The following notes were taken from the Tuesday, June 25th, 2024 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 and the video by Pantera – my thanks to her as always 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.
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
No deployments for the week, but all channels will be restart per usual schedule.
Coming up as the next simulator update is Summer Fun, which is currently with the Lab’s QA team. Following that will be Picnic, which is still in the process of being put together.
SL Viewer Updates
No updates to the current official viewers, leaving the list as:
Release viewer: version 7.1.8.9375512768, formerly the Graphics Featurettes RC viewer dated June 5 and promoted June 10th.
Maintenance B RC (usability updates / imposter changes) 7.1.9.9555137545, June 21.
Maintenance C RC (reset skeleton in all viewers), version 7.1.9.9469671545, June 14.
Project viewers:
None.
In Brief
Please refer to the video for the following and other topics discussed:
Leviathan Linden is putting the GameControl feature behind a debug settings option, and then rebasing that onto the viewer _develop_ branch. This will help ensure the functionality is available in future viewer updates, ready to be enabled when the corresponding simulator support has been deployed.
A reported issue with llDetectedTouchPos is is the queue of issues the viewer team will be / are looking at.
The functionality gap with llSetLinkAlpha() and PBR Materials, and which has workarounds on the wiki using llSetLinkPrimitiveParams() and PRIM_GLTF_BASE_COLOR, is due to be more properly resolved for when controlling larger linksets.
Monty Linde noted that the first batch of teleports / region crossings work is in line for the release after the Summer Fun simulator update – however, vehicles are not specifically part of this work.
This led to a general discussion on vehicular region crossings.
A further discussion on the Combat project – this will be covered in the Combat Group update following the meeting on June 27th.
A general discussion on getting world map tile information, focuses around the request for llGetRegionWorldMapTile.
† 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, June 23rd, 2024
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
Release viewer: version 7.1.8.9375512768, formerly the Graphics Featurettes RC viewer dated June 5 and promoted June 10th.
It was back to the Kondor Art Centre, operated and curated by Hermes Kondor, for my second visit to the Kondor Art Museum, which saw the opening of its second four-month exhibition of 2D and 3D art; one which features 2D artist-photographers who are, in my opinion, some of the most expressive in the of field presenting work in Second Life.
The exhibition opened on June 23rd, 2024, the exhibition answers a question I cogitated during my first visit in February (see: The Kondor Art Museum in Second Life): would the Museum feature just the one set of exhibitions, or offer a rotating series of exhibits? For this four-month run, the Museum features pieces by Mihailsk, Monique Beebe, Hermes Kondor, Selen Minotaur and Scylla Rhiadra, with a selection of Ilyra Chardin’s charming 3D figures awaiting discovery at the entrance and in the main foyer.
To the left of the museum (as you enter the foyer), Scylla presents La Danse Des Petits Rats. However, this is not a celebration of small rodents jiving (or performing other dances), as the name might suggest; rather it is a celebration of the work of French artist Edgar Degas (July 1834 – September 1717). Often referred to as an impressionist painter, despite the fact he often despised the impressionist movement with its focus on “bright” colours and use of artificial light, Degas is probably best known for a series of paintings he produced from the late 1860 through the 1880s focused on the young dancers studying at the School of Dance at the Paris Opera who were referenced as the Little Rats.
Kondor Art Museum, June 2024: Scylla Rhiadra
No-one knows exactly where the name originated, although the likes of Balzac claim that the romantics saw the rat as a creature to be held dear – small and inquisitive, but able to mature into a “tiger” or “panther”, powerful and lithe – just as the young students at the School of Dance started out urchin-like, maturing into a lithe dancers, their moves fluid and graceful.
