2026 week #41: SUG Leviathan Hour

The Simulator User Group meeting place at Longfellow

The following notes were taken from the Tuesday, October 6, 2026 Leviathan Office Hour, the “off-week” sessions of the Simulator User Group (SUG) meeting. These notes form a summary of the items discussed, and are not intended to be a full transcript. A video of the meeting by Pantera is embedded at the end of this summary – my thanks to her for providing it, and to Erik Mondrian for the chat transcript after my ISP suffered issues and disconnected me from the world.

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 is held every other Tuesday at 12:00 noon, SLT (holidays, etc., allowing), per the Second Life Public Calendar.
  • The “Leviathan Office Hour” meetings are held on the Tuesdays which do not have a formal SUG meeting, and are chaired by Leviathan Linden. They are more brainstorming / general discussion sessions.
  • Meetings are held in text in-world, at this location.

Simulator Deployments

  • The Nectarine update is across all RC channel regions.
    • This will be updated on October 7 with “final” fix for the issue affecting some UDP format ObjectUpdate messages.
    • This bug can occasionally impact the 26.4 viewer (currently available as a Release Candidate viewer), he expects this to be included in the in-development 26.5 viewer – and a Pull Request (PR) will be made available for TPVs wishing to pull the fix into their code.
  • The SLS Main channel (the majority of simulators on the grid) was restarted on Tuesday, October 6, without any update to the simulator version. This shows up in the viewer logs and effectively is a form of packet-loss if the viewer tosses the data, or ignores the final block of data there.

Region Crossings and Game_Control

Region Crossings – Pepper Linden

  • As per the previous full SUG meeting, the plan remains to get Pepper’s updated region crossing code to a collection of simulators running on a small RC channel of simhosts put together for testing.
  • This channel will likely be given the code name “Breeze”, but is currently being referenced as a Snack channel (“Snack” being the catch-all name for small testing channels of simulators).
  • Breeze will likely include some / all of the Blake Sea regions to allow for testing.
  • The updates have been rebased on the Nectarine update to be deployed on October 7, but at the time of this meeting it was not clear if the deployment would occur with the general RC roll or at a later date.

Game_Control – Leviathan Linden

  • Game_control has been re-based on the in-development 26.5 viewer code base. a new pre-release viewer version, but further work on the viewer code is required.
  • This means game_control could be included in the 26.5 viewer when it services – however, the code has not yet been merged into the development branch of 26.5.
  • Note: while there are pre=Alpha versions of the game_control viewer available, if used on the Main grid (Agni) they can lead to immediate issues of crashes and temporary SL connection blocking due to unsupported UDP messages if the viewer connects to a “non game_control” region – which is the majority at this time). Therefore, I’m not including links to said viewers in this summary, although they are mentioned in the meeting.
  • In the meantime, Leviathan is working to track down a persistent bad avatar texture bake problem on two accounts which the usual tools are fixing to fix, and so need a deeper investigation on the Bake Service code.

General Discussion

  • SuzannaLinn announced she and SungAli will be running a series of classes on Media On  a Prim (MOAP) for those who would like to learn this sometimes arcane capability. Details are here.
  • There were user-centric discussions on UDP messaging (and hand-offs between regions), script-hand-offs between regions, etc., and better management of Auto-Return.
    • The latter is something LL has earmarked for possible future improvement, but no details offered at the meeting.
    • I’m not qualified to comment on any of these subjects, so please refer to the video.
  • “Non-Cartesian” region crossings (e.g. entering, say, a tunnel in region Y and emerging half way across the grid / in another continent or distant region without the appearance of teleporting. This has been discussed a lot at LL over the years, but only as a novelty idea, not as a potential project.

Date of Next Meetings

  • Formal SUG meeting: Tuesday, October 13, 2026.
  • Leviathan Linden: Tuesday, October 20, 2026.

