Logos representative only and should not be seen as an endorsement / preference / recommendation
Updates from the week through to Sunday, March 2nd, 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
Release viewer: version 7.1.11.12363455226. formerly the ExtraFPS RC, dated December 17, promoted December 19 – No change.
Release Candidate: Forever FPS, version 7.1.12.13550888671, March 1, 2025 – Updated.
Natthimmel: Terra Nova, March 2025 – click any image for full sizeI first encountered the region designs by Konrad (Kaiju Kohime) and Saskia Rieko, hosted on their Homestead region of Natthimmel (Swedish for Night Sky), in May 2023. At the time, they were offering a visually immersive interpretation of Göbekli Tepe, Turkey (see: A Night Sky with a touch of history in Second Life), and I was immediately captivated; like the late Serene Footman and Jade Koltai, Konrad and Saskia had captured the essence of a place within the physical world most of us would likely only witness through on-screen images and film, and allow us to explore it in person.
Since that time, Saskia and Konrad have continued to offer settings and environments reflective of the world – indeed, in one case, the cosmos – we inhabit. I’ve never failed to be awed by their work, the span of their creativity and imagination; thus, I’ve attempted to record much of their work in these pages.
Natthimmel: Terra Nova, March 2025
For early 2025 (having opened on February 26th, 2025), they have drawn on a tragic feat of exploration from over 100 years ago – and done so in so subtle a manner, the core might easily be missed. At the same time, their canvas is so rich, it still has the power to speak volumes to us on the nature of life and the human condition.
Terra Nova presents a frozen environment caught in the twilight common to our polar regions; ice floes hug the cold, green waters, their frigid surfaces rippled, pitted and crumpled from endless collisions and as a result of freezing / thawing / freezing in confined pools of water forcing them to fight one another for space. Around them stand great towers of ice suggesting they are hiding the vast bulk of their mass below the waves, as a full Moon hovers on the horizon, its size magnified by the depth of atmosphere through which it is seen.
Natthimmel: Terra Nova, March 2025
In the distance and dark against the horizon, stand the blocky forms of human habitation, lights visible while the lamp of a floating warning buoy flickers close by. They act as a siren call, drawing people across the ice and the planks painstakingly laid across and between the floes. As the structures are approached, they reveal themselves as huts built on the ice, whilst a colony (or perhaps a waddle, if they are actually just passing by) of penguins quietly disclose the fact this is somewhere in the Antarctic. But where? And what might this place be?
A ship’s harpoon sitting on the ice alongside the largest of the huts, together with the canvas boats moored on the water suggest this is a shore-based whaling station. The fact that it is possible to see the graceful forms of humpbacks breaching the surrounding waters might well support this, and it is certainly one direction the imagination can run fully and freely. But there is another.
Natthimmel: Terra Nova, March 2025
On the 15th June, 1910, the converted sealer Terra Nova departed Cardiff, Wales, for Antarctica. Originally built as a whaler in Scotland in 1884, the ship already had a proven career operating in both Arctic and Antarctic waters as a sealer, survey / exploratory vessel and in recovery operations for other expeditions. In all, her career lasted almost 60 years, coming to a sad end in 1943; however it was that departure from Cardiff in 1910 that marked perhaps her most famous voyage, as she was the transport for the last expedition to the Antarctic continent led by Captain Robert Falcon Scott.
Beset by issues and misfortunes from the start, the story of Scott’s Terra Nova expedition is most keenly remembered for the the tragic loss of the attempt to reach the South Pole – the overall focus of the expedition – which resulted in the deaths of all the men who made the final trek to the the Pole, only to find their rivals led by Roald Amundsen had reached it first. It is this tragic and now legendary “race” that is commemorated within Konrad and Saskia’s Terra Nova – and done so in a most poignant manner.
Natthimmel: Terra Nova, March 2025
Alongside the Landing Point is the traditional Natthimmel welcome, sitting just over the water. Clicking it will deliver an information folder, within which can be found a poem, a beautifully framed and told lament to Scott and his expedition.
