2025 week #43: SL Open Source User Group meeting summary

Oscarton Forest Park, August 2025 – blog post

The following notes were taken from my chat transcript + the video recording by Pantera (embedded at the end of this summary) of the Open Source User Group (OSUG) held on Friday, October 24th, 2025. My thanks to Pantera as always for providing it.

Meeting Purpose

  • The OSUG meeting is a combining of the former Third Party Viewer Developer meeting and the Open Source Development meetings. It is open discussion of Second Life development, including but not limited to open source contributions, third-party viewer development and policy, and current open source programs.
  • This meeting is generally held twice a month on a Friday, at 13:00 SLT at the Hippotropolis Theatre.
  • Dates and times are recorded in the SL Public Calendar, and they are generally conducted in text chat.
  • The notes herein are a summary of topics discussed and are not intended to be a full transcript of the meeting.

Official Viewers

  • Default viewer 2025.07 7.2.2.18475198968 – Apple Silicon Support – dated October 16 –  No Change.
    • This viewer now ships as a “Universal Binary” that contains both the Intel and Apple Silicon versions of the viewer. It should give performance gains on the Apple Silicon version in particular.
    • Also includes various WebRTC improvements and bug and crash fixes.
    • Known issues:
      • This version does not support convex decomposition for physics meshes with Apple Silicon. This will be hopefully be corrected in a future update or release, possibly with the help of a code contribution.
      • Navigation buttons in the in-viewer browser are no longer present for marketplace and search – these will be restored in a future update.
      • Apple Silicon does not support pathfinding tools.
      • Subtle rendering differences might be noticed on certain configurations and EEP environments.
    • Github Changelog.
  • Second Life Project Lua Editor Alpha (Aditi only), version 7.1.12.14888088240, May 13 –  No Change.

Viewer Updates

  • 2025.07 has seen an uptick in crash rates as a result of some WebRTC changes, and LL is working to resolve this. As such, TPVs looking to ship WebRTC / updates are advised to keep an eye on the Develop branch for relevant commits to integrate into their viewers if they would prefer to avoid the 2025.07 issues.
    • As apart of the overall WebRTC project, a server-side update is anticipated as being ready for release in the next 1 to 2 weeks, with fixes for some issues and some new features.
  • Viewer 2025.08 will be a maintenance update with a focus on resolving crash issues, with the hope it may also include some log-in time improvements for those with very large inventories.
  • Work is progressing on a contributed Linux update, details in this Github PR, which LL is hoping to “land” this year.
  • A new SLua project viewer is in the works. This should include Rider Linden’s work on an official native VSCode plugin for LSL and SLua, as noted in my more recent Simulator User Group meeting summaries.

In Brief

Please refer to the video for the following:

  • A general discussion on the viewer UI and making it easier for new users to quickly discover how to mute those using Voice in order to be obnoxious / harass, without necessarily requiring guidance from a mentor / friend on how to do so.
    • The above also broadened into a more general conversation on improving the chat functionality in the viewer in general (e.g. Voice controls + the conversations floater, etc.).
    • Also touched on was the on-going work with Project Zero (viewer in a browser) to reconstruct the viewer UI (or elements thereof) with a HTML/React-style approach – although this is being done without any intent to “break” the existing UI approach within the viewer.
    • As Geenz Linden noted (and the meeting chat demonstrated), views on the viewer UI and things like the conversations / chat floaters (or CHUI – Conversation Hub User Interface, to use the terms employed when the overhaul Viewer 2 chat UI was first introduced back in 2011) tend to be highly subjective when opinions are voiced. As such the suggestion was made to use the Feedback Portal to offer feature requests on what might be done to improve text chat & its UI elements (and Voice chat), and to upvote features thought to be worthwhile.
  • The second half of the meeting included a lot of general discussion on what might be done to “improve” the viewer experience in general, together with a side discussion between Geenz Linden and Henri Beauchamp on the alpha-gamma fix for legacy objects rendering by PBR + improving the appearance of water on PBR rendering.
    • A very short-form summary of these latter two items is to note server-side work is required for the alpha-gamma fix, but is currently stalled, whilst water is awaiting the updates to SSR (screen space reflections), which has yet to be prioritised for a future viewer release.

Next Meeting

† The header images included in these summaries are not intended to represent anything discussed at the meetings; they are simply here to avoid a repeated image of a gathering of people every week. They are taken from my list of region visits, with a link to the post for those interested.

