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.

2025 SL viewer release summaries week #12

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

Updates from the week through to Sunday, March 23rd, 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.
  • Note that for purposes of length, TPV test viewers, preview / beta viewers / nightly builds are generally not recorded in these summaries.

Official LL Viewers

  • 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.

LL Viewer Resources

Third-party Viewers

V7-style

  • Black Dragon for Windows version 5.3.1 March 19, 2025 – release notes
  • Kirstens Viewer S24 – RC1 – March 21 – release notes.

V1-style

  • Cool VL Viewer Stable: 1.32.2.41, March 22, 2025 – release notes.

Mobile / Other Clients

  • No updates.

Additional TPV Resources

Related Links

Memories of Spring in Second Life

Memories of Spring, March 2025 – click any image for full size

In a follow-up to her Memories of Dreams, a Homestead region I wrote about back in April 2024 (see: Memories of Dreams in Second Life), Yxes (Yxes Evergreen) recently opened a new Homestead region design she is calling Memories of Spring – and it is as eye-catching as Memories of Dreams as it is different.

Spring, a time to wake up and explore all our worlds. Follow picturesque paths along a rocky coast. A special thank you to some of the artists of SL, who make our world more beautiful. Look for their work here and throughout SL!

–  Yxes, writing about Memories of Spring

Memories of Spring, March 2025

Backed by a partial off-region surround and against which it abuts, Memories of Spring gives the suggestion of being a rugged headline extending outwards from a mountainous coastal region. However, whether this coastline is part of an island or a much larger land mass is up to your imagination. The mountains sit to the east side of the region, their faces masked in shadow and haze, their domed heads frosted with snow as they appear to stand guard over the setting.

The Landing Point sits close the where the mountains touch the region, and specifically on the terrace of a large Tuscan-style villa, a curtain of rock to its rear separating it from the off-region surround as both house and terrace look westward along the island’s length. The house is open to the public and is tastefully furnished, with the covered entranceway set out ready for a shared meal. Inside, one of the room contains the first hint of the art and artists of SL referenced in Yxes’ description, in the form of a series of figures by Alpha Auer.

Memories of Spring, March 2025

Stone steps descend from the terrace and its modern fountain to a paved depression amidst the rock. A further fountain sits here, moss-aged but with clear waters. As well as occupying the sides of the fountain, the moss has spread out over the paving, suggesting the stone was laid a long time ago, while stone blocks to one side stand together in the suggestion that they, the paving and the fountain are the remnants of a structure that once occupied this hollow. But again, perhaps that is the illusion they are meant to present, their having been placed there to give the villa a sense of having a sunken garden space before it. 

Further steps rise from the fountain to where another Tuscan-style building sits on a shelf of rock. It stands above a sandy bay and offers a cosy summer house feel within its walls – and it must be passed through in order to continue onwards – unless you want to scramble and slide over rocks to reach the beach; for it is on the far side of the summer house that the path and steps continue, descending via piers of stone to reach the sand.

Memories of Spring, March 2025
It is here that the setting marvellously opens out. On the beach, sandpipers search for food as rivulets of water flow over the sand to reach an incoming tide which has, over the years, carved the sand so as to form a small, natural lagoon-like hallow within it. A further house sits on the headland here, its piers offering room for boats to come alongside, the terrace above them welcoming painters despite the downpour going on on the other side of its bulk. This rain, falling steady and quite locally, is slowly drowning the large courtyard backing onto the house and reached via a path running through a grove of silver birch also caught under the rain’s cloak.

It is in the courtyard that the first real hints of much older structures than the villa and its summer house might be found. Partially-demolished – presumably by some passage of violent weather – walls and a stairways appear to be undergoing repair. More ruins lie beyond the gates at the back of the courtyard, the hollowed rooms, empty window sockets and open maws of doorways forming a most attractive means to display 3D art by Mistero Hifeng and Bryn Oh, whilst coffee might be enjoyed within the walls of one of the aged towers.

Memories of Spring, March 2025

Looking out over the southern aspect of the island, these ruins in turn provide a glimpse of still more remnants of habitation. Reached via a further path, they sit as a magical place built on the water’s edge where chandeliers both hang from the ceiling and sit suspended in air where crystalline shapes float like strange and exotic creatures – or the petals of plants. Within this space visitors can appreciate further 3D art from the vantage point of comfortable armchairs or a bronze hoop also suspended in the air in defiance of gravity or a glass of wine might be enjoyed at the makeshift bar.