“Do you know of the land-walkers who came here once?” asked the elder whale, his voice a ripple through the water. The younger one flicked her tail, sending a stream of bubbles upward. “Many have come, many have gone. But I sense you speak of a tale worth telling.”
“Ah, yes,” the elder murmured. “A tale of struggle, of ice, of those who dared to race where no fin could guide them.” The younger whale listened as the elder sang of the land-walkers who arrived on a ship of wood and iron, calling themselves explorers.
– extract from Terra Nova, by Saskia Rieko
Natthimmel: Terra Nova, March 2025
Through this lament, which quotes a part of Scott’s final entry in his diary (dated 29th March, 1912), the setting falls into place: the huts crouched on the the ice stand as a reference to those the expedition variously established – most notably Scott’s own hut (which stands to this day) on Cape Evans, Ross Island; the harpoon reminds us of the heritage of the Terra Nova herself; and whilst Scott’s expedition took place in the long days of Antarctic’s summer, the twilight lighting of the setting.
Meanwhile, the landscape falls into place as both the ice shelf from which Scott’s final three teams set out on the attempt to reach the South Pole and the hardness of the frozen landscape with which they had to contend, while the haunting audio stream (do make sure you toggle the accompanying audio stream on when visiting, it is offered as a haunting alternative to local sounds) accentuate the magnificent desolation – to quote another explorer of an altogether different age – of the frozen continent and the isolation faced by Scott and his men.
Natthimmel: Terra Nova, March 2025
While the lament serves as a reminder of the sad end of Scott and the four men who joined him on the final trek to the South Pole – Edward Wilson, Lawrence Oates (who, stricken by frostbite and scared he was becoming a deadly burden to his colleagues, was said to have stepped out of their tent to his death in a blizzard with the quietly-spoken words, “I am just going outside and may be some time”) Henry Bowers and Edgar Evans – it also perhaps serves as a commentary on those of us concerned about the continued maltreatment our planet and how we might be remembered (if we are remembered at all) in the future –
“Even in the end, they thought of those they left behind.” The younger whale exhaled a plume of mist. “A sad story.” “A true one,” the elder corrected. “And in the deep, the truth matters.”
– extract from Terra Nova, by Saskia Rieko
Natthimmel: Terra Nova, March 2025
A truly heartrending setting when seen and heard in context, Terra Nova is fully deserving a visit and contemplation.
Arcanum [Artsy], March 2025Aria Solstice (Aria1111 Skydancer) is a multi-talented creator whose time and work has spanned not only Second Life, but environments such as AltspaceVR, Horizons and VR Chat. Her in-world store ARTSY – is one of the go-to destinations for those seeking PBR materials and / or PBR-centric décor items, furnishings, skyboxes, buildings, or EEP packs – and now immersive art.
As a creator, she has worked hard to create her brand – one I first became aware of through her PBR tutorials and which I now use regularly for my PBR materials needs. Her dedication to her work can be seen through the fact that she moved to Second Life in 2023, then spent a year refining her brand and stock specific for Second Life prior to opening in May 2024 showcasing her skills as a 2D and 3D artist-creator.
Arcanum [Artsy], March 2025With Arcanum, Aria presents an immersive installation comprising – at the time it opened – eight “realms” of light, form, tone and / or colour. Each is its own unique environment I’m not about to describe here – simply because they should be experienced first-hand for both their beauty and the the questions or statements they hold. However, before turning to them in at least some degree, a few quick notes about experiencing the installation:
Please note that it is fully PBR: you will need a PBR-capable viewer in order to see it.
Make sure you have local sounds enabled.
Accept the experience to use the portals to move to / from realms (starting with the door portal at the entrance to the installation, and including the telephone booths which will take you to each of the realms).
Remember that Arcanum is highly introspective: each realm might offer or reveal more to you about yourself the longer you spend within it in contemplation of its visual offering and – most particularly – in the question it asks.
