2025 SL viewer release summaries week #32

Logos representative only and should not be seen as an endorsement / preference / recommendation

Updates from the week through to Sunday, August 10th, 2025

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.
  • Outside of the Official viewer, and as a rule, alpha / beta / nightly or release candidate viewer builds are not included; although on occasions, exceptions might be made.

Official LL Viewers

  • Default viewer 2025.05 7.2.0.16729091892, issued August 5, promoted August 8 – New.
    • glTF mesh import ( should have similar constraints to COLLADA upload, but does not support a unified material upload solution).
    • Media changes including support for PRIM_MEDIA_FIRST_CLICK_INTERACT and HUD autoplay (see https://wiki.secondlife.com/wiki/LlGetPrimMediaParams).
    • Fixes related to memory allocation, inventory floater, world map and Picks performance.
    • Fixes for OpenJPG, PBR Texture Panel Repeats per meter improvements and sky ambient colour not blending during day cycle among others.
    • Fixes for image rendering.
  • Second Life Project Lua Editor Alpha (Aditi only), version 7.1.12.14888088240, May 13 –  No Change.

LL Viewer Resources

Third-party Viewers

V7-style

  • Megaphit glTF Mesh Import – 7.2.0.54176 – August 2 – changelog.

V1-style

Mobile / Other Clients

Additional TPV Resources

Related Links

Exploring Oscarton Forest Park in Second Life

Oscarton Forest Park, August 2025 – click any image for full size

I recently received an invitation from William Gide to visit Oscarton Forest Park, a setting designed by William and his SL partner, Dekon Carter.

Comprising a number of parcels spanning two regions within the south-east of Heterocera, the park offers around a quarter of a region of a landscaped setting with something of a unique history.

Oscarton Forest Park, August 2025

The Park started life as a “COVID sanity project”, helping William – who designed the majority of the ground level elements – cope with lockdown by allowing him to exercise his creativity. Since then, the park has remained open as a public setting which visitors can use as a place to enjoy a sense of nature and recharge their batteries.

Given this, there are a number of distinct Landing Points to be found throughout the park. For the purposes of this piece, I’m going with the “main entrance”, so to speak, as it is here visitors can obtain a notecard with landmarks to the main hangouts within the setting.

Oscarton Forest Park, August 2025

Bordered by part of the SLRR to the west and a river gorge to the south, the latter spanned by a bridge leading to what I believe to be William and Dekon’s private home, the public park runs northward. Passing a vegetable garden, the landscape opens out to offer a choice of possible exploration routes, the clearest being the main path.

The latter sweeps out to the east side of the park, passing between two Chinese lion statues, the first of multiple pieces of sculpture awaiting discovery as one explores the park. In making its sweep, the footpath skirts the lower end of the forest, a copse of silver birch. However a trail also runs through the birch trees, almost doubling back on the main path to drop down to where a trail points to the north and west, winding through the forest proper.

Oscarton Forest Park, August 2025

The main footpath, meanwhile descends to where a bridge spans one of the parks streams, joining another path as it follows the bank of the stream northwards. Passing by way of a secluded cabin, this path eventually drops down to the setting’s camp site prior to making a sharp left turn to arrive at the octagonal pavilion.

This pavilion can also be reached via one of the many paths branching off from the second trail mentioned above, all of which pass various places to hang-out and also admire some of the large wood sculptures to be found among the trees.

Oscarton Forest Park, August 2025

The northern end of the park includes two newer elements. The first is the Oscarton Forest Café. Occupying a large building by Cory Edo, on its east side this overlooks one of the park’s bodies of water and the pavilion beyond. On its west side, the café offers a terrace with seating a view of any passing trains.

Steps lead down from the terrace to a stone footpath and walls forming a border to the park, looking like it may have been some form of ancient fortification. Tucked within a part of these works – which also run along the northernmost extent of the park – is the Oscarton Forest Park Reflection Cove, described as a place for meditation.

Oscarton Forest Park, August 2025

Also to be found within these walls is a Zen garden watched over by two large rune stones, whilst the woods in this northern extent of the park also hide the teleport platform up to the sky platform – but I’ll leave that for you to find.

Offered with a richness of detail, Oscarton Forest Park is an idyllic location, and for a first-time public build, is exceptionally pleasing to the eye and rich in opportunities for photography and for relaxing.