Whatever the origins of the term, Degas’ paintings of the Little Rats stand as a history of the students at the School of Dance – from painting the dancers during a performance, he moved to producing “behind the scenes” paintings showing the dancers backstage, in rehearsal or being taught. In doing so, he provided insight into the secrets of ballet training, the paintings becoming extremely popular. At the same time, the series also helps to mark the artist’s own evolving style as a painter. Within her exhibit, Scylla offers A celebration of Degas’ style – his use of colour and light (both of which do stand him aside from his impressionist peers) and, like his original studies of the Little Rats, pay homage to them and their growing mastery of the art of ballet.
Kondor Art Museum, June 2024: Mihailsk
Connecting to Scylla’s exhibition and running around the back of the museum is that of Mihailsk, who is one of the most expressive single-frame storytellers in Second Life. Emotive, often rich in metaphor as well as shooting straight from the hip, Mihailsk’s work spans both colour and monochrome, the stories wrapped within them.
On the upper floor, Monique presents something of a retrospective of her avatar-focused photography, which – as with Mihailsk – is generally centred on her own avatar and marvellously expressive and rich on both narrative and, frequently, a degree of subtext. Her exhibitions tend to be thematically driven and often highly sensual in nature, and the latter is clearly observable in several of the pieces in this collection – and should potentially be regarded as NSFW.
Kondor Art Museum, June 2024: Monique Beebe
At the risk of repeating myself, Selen is also a richly expressive artist, often working to a theme or idea, the pieces she produces richly layered both in terms of their use of colour and elements and in terms of their meaning / interpretation. As with Moni, the items presented in this collect form a retrospective of her work from 2020 through 2024.
Rounding out the exhibition, and located at the front of the museum and to the right of the entrance is Beach Time, a quite marvellous collection of monochrome photographs by Hermes, celebrating summer at the beach.
Kondor Art Museum, June 2024: Selen Minotaur
Engaging, beautifully presented and ideal for appreciating / purchasing, these 2D exhibitions make for a worthy visit, with Ilrya’s characters bringing the charm of their own visit to the museum. Those visiting can also wander the Kondor Art Garden outside of the museum, which is again hosting an exhibition of AI art by Milena Carbone.
Endless: Antipodes, June 2024 – click any image for full size
I received an invitation to visit a further iteration of Endless: the Full private region featuring designs by Sombre Nyx and Jackson Cruyff – my thanks to Jackson for said invitation.
The last time I visited, Sombre had used a physical world location in New Zealand as an inspiration for her design (see: An Endless: Birdlings Flat in Second Life). This time around, she sticks with the idea of an antipodean location, but where it might be relative to you in the world is a matter of choice; the setting sits equally well in most northern / southern latitudes as thus could also be west or east as well, depending on your place in the world.
Endless: Antipodes, June 2024
An island at the end of the world, where seething seas break against the rocks of the coast. Where craggy and low, rugged hills offer views to forever. Where rural life is quiet, but full, and nothing really matters but the moment.
– Endless: Antipodes About Land
As the About Land description indicates, this is a craggy, rugged location, one island among a small group. The flora on the island – mostly scrub and grasses, interrupted here and there by lonely trees – the one close-knit grouping of trees being mangroves sprouting up from the wetlands on the island’s eastern side. Such is the lie of the land and its blanket of flora, it gives no clue as to its possible latitude or longitude, although it is not unfair to say it is probably outside of tropical and most sub-tropical climes.
Endless: Antipodes, June 2024
The arrival point lies toward the western side of the island, sitting on a shoulder of land separating two shallow bays with sandy beaches, one of which appears suitable for bathing, sheltered as it is from northern winds by a further high-shouldered promontory extending out into the sea. A footpath runs out along this headland, and also forms a track running eastward along the bluffs above the north coastline. As it does so, it crosses what appears to be the former course of a stream that once tumbled to the sea from higher ground, then descends towards the eastern coastal lowlands.