Arcanum [Artsy], March 2025Perhaps the best way to define the installation is through the words found on the wall of the entrance foyer, which I recommend visitor take the time to read prior to progressing through the teleport door to reach the desert and the start of a journey through the installation:
You stand at the threshold of realities that exist between thought and form, dream and substance. Arcanum is not merely a collection of spaces, but a journey through the architecture of consciousness itself. Each realm awaits your exploration – luminous geometries, flowing energies and artsy dimensions that desire your presence and contemplation. As you move through these environments, you may discover that they are not separate from you, but extensions of your own perception. The questions you encounter are invitations – gateways to insights that may reveal themselves in unexpected moments. There are no right answers here, only authentic ones.
Some visitors my find Arcanum speaks to parts of themselves they have forgotten. Others discover new territories within their imagination. What you find here is what you bring – your curiosity, your openness, you willingness to wonder.
Arcanum introduction
Arcanum [Artsy], March 2025Each of the eight realms offers a unique environment, featuring light, structure, form and three questions intended to resonate and encourage consideration / self-reflection. While there is apparently no given order for visiting each of the realms, the booths are arranged from left-to-right, and so perhaps subconsciously suggest an order to viewing. By coincidence, the leftmost booth – Silent Echo – perhaps offers the most ideal place to start; the static nature of its design and the presentation of its three questions before the waiting seats helping to encourage one into a necessary state of inward thinking and self-exploration as the colours within the hall gently change.
As one moves between them, each realm might be seen as reflecting the nature and spirit of the questions asked within it. Sometimes this is clear from the outset – notably in Duality; whilst elsewhere, the relationship might be more subtle in nature (Bioluminescence, Arcanum’s Lair), and sometimes it might be felt more than seen (Aura Doodles, Field of LED). Hence why time should be spent in each, contemplating their questions and statements and the responses they evoke – and in pursuing those responses and what they might reveal about self; all the while moving through and observing the very physical environment each realm presents.
Arcanum [Artsy], March 2025For my part, as well as giving me pause to cogitate on the questions within Arcanum – both in terms of myself and what they might reveal about Aria as a creative. I was also fascinated by two highly personal reactions it caused in me.
The first was the way several of the realms evoked a desire to witness them fully immersed through VR, marking the first time I’ve felt such a conscious desire where headsets are concerned. The second was in the way they resonated with me as something of an alternative manifestation of Bear’s “Country of the Mind” (Queen of Angels, 1990); his fictional VR-like psychotherapy technique used in the exploration of personality, nature, identity and self. Yes, what is described in the book in no way resembles the environments found within Arcanum, but the underlying concepts are (to me) remarkably similar.
Arcanum [Artsy], March 2025Richly immersive and – if you give it time and rally immerse yourself within it – deeply engaging installation, Arcanum is, I gather from Aria, sent to evolve further over time. Which, when you consider the fact that it is a manifestation of introspection and reflection, is entirely natural; Aria’s creativity and thinking are not static nor single-tracked. As such, I would anticipate Arcanum growing and evolving in response to her own continued growth – and to thus remain relevant as we also grow and change and re-visit.
Campwich Forest grounds: location for the Monthly Mobile User Group (MMUG)
The following notes were taken from the Thursday, February 27th 2025 Monthly Mobile User Group (MMUG) meeting.
These notes should not be taken as a full transcript of the meeting, which was largely held in Voice, but rather a summary of the key topics discussed. The meeting was recorded by Pantera, and her video is embedded at the end of this summary – my thanks, as always to her in providing it.
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.
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.
Improvements to the format of Group notifications.
Streaks rewards (see here for more) broader release among subscription accounts.
[Video: 8:59-9:25] There is no guarantee as to how long the Rewards scheme will run. However, it will not end at the start of March, and there is potential for “new cool things happening with log-ins in March”.
Bone Attachment Point Handling
The new Bone Attachment Developer Tools option (requires restart)
In line with the account creation capability mentioned above, Campwich Forest in Bellisseria is currently the initial Landing Point for users signing-up to Second Life via SL Mobile.
As this has seen a lot of traffic with new users within the Linden homes around the Campwich location, the decisions has been taken to clone Campwich Forest and use that as the Landing Point.
The clone will be located separately from Bellisseria.
Addition of an Address Bar to the app, making it possible to:
Search landmarks /create landmarks.