Oscarton Forest Park, August 2025

My thanks to William for the invitation to visit; I really enjoyed doing so.

SLurl Details

2025 week #32: SL CCUG meeting summary

Hippotropolis Campsite: venue for CCUG meetings
The following notes were taken from my audio recording and chat log of the Content Creation User Group (CCUG) meeting of Thursday, August 7th, 2025. Please note that this is not a full transcript, but a summary of key topics.
Table of Contents

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 generally held on alternate Thursdays at Hippotropolis.
  • Dates and times of meetings are recorded in the SL Public Calendar, and they are conducted in a mix of Voice and text chat.

Official Viewer Status

  • Default viewer 7.2.0.16729091892, issued August 5, promoted August 8 – New.
    • glTF mesh import (should have similar constraints to COLLADA upload, but does not support a unified material upload solution).
    • Media changes including support for PRIM_MEDIA_FIRST_CLICK_INTERACT and HUD autoplay (see https://wiki.secondlife.com/wiki/LlGetPrimMediaParams).
    • Fixes related to memory allocation, inventory floater, world map and Picks performance.
    • Fixes for OpenJPG, PBR Texture Panel Repeats per meter improvements and sky ambient colour not blending during day cycle among others.
    • Fixes for image rendering.
  • Second Life Project Lua Editor Alpha (Aditi only), version 7.1.12.14888088240, May 13 –  No Change.

2025  glTF Mesh Uploader

  • There were multiple requests for the behaviours within the glTF mesh uploader that do not much the COLLADA .DAE uploader to be revised so that they do conform with the latter.
  • These had to be shut down, largely due to technically limitations within SL’s internal mesh formats.
  • The hope is that over time, these limitations can be “peeled” back, and mesh import as a whole improved, most likely by using a new internal mesh format.
  • No details on what the new internal format will be, as this is still subject to internal discussions at the Lab, but the aim is to make things easier for both content creators and content consumers.

2025.06 Viewer

  • The next viewer in development is 2025.06, which is described as “not very ground breaking”.
  • It contains a lot of work and bug fixes original intended for the Maintenance C viewer from 2024, and prior to the viewer release process being revised.
  • The key feature in this viewer will be Inventory Favourites.
  • Currently, the viewer is going through a stabilisation process with the aim of releasing an RC Beta as soon as possible.
  • The aim of the 2025.06 release is to raise the cadence of official viewer releases. This is seen as beneficial on a number of counts:
    • It allows individual releases to become more iterative in nature, building capabilities and allowing better response to feedback from users.
    • It breaks the cycle of long delays between viewer releases while the Lab tries to deliver an entire project in a single viewer drop.
    • It will hopefully allow the Lab to be more nimble with releases, allowing them to come back to major updates and adjust them / add to them based on longer-term feedback, rather than appearing to simply drop a project into a viewer release and then never come back to it with significant updates / improvements.