A wall has been build over the rocks of the coastline here, helping to ensure the sea and land remain separated and allowing the former to become a level setting for a homestead farm, complete with an orchard alongside it. The farmhouse has the look of having been long since been converted into more of a cosy retreat than a place of work (although the apples from the orchard are very clearly being cultivated / harvested); the integral barn is now a bedroom and outdoor decks provide additional living space – their presence suggesting the island perhaps does not suffer from too much in the way of really inclement weather.
Endless: Antipodes, June 2024
This house is one of three on the island, the spines of hills separating it from its neighbours one of which lies on island’s far side, the other more directly to the south. A small, rough beach sits to one side of the farm, and the path continues from close bay, this time following the east coast as curves around a bay cutting deeply into the island, home to the wetland and mangroves mentioned above, and its mouth guarded by a small isle. Whether the studio is used by whoever occupies the little farmhouse or not is open to question, as the path continues on to the house on the south side of the bay, putting it within easy reach of the studio isle, whilst its design and décor perhaps suggest the aesthetic of an artist has been at work inside.
The remaining house is very much a place of work – a barn with tractor and feed for livestock, etc., lying just up the hill from it and a chicken coop betwixt the two. Whoever lives here likely owns the sheep found scattered across the island. As well as the sheep, the island is something of a home for birds, including herons and kingfishers as they carefully keep an eye on all the comings and goings across the land.
Endless: Jack’s Canyon, June 2024
Such is the design of the setting, it is easy to arrive and just wander; however, there is also a ground-level teleport system (starting at the arrival point) to help guide people around the major points of interest for those who prefer. Rezzing is open for photography props, with auto-return set to 30 minutes – but do please clean up yourself if you use the option.
Jackson’s location – as with his past joint designs with Sombre – occupies a sky platform overhead. It takes the form of another rugged setting – perhaps part of one of the island seen off the coast of Sombre’s setting. A short walk from the landing point the land is cut through by a deep gorge, clearly formed by the erosion of the water pouring into it from one end, before making its way seaward but not quite entering open waters. Instead, a natural rocky breakwater block overland progress – but given the water simply hasn’t risen to overcome the barrier, one might assume there are submerged routes passing under the rock that allow it to escape.
Endless: Jack’s Canyon, June 2024
This gorge gives the setting its name: Jack’s Canyon, and forms the focal-point for explorations. Invisible from ground level, it is a little like Rivendell, only opening to view when practically on top of it. Unlike Rivendell, the gorge has a man-made path in the form of a wooden board walk and ladder descending into it, the top of this walk forming a deck close to the one building in the setting: a small wooden cabin.
This route down into the gorge is overlooked by a further deck extending out from the west cliffs, whilst the seaward end is watched over by two tall rock formations, one of which also looks down on a small camp site sitting on a broad lip of rock and grass forming a step in the cliffs on the west side of the canyon (another little camp area occupies a further lip close to the bottom of the canyon as well). Wildlife in the form of bears, boars, wolves, foxes, cranes and eagles are to be found throughout the setting, all of which perhaps suggest this is a location more in the northern hemisphere – but wherever you choose to place it (if at all), there is no doubting its natural beauty. So much so, that even a time-traveller appears to have dropped in for a bit of a look around!
Endless: Jack’s Canyon, June 2024
Like Antipodes, Jack’s Canyon includes a local teleport for hoping between the local arrival point and the canyon floor. However, this is not directly connected to Sombre’s Endless: Antipodes; both the ground level setting and the canyon are only linked via the common landing point in the region – hence why no SLurl earlier in this article – which must be pass through when moving between the two.
With both locations offering local sound scape and various opportunities to sit and relax and / or take photographs, they can be enjoyed individually or jointly – and my thanks again to Jackson for the invite!
Second Life marks its 2st anniversary in 2024, with a month of activity kicking-off through until Sunday, July 21st. Celebrations will be taking place across the Birthday regions in Second Life, and and with previous years includes live music, DJ sets, art, shopping (via the dedicated Shop and Hop event), exhibits by Linden Lab and – particularly – exhibits by Second Life residents and communities.