Share SLurls with people on other apps (Discord, Reddit, WhatsApp, etc.) via the native share cards found in Android and iOS.
Allow maps.secondlife.com work on the Mobile App.
Providing quicker access to chat when using the app – e.g. a button on the in-world view to go directly to Chat, rather than having to go via the menu.
Improving in-world interactions within the app – making it easier to identify objects with which an avatar can interact, and know that something is happening when long-pressing an interactive object.
Lobby is a new feature, intended to enable communications, allow users to see who is on-line and provide general information whilst the app continues to load things like the 3D world view in the background.
Coming soon: the SL Mobile: Lobby
Announced in December 2024, Lobby was made available to users on the SL Mobile Alpha testing programme on Thursday, February 27th, 2025.
This is an initial release, and will be iterated upon and improved, potentially with more information being provided.
Note that currently, when using the Lobby, scene loading will continue in the background, and you will arrive in-world at the last location at which you were previously present, be it when using the viewer or SL Mobile; you are not held in a separate environment.
However: the plan is for Lobby to be accessible to users without any in-world loading taking place, thus making SL Mobile even more of a “lightweight client” for those on lower / mid-tier mobile devices to use it as a communications tool.
As I am not a part of the Alpha Testing, I will have an article on Lobby as it is made more generally available.
Texture resolution, as currently handled, is not very well optimised in terms of resolution.
In short, two channels are used for loading textures, one for in-world objects and one for avatars. however, as neither are currently optimising, they can load larger objects requiring higher resolution textures using the same resolution as small objects that can get away with lower resolution textures.
One of the reasons for this has been trying to get everything rendering under the memory constraints imposed by mobile devices (e.g. 500-800Mb), with the intent of then going back and adjusting things for better rendering / performance.
An outcome of this is particularly noticeable on avatar rendering (see also the discussion from the January meeting), is where avatars may not load, or only load as far as a transparent outline.
Adam Sinewave is currently working to optimised texture resolution when loading, and this is now at a point where it allows avatars to be automatically refreshed on loading, which should help make the problems of avatar load failures / transparency be greatly reduced / go away.
This work will also help towards the proper prioritisation / re-prioritisation of texture loading within Mobile, making more efficient use of memory.
The plan here is that as memory use is improved, then it will be possible to start looking towards PBR materials support within Mobile (PBR requiring 2x or 4x the memory compared to textures).
Adam also noted that there have been a “couple of tweaks to the defaults” on texture handling, but these have yet to surface in any version of SL Mobile.
View account / L$ balance: Menu → tap the down arrow alongside account name to open the Account draw. Can be used to verify payments made via SL Mobile have gone through.
Reporting a bug: Menu → Help → Feedback. Can also be used to give general feedback / suggestions.
If you encounter issues while logging-in via Mobile, tap the gear icon at the top right of the screen, and this will open the Feedback form.
Abuse Reports: can be accessed several ways:
Log-press on the avatar responsible for the abuse display the context menu → Report Abuse.
In Chat (nearby / IM) locate the three dots alongside the avatar’s name to access the context menu
→ Report Abuse.
People list: tap on the avatar name to open Profile → tap the … More option → Report Abuse.
Togging audio stream on/ off: tap the menu → tap the location displayed at the foot of the screen to open the Location Tray → tap the audio icon to toggle audio stream. Use the volume slider to increase / reduce audio stream volume.
In Brief
Please refer to the video for details on the following.
[Video: 23:23-24:20] Culling distances: currently the app has a set of “fairly pessimistic” set of default culling distances.
This will be changing in future updates to respond according to hardware (e.g. those with new mobile devices with better capabilities / more memory will show more content before culling commences; with culling on devices with lower specifications also better optimised for memory use).
These changes will also allow for the loading / unloading of avatars as they move out of / into range.
[Video 34:45-49:48] A run through of some of the top bugs / features, including:
HUDS:
HUDs are difficult to render in a meaningful way because of the form factor involved with size of the screen on mobile devices, coupled with the fact that HUDs can function in multiple ways(expanding / collapsing, paging etc), all of which requires careful consideration in order to be implemented/
As such, the work is liable to b split, with an initial focus on addressing HUDs, etc. that call for llDialog menus / responses, as these seem to be the easier option to implement, and then build towards more complex HUD support over time.
