2025 week #35: SL TPVD meeting summary

Dutch Pavilion, June 2025 – blog post

The following notes were taken from my chat transcript + the video recording by Pantera (embedded at the end of this summary) of the Third-Party Developer meeting (TPVD) held on Friday, August 29th, 2025. My thanks to Pantera as always for providing it.

Meeting Purpose

  • The TPV Developer meeting provides an opportunity for discussion about the development of, and features for, the Second Life viewer, and for Linden Lab viewer developers and third-party viewer (TPV) / open-source code contributors to discuss general viewer development. This meeting is held once a month on a Friday, at 13:00 SLT at the Hippotropolis Theatre.
  • Dates and times are recorded in the SL Public Calendar, and they are generally conducted in text chat.
  • The notes herein are a summary of topics discussed and are not intended to be a full transcript of the meeting.

Official Viewers

  • Default viewer 2025.06 7.2.1.17108480561 – August 29 – NEW.
    • Inventory Favourites System, plus assorted new features.
    • Improvements to avatar system; camera and movement; chat; voice; content creation tools.
    • Mesh uploader updates.
    • Text & UI polish.
    • Fixes for Environment and Rendering; stability and crashes; UI.
    • System improvements.
  • Second Life Project Lua Editor Alpha (Aditi only), version 7.1.12.14888088240, May 13 –  No Change.

Viewer 2025.07

  • Currently in development.
  • Will include “proper Discord support” for those with a Discord account  – further clarification to follow as the viewer is developed; and possibly Apple Silicon support.

In Brief

  • Meeting update: the TPVD and Open-Source Developer meeting will be merging. The combined meeting will be held once every two weeks, and utilise the TPVD meeting time slot and location. This merge comes into effect on Friday, September 12th, 2025.
  • Code merge policy update:
    • This is intended to better align merging release branches into develop with git flow.
    • LL should now merge code in a given release branch on a fairly regular basis moving forward – so no more waiting for things to go into main before merging up into develop, and moving forward, the Develop branch should always have the latest code LL intends to release in the near future.
    • The latest release code will always be in the main branch.
    • Project branches are still TBD on how they will be handled, as there are often things that need a lot more work before they’re ready for general consumption.
  • The latest version of Autobuild defaults to 64 bit, allowing viewer compilers to remove AUTOBUILD_ADDRSIZE from their build environments.
  • User Joe Magarac (animats) has been working on viewer-side “infinite draw distance” using mesh / sculpt imposters for surrounding region (e.g. one region, 4 region, 16 region, 64 region, etc., – currently only terrain), with each imposter having its own UUID and an a Land Impact of 1 LI.
    • This work is in test within his own Sharpview viewer (not on general release), and will be made available to other viewers.
    • Geenz Linden has been following the work, and has an alternate view on achieving the same result (e.g. having the simulator specify a UUID message to an imposter object which any viewer can then just load and display as required, rather than having everything driven from the viewer), and has suggested the work could benefit for a more collaborative approach.
    • This resulted in a general discussion on project status, possible direction, options for imposter creation, possible issues of content protection if imposters include content information (e.g. buildings), etc, which ran through most of the meeting. Please refer to the video for details.

Next Meeting

  • Friday, September 12th, 2025 at the Hippotropolis Theatre (combining with the Open-Source Developer meeting, per the above notes).

† 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.

Julana’s Spirit of Imago in Second Life

IMAGOLand Galleries: Julana Allen – Minimalista – The Spirit of Imago

Mareea Farrasco is a multi-talents individual: artist, photographer, gallery owner and curator, and creator of her own public spaces at IMAGOLand, which is also home to her gallery spaces.

In all of these capacities, I’ve featured Mareea and her work in these pages on numerous occasions; but this one is special, featuring as it does a celebration of Mareea’s IMAGOLandas seen through the eyes of artist Julana Allen (Julana Teichmann).

IMAGOLand Galleries: Julana Allen – Minimalista – The Spirit of Imago

I was only recently introduced to Julana’s work thanks to her collaboration with Eta (etamae), Where the Flowers Are, which opened at he Elven Falls Art Collective at the start of August 2025 (see: Where the flowers are in Second Life), and it was a pleasure to see her celebration Mareea and IMAGOLand within Minimalista – The Spirit of Imago.