Nor do things end here, for the path continues onwards to yet more ruins, these perhaps the source of the stonework used within the hollow become the main villa.

Memories of Spring, March 2025

As much a part of the landscape as built upon it, these ruins are, to me, sublimely photogenic and beautifully natural in placement and look. It is as if whoever built them did so in order to maximise the shelter provided by the rocky spines and rises of the land behind them, although whether they were all originally part of the same group of buildings or represent different generations of construction is up to you to decide. What I will say is, they offer one of the most eye-catching uses of The looking Glass Chapel Ruins by Marcus Inkpen that I’ve seen in a while.

Watched over by a batter and weather beaten lighthouse at its north-western extent, rich in both art, décor and detail throughout, Memories of Spring is an engaging visit.

Memories of Spring, March 2025

SLurl Details

Memories of Spring (Ghilanna, rated Moderate)

Scylla’s “Almost” in Second Life

IMAGO Art Galleries, March 2025: Scylla Rhiadra – Almost

Philosophy and art can make for an interesting coupling; on the one hand, philosophy can trigger an artistic response that in turn might serve to illustrate the central thesis being discussed; on the other, art triggered by a philosophical precept can go on to spur thinking and reflection which can reach beyond the original focus of both the art and / or the precept it initially illustrated.

Such is the case with Scylla Rhiadra’s Almost, a compelling series of pieces of art with accompanying textual extracts (often a common element within Scylla’s work), which opened to public display on March 20th, 2025 at Mareea Farrasco’s  IMAGO Art Galleries.

As I’ve noted in covering past exhibitions of her work, Scylla is one of the most gifted communicators in Second Life; her ability to to use art to convey ideas, feelings, realities and truths, and/or to expose concepts and ideas and encourage the grey stuff between the ears to fire on all available cylinders, is second to none. Nor is she unfamiliar with building upon philosophical thinking to explore our notions of what it is to be human, to live, to move through life; in this I would point to Swerve, her exhibition from 2024 which grew out of reflections on atomism as prompted by Titus Lucretius Carus (see Scylla’s Swerve at Nitroglobus in Second Life for more).

IMAGO Art Galleries, March 2025: Scylla Rhiadra – Almost

Within Almost she takes as her seed the work of the ancient Greek philosopher Zeno of Elea – specifically one of his Paradoxes of Motion (which are perhaps the most well-known of his paradoxes), which Scylla refers to as his “Atalanta Paradox”, but which is perhaps better know as the Dichotomy Argument.

In this Zeno asks us to imagine the Greek heroine and athlete running half the distance to a finishing line, and then requires us to notionally half the remaining distance and time again, and again, and again, ad infinitum. The “logical” and mathematically “provable” corollary of this exercise is the realization that the runner will never reach her goal; she will merely get closer and closer, by smaller and smaller spatial and temporal increments.

– Scylla Rhiadra, introducing Almost

IMAGO Art Galleries, March 2025: Scylla Rhiadra – Almost

The Dichotomy Argument, together with Achilles and the Tortoise and Zeno’s Arrow Paradox are regarded as such because between them, they postulate that everything is, to all intents a purposes, motionless. Atalanta can never finish her race; Achilles can never catch the tortoise, that at any given point in its flight, the arrow is in fact standing still. Not only does this mean the races / arrow flight can never be completed – they can never actually commence – which is clearly a logical fallacy, given they can and do. This fallacy offers some interesting lines of thinking, as Scylla goes on to note:

I found the concept an interesting metaphorical approach to understanding what it means to be “human,” existing in real time and space. In some ways, we are always “almost” something or another, in part because we are always in the process of becoming — of “almost” being someone or somewhere else — and because it is a fundamental condition of human existence that we never achieve an ultimate, absolute state.

– Scylla Rhiadra, introducing Almost

Thus, within this series, Scylla presents images which explore the dichotomy created within Zeno’s paradoxes in a highly visual manner.  Each offers a complete story on the human condition within its frame, whilst simultaneously presenting the potential for much broader narratives.