Inventory:
Regarded as a very large project that needs to be broken down into areas of functionality that can be implemented and built upon.
Current thinking is to enable the ability to buy items from the Marketplace and receive them in inventory using SL Mobile, and then interact with them.
This would require an initial view of inventory and a number of functions to allow the required interactions with items visible in that view (e.g. potentially the ability to add / remove items to / from your avatar; view sub-folders, etc.).
Use this as a bassline to build-out inventory functionality.
A further note, following from those at the January meeting, that work is continuing to improve avatar rendering and to try to chase down those issues where avatars do not render correctly.
Grauvik 2, February 2025 – click any image for full size
In July 2023, JimGarand presented a version of his Grauland Homestead region re-titled as Grauvik, a distinctly Scandinavian setting representing a fictional island off the coast of Iceland (see: A touch of Iceland in Second Life).
For early 2025, he now presents a further take on Grauvik in the form of Grauvik 2. It’s a design which retains the rocky, somewhat volcanic look and feel of 2023’s edition, suggesting it still be fictionally located close to Iceland, but which has touches suggestive that it could just as easily be off somewhere like the Norwegian coast. I’ll also note here that Jim has utilised PBR materials in the design and no BP fallbacks, so you’ll need a PBR-capable viewer to appreciate it.
Grauvik 2, February 2025
This iteration brings an entirely new design to the island, with the 3D art pieces seen in 2023’s Grauvik entirely absent – which is not to say a 3D artistic presence is entire absent the island, a point I’ll come back to. Instead the island now carrying with it the suggestion of a private retreat; one served by a small dockside area to the north-east. It forms the setting’s Landing Point, and is capable of servicing floatplanes as well as small boats – a de Havilland Canada DHC-2 Beaver of the Grauland Flying Service sits above the slipway.
These docks have been built into the one natural cove on the island, the rocks and slopes around and behind it suggestive that it might sit sheltered from the worst of any bad weather that might sweep over the island. Which is not to say it is the only low-laying point on the island; while the core of the setting sits upon rugged plateau of what might be granite or basaltic rock, there are flatlands around the coast – particularly to the north-west – and cinder beaches suggestive of volcanic sand cling to the coastline sufficiently well enough to allow visitors to completely circumnavigate the island on foot, almost never leaving the sands.
Grauvik 2, February 2025
Beside the docks with their large hanger for maintaining visiting aircraft (and perhaps small boats hauled up the slipway on trailers), the island s home to three other significant structures, all designed by Jim.
The first and largest of these is the New Pramma House, and it literally dominates Gruavik 2, sitting as it does on the highest point of the island’s spine capable of comfortably supporting a building. As one might expect from such a position, it presents commanding views to the east and west, and is most easily reached by walking up the volcanic sands of the slope at the southern end of the boat moorings.
Grauvik 2, February 2025
This route actually passes below a trail cut along the spine of the island to connect the New Pramma House with the remnant of an old lookout building on a shoulder of rock looking to the east, the black coastal sands below it speared by plugs of rock which have stood firm against the passage of time and tide as sea has clearly conquered the softer rock and earth around them so only they remain.
As well as connecting the main house to the out look-out building, the rough path also branches to provide access to the second largest house on the island as it sits to the south. Crouching on a sturdy foundation of cut and mortared stones, this rectangular cottage is hunched behind a rocky wall cut through be steps running down from the trail, and firmly states that the flat headland on which it sits is its own to command, a large deck extending out from it to the edge of the rock.
Grauvik 2, February 2025
Those walking around the coat of the island will actually pass under this cottage by means of a tunnel cutting through the rock below it, passing by way of one of several places to sit scattered across the island. The tunnel will bring explorers to a further stretch of dark beach down to which the path from the top of the island descends by way of wooden board walks hugging the rock, platformed stairs and broad wooden decks. One of these decks extends out over the sea, in part sheltered by more fingers of rock which rise from the waves and perhaps help break the worse of the sea’s ebb and flow to leave the waters here calm enough for safe bathing and swimming.