For those unfamiliar with IMAGOLand, the ground level of the region is maintained by Mareea as a public space , the face of which can change from time-to-time, but which always presents a sense of peace and serenity. Within her exhibition, Julana offers a personal and captivating look at IMAGOLand’s beauty as currently presented within the region. From trees turning to gold as the year turns to autumn; from horses grazing to art both free-standing and painted on walls, Julana uniquely captures the look and feel of the region.

IMAGOLand Galleries: Julana Allen – Minimalista – The Spirit of Imago

As I noted when writing about Where the Flowers Are, Julana has a gift for art and photography, and a talent for post-processing, something which can give her pieces a tactile sense. Here, this combination of vision, framing and post processing which brings a depth of life to each piece, making it not so much an image to be viewed, so much as experienced. This is further enhanced by the space in which the exhibition is mounted, which has been decorated by Julana in reflection of Mareea’s creativity.

A thoroughly magical celebration in art; and if you’ve not visited IMAGOLand of late, I recommend viewing Minimalista – The Spirit of Imago, and then dropping down to ground level and touring the region to experience it for yourself and appreciate the context of Julana’s work.

IMAGOLand Galleries: Julana Allen – Minimalista – The Spirit of Imago

SLurl Details

 

August 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, August 28th 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: 0:00-8:33]

Current Releases

Version: 2025.7.560 (Android) – July 23 / 0.1.557 (iOS) – July 22.

Updates

  • Work has been focused on the next release of Mobile, including pushing updates to the Alpha group of users (those who were part of testing from the start). Two Alpha group updates for the release have gone out so far, and a third is expected “shortly”.
  • A key aspect of the next release is improving overall stability, both in itself and how it deals with “shaky” Internet connections, etc.
    • Feedback from the Alpha testers is that this work is yielding performance improvements (e.g. faster frame rates, lower battery use) on Android, and it is hoped the same holds true for iOS.
  • Network connection stability has been a particular area of work for the last 2 months.
    • Unlike apps which can download data in advance, cache it and then call upon it, Second Life Mobile requires far more of a constant stream of data due to its dynamic nature, and so is far more susceptible to signal interruptions / conflicts with other apps for bandwidth use, etc.
    • Thus, the work has been to try to make the Mobile app far more robust in how it maintains network connectivity and continues to function through such interruptions, doing all that is required of it.
    • The work has taken time and effort to get through, but it is hoped that the majority of it is now complete, and the rest can b wrapped-up within the next month.
  • Work has also been put in to trying to resolve a number of known issues (e.g. streaming audio quality on iOS devices).
  • As such, while there will be new features in the next release, the overall focus of work for the present is on performance, stability and bug fixing.
  • Additionally, a couple of further issues have been identified with avatar rendering, and so effort will be put into addressing these.

Upcoming New Features

[Video: 8:33-14:57]

  • Achievements: giving “visual rewards” to users for moving around in the Mobile app and trying-out actions, etc.
    • Details vague, as the team did not wish to give “too much away and spoil the surprise”.
    • Achievements are currently and specifically aimed towards new users.
    • They triggered automatically in some manner on completing a basic task within the app, after which a new View option is unlocked in the menu, allowing users to see available achievements and the particular level they are “at” for an achievement.
  • Camera improvements (as noted in the July meeting):
    • Reset Camera button, which will be displayed when the two-finger swipe to detach the camera from the avatar is used.
    • Rotate around current camera position when the camera is detached from the avatar.
    • Zoom in and out from the current camera position when detached from the avatar.
    • First-person (Mouselook) view.

General Feedback / In Brief

[Video 14:57-End]

Please refer to the video for details on the following and other questions which may have had a simple “yes” or “in progress” reply.

  • Conflicts between pinch actions for zooming and the joystick control for movement:
    • The joystick event capture area covered a good portion of the lower left side of the screen. Because of this, pinch or swipes commencing / overlapping this area can trigger the joystick  and avatar movement.
    • As the joystick fades to transparency between uses, this can cause confusion for users, as they start a pinch / swipe action within the lower left corner of their device screen which appears “empty”, and accidentally trigger the joystick capture event, causing their avatar to move.
    • Because of this, the joystick function is to be changed so that it is always visible, in the hope that users will not commence gestures within its event capture area.
    • It is hoped that keeping the joystick visible at all times will also alleviate new users becoming confused as to how to move their avatar when the joystick is transparent.
    • This led to a discussion across the last 15 minutes of the meeting on ways to completely disable avatar movement when not required.
  • Alpha transparencies not rendering correctly:
    • Potentially due to a number of issues (the transparent texture not being fully JPG2000 conformant; the renderer not correctly recognising the alpha channel, etc.).
    • This is known about and is being looked at to try to resolve. In the interim further reports on the problem and where encountered are requested.
  • A request was made for feedback on any quality of life issues users experience (e.g. problems with changing outfits, UI issues, etc.), as these are likely to become more of a focus as the current work on performance / stability / network improvements comes to an end.
  • Feedback requested from Alpha testers with the upcoming update (anticipated for Friday, August 29th) include: network stability (particularly when the connection switches from wifi to cellular or vice-versa) – which results in noticeable issues (such as an inability of TP); general reports of unexpected with general use – quality of life, avatar loading, avatar movement issues, etc.