IMAGO Art Galleries, March 2025: Scylla Rhiadra – Almost

In this they are like Atalanta’s race – just as they almost present a “finished” image and idea, so to do they hint at a further measure of consideration, a further line of narrative, drawing the imagination onwards towards a line of “understanding” we never quite reach as we constantly re-evaluate what we are seeing within each image as our view shifts and changes both in light of our emotional state / mental processes and in reaction to reading the text accompanying each piece.

And it is in the textual excerpts that Scylla again teases; whilst they might almost illuminate an image in terms of a single point of understanding, so do they also open doors on to new avenues – or corridors, as Scylla puts it – of thinking and reaction, which can themselves subdivide further than further the more we dwell on what the text might say / mean and what might have motivated its selection.

IMAGO Art Galleries, March 2025: Scylla Rhiadra – Almost

This makes Almost wonderfully subjective – perhaps “personal” might be a better term; there is no single “given” within any single image or its text. Instead there are layers of potential that might be peeled away as each piece and its companion words are examined and considered, very much informed by the feelings and thoughts we bring to them as much as by the scenes they capture. A magnificent and deeply engaging series rich in interpretation from one of Second Life’s most engaging photographic artists.

SLurl Details

2025 week #12: SL CCUG meeting summary: PBR / BOM

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, March 20th, 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 and Updates

[Video: 02:07-8:00]

Viewer Status

  • 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. Note that lowering the value on this slider can help within environments where a lot of manual Reflection Probes have been placed out.
    • 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.
Updates to the UI elements in the 2025-03 Release Candidate viewer (click for full size, if required)

Upcoming Viewers

  • The hope is that the 2025.03 RC viewer will progress fairly rapidly through its pre-release iterations and be promoted to de facto viewer status “soon” – most likely early April.
    • Again, this viewer includes many fixes and and work originally scheduled for the 2024 “Maintenance B” RC, which had been held over due to the focus on the performance improvements work.
  • The April release – 2025.04 – is provisionally targeting:
    • The glTF mesh uploader (based on the current .DAE mesh uploader and doing pretty much the same). Again, please note that this is not the full glTF scene importer which has been discussed at previous CCUG meetings; that work is being broken down into smaller, more easily managed projects.
    • Possibly some additional Materials features, although these are currently subject to shifting priorities.
  • Geenz Linden reiterated the idea that the new viewer update process is intended to provide work on a major feature, and also include viewer quality of life improvements – notably requests / fixed file via the Feedback Portal.

Bakes on Mesh Improvements – PBR

[Video: 12:17-24:42]

  • A bump of a feature request to provide the ability to make alphas for AUX BOM layers led Geenz to note that there are internal discussions on Bakes on Mesh and what additional things / features the Lab would like to tackle with regards to it (e.g. blend options, including the ability to blend materials attributes).
  • However, nothing is as yet on the roadmap for implementation.
  • This led to a general request on feedback as to what creators would like to see by way of BOM improvements. Responses included:
    • Full PBR Materials compositing / baking.
    • The mentioned materials blending + Photoshop-like blend modes + the ability to have blends (+ opacity) user-modifiable, even if the assets themselves are not.
    • Provide opacity sliders on the bakes slots, so as to allow things like the creation of a universal tattoo in 100% opacity black, then being able to ‘fade’ it without using more textures with separate opacity settings – see: Introducing Opacity Control for BOM Layers.
    • The ability to drag different BOM layers around when changing layer priorities, rather than having to use the current Up/Down buttons in the appearance floater.
  • Additional requests should be filed via the Feedback Portal.
  • A request for real-time in-viewer painting for alpha layers with a very basic editor was also requested as a part of the above, with Geenz indicating this would be unlikely any time soon.
  • Providing full support for PBR materials within the Bake Service is being actively “thought about” at the Lab, but Geenz noted there are some caveats. For example:
    • There is both a compatibility issue and some degree of “convertibility” between supporting a mix of PBR materials and “legacy” (Blinn-Phong) materials within BOM.
      • The compatibility issue is that both are largely different in how they operate.
      • The “convertibility” aspect lies in the fact that the specularity channel within “legacy” materials was developed with what was at the time (2012) the glTF specularity workflow. This potentially opens the door towards mixing both.
    • However: there are multiple considerations when it comes to possibly supporting both Blinn-Phong and PBR materials in BOM – particularly when it comes to ensuring the end-user understands what is going on, what might happen when editing / combining layers, and the whole question of how the necessary guidelines / caveats / warnings can be meaningfully put before users without causing confusion.
    • These internal discussions are currently on-going.
  • The idea of being able to modify blending when the assets themselves are No Mod was described as “an interesting one”, with Geenz suggesting it is something that should be posted as a request to the Feedback Portal to gain broader feedback from the user / creator community before any specific actions are taken, particularly given changes to the permissions system can lead to debate.
    • This led in part to an additional discussion on the idea of “opening” the permissions system in other areas – such as allowing users the ability to colour tint meshes that are otherwise No Mod, or add glow, if required).
  • During the discussion Geenz noted that in general, PBR is unlikely to be getting displacement mapping “any time soon”.

