Alpha’s Quirklewick Hollow in Second Life

Quirklewick Hollow, March 2025 – click any image for full size

In December 2024, I visited Alpha Auer’s marvellous Gingerbread and the Woodies (see here for more), which Alpha described as a “sort of” continuation of her Ragville. At the time I noted that even without knowledge of Ragville, Gingerbread and the Woodies stood on its own two feet as a delightful place to visit.

Well, for spring 2025, Alpha has kind-of offered us a sort-of reimagining of the Gingerbread and the Woodies setting to present us with another whimsical and engaging setting of villages, boats and local inhabitants, in the form of Quirklewick Hollow. However, this is not merely a re-vamp of Gingerbread, it is an entirely new – and interactive – environment located somewhere in the imagination.

Quirklewick Hollow, March 2025

But before getting too deeply into things, be sure that on arrival you have a word with the notecard giving tree for a lot of worthwhile background information on the setting, and also make sure you are using the region’s Shared Environment.

The interactive element of the setting starts close to the Landing Point in the form of a pushy trampoline(!) – other aspects are more subtle (hint: read one of the notecards offered by the tree mentioned above!). However, it is the local inhabitants and their homes within the setting that draw attention.

Quirklewick Hollow, March 2025

The former are the most remarkable group of individuals … critters … creatures … aliens … take your pick of descriptions. Running from insectoid-like characters through somewhat anthropomorphic dog-like individuals and what might be animal-bird cross-overs to a multi-limbed alienesque fellow (and all points in between!), they all have one thing in common: they are a happy-go-lucky bunch enjoying all that life has to offer as they get together for a little shindig or sit down for afternoon tea on the grass or wander the local park in happy conversation and / or with (what I assume to be) their pets.

As to the homes, these are all as equally as varied and colourful. If you’ve ever encountered the expression walls have ears, then you might be semi-prepared for these houses, in as much as their walls (and roofs and eaves and windows) have eyes – quite literally. Some even have the suggestion of having feet they might waddle around on when you’re not looking! In addition, some appear to be melting and others seem to have giant faucets extending out of them (although one could quite easily be an elephant’s trunk given the partial face protruding from the same window!).

Quirklewick Hollow, March 2025

Are they alive?  That’s up for your imagination to decide; some certainly look to be animated / agitated about something, at least in the larger of the villages, which I gather is called Upper Quirklewick. This is where the locals are all out and having a bit of a dance party (perhaps that’s the reason for some of the grumbly expressions on the houses – they don’t appreciate all the music and fun?).

Along the coast it is possible to find a little fishing village somewhat reminiscent of the one within Gingerbread and the Woodies, whilst it also has a character all its own. Here, too, the houses keep an eye on things whilst some of the little boats in the two harbour coves might additionally be noted for their eyes – and teeth!

Quirklewick Hollow, March 2025

The park mentioned above lies closer to the Landing Point, occupying a little flat island of its own. Reached via stepping stones cross the water, it makes for a pleasant little walk. The trees and grass here (and in many places across the setting) are unusual, in that they are not all by Alpha, but are items she has purchased for landscaping Quicklewick Hollow. This does in any way lessen the setting – Alpha using does everything herself – but rather gives the location more a sense that it straddles the line between reality and imagination; the kind of place one might pop into when drifting into dreamland.

This sense of being on the edge of reality is further increased by the presence of very Earthly cats, both on a couch alongside one of Quirklewick’s meandering footpaths and keeping watch from one of the houses in Upper Quirklewick – perhaps a reminder that no matter where we go, our Feline Overlords will always be ready to keep an eye on things!

Quirklewick Hollow, March 2025

As noted above, do obtain the introductory folder from the Landing Point – there are multiple places to set awaiting discovery, and the information in the pack will advise you on how to make use of them using the poseball included in the pack. But above all – do visit Quirklewick Hollow, and be sure to visit Alpha’s store there as well.

SLurl Details

March 2025 SL Mobile UG meeting summary

Campwich Forest grounds: location for the Monthly Mobile User Group (MMUG)
The following notes were taken from the Thursday, March 27th 2025 Monthly Mobile User Group (MMUG) meeting.