In Brief

  • Removing Scale From LI Calculations (Recap/Update):
    • Signal Linden highlighted a Feedback Ticket he has raised, proposing the removal of scale from Land Impact calculations, which has been touched upon at the last couple of SUG meetings.
    • However, numerous caveats / issues with the proposal arose as it was further investigated, including potential impacts on physics, issues for streaming calculations, etc., all of which caused a slow-down in the idea.
    • Rider Linden provided an update, noting that scale land impact is so closely tied into an object’s triangle count that there is no easy way to extricate the two, leading to the risk of small items with a high tri count suddenly exploring in their LI is scale was removed from the equation.
  • Support for Vertex Animation Textures (VAT) – a means to create complex and non-traditional animations in real time using textures and shaders to achieve the visuals on the GPU, thus having a much lighter performance impact on the CPU when compared to traditional skeletal mesh animations.
    • Allowing for the complexities of SL, concern was raised over use of VAT “overloading other systems”, with the view that providing support for blend shapes could actually be preferable.
    • However, given the age and complexity of the SL internal mesh format, adding things like blend shape support (and / or) vertex support, is seen as a “pretty involved effort” with a number of potential complications.
  • The above led to a more general discussions on animations for things like plants, the LI cost of Animesh and how it precludes it from widespread use; the balance between having lots of animated elements in-world versus potential performance cost; options for baking animations into meshes, etc.
  • Make Scale/Offset/Rotation PERSIST when switching PBR Materials (e.g. not having any scale, offset and / or rotation set for a surface cleared why swapping one material on that surface for another, as is currently the case):
    • The reason this happens is that (unlike Blinn-Phong, where the offset, scale and rotation are set against the object surface) with glTF materials, that are set against the material itself (as per the relevant glTF specification extension); ergo, changing the material reset them.
    • This behaviour could potentially be changed through the addition of an override to give more consistency in behaviour between PBR materials and Blinn-Phong; however, any such update comes down to a matter of prioritisation. This prompted an invitation to any interested open source developer to submit a suitable update.
    • One concern over a possible solution is the need for additional UI elements in what is already regarded as a complicated Build / Edit floater.
  • Support 16-bit grayscale terrain import: this has been acknowledged by the Lab as a problem that needs to be addressed, but as yet, there has not been the opportunity to take a deep look into possible causes of issues with the RAW terrain file import, and what the correct solution(s) might be.
  • Nothing on the cards for further .glTF extensions at this time, however, with the glTF importer now in the release viewer “the door is open to a lot more possibilities for what we could do” (e.g. removing the “old” .glTF importer used purely for materials and allowing the “new” importer to handle them, making it much easier to add further .glTF extensions in the future).
  • A general discussion on scripted animation, inverse kinematics (IK), puppetry, and similar. In short:
    • Puppetry remains frozen.
    • It is recognised the proper IK would allow for a range of capabilities (e.g. animation retargeting)
  • A general discussion on controls and the game_control work. As the latter is Leviathan Linden’s project, and he was not at this meeting, I’ll leave updates on this to the Server User Group summaries.

Next Meeting

An overdue return to Athenaeum in Second Life

Athenaeum, August 2025 – click any image for full size

In talking to Dema Fairport at the Content Creator’s User Group recently, I was reminded that it’s been six years since my last visit to her engaging, Adult-centric and richly landscaped region of Athenaeum (see The scenic glory of Athenaeum in Second Life).

Part of the reason for this is because the major parts of the region are well-established, and only subject to the most subtle of changes – which can made blogging a little difficult. Not that the region should change just for the sake of blog posts; it has scenic beauty which is captivating to both the eye and the camera which could so easily be lost with any large-scale changes.

Athenaeum, August 2025

That said, six years is a long time between visits, so I was keen to wander around once more just for my own interest; and because so much time has passed, I thought I’d offer another write-up for the benefit of those who might not be familiar with the region or its beauty.

The virtual home of the real life Carter/Johnson Library which is owned by Viola Johnson. The library is a collective history of various kinky communities who have chosen to live and love differently. Come explore the Museum and Photo Gallery, take a walk through the lands, or find a place with that special someone to enjoy some relaxing time together or some special kinky time. Photographers Welcome, please be respectful of all.

– Dema’s description of Athenaeum

Athenaeum, August 2025

The (to me) familiar elements within the setting comprise the Carter/Johnson Library, mentioned in Dema’s description, the manor house, the pool house, most of the major structures, including the main bridges and footpaths, and the overall lie of the land, cut through as it is bye channels and a river.

The Landing Point for the setting is on the west side of the region and takes the form of a deck built over the water and home to a café, which I understand from Dema is a new feature of the setting. This sits close the aforementioned Carter/Johnson Library buildings, which itself is worthy of some expansion.

Athenaeum, August 2025

Existing in the physical world, the Carter/Johnson Library and Collection, is a 501(c) (3) organisation founded by Carla Viola “Mama Vi” Johnson (September 9th, 1912 – January 31st, 2006). It forms a collective history of various communities who have chosen to live and love differently. The collection includes thousands of leather, fetish, S/m, kink and alternate sexuality books, magazines, posters, art and more, dating back to the 1700s and chartered to bring this history to the communities it serves.

It is the Library and Collection which supports Athenaeum within Second Life, with the Library within the region recreating of one of the Library’s physical world exhibitions charting the history of BDS and kink from the 1500s to modern times – and offering a glimpse of times early than the 1500s.

Athenaeum, August 2025

A short walk from the museum is a gallery devoted to the work of New York fetish photographer Darque. Also to be found in the plaza and gardens housing the library and gallery is a quiet outdoor seating area complete with playable chess and draughts (or checkers, if you prefer).