In Brief

  • [Video: 6:02-7:05 + later in the meeting] glTF mesh uploads:
    • The outline of this work can be found in Add Simple (llmesh) GLTF Model Import.
    • In short: it should be taken that whatever can be done within the existing .DAE uploader will remain so for uploading glTF mesh models at the first pass. Enhancements – including possibly forking the glTF  uploader into its own floater distinct from the .DAE uploader – will come later.
    • Given this, the ability to upload custom skeletons / rigs will not be supported. This does not necessarily mean that custom skeletons / rigs will “never” be supported – rather than it is a more significant project that requires further consideration before a decision can be made.
    • A request was made to be able to select maps / materials for upload in the glTF uploader, e.g. whether it should be a selectable list rather than a drop-down (for materials – which defaults to one or “bulk”) – this also has been included in the Feature Request.
  • [Video: 8:29-11:59] Kyle Linden sought information on why those using vehicles – notably boats / aircraft disable sky rendering (via Advanced → Rendering Types) during normal game play (e.g. not for matters of terraforming, etc.).
    • The majority of feedback within the meeting suggested the core reason to be doing so gives a small FPS boost (and there have been reports filed that sunset / sunrise rendering can impact FPS).
    • Anecdotally, it was suggested that it can improve region crossings, although examples weren’t cited.
    • Some also stated they did it to stop the “frantic” cloud scrolling when moving between different regions with different EPP settings (why not just apply a preferred EEP setting to your avatar to avoid this?). This prompted Geenz Linden to remark that there have been some internal discussions about making the transitions between EEP setting less jarring.
  • [Video: 26:23-27:53] some are reporting increased frequency of texture thrashing on PBR viewers over non-PBR viewers.
    • This is in part why LL has been adding further controls over texture use of VRAM.
    • Manually adjusting VRAM usage may not always resolve all issues of texture blurring (as there can be multiple reasons for it), and tweaking thing like the slider for adjusting the amount of VRAM available for texture loading can make things worse in certain conditions – so keep this in mind.
  • [Video:37:02-38:26] A request was made via chat for the Feedback portal to have a means for people to view all the tickets they have filed. This was seen as something that the Canny developers would need to implement in general, rather than a capability LL could add to the system, and so should perhaps be requested on Canny itself!
  • [Video: 38:51-41:08] It’s been reported that the eye-dropper for tinting PBR surfaces from the colour picker swatch is not working. This extended into comments that copying / pasting materials between surfaces can fail and planar face alignment not working. Fixes for issues such as copying PBR materials are within the 2025.03 RC viewer, together with a fix for PBR materials not always persisting when applied to a mesh face.
  • The last 20 minutes are a general discussion on VR support (not yet, to much work in other areas to complete first); reflection probe fixes (such as better blending) to be looked at; anecdotal comparisons on frame rates being experienced at the meeting (anecdotal as no real indication of overall graphics settings being used, direction people had their camera point & the complexity of their field of view, etc.); general performance and performance tracking.
  • [Video: 58:12-1:00:05] Part of the discussion on frame rates / performance it was noted that turning off the name tag display in the viewer Preferences → General → Name Tags options) can cause an increase in FPS – most likely due to the use of alpha layer in name tags pulling on performance.  This led to request for feedback on whether the default should be left at Name Tags On & left to a person’s individual choice to alter it; or perhaps change it to Show Briefly; or perhaps alter the behaviour so the name tag only renders when the mouse is hovered over an avatar (without necessarily having the hovertips enabled).

Next Meetings

  • Subject to confirmation: Saturday CCUG, Saturday, March 29th, time TBA.
  • 13:00 SLT, Thursday, April 3rd, 2025, at the Hippotropolis Campsite.