Carelyna’s Nefelibata in Second Life

Akimitsu, October 2025: Carelyna – Nefelibata

Currently open at Akimitsu, a member of the Akipelago regions held and operated by Akiko Kinoshi (A Kiko), is an exhibition of art by ArtCare gallery curator, DJ and artist Carelyna. Entitled Nefelibata, it comprises a dozen images captured in Second Life and then beautifully post-processed to present scenes with a dream-like quality entirely in keeping with the exhibition’s title, which Carelyna defines thus:

Nefelibata is a Portuguese word that translates to “cloud walker”. It describes a dreamer or someone who lives in their imagination, detached from societal norms, literature, or art conventions. Originating from the Ancient Greek words nephele (cloud) and batha (walker), the term is used to describe an unconventional, imaginative, and dreamy individual who thinks and lives outside the box.

– Carelyna

Akimitsu, October 2025: Carelyna – Nefelibata

Among their many character traits, nefelibata embrace solitude and nature. For them, solitude is never lonely; it is a cherished companion. The natural world, meanwhile, is looked upon as a sanctuary offering both peace and contentment in which reflection and, notably, inspiration might be found, the latter thus becoming a muse for creativity and expression.

To the nefelibata, life is art and art is life. The medium – painting, writing, poetry, dance –  are not merely endeavours or performances; they are an expression of existence, both revealing and shaping their identity and worldview. With every word or piece of work they create, they reveal what lies within themselves and exposes an ability to see the world not for what it is so much as for what it might be.

Akimitsu, October 2025: Carelyna – Nefelibata

In this, nefelibatas might be defined as nonconformists. they reside outside of established rules governing their chosen form of expression; as Carelyna notes, “A nefelibata chooses their own path and lives by their own inner truths rather than societal norms”.

All of this is softly, beautifully captured in the twelve pieces presented by Carelyna. In nine of them, individual figures – male and female – are presented.  They are the nefelibatas, the settings in which they are featured presenting clear expressions of the individuality of their dreams, their thoughts, the world as they see it within their imaginations. For all but one of these nine pieces, the faces of the individuals are either unseen or at best partially seen, adding to the idea of them being dreamers; their presence within the pieces as dream-like as the setting itself.

Akimitsu, October 2025: Carelyna – Nefelibata

All of them present the world in terms of its natural beauty, each expressing a dream-like quality  Taken as a whole, the images marvellously present the theme of the nefelibata and underscore Carelyna’s own position as on of these upward-looking artistic nonconformists.

SLurl Details

2025 SL viewer release summaries week #40

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

Updates from the week through to Sunday, October 6th, 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

LL Viewer Resources

Third-party Viewers

V7-style

  • No updates.

V1-style

Mobile / Other Clients

  • SL Mobile (Beta) version 2025.10.563 (A) / 0.1.560 (iOS) – October 3.
    • Unity Engine upgraded to Unity 6.
    • Networking upgrade – replacement and upgrading of internal networking libraries; more robust handling of transitions between cell and wifi connections.
    • Scenes should load significantly faster and more reliably, with better handling of large crowds of avatars.
    • Improved handling for Bakes on Mesh materials.
    • Better support for EEP/Windlight shaders, including a direct port of the windlight sky shaders; improves general object lighting.

Additional TPV Resources

Related Links

2025 week #40: 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, October 2nd, 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 2025.06 7.2.1.17108480561 – August 29 – No Change.
  • Second Life Beta viewer 2025.07 7.2.2.17774206511 – Apple Silicon Support – September 26 –  NEW.
    • This viewer now ships as a “Universal Binary” that contains both the Intel and Apple Silicon versions of the viewer. It should give performance gains on the Apple Silicon version in particular.
    • Also includes various WebRTC improvements and bug and crash fixes.
    • Known issues:
      • This version does not support convex decomposition for physics meshes with Apple Silicon. This will be hopefully be corrected in a future update or release, possibly with the help of a code contribution.
      • Navigation buttons in the in-viewer browser are no longer present for marketplace and search – these will be restored in a future update.
      • Apple Silicon does not support pathfinding tools.
      • Subtle rendering differences might be noticed on certain configurations and EEP environments.
  • Second Life Project Lua Editor Alpha (Aditi only), version 7.1.12.14888088240, May 13 –  No Change.

