word, a few days ago she sent me an invitation to visit MUD, her latest art exhibition, which formally opens on Friday, October 23, 2026 at 12:30 SLT. And whilst standing apart from the region in terms of its location and overall content, MUD is somewhat intertwined with The Swamp.
The Swamp, October 2026
As such, this was going to be a review of both location and exhibition. However, because of the richness of both, I’ve opted to split them in two, and here focus on The Swamp; I’ll have a piece up on MUD in due course.
Before going further, I’ll also note that in order to appreciate The Swamp at its best, it is essential you utilise the region’s Shared Environment during a visit and have local sounds enabled. I would also strongly recommend using a PBR viewer to fully appreciate the use of materials and lighting to enhance the environment, and that if you don’t, then do enable Advanced Lighting Model (ALM) within your viewer (if not on already) via Preferences → Graphics (you don’t need to enable Shadows).
The Swamp, October 2026
The Landing Point takes the form of a hut – one of several such structures scattered across the setting – where on arrival, visitors will receive a greeting in local chat:
Welcome to The SWAMP. The ground is not stable. Water conceals what we cannot see; mud holds back whatever tries to move forward. Images emerge from the swamp like fragments of something we no longer know whether to remember, observe, or cross.
This hut includes a small memento mori to past art exhibitions from across Second Life as a part of its linking with MUD, and a small hint of one of the general theme within the setting mounted on a wall.
The Swamp, October 2026
From here, a boardwalk reaches out across the mud offering passage across its wetness and passing by a large hoarding advertising MUD.
The exhibition itself can be reached more-or-less directly from the Landing Point by stepping immediately off the boardwalk at the foot of the steps leading down to it from the hut and then stepping through the nearby teleport portal as it stands between two rock pillars. Similar portals can be found elsewhere within the setting, and form a common part of the region, whatever face it may wear.
The Swamp, October 2026
Other elements common to the region I’ll mention up-front are the horses which tend to be a mainstay of Nomore’s ground level designs – although here they have been given a look more in keeping with the theme of The Swamp -, and also the fact that the region does include Nomore’s private home sitting in the north-east corner of the region diagonally opposite the Landing Point.
As the house does have some of the public shacks and cabins sitting close by, do please be alert for it when moving north and east through the region so as to avoid accidental trespass.
The Swamp, October 2026
Further along the boardwalk leading away from the Landing Point, and sitting at the end of an arm that branches off of it, is a small motorboat which can be used to putter across the water if desired – when sat in and used, another will rez automatically at the boardwalk to replace it. Note that the boat will de-rez on standing. It’s a nice touch, but not vital to explorations.
In following this initial boardwalk, it is hard not to spot the muddy hill rising opposite to the MUD hoarding, complete with the head of a poor horse sticking out of it. Whilst a rotating sign above the horse might offering the bleak announcement No-one can help you, clicking on the horse’s head will present you with the opportunity to at least try to offer assistance.
The Swamp, October 2026
There are several other boardwalks to be found throughout the region. A couple indirectly link to the one leading away from the Landing Point via a passage over rocks or by stepping off of it as it reaches and arching bridge and then joining another, and thus offer routes of exploration of their own.
Others may start out from the various cabins and shacks in the setting only to peter out and leave visitor slogging over the mud in the direction of the darker shapes looming in the mist and rain.
The Swamp, October 2026
The shacks and huts contain a strange mixture of elements. A pair of cabins, for example, are home to what appears to be a taxidermist’s business. Another contains what might be taken as a touch of of Damien Hirst: a pig sliced into sections and preserved on display, complete with the somewhat dire warning of This is What Will Remain hanging above it and with an even more surprising scene in the room next door.
Elsewhere are indoor displays of stranger things awaiting visitors, and little vignettes which might appear out-of-place or which suggest stories of their own – own both. Also awaiting discovery are pieces of art which float in the muddy waters or lie within blocky caves to the west of the region. These again reference MUD, as does the slideshow projector lying along one of the boardwalks.
The Swamp, October 2026
The entire effect – the sounds of crocodiles in the mists, the boardwalks and wet trails winding between tangles of aged (and dying?) trees and shrubs, the tall mangroves and the way in which the building and other elements rise out of the murk – is extremely atmospheric.
This is a place mixing artistic expression which can, when combined with MUD, speak very personally to us and, perhaps, stir our own creativity through the narratives its vignettes might suggest. It is also a place that is rich in mystery and curiosity so as to make exploration engaging and worthwhile. Throughout all of it might be found places to sit and observe – some out in the open, others more hidden away; some perhaps strangely juxtaposed (the piano and the oil donkey).
The Swamp, October 2026
There are also, perhaps sentiments on the modern age to be found here; commentary on the nature of art in an age where “creativity” is increasingly about typing prompts into a box rather than actually learning creative techniques – perhaps even a degree of political commentary within some of the elements to be found here (the broken Statue of Liberty and the sign hovering between two parts of it together with the pinball machine).
But I’ll leave that for you to decide when you step into The Swamp to see what might be found.