Date of Next Meeting

Appreciating Fern & Fable – Bramblewood, in Second Life

Fern & Fable – Bramblewood, August 2025 – click any image for full size

Hailing from the UK, Sylvia Sable is the creator of Moonless Designs landscaping, and who demonstrates her creativity and artistry in this regard  through her Full region. Called Fern & Fable, the region is described by Sylvia thus:

Fern & Fable is a public space I rebuild whenever the mood takes me, each time opening a new chapter with its own theme and story. From a fantasy realm, to the dust of an apocalypse.

– Sylvia Sable

Fern & Fable – Bramblewood, August 2025

For the current iteration, the region presents Bramblewood, a setting which is at its core inspired by the landscape, towns and villages found in northern England, but which it is not unfair to say incorporates influences and aspects far beyond England’s green and pleasant land – if I might use the words of William Blake.

Once upon a time, in the northern reaches of the UK, there were villages bound by stone walls and iron railings, their strength tested by war and time. Cotton mills that once thundered with industry have been re-purposed into gentler spaces, and winding walking trails now weave through fields and hills where locals and visitors find their peace. Here milkmen set bottles by the door before dawn, farms breathe life into the land, and the pub’s hearth glows with welcome at day’s end. Bramblewood is my telling of that story – a Northern UK Village inspired setting where history lingers in every wall and lane.

-Sylvia Sable

Fern & Fable – Bramblewood, August 2025

The reason I suggest the setting draws – intentionally or otherwise – on other physical world locations is for several reasons.
Take the mountainous region surround for example; whilst the north of England does have the Pennines, the mountains surrounding Bramblewood are perhaps taller and more rugged than might be found along England’s backbone and for me, brought to mind Scotland’s Grampians. Similarly, parts of the built-up area of the setting and some of the low-lying areas perhaps have hints of North America and Europe.

However, this should not be taken as a negative critique of the region’s design; there are practical reasons why some aspects might well suggest places further afield than England’s northern counties. If nothing else, apart from iconic “British” elements such as the old red Post Office telephone boxes and the familiar red columns of Post Office letter (mail) box, thatched cottages, things that are quintessentially “England village” in tone and look are far outnumbered by other items sold through the Marketplace and in-world, thus some mixing is entirely natural. More to the point, the mixing of elements and styles give Bramblewood a further sense of being a special place in time and space.

Fern & Fable – Bramblewood, August 2025

The setting takes up roughly two-thirds of the region, with an open body of water to the south. The land is further split between a larger and smaller land mass, the latter sitting to the west, a tongue of land connecting it to the larger area. This western area pays homage to the north of England’s heritage as the cradle of the industrial revolution, being the home of large factory / warehouse buildings, the entire area updated as an event space.

The eastern end of the island is home to the main village / town setting. This again mixes elements, some of which are to be found in English country villages – dry stone walls, the aforementioned telephone and letter boxes, a cottage and local pub (with a further outdoor event space). Other elements perhaps lean more towards the United States (road signs, pumpkins for Halloween), which as noted, give the village and unique look and feel.

Fern & Fable – Bramblewood, August 2025

The middle of the setting is given offer to a open space of natural beauty, richly wooded and with paths and trails meandering through it, a stream tumbling down from the hills, waterfalls serving a river, camp sites, fishing spaces and plenty of opportunities for exploration and photography.

It is within this parkland that the Landing Point is located, presenting the richest opportunity for exploration and discovery. And discovery is the best way to appreciate both the beauty of Fern & Fable – Bramblewood and Sylvia’s design skills- so why not pay a visit yourself?

Fern & Fable – Bramblewood, August 2025

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Owl’s Shadow and Light in Second Life

Michiel Bechir Gallery: Owl Dragonash – Marked by Shadow, Moved by Light

Currently open within one of the exhibition spaces at Michiel Bechir Gallery, operated and curated by Michiel Bechir, is Marked by Shadow, Moved by Light, an intriguing exhibition by photographer artist, gallery curator, music afficionado and blogger, Owl Dragonash.