Eastwards from the museum and gallery, a cinder path rises into the region’s central uplands to join a broad bridge spanning a gorge to provide access to the manor house is it sits on a high plateau. For those who prefer, a grass trail leads up to where wooden cabins surrounded by tall pines overlooks the north coast beach. One of the two cabins offers a wooden stairway down to the beach, but another way to reach it is to head north from the landing point, following the signs to the camp site out on the north-west headland.

Athenaeum, August 2025

The manor house itself remains much as I originally found it in 2018, when I noted:

Within its rooms are leather arm chairs, great bookcases filled with tomes awaiting reading, fires in the hearths, bottles of port and cigar humidors on some tables, coffee and After Eight mints on others, and just the most subtle of hints as to some of the activities that might follow conversations in these rooms; activities which themselves might be enjoined in the rooms above, going by their décor.

– This blog, August 2018

Athenaeum, August 2025
Again surrounded by trees – Athenaeum is, among other things, a woodland haven – the manor house also features a terrace area for music events, with an adjacent pool. This terrace overlooks a precipitous drop on its west side and one of the region’s smaller islands, whilst on its north side it looks over the channel separating the manor’s high perch from the low-lying museum.

The plateau on which the manor house stations hides a secret. To be honest I didn’t work out how to get down to it and back, and resorted to cheating with a sit TP. I assume there is a hidden TP I missed. Another couple of places I don’t remember from previous visits. One was a smaller house sitting on an island to the south-east, is an outdoor ceremonial area one an island tucked into the north-east corner of the region.

Athenaeum, August 2025

Whether all of these are new additions since my last visit or not, I can’t say; six years is a long time; visits, and memory can play tricks. But that aside, Athenaeum is a richly engaging a beautifully put together region offering a lot to see and appreciate, regardless of one’s interest (or otherwise) in kink.

In fact, such is the overall low-key nature of the region’s BDSM elements, Athenaeum can be enjoyed without reference to it more adult nature, offering as it does a beautiful environment with multiple places to sit and pass the time, and plenty of opportunities for photography.

Athenaeum, August 2025

SLurl Details

August 2025 SL Web User Group

The Web User Group meeting venue, Denby

The following notes cover the key points from the Web User Group (WUG) meeting, held on Wednesday August 6th, 2025. These notes form a summary of the items discussed and is not intended to be a full transcript. The official video is embedded at the end of this summary.

Meeting Overview

  • The Web User Group exists to provide an opportunity for discussion on Second Life web properties and their related functionalities / features. This includes, but is not limited to: the Marketplace, pages surfaced through the secondlife.com dashboard; the available portals (land, support, etc), and the forums.
  • As a rule, these meetings are conducted:
    • On the first Wednesday of the month and 14:00 SLT.
    • In both Voice and text.
    • At this location.
  • 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.

Updates

  • The Marketplace team hope to release the mobile responsive marketplace search updates in the next week or so.
    • Note this updates is only for MP search, but there will be future Mobile updates for Marketplace in due course.
  • Time is being given to some general web property quality of life updates.
  • Work is continuing on some technical upgrades to critical internal services, defined as “not very glamorous but help keep things running smoothly”.
  • New bank pay-out options are due to be deployed “in the next week or so” for Brazil, Canada , France, Germany, Lithuania, Malaysia, the UK, the USA and Turkey.
  • A reiteration on the upcoming ending of the Character Designer programme (see: LL announce a pause in the current SL AI character designer project)
  • Kermit Linden will be leading Web User Group meetings for a while, and may be willing to host twice monthly meetings.
  • There is a “new offering” due to be announced in the next couple of months.