These notes should not be taken as a full transcript of the meeting, which was largely held in Voice, but rather a summary of the key topics discussed. The meeting was recorded by Pantera, and her video is embedded at the end of this summary – my thanks, as always to her in providing it.

Table of Contents

Meeting Purpose

  • The Mobile User Group provides a platform to share insights on recent mobile updates and upcoming features, and to receive feedback directly from users.
  • These meetings are conducted (as a rule):
    • The last Thursday of every month at 12:00 noon SLT.
    • In Voice and text.
    • At Campwich Forest.
  • 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.

Resources

Release Updates

[Video: 3:18-4:09]

  • Version: 2025.1.543 Android / 0.5.534 iOS – Lobby release (see Below).

Alpha Testing Update

[Video: 4:11-6:38]

An update to the Alpha version of Mobile was pushed out on March 27th for those in the Mobile Alpha program.

  • New ‘touch timer’ to make interaction much more obvious.
  • New forward/backwards buttons for navigating to different locations.
  • Location bar new accepts input.
  • You can now:
    • Create Favourites by tapping on the heart icon in the parcel tray.
    • Share your location via other apps.
    • View and visit your Landmarks and Favourites
  • Performance and rendering improvements (incl. defaulting to new bone attachment handling functions – see the February meeting summary) + fixes for duplicated IMs.
  • New Developer settings:
    • Lower Resolution When Hot/Low Battery – defaults to on, but can be turned off
    • Lower Resolution When In Menu – try this to increase app performance while in Lobby
    • Disable World Loading – try this to test the UI without loading the world

Lobby Update

[Video: 9:29-14:42]

As regular users of SL Mobile are aware, Lobby is a feature designed to put key information before a user when logging-in to SL Mobile and while the world is still being loaded in the background. This information includes:

  • A world loading bar with your avatar’s current location.
  • Menu access.
  • Details of friends in-world.
  • Messages received whilst off-line.
  • Suggested places to visit.
  • Event listings.
  • Access to official blog posts.
  • relevant links to expand any of the above.
Three views of the Lobby

The following points should be noted:

  • The lobby will only be displayed when you actually log-in to a new session of the app – that is, you actually use the menu option to log-out between sessions. It will not be displayed if you close the app without logging-off and then re-open it.
  • Currently, your avatar will still be in-world when using the Lobby and will show to all those you have allowed to see your on-line status as being in-world.

Future Plans / Feedback

  • There are plans to have the lobby be accessible without an avatar requiring an in-world presence.  However, this is going to take time to implement, and so should not be expected as an update in the short-term.
  • At present, there is no means to “return” to the Lobby once a user has switched to using the in-world view. However, the option to return to it is being considered – and this gained some support from those at the meeting, so is likely to be implemented.
  • I’ve provided feedback (with screenshots about the app at times loading the in-world view fully / partially and then loading the lobby, which has apparently been experienced by others.

PBR Support

[Video: 14:50-17:33]

  • As has been previously stated, SL Mobile has to work within extremely tight memory constraints – 500-800MB – in order to do everything required of it (including the app itself, rendering all in-world objects, avatars and surfaces, etc.).
  • This obviously impacts the amount of content the app can have loaded at any given time – and PBR has a much higher memory footprint than textures on their own (as much as 3x the memory use).
  • While high-end mobile devices may have increased RAM support (e.g. 8-12GB), supporting PBR could run the risk of impacting lower-to-mid-range ‘phones of the types perhaps most commonly in use.
  • Therefore, the focus at the moment is not directly on PBR rendering in the app, but rather on reducing the app’s overall memory footprint, notably with regards to textures through a mechanism the Lab calls “variable textures”.
    • This amounts to a more intelligent loading of textures based (IIUC) on what can currently be seen within a given scene, rather than loading all the textures for a scene, regardless as to whether or not they are visible.
  • The hope is that this work will reduce the overall memory used by the app, and thus pave the way for PBR support. However, it is in the R&D phase, so not something that currently has any kind of potential ETA.