The following is intended to provide a general overview of the celebrations and provide calendars, SLurls and anything else that might be useful to you when visiting the regions.
IMPORTANT NOTE: many of the builds at SL21B, particularly the stages, etc. have been built using PBR materials, and the skies are rendered as HDR. Therefore, to see the regions at their best, you should preferably be running a viewer that is “PBR enabled.”
SL21B Welcome Area
Theme
This theme for Second Life’s 21st birthday (SL21B) has been given as Elements, which the Lab describes thus:
This theme invites us to explore the fundamental components that make up our vast virtual landscape and the diverse communities within it. From the fiery passion of creators and artists to the fluid adaptability of our social environments, from the solid bonds within our communities to the fresh breezes of innovation that propel us forward, “Elements” is a celebration of the core forces that shape our experiences in Second Life.
As per usual, SL21B will feature a series of events featuring various members of the Lab’s Board, management team and advisors. These will be a mix of live and pre-recorded sessions, per the schedule below.
Tuesday June 25th 13:30
Product and Engineering Town Hall
Senior VP of Product & Engineering Grumpity Linden; Director of Engineering Second Life Server & Viewer Signal Linden; Director of Engineering Web & Platform Kali Linden; Senior Product Manager Sntax Linden; Product Manager Kyle Linden.
Wednesday June 26th 13:30
Product Operations Town Hall
Linden Lab Executive Chairman Oberwolf Linden and Senior VP of Product Operations & Marketing Patch Linden.
Entertainment and Performances
Over 500 live performers are lined-up to perform across four stages at SL21B between Friday, June 21st and July 1st. The complete schedule can be seen below.
The Nimbus Stage
The Welcome Area
Never been to an SLB event before – try starting at the Welcome Area where you’ll find lost of help, things like the SL21B Hunt HUD, and more!
The Tapestry of Time and Gift Area.
First presented in 2018, the region-wide Tapestry of Time presents visitor with a walk-through of Second Life’s history from 2003 through to the present day using images, text and videos. True, not everything has been recorded, but there’s enough within the region to be of interest to the historically minded.
within the Tapestry of Time can be found the SL21B Gift Area, offering gifts from the Birthday exhibitors and from merchants participating in the Shop & Hop event.
Exhibitor Regions
via Linden Lab. Click for exhibitor list
As is common for SLB events, the mix of content is varied, and the representation of interests broad. Role-play groups, arts, communities, are represented across the nine regions open to exhibitors; some are static, others are interactive in nature.
Direct links to the exhibitor regions can be found in the SLurls lists at the end of this piece.
Note that teleport boards are available at the centre of all Exhibitor regions for easy of moving between them.
Adult Exhibitor Regions And Adult Shop and Hop
2024 sees the Adult content and groups exhibitor regions combined with the Adult Shop and Hop regions and the Once again, the celebrations include Adult content and groups, with exhibits at the event, with four dedicated regions – separate to the main exhibitor regions – open to visit. These have a dedicated Teleport Hub sitting kitty-corner admits the four regions, and I’ve also included individual region SLurls at the end of this article.
SL21B Last Names and Physical World Merchandise
To mark the event, Linden name available a special series of SL21B themed last names focused on the theme of “elements”. Also launched to mark the event is a range of SL21B merchandise for the physical world, including t-shirts, baseball caps, tote bags, laptop sleeves, pins, mug note books and more.
The following notes were taken from my audio recording and chat log transcript of the Content Creation User Group (CCUG) meeting held on Thursday, June 20th, 2024.
Meeting Purpose
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 held on alternate Thursdays at Hippotropolis.
Not strictly a Content Creation tool / subject, but of import to SL as a whole.
Summary
A project intended to replace the Vivox Voice system with the WebRTC communications protocol (RTC=”real-time communication”).
Will see the removal of the SLplugin.EXE from the viewer, to be replaced with a library wrapper within the viewer.