Owl is a veritable tour de force within Second Life. As a founder of galleries – notably Cloud Galleries and Maison de la Chouette – and host and promoter of live music events across the grid, Owl works tirelessly to bring people and communities together and bring artists and musicians to the attention of a wider audience. As an artist-photographer in her own right, Owl is often featured in exhibitions and art events, as well as having her own Flickr stream.  However, Marked by Shadow, Moved by Light is something special; perhaps an experiment in approach and technique and the use of shadow and light, but one rich in content and enigmatic in presentation and meaning.

In Marked by Shadow, Moved by Light, I explore embodiment in flux – how light carries form, how shadow reveal emotion; how we carry markings both chosen and inherited. Each piece captures a moment of stillness within transformation.

– Owl Dragonash

Michiel Bechir Gallery: Owl Dragonash – Marked by Shadow, Moved by Light

Comprising 10 pieces, this is an collection of what might best be called primal images. From black-and-white through pieces predominantly using primary colours to the use of more natural tones, all ten are richly expressive and also highly tactile in their finish. Each is evocatively titled, helping to nudge our thinking in a certain direction, but it is in that use of colour, light, shadow and finish that captivates and engages. As Owl goes on to note in her artist’s statement:

The stripped illumination suggests something primal and performative – like camouflage, ritual paint, or the imprint of memory. Wings, horns and hooves hint at hybrid identities –  creatures caught between wildness and wonder. 

– Owl Dragonash

This within this collection we have a dual thrust: on the one hand, we have images that evoke a vein of fantasy and imagination all too common to the entire human existence, touching on themes of paganism, mysticism, mythology, mixing into some pieces more “modern” adult themes. The latter is particularly expressed within Suspension of Will, Bloodlight Offering and Feathered Restraint; all three of which are additionally nuanced in their mixing of adult themes and ideas of transformation and sacrifice.

Michiel Bechir Gallery: Owl Dragonash – Marked by Shadow, Moved by Light

On the other hand, these images offer a subtle and unique mirror on the ability for Second Life to become the vessel of transformation for each and everyone of us; allowing us to become whatever we like and experience whatever might draw us to itself. The use of colour, light and shadow further invoke and enhance on two levels as well. Firstly, it does indeed evoke the ideas of body painting and through it the creation of hybrid identities for the purposes of ritual, etc. Secondly, the combination of the three – light, shadow and colour – reflects how our wants and desires and hopes for engagement and / or transformative are given form within the digital realm.

In all, and as stated, an intriguing and highly engaging exhibition, well worth visiting and exploring. Should you do so, note that Owl suggests Marked by Shadow, Moved by Light should be seen with the viewer’s environment is set to Midnight.

Michiel Bechir Gallery: Owl Dragonash – Marked by Shadow, Moved by Light

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Within a Goddess Temple in Second Life

Goddess Temple, August 2025 – click any image for full size

I discovered Goddess Temple by way of the Destination Guide, and was immediately intrigued by its description. Occupying one quarter of a Full private region leveraging the Land Capacity Bonus available to such regions, it is a genuinely magical setting created by Sharon Edwyn, offering a virtual journey into a realm of physical world mythology.

A sanctuary of stillness and mystery, where one may reflect, find serenity, and awaken the spirit. A temple consecrated to the goddess Hekate.

– Goddess Temple Destination Guide description

Goddess Temple, August 2025

More generally spelt as Hecate (HEK-ə-tee), the name belongs to one of the more multifaceted deities in Greek mythology; a figure associated with the Moon, the underworld; with magic, mystical arts and witchcraft, and whose name was invoked for a range of reasons, such as healing, protection, and divination. Her roots span ancient Greece, Egypt and Caria, as well as both the Titan and Olympian pantheons, Hecate having originally been a Titan prior to their downfall at the hands of the Olympians, who then allowed her to retain her powers and position.

Further, her influence also encompassed the Roman civilisation, and she even featured in post-Christian writings of the 2nd and 3rd centuries, in which she was seen as (among other things) the Mother of Angels, and she was frequently worshipped with offering of food at crossroads where she was said to dwell as a protector of thresholds.