Animesh Support

[Video: 17:41-20:33]

  • Animesh creations come with their own skeletons  / bones, which in turn come with all the required computational needs – joint placement, rotation, etc., which tend to make Animesh resource-heavy for SL Mobile, both in terms of memory use and in terms of CPU use + power requirements – particularly when it comes to Animesh avatar attachments working in concert with the avatar.
  • The decision thus far, therefore, has been to simply ignore Animesh objects, whether in-world or attached to avatars.
  • However, the data for in-world Animesh objects is available to the Mobile app, so there is the potential for that data to be used and in-world Animesh objects rendered in the future.
  • That said, any decision to do so would only be made after there has been extensive testing on Animesh behaviour and hardware resource use.

In Brief

Please refer to the video for details on the following.

  • [Video: 7:24-9:02] Rewards, etc.:
    • A recap on the March Mobile Millions L$ spin to win challenges.
    • LL “sort-of want to give more people more chances to actually get Linden Dollars”, so the next “thing” (/challenge?) “to give nearly every person practically a chance every day to do the thing and get the cash”.
  • [Video: 21:02-22:44] Beanies tips’n-tricks – a re-cap on friending people / offering teleports through Mobile:
    • With the avatar to be friended in-scene: long-press on the avatar Context Menu → Send Friend Request or Offer Teleport.
    • Via People → Nearby → avatar profile → long press the  Context Menu → Send Friend Request or Offer Teleport.
    • Via Chat →  click the three dots next to the avatar name for the Context Menu → Send Friend Request or Offer Teleport.
  • [Video: 23:46-23:29] Mentors and helpers: the Second Life Mobile – Welcome group is available to provide help and support to new users / those new to the SL Mobile app, and mentors and those willing to offer support to other Mobil users are welcome to join it.
  • [Video: 24:39-end] Q&A:
    • Object chat – coming “in about a month”.
    • Gestures: no current plans for implementing either in-scene or voice-activated gestures.
    • Ability to close an IM session and clear it from the list on the app – “on the list” of things to be done.
    • Messages Getting Stuck – seems to be a mixed issue as to whether people experience it or not, but it is under investigation, with a request that if anyone experiences any issues in sending / receiving messages to file feedback / a bug report on it before logging-out of the session in which it occurs.
    • I can’t teleport anywhere – same as above. This may be account related, and logged out of the app and then back in is reported as helping to clear it.
    • A reported issue of avatars getting getting stuck jumping nonstop – this has been noted by LL but “not seen in a while”. Reports again, please, if encountered.
    • A request for documentation on the Developer Settings to help users set their devices. Short answer to this was “no”, as the settings are not intended for general use, but are rather for internal testing purposes. As a result, they can give differing results depending on hardware, and documenting them as options perhaps not a good idea.
      • That said, anyone who does adjust a developer setting and finds it improves their experience is asked to report what they’ve done and how it improves things on their hardware.
      • Anyone who does want to start an SL Wiki page on the topic (subject tot edit rights) is welcome to do so, but please inform Adam Sinewave so he can sanity check to ensure the information is correct.

Date of Next Meeting

SL22B: Performer Applications Open

via Linden Lab

June 2025 will mark the 22nd anniversary of Second Life opening to public access – and as has been recently announced, celebrations to mark the event will be taking place between Friday, June 20th, 2025 and Sunday, July 20th.

Theme

This theme for 2025 is Myths and Legends, which the Lab describes thus:

It reflects the Second Life experience because we are all the heroes of our own adventures! The emphasis is on the characters and stories people create in SL both personally and within their communities. 

Performer Applications

Are you a DJ who can spin up a great party set or a live performer who can jam all night? You might be one of the grid’s amazing Dance companies, or perhaps you’re a Particle Performer? Do you do tarot readings? Perhaps you are a Roleplay guru who has adventures to share; or even a scripter extraordinaire with mad skills ready to teach an intro class in LSL.