General Discussion

  • Several issues with maps.secondlife.com were raised, with the feedback that “some” are being worked on. Those raised were:
  • CasperVend integration: reported as “no official updates but we do want to take it on soon”.
    • Kali Linden noted that she has been working with Casper to develop product specifications for integrating some CasperTech features in to the Marketplace.
  • Marketplace variants / styles (i.e. multiple option for a product (such as different colours) in a single listing: the Marketplace team has yet to “get back” to this, and the request was for people to keep asking about it.
  • A request was made for a formal means for AI-generated content to be properly disclosed on MP listings. The broad response to this was content disclosure has generally been treated as being differed to the creator.
  • The group was asked that if they could create one web feature in SL, what would it be? Responses included:
    • A 3D SL Map.
    • Marketplace:
      • An ability to users to see a 3D preview of assets on the Marketplace.
      • Formal inclusion of item creation date (not listing creation date) and and the date on which the item was last updated for Marketplace listings. This has actually been looked into, and a plan to offer something “more stable” for creation date is in development, but last update date requires more work.
      • Filter options for removing specific creators / stores from Marketplace searches.  This is acknowledged as being a popular request, and something the Lab wants to look into.
      • Ability to search the MP by body type. This is something that has been specified internally, and so seen as as something that could be delivered in the future.
      • Multiple Marketplace wish lists / favourite lists. Again, this has received a lot of requests and is being thought about.
      • A request for multiple stores under one account. This was seen as a nice idea, but currently hard to implement.
    • Making the Land Use Fees page more intuitive, and perhaps include a way to calculate group bonus, etc.
  • The use of AI agents to assist in Marketplace searches was raised, in order to increase accuracy of results, etc.
    • There is nothing specific in the works for this.
    • Training AI tools for Marketplace search was seen as a major undertaking, simply because of the size of the MP, and that search could generally be improved a lot more directly without necessarily requiring the use of AI tools.
  • A discussion on people’s favourite / least favourite things in Second Life during the past week which flowed into a general conversation – refer to the video for details.

Next Meeting

  • Wednesday, September 3rd, 2025.

Beach Life at Nitroglobus in Second Life

The Annex at Nitroglobus Roof Gallery: Kelsey Yuitza, Beach Life

Having opened within The Annex at Nitroglobus Roof Gallery, curated by Dido Haas, Beach Life is a highly engaging series of Second Life centric images by Kelsey Sakura-Yuitza (Kelsey Yuitza), perfectly showcasing both her abilities as a self-taught Second Life photographer and her passion for spending time at the beach. A modest collection comprising just nine images – with two of them forming triptych-like pieces, one at either end of the gallery space – Beach Life carries within it arrange of emotions and narratives, with all but two of them focused on beach settings, even if their narratives far surpass the setting itself.

As a Second Life photographer, Kelsey is self-taught, developing her skills as a result of curiosity and a willingness to learn via tutorials and videos, and a determination to master the tools at her disposal. The fruits of her labours can be seen in the fact that her images are finely crafted, perfectly edited and easily comparable to anything a physical world photographers might create.

The Annex at Nitroglobus Roof Gallery: Kelsey Yuitza, Beach Life

Supported by beach-like vignettes by Adwehe with which visitors are encouraged to interact by sitting or kicking a beachball around, etc, Kelsey’s images are presented in the large format generally found within the main gallery. This allows the observer to be drawn into each piece and appreciate its beauty. Most of the images speak clearly for themselves and express the joy and freedom to be found in the pleasure of a beach visit. However, mixed within the collection are pieces which I found breath-taking in their depth, artistry and message. These included both of the triptych-like pieces, Where I Began and Ronin, together with Fallen not Forgotten.

Where I Began a celebration of origins, possibly on a personal level of Kelsey, but also in reflection of her growing love of photography in Second life. Ronin, meanwhile, offers a wealth of visual metaphor; there’s the idea of feminine strength and courage; the hint of honour and loyalty as enshrined in the Bushido Shoshinshu followed by samurai (even if ronin were regarded as having failed to live up to the demands of the code to commit seppuku upon the death on his master).

The Annex at Nitroglobus Roof Gallery: Kelsey Yuitza, Beach Life

Then there’s evocation of the traditional interpretation of ronin (“wanderer”; “drifter”) together with the idea of the modern-day drifter who might be found wandering along a beach, and the rich counterpointing of the more idiomatic interpretation of the word (“wave” and “person”) with the backdrop of the open, unfettered ocean to suggest a free spirit.

In its use of camera angle, lighting and shadow, focus and vignetting Fallen not Forgotten genuinely speaks for itself. To call in poignant would be an understatement; it is a marvellous tour de force of artistic expression and richness of narrative. It is powerful and evocative.

The Annex at Nitroglobus Roof Gallery: Kelsey Yuitza, Beach Life

A truly marvellous exhibition; one not to be missed.

SLurl Details