Offers much better and more flexible voice support across platforms, with improved capabilities (e.g. automatic echo cancellation, automatic gain control, better noise cancellation) with better audio sampling / quality.
Also opens the door to adding new features and capabilities to SL Voice, some of which have been long-requested.
Care is being taking to address potential security issues (e.g. preventing eavesdropping, exposing users’ IP address (by using an internal proxy server), etc.).
During the transitional period as WebRTC is deployed on the back-end and gradually made available by viewers, support will be provided for both Vivox and WebRTC (i.e. if you are using a viewer using the Vivox plug-in, you will connect to voice via Vivox, and if using a viewer with WebRTC, then that protocol will be used.
Both Vivox and WebRTC work together, but their may be some initial limitations / issues until the project is fully deployed and the switch made.
Feature requests for WebRTC made via the WebRTC board on the SL Feedback Portal are being evaluated and some are being actioned, together with issues being investigated.
Status
There is a Project viewer available on the Alternate Viewers page. Thus is expected to to to Release Candidate status very soon.
The server support is currently available on the region WebRTC on the main grid.
The focus is currently on getting the viewer code up to release status so it can be adopted by TPVs, with a gradual deployment of the server code, however, it is unlikely the latter will be widely deployed until after the viewer code has been more fully adopted.
That said, this is something of a priority project, likely to be fast-tracked as much as possible.
Graphics / glTF
Terrain
Cosmic Linden is working on PBR terrain custom repat controls allowing for improved Texel densities to help reduce the “stretching” of textures of elevation changes) and better support 2K textures.
Most of the viewer work for this is now almost complete, but is awaiting simulator-side support on Aditi in order to be offered in a test viewer.
There is a more general bug where PBR terrain does not render in planar mirrors, and Cosmic is also working on trying to resolve this issue.
PBR Terrain painting: depending on how the above progress, Cosmic hopes to be able to start looking into the potential for PBR terrain painting in the near future. Currently the tentative plan is:
To allow land owners to control the mix of the four PBR materials on terrain, rather than the current situation where it’s determined by some elevation weights plus some noise added on top.
This capability will potentially be allowed for whoever can edit the terrain heights in a given parcel.
glTF Scene Import
Runitai Linden is continuing to work on glTF scene import. The focus remains on the viewer-side code.
As previously noted, this allows glTF scenes to be uploaded, tied to an in-world object and previewed in the viewer.
The support for this is available on the Rumpus Room regions on Aditi (the Beta Grid).
Actual simulator / back-end support for glTF scene will not start to be implemented until after the viewer side of the code is in better shape.
The overall goal is to get scene import working with Blender (and in accordance with the glTF specification), and mee the requirements / guidelines outline in the Blender glTF Imort / Export documentation. The plan is to:
Support all of the animation data defined in the document.
Support “most” of the materials data in additional to the already supported metallic roughness & emissive unlit.
As this work is still in the prototype phase no decisions have been made regarding the potential Land Impact for scenes or how LI will be calculated. This will come later in the project, once LL have more of a handle on things (upload, streaming, download, runtime cost, etc.).
There are also a lot of additional decisions yet to be made regarding this work – the LSL API, avatar limits (which can be attached to an avatar within a scene), all of which mean it will sill be a while before glTF scene imports are ready for any form of testing on the main grid (Agni).
General Notes
Runitai Linden is looking at the render pipe and possible optimisations and the potential to improve things like rendering objects, etc. Some of this work is likely to find its way back into production viewers in time.
This work also includes refinements to mirrors (e.g. so they get occluded, improvements to the update rate, etc).
Geenz Linden continues to work on Transmission and Index of Reflection (IOR), however, as they were out of the office for this meeting, no update was available.
Proper support for HDRI skies is being increasingly requested as a result of the Graphics Featurette viewer, and this work may be accelerated. However, they will require a new asset type.
† 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 gathering of people every week. They are taken from my list of region visits, with a link to the post for those interested.