– From the SL22B Performer Application form

Applications for SL22B performers were officially opened on March 27th, 2025. Key points for those planning to apply:

  • Applications will be accepted through until Monday, May 19th, 2025.
  • Submission of an application does not guarantee a performance slot. However:
    • Accepted performers will be informed via a follow-up in-world note delivered to the user name given on the application form.
    • Performers can then reserve a performance time, and performances will be scheduled in the order applied.
  • Maturity ratings and requirements:
    • All performances with the G-rated estate regions must be in keeping with the Second Life General Maturity Rating (e.g. no nudity –artistic or otherwise–, no Adult animations and/or gestures, furniture, etc, must not contain Adult poses / animations, etc.).
    • Performers applying for slot on the event stage within the Adult rated region will be permitted more explicit lyrics and adult attire.
  • Set-up time, props and tip jars:
    • All performances are limited to one-hour (including set-up time).
    • There is a 350 LI allowance for props and rezzable items for DJ and live music shows. A limited DJ set-up is allowed (e.g. spin table, speakers, small light emitters/effects) – but performers should not create set / backdrops that cover the entire stage.
    • Dance troupes or other performing groups requiring purpose-built stages might be permitted up to 1000 LI, as deemed appropriate by the Mole Coordinators.
    • Performers are asked to show up an hour in advance of their scheduled performance time in order to make sure everything is working and ready.
    • DJs, live artists and people performing on the designated events stages are permitted to rez ONE low-prim tip jar. Donation kiosks are not allowed.
  • Please read all the rules and requirements as given in the application form, linked-to below.

Performer Application Form.

Exhibitor Application Recap

As I’ve previously reported, Exhibitor applications opened on April 4th, 2024. Again, key points:

  • Applications will be accepted through until Monday, May 19th, 2025.
  • There are both General and Adult rated regions available to exhibitors.
  • Exhibits do not have to be in keeping with the Myths and Legends theme, as noted above.
  • Exhibits must not be commercial in nature (e.g. no selling items, no tip jars or the solicitation of donations – this includes tip jars, etc., associated with any performers appearing within an exhibitor space), but gifts may be provided to SL22B visitors.
  • Maturity ratings and requirements:
    • Exhibits to be presented within the General rated regions of the event must be in accordance with the General Maturity Rating (e.g. no nudity –artistic or otherwise–, no Adult animations and/or gestures, furniture, etc, must not contain Adult poses / animations, etc.).
    • Adult exhibitions and content are restricted to the separate Adult rated event regions and must conform to the Second Life ToS and the Second Life Community Standards.
  • Performances, live music and / or DJ events cannot be hosts within ant exhibitor space before Monday, June 30th, 20 2025.

Exhibitor Application Form.

Please note: All enquiries about exhibitions or performances at SL22B should be directed to Linden Lab, not this blog.

Related Links

Back to Soul Deep in Second Life

Soul Deep, March 2025 – click any image for full size

It’s been a while since I’ve visited Kaelyn Elara’s Soul Deep. and by “a while”, I mean nigh-on four years, my first (and thus far only) visit being back in May 2021!

I’m not sure if the setting has been around in Second Life for the entire intervening period – back then it bore the same name as the region, where as now it appears to have relocated. However, given it popped out at me from the Destination Guide whilst browsing recently, I decided to hop over and take a look once more.

Soul Deep, March 2025
A peaceful spring landscape designed for relaxation and connection. Explore cosy little islands, stroll along flower-lined paths, and unwind by the shimmering lake … Whether you’re looking for a quiet escape or the perfect photo backdrop, Soul Deep invites you to breathe deep and stay awhile.

– Kaelyn Elara on Soul Deep

For this iteration of the setting, Kaelyn has joined forces with region designer Jacky Macpherson, and together they present a gorgeous, easy to appreciate and enjoy location entirely rural in nature.  In this, roughly half the region is used, the rest – particularly to the south and around the the west – being given over to open water.

Soul Deep, March 2025

The Landing Point sits close to the northern coastline of the main island, alongside to a large barn now converted to a café space – although its ranch / farm heritage is memorialised by a bucking bull for those wishing to try a ride. For the less adventurous there are a couple of calmer table-top games inside as well. Outside, at the hitching rail is a horse rezzer so visitors fancy touring on horseback can do so (and, obviously, if you have a wearable horse, you can wear and ride your own).

The trail alongside the hitching rail points the way to a bridge providing access to one of the smaller islands, which is in turn connected to a slightly larger island with a bridge back to the main land. Both of these islands are unencumbered by permanent structures, although the smaller one is home to a camper trailer and little campsite.