It is to the north of these boardwalks and reached via a path of loosely laid planks on the sand, that the third of the houses can be found. Like the others, it is of an ultra-modern, clean look, and it sits within it own gravel surround to offer split-level accommodation as it looks westward. However, it is on the rock-straddled beach extending to the front of this house – and home to numerous seagulls resting their wings – that a curiosity lies.
Grauvik 2, February 2025
Ranged over the sand is a scattering of Czech hedgehogs. Are they a remnant of the war time era, originally placed there to prevent tanks and other vehicles from crawling up the beach between the rocks at low tide, or ready to lurk under the waves at high tide awaiting the opportunity to rip out the hulls of unwary landing craft? Perhaps they have been gathered by a dedicated artist and painted against the harm of rust before being deliberately set out in a modern artistic statement? Either option pokes at the imagination.
From here, circling the island on foot is completed around the base of the northern cliffs along a gravel path as it returns visitor to the Landing Point. Or, if you prefer, the path can serve as the start of your explorations! 😀 .
Grauvik 2, February 2025
I’ve always enjoyed and appreciated Jim’s builds, but have to confess there is something about Grauvik 2 that really appealed to me; I’m not sure if (again) this is due to the hint of the rugged beauty of Iceland within it (Iceland being one of the two major island countries in the world I absolutely adore visiting), or simply an admiration for the design as a whole (I admit to being particularly drawn to the New Pramma House!).
The following notes were taken from the Tuesday, February 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 Pantera’s video of the meeting, which is embedded at the end – my thanks to her 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
On Tuesday, February 25th, 2025, the SLS Main channel was restarted without anu deployment.
On Wednesday, February 26th, 2025, the Carrot Cake update should be deployed to the rest of the RC channels (having already been deployed to BlueSteel). This includes:
Monty Linden’s work on EventQueueGet (a simulator Capability that delivers messages from a simulator to viewers over HTTP using a long-poll scheme. It is core functionality without which viewer/simulator coordination is impossible).
Simulator support for the increase to viewer Profile Picks (from 10 to 20) announced as a part of the Membership Mania promotions.
Future Deployments
The next simulator update is to be called Durian Scones. The size and content of this update is still TBA. However, Monty Linden indicated it will carry updated SSL certificates – he will be publishing details here.
These will be Digicert-signed, not Linden-signed.
Protocols should mostly be compatible. But looking to a future with old stuff being deprecated.
The new certificates should fix the longstanding issue of llRequestSecureURL being untrusted.
SL Viewer Updates
Default viewer: version 7.1.11.12363455226, formerly the ExtraFPS RC (multiple performance fixes, aesthetic improvements and UI optimisations), dated December 17, promoted December 20 – No Change.
Release Candidate: Forever FPS, version 7.1.12.12999043440, February 4, 2025 – No Change.
In Brief
Please refer to the video below for the following:
Leviathan Linden is working on the issue of objects not rendering on logging-in. He describes his work as not yet having found a cause, but working on a new theory. This led to a discussion on whether the issue is within the viewer (e.g. caching errors, issues with objection occlusion calculations) or a simulator-side issue (e.g. Interest List transmission problems). This discussion is woven through most of the meeting.
A discussion on improving the calculations used to determine the LI of Animesh objects, which also touched on the LI calculation formula being revisited as a whole “at some point”.
Combined with the above was a discussion on optimising LOD / incentivising better LOD generation on the part of creators.
A general discussion on gravity and changing it, revolving around this suggestion. As Rider Linden noted, fiddling with SL’s gravity is both difficult and can have unforeseen outcomes.
A general discussion on when Lua(u) will be surfacing (Rider Linden: “VERY VERY VERY VERY soon!”), with a reiteration that LSO is not going to be deprecated; however Mono will eventually be removed, with LSL compiling to Lua. This included a discussion on preserving data stored in script memory in transitioning away from Mono to Lua when it comes to in-world scripts that are running.
† 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.