Viewer 2025.07

  • LL are working on implementing some bug fixes prior to offering a further beta version of this viewer.
  • One change with the next version will be the return of Havok convex decomposition for Mac Intel systems to enable mesh uploads under emulation Requires the enabling of Rosetta in the universal build for Mac) until such time as a an alternative can be implemented.
  • Work on an alternative solution is in progress via code contributions. This is likely to be included in viewer 2025.08.

General Discussion – In Brief

  • The confusingly-worded Create “System Body Shape v2.0” came up for discussion.
    • In short: LL unlikely to implement any form of new / updated system avatar, preferring to focus on implementing more modern technology and capabilities that allow creators to develop more capable (and less complicated to users?) avatars.
    • This included a brief discussion on “open souring” the avatar system body so creators could take it and modify / improve it for themselves, with the note that technically it is, but as it misses some critical elements which tend to render doing this moot.
  • A potential bug with touching scripted objects was demonstrated with attachments designed to be touched (in short: a object could miss initial touches and thus fail to trigger touch_start() ). This was demonstrated at the meeting, and a Canny report was requested on the problem, together with the demo item.
    • This discussion also encompassed issues with fast clicking on object in-world and cursor positioning, and unexpected results (e.g. rapidly clicking on a touchable object with the mouse moving, so that a subsequent click “misses” the item, causing the server to register that in favour of the the expected return  – like a dialogue box or something – from the initial click).
  • A discussion on setting materials / overrides on PBR vs. Blinn-Phong. In short, with Blinn-Phong, a change in texture / material can be carried out with a reset of overrides; within PBR, changing the material resets overrides. In the case of scripted items, unless the material change and new overrides are sent as a single packet, changing the material can result in the object appearing to “flash” as the material is displayed prior to the new overrides being applied.
    • The prompt for the question arose out of how a scripted bottle held by an avatar could change to a selected texture (to presumably represent the drink in the bottle), and how this might be better coded rather than relaying purely on texture caching, which appeared to be the root of this particular problem.
    • Possible solutions for this became somewhat convoluted (outside of finding a mean by which required textures could be pre-loaded), and frankly zapped right over my head. However, the conversation took up the the last part of the meeting.
  • A question was asked as to why sometimes trying to rez mesh items (or items onto mesh objects)  results in a “Failed to place object at specified location” error message.
    • This can often come down to the physics shape of the surface on which an item is being rezzed, as Beq Janus explained in one of her videos.
    • Another cause can be a mismatch between where the viewer thinks an object is trying to be placed and where the simulator views it as being placed – which has been a long-standing problem.
  • A misunderstanding has apparently led to some concerns that support for sculpties is being deprecated / sculpties are being “eliminated”. Neither of these are correct; there are no plans to either deprecate or eliminate sculpties. 

Next Meeting

A journey through Shadowfell IV in Second Life

Calas Galadhon Shadowfell IV, October 2025 – click any image for full size
Shadowfell, the special three-region setting presented annually by Tymus Tenk, Truck Meredith and the Calas Galadhon team for the Halloween season, has opened its doors for 2025, and I received an personal invitation from Ty to hop over and take a look – which given the annual treat always presented by the setting, I was only too happy to do.

Now it is fourth year – and thus appropriately titled Shadowfell IV – the setting has also been expanded with a fourth region, with all four being Full regions utilising the Land Capacity bonus available to such.

Calas Galadhon Shadowfell IV, October 2025

As with all of the Calas themed builds, this is one in which it is very important visitors note at least some of the guidelines regarding a visit, all of which can be found at the landing point – with the most important perhaps being:

  • Make sure you Used Shared Environment (via World → Environment).
  • Enable local sounds and make sure you have particles visible.
  • If you are on a PBR viewer,
  • If you are running a non-PBR viewer, make sure Advanced Lighting Model is active, and if your system can manage it, do make sure Shadows → Sun/Moon + Projectors is enabled.
Calas Galadhon Shadowfell IV, October 2025

For those familiar with past iterations of Shadowfell, much of the first three regions (Mist, Mist II and Mist III) present a familiar setting and walks. These include the boat tour close to the main Landing Point, the caverns with their experience-based teleport up to the Darkfell setting in the sky, the gardens of Shadowfell, the swamp and ruins, the floating platforms, the creatures and touches of Tolkien I’ve covered in both my 2023 reporting on Shadowfell and my 2024 short video, which I’m taking the liberty of embedding again below.