Soul Deep, March 2025

Finding your way around the setting is simply a matter of following the main trail circling the central lake. While this does split just to the east of the barn to encircle a copse of fir trees,  it does provide a complete route for exploration, starting with the ruins in the copse and the campsite tucked into the corner close to where the two arms of the trail reunite.

Following the trail south and away from the campsite just mentioned and taking the bridge over the neck of water linking lake to open water, will bring you to the setting’s one real hill. This hides an easy-to-find secret “under” it (do be sure to click on the arrow!) while hiding another of the setting’s three permanent structures in the form of another design by Cory Edo behind its bulk.

Soul Deep, March 2025

The third structure is located on the remain small island off to the south-east of the region, and takes the form of a cosy cabin watched over by a pair of elk. The latter are joined by red deer, reindeer, rabbits and birds scattered across the setting to give it further depth and life, with some of the latter imaginatively and naturally set – so its worth paying attention when exploring as you might easily miss them!

All of the buildings are open to public use and offer places to sit and converse and / or cuddle together with the camp sites scattered around. In addition there are trailside benches, blankets and a couple of romantic spots in which to pass the time (as well as the hidden one!). It’s even possible to enjoy an outdoor candlelit meal with friends if you’re so minded! Swan boats offer places to sit on the lake, while rowing boats out on the open waters do the same there as well.

Soul Deep, March 2025

Rich in detail, highly photogenic and a delight to visit, Soul Deep offers the perfect spring setting.

SLurl Details

Cica’s Playground in Second Life

Cica Ghost, March 2025: Playground

Having written the title to this piece, I realised that it could just as easily be “Cica’s Playground IS Second Life”, because for well over a decade now, Cica Ghost has been presenting 3D art installations within Second Life – and has been doing so monthly for the last few years.

As a result she has, and continues to, present a wide range of environments and settings, many of them more-or-less entirely whimsical, some of them wonderfully layered, offering views of folk tales or myths or ideas with a depth of perception and evocation which have never failed to inspire. Throughout much of her work there is a simple statement of joy in life, and it is this, as much as everything else she carefully wraps in her installations which has made me a long-time fan of her work, and why I have always tried to cover her installations in these pages, collecting them under my Cica Ghost tag.

Cica Ghost, March 2025: Playground

One of the first of Cica’s builds I both saw and wrote about was Ghostville, a 3D village inhabited by Cica’s (already by then) famous animated stick figures (see: A short stay in Ghostville). It was a wonderful experience, and led to further encounters with her little people in installations such as The Visitors, which made marvellous use of the pre-existing (but long since sadly departed from Second Life) art venue of La Città Perduta, aka The Lost City (see Visiting the Visitors).

I mention all of this because within Playground, which opened on March 25th, 2025, there is something of a nod towards those wonderfully animated stick figures, together with a range of other 2D elements offering memories of some of Cica’s past creatures and creations. They sit within a village-like environment which might also be regarded as an avant-garde playground (given everything appears to be made of carboard, adding to the playtime like feel) in which new 3D creatures bot large and small and quite wondrous in their respective forms might be found. I loved them all but the almost Yaphit-like pair brought a particular smile to my face – but that’s purely the sci-fi nerd in me!

Cica Ghost, March 2025: Playground

Such is the jollity here that even stars appear to have sprung from the ground along with flowers and clover, bopping to an unheard melody (there is an audio stream, but I preferred to keep it turned off) as much as some of the painted creatures and the various Cicas awaiting discovery.

The potential call-outs to many of Cica’s past design might be pointed to by fans of Cica’s work; however, whether they are intentional or not, I’ve no idea. This being the case I’ll leave it to people to decide for themselves, because I don’t want to give the impression this is a place that cannot be enjoyed in its own right or is in any way some form of intentional retrospective – it is not; it is simply that there are a lot of perfect little bells that might chime for some in visiting, but which also do not diminish Playground in any way if they pass unheard.

Cica Ghost, March 2025: Playground

As is common with Cica’s build, visitors can join in with the fun via dancing, while the particularly energetic can jump up onto one of the local flying saucers and help keep them spinning (and flying?). These are not the only way to get airborne – hidden in plain sight is the means to bring out your inner Supergirl / Superman – but you can find that on your own 😀 . For those seeking a little rest afterwards (or perhaps a mug of 2D coffee!) there are various places to set down and recover.