Goddess Temple, August 2025

Goddess Temple most notably reflects Hecate as the goddess of magic and mysteries; protector of households, thresholds and crossroads; keeper of wisdom and her links to the underworld. What’s more, it does so quite marvellously through the core temple space, which is quite magnificent, and which I’ll come to in a moment or two, as the rest of the setting is equally as visually engaging.

Before continuing, however, this is a setting which should be visited using the local Shared Environment and with local sounds enabled. A PBR-enabled viewer is also highly recommended. The Landing Point is located towards the southern side of the setting. It sits upon a junction of path which, whilst not a crossroads, is still highly appropriate to Hecate’s aforementioned role as protector of crossroads.

Goddess Temple, August 2025

An information giver stands alongside the Landing Point, and I recommend touching it to receive more information on the setting and to be clear on the rules. Of the three paths offered to those arriving, one appears to lead to the entrance to Sharon’s private residence in the adjoining parcel (no trespassing please!), although a right turn at the door will lead visitors to a terrace with a view out over the waters beyond the region to an off-region surround.

A second path, pointing north and guarded at either end by two pairs of triple-headed street lamps (a subtle reference to Hecate often being depicted as triple-bodied, perhaps?), sits another terrace overlooking a large pool of water fed by water falling from on high on its far side.

Goddess Temple, August 2025

Like the costal terrace, this offers places to sit, whilst a statue of Persephone, the goddess of spring and the queen of the underworld kneels in the middle of the pool, the waters of which escape to the west, dropping to the sea by way of a rocky, fast-flowing stream. Beyond Persephone, and just visible through the curtain of water from the high falls, is the first hint of the secrets awaiting discovery.

However, to reaches these secrets, it is necessary to travel west along the third arm of the footpath and through the arch of a great stone portal wrapped in trailing vines and lightly fingered by the boughs of the trees pressing close to it. Here the path becomes more of a trail and the trees multiply in number as they continue to cast a green and brown canopy over much of the landscape, the ground of which is lush in shrubs, grasses and flowers whilst lanterns hang from boughs to provide gentle illumination.

Goddess Temple, August 2025

Within this part of the setting there is much to be discovered. There is a partially ruined pavilion offering a place to sit and perhaps read (or cuddle!) and enjoy tea from a copper samovar; then there is the remnants of a temple to Aphrodite, again with places to sit;  whilst within a clearing within a ring of trees and ancient columns can be found a place of ritual.

But it is the path leading to the entrance to the temple of Hecate which offers the way to greatest surprise / reward for visitors. Watched over by a statue of the Three Charities (or Graces, if you prefer), and passing by way of a bridge over the stream tumbling down from the central pool, this path leads to the unassuming entrance to what appears to be a cave with another columned stone portal standing before it.

Goddess Temple, August 2025

This cave proves to be a tunnel with a paved floor wet with what may be water formed from condensation rather than by any water flowing or dripping through the rock. Lit by torches mounted on the rough rock walls, the tunnel reveals itself beautifully a little at a time (if you are running with Shadows enabled).

The appearance of the Temple of Hecate is itself a literal revelation as you round a corner, its full, stunning beauty suddenly laid out before you without warning. Its astonishing beauty is literally breath-taking, and folds into it subtle references to Hecate’s manifold roles. Tall bookcases in the main chamber of the temple, complete with a reading table before them speak to her role as a goddess of wisdom, while the runes within the pages of the book mounted in the reading table suggests magic / mysticism.

Goddess Temple, August 2025

Meanwhile the flooded floor of the temple’s inner chamber not only points towards a statue of Hecate, it offers a reminder of the Underworld’s River Styx and thus Hecate’s own links to that realm. In addition, the use of torches and fire bowls reflect Hecate’s role of illumination and guidance through darkness.

Whilst the statue might not reflect the three-body form in which Hecate is often – but not always – depicted (the three forms reference her ability to see the past, present and future), it does include a pair of dogs. The latter were seen as both her loyal companions within the Underworld and as symbols of her links to the nocturnal and the mysterious. That the statue is set against the slowly swirling backdrop of a spiral galaxy appears to echo Hecate’s celestial place and being.

Goddess Temple, August 2025

There is more to see within this main temple – and more to explore with the tunnels, including the marvellous retreat hidden behind the waterfall mentioned above and dominated by a painting of Hecate; but I’ve leave you to discover the beauty of that room for yourself.

A genuine tour de force of creativity and design, and offering plenty to see – and learn: look for the information boards to find information on the likes of Hecate and Aphrodite – Goddess Temple is an absolute jewel within Second Life.

Goddess Temple, August 2025

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