However, none of the above means these regions should be skipped be returning visitors, there are plenty of new touches and twists worth discovering as one follows the trail(s) northwards through the regions.  As such, making your way through all of the regions remains the recommendation.

But it is the newest region in the setting, Mist IV, which is the focus for me in the rest of this piece. It is here that the City Ruins of Shadowfell can be found, together with the Elven Flyer and the magnificent Temple of the Moons.

The Elven Flyer offers another touch of Tolkien, the flyer in question being called Star of Eärendil II – a reference to Eärendil half-elven, forbear of Aragon, who carried the Silmaril Morning Star on his brow as he sailed across the sky (The Silmarillion). Like Eärendil’s voyages across the skies of Middle Earth, Elven Flyer also takes to the air, providing an airborne tour of the newest region within Shadowfell, with occasional dips into the Mist III region. Flights take roughly 17 minutes, and have the novelty of having people ride the winged boats whilst floating (both singles and couples).

Calas Galadhon Shadowfell IV, October 2025

The Temple of the Moons and city ruins also offer an interpretation of Tolkien’s legendarium. In Middle Earth, the elves departed “into the west” from Mithlond, the Grey Havens. Here, the Temple of the Moons is described as serving a similar purpose: From which the elves sailed to distant lands, although the reasons for the sailings are different: in Tolkien’s tales, the elves departed because their time in Middle Earth had drawn to a close; within Shadowfell we are informed they departed “before the darkness came”, thus giving Shadowfell a touch of its own mythology.

The temple itself rises from close to the centre of Mist IV, sitting on an island which appears to be of artificial construction more than a natural formation. A single channel of water points north and west to the open sea, presumably the route by which departing elves started their journey to those distant lands. Multiple bridges connect the temple’s island with the surrounding land and gardens.

Calas Galadhon Shadowfell IV, October 2025

The towers of the temple rise almost to match the surrounding trees, steps rising to meet the ground level of the structure, the stapes guarding two tall amphora which suggest they might once have been for illumination rather than being filled with liquid, although if so then their fires have long since been extinguished.

Behind the amphora, two tall statues of (presumably elven) warriors stand with their backs to the walls of the temple. They appear to be guarding a floating egg sitting within the first level of the temple. Stairways up to this egg lie on the far side of the central tower relative to the guarding statues. Touching the egg either by approaching via the stairs or from below, will teleport visitor to the upper level of the temple, revealing the reason for its name in the sky to the west – a sky where a dragon also flies.

Calas Galadhon Shadowfell IV, October 2025

The moons also cast their light down onto an open space with a pond, a number of naturally raised seating circles (and a woodland throne!), standing stones and a stage area with is back to the sea. This appears to be a second event space, complete with an Intan dance system, so I presume some of the events planned for Shadowfell will be taking place here, although the schedule of events, available at the Shadowfell Pavilion only mentions the latter as an events venue.

As always, the regions of Shadowfell are packed with details and characters – not all of the latter necessarily monstrous or wicked or born of darkness. The Darkfell does continue its Alien-esque leaning whilst offering a couple of new additions (or maybe I’m simply misremembering from visits in past years).

Calas Galadhon Shadowfell IV, October 2025

Travel through the setting can be aided through the use of landmarks available through the Shadowfell information notecard, or by keeping an eye out for the Journey Cloths scattered throughout the setting. However, I strongly exploring on foot and working your way around the various paths in order to experience Shadowfell to the fullest, with the boat tour and Elven Flyer helping to ensure you don’t miss anything. Those who enjoy musical accompaniment with their explorations should enable the local music stream, which features a selection of music curated by Ty.

Shadowfell remains one of the highlights of the Second Life Halloween season, and should not be missed by anyone who enjoys Halloween or has a love of fantasy. I gather than further elements might be added whilst the regions remain open, so return visits through October for both the events and additional exploration might be in order!

Calas Galadhon Shadowfell IV, October 2025

As always, my thanks to Ty, Truck and the Calas team for the invitation to explore and for all that they do for Second Life through Calas Galadhon, Shadowfell and their Christmas settings.