In all – wonderful!

Cica Ghost, March 2025: Playground

SLurl Details

2025 week #13: SL SUG meeting: Certificate renewal (2); LI Calculations

Drone Haven, January 2025 – blog post

The following notes were taken from the Tuesday, March 25th, 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 – sorry, no video from Pantera this week.

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):
  • 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

  • On Tuesday March 25th, the SLS Man Channel was updated with any deployment.
  • On Wednesday March 19th the Durian Scones update should be deployed to all remaining RC channels RC – this update incudes the SSL certificate renewal – see below for more.

Production Grid SSL Certificate Renewal

  • The SSL certificate for the Second Life Production Grid is set to expire on April 16th, 2025 02:40 GMT.
  • A new certificate anchored by DigiCert started deployment via the BlueSteel RC on Wednesday, March 19th, and will progress across the RC channels and to the SLS Main Channel in the normal cadence of simulator releases, to be completed in advance of the old certificates expiring.
  • Testing of this certificate can be done either within the nominated simulator channels as it is deployed, or on Aditi (the beta grid), on the following regions:
    • Bonifacio.
    • Blake Sea (Very nearly the entire set of regions).
    • Cloud Sandbox 1 through 4.
  •  For full details on the re-certification, please read Monty Linden’s forum post and thread, or the Lab’s official summary blog post.

Planned Updates – LI Calculation Change

  • Signal Linden highlighted a Feedback Ticket he has raised, proposing the removal of scale from Land Impact calculations.
  • This is being possibly earmarked for a simulator update after Durian Scones.
  • This essentially means that the LI of object should not dramatically change as a result of resizing (particularly when increased in size). It could also mean that some large objects in world could see LI reductions.
  • Understandably, this announcement led to a lot of discussion / debate throughout the meeting.
  • Signal also stated that the Lab will like – at some point also take a look at Mesh uploads and use: Incentivize correct use of LODs, which is currently being tracked.

SL Viewer Updates

  • 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 7.1.13.13906285233, March 20th – 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 7.1.12.13973830462, March 20th, 2025 – NEW.

In Brief

Please refer to the the video for details on the following.

  • A SLua update was deployed to Aditi during the meeting, containing the requested JSON and the B64 stuff in it.
  • Signal indicated that LL’s visit to the 2025 Game Developer Conference (March 17th-21st, 2025) in San Francisco to promote Second Life appears to have been well received, the the stand receiving a lot of visitors and interest.
  • There has been some discussion in the Content Creation channel of the Second Life Discord Server about allowing rezzing of prims and meshes larger than the current 64m limit, either for everyone, or as a switch which could be set at the estate/region level. LL are tracking this.
    • However, Signal and Leviathan Linden noted that in terms of meshes exceeding 64m in size, some research into potential physics impacts might be required.
    • Signal further suggested that if there are physics issues, such large meshes could be made non-physical on rezzing.
  • On the subject of physics, there have been reports of objects getting “stuck” with a convex version of their physics mesh until are selected by their owner, and also that sometimes the simulator forgets the mesh physics type and sets it to convex hull.
    • Rider Linden noted he spent some time trying to trace down a similar issue some time ago, without success.
    • Leviathan Linden would like to look into these issues, so Feedback reports would likely be appreciated, with logs.
  • Signal again indicated a preference to get the Havok sub-libraries out of the viewer, replace the decomp. library with an open-source one, and replace Navmesh with a solution “that isn’t janky”. However,  decisions on all of this have yet to be taken.
  • A discussion on the “energy” effect within llPush – where it has use (e.g. feeding into impact damage calculations for weapons), issues, etc., and whether or not there is a case for it being removed for SLua scripts (but not Lua VM to run LSL, so as to maintain compatibility), if at all possible (possibly not).
  • Signal Linden also dropped a request into the meeting:
If you would be seriously interested in contract work to convert the LSL wiki over to readme.com, including a Github action to generate LSL/SLua function documentation from a giant LLSD manifest, drop me a line. One thing I’m thinking about is improving documentation. Readme.com is the same platform VRchat uses for their docs rather effectively, and it would allow us to accept changes from unregistered users once again.

† 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.