SLurl Details

October 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 October 1st, 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

  • Bug fixes shipped:
  • Removal of “What’s Next” Basics in dashboard menu.
  • More results should now be displayed in Destination guide searches.
  • Under-the-hood work including:
    • A Python library upgrade for internal services.
    • A security review of the Lab’s JavaScript packages.
    • Clean-up of the subscriptions services to prevent double-charging of PMEs.

New Premium Plus Subscription Option

For those not aware:

  • Mid-October will see the launch of Premium Plus No Stipend.
    • All of the benefits of Premium Plus without the Stipend or Signup bonus.
    •  Monthly Cost of with stipend vs. no stipend: US $29.99 vs. US $15.99.
    • Annual Cost of with stipend vs. no stipend: US $249 vs. US $143.88 (US $11.99/month billed annually).
  • For details, see my blog post: Coming soon: New Option to Reduce the Cost of SL Premium Plus-Subscriptions.

Questions from the Lab

  • Why do you make all your items no transfer? Are most items no transfer?
    • Most items are created No Transfer (75%-90% in estimates), although the return of Gacha might be increasing the number of transferable items.
    • No transfer is preferred for multiple reasons. Those cited included: complexities of customer support with transfer items then have been passed from one user to another; the risk of object loss if an item is set to No Copy as a result of being set to Transfer (e.g. through accidental deletion & trash purge). Most users prefer to have Copy / Modify items over Transfer (/ No Copy) / Modify items.
  • What would encourage creators to make items transferrable?
    • Largely a matter of personal choice, but Transfer was not seen as a popular need.
    • The exceptions to this were seen as items specifically designed to be gifted / intended for the Gacha units & the resale market.
  • How do you attract new users to your stores? Gifts? Credits? Responses included: Group gifts; store credits / discounts; sales / special offers.
  • Has anyone used the new Avatar Welcome Pack? Have you made items for it?
    • Unsurprisingly, mixed opinions on the avatars in the Welcome Pack, although it was noted that as the bodies are Legacy, many creators have clothing available for them, even if the clothing is not specifically created with the starter avatars in mind.
    • Complaints were raised over the fact feet are not posable (so high heel shoes won’t work with them), and the “dead face” expressions – with reminders that the Welcome Pack avatars are just that: for getting started, before moving on to more capable store-bought avatars.
    • This lead to a discussion on what could / might be included in the Welcome Pack – such as a limited AO system from one of the dedicated AO creators, just to again help people get started and not necessarily try to work out where they need to shop or immediately diving into the MP.
  • For those who have helped new users create an avatar via the Welcome Pack, what have been the common problems?
    • Feedback ran from lack of variety in the avatars (e.g. all of them are human); lack of contextual / explanatory information.
    • General feedback on bodies / heads in general was the over complexity of things and the steps a new user must go through (even after exposure to the Welcome Packs), together with easily identifying what will / won’t work with a given body type / head type if the new user is not familiar with brands, BoM, using HUDs, etc.
  • How long would you say an experienced user would take to create a really good avatar?
    • Estimates varied from “5 minutes” to “an hour”, depending on approach (e.g. having the necessary avatar parts – head, body, etc.), already in inventory and working from there, vs going out and shopping for a suitable body / head, etc., vs. using the Avatar Welcome Pack.
    • It was noted that helping new users build / customise avatars takes much longer, both due to the general learning curve and the need to overcome the technical / language barriers (e.g. explaining what “BoM” is, why only certain clothing will fit certain bodies, how to recognise what is needed from multi-body pack of clothing in order to wear the outfit on the avatar, etc.).
  • What would you say is the average cost of a good avatar?
    • Just for a head, body, skin, hair and initial outfit: US $50, although cost is relative depending on what is being sought.
    • This also folded itself into people’s expectations / desires for their avatar and its looks.

General Points

  • Sntax Linden noted that the Avatar Picker / Customiser found in Project Zero is now offered in the official viewer, but without the dedicated Avatar toolbar button, the Picker opening within the viewer rather than as a separate browser panel.
  • It was pointed out (as I’ve done previously), that the official welcome hub is out-of-step with the Avatar Welcome Pack as it only references the Senra avatars.
  • The Q&A session included a wide-ranging discussion on approaches to getting new users acclimatised to SL using a mix of web options / capabilities and in-world experiences.

Next Meeting

  • Wednesday, November 5th, 2025.