2026 week #40: SL Open Source UG Summary

Hippotropolis Theatre: home of the OSD/TPVD meeting
The following notes were taken from:

  • My chat log of the Open-Source User Group (OSUG) meeting held on Friday, October 2, 2026.
  • The video of the meeting, recorded by Pantera and embedded at the end of this article. My thanks to her for providing it.
Table of Contents

Meeting Purpose

  • The Open Source User Group (OSUG) meeting is an open discussion of Second Life development, including but not limited to open source contributions, third-party viewer development and policy, and current open source programmes.
  • This meeting is generally held twice a month on a Friday, at 13:00 SLT at the Hippotropolis Theatre and is generally text chat only.
  • Dates and times of meetings are recorded in the SL Public Calendar.

Official Viewer Status

  • Default viewer  26.3.0.31203661088, August 10, promoted August 17 – quality of life improvements; performance improvements; bug fixes – No Change.
  • Second Life Lua Editor RC / Beta viewer with Linux support 26.4.0.35914774337, September 24 – NEW.
    • Lua scripting support (on regions with Lua scripting enabled).
    • Improved communication between the Viewer and the newly published Second Life VS Code extension.
    • Offers an experimental Linux viewer build.
    • Includes the latest WebRTC Voice and viewer-maintenance updates.
  • Second Life Chat Modernization viewer 26.3.0.35248298254, September 22 – NEW.
    • Recent conversations follow you seamlessly: a direct message you receive on SL Mobile can also be available when you return to desktop, and vice versa; Recent direct message history will be available on logging-in; existing desktop chat logs are preserved – previously saved local history isn’t being replaced or removed; conversation history feels continuous: on desktop, your existing local history and newer message history are brought together into a single conversation.

Viewer Notes

  • The 26.4 Lua Editor / Linux viewer remains at RC / beta status, but the hope is to promote that to de facto release status in the coming week.
  • Work is going into the 26.5 viewer – currently, it looks like this will include the Chat Modernisation work currently at Project / alpha stage (per the list above), together with maintenance fixes and other items.
  • Leviathan Linden’s game_control work is currently held pending further server-side work, however the overall plan for this in terms of the viewer are:
    • Get a Project / alpha viewer out as soon as possible
    • Possibly go on to roll game_control in viewer 26.5. 

General Discussion

  • Chat Modernisation work:
    • There was a reiteration that this work is currently concerned with persistence of IM histories when moving between devices / viewer instances, rather than dealing with matters such as encryption (although it was noted that the chat history itself is encrypted end-to-end).
    • It was also noted that other improvements will be made as is feasible, according to roadmaps / resource availability.
  • Official RLV support:
    • This was a project started some time ago – with the assistance of RLVa developer Kitty Barnett – to add RLV support to the official viewer.
    • This project has been stalled for some time, however, Geenz noted there is no technical blocker for the project, and internal discussions are still going on at the Lab as to how best to progress the project.
    • There is also a Github thread for RLV/a discussions.
  • There was a general discussion of texture handling – decoding, options, VRAM management, consideration for better Mobile use, etc. See the video, 25:19-35:51 (note this runs concurrent with comments on the deletion of orphaned assets from the asset service and the opening of comments on RLV/a support as noted above).
  • Please refer to the video below of the rest of the meeting comments..

Next Meeting

2026 week #40: SUG meeting summary

The Simulator User Group meeting place at Longfellow

The following notes were taken from the Tuesday, September 29, 2026 Simulator User Group (SUG) meeting. These notes form a summary of the items discussed, and are not intended to be a full transcript. A video of the meeting by Pantera is embedded at the end of this summary – 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 is held every other Tuesday at 12:00 noon, SLT (holidays, etc., allowing), per the Second Life Public Calendar.
  • The “Leviathan Office Hour” meetings are held on the Tuesdays which do not have a formal SUG meeting, and are chaired by Leviathan Linden. They are more brainstorming / general discussion sessions.
  • Meetings are held in text in-world, at this location.

Simulator Deployments

  • The Nectarine update has a “pretty persnickety issue” at the network layer.
  • This is the ObjectUpdate UDP messages issue record in my previous leviathan Hour summary. Overall, there has been some problems with reliability reproducing the problem. given this, at the time of the making, a decision had yet to be made on the best route for a fix.
    • As noted in the Leviathan OH meeting, this issue can affect the 26.4 viewer, and a fix for that is also to be worked on.
  • It’s likely that any fix will go to the RCs, on September 30.

General Updates

Also refer to the video

  • Rider Linden is back on-call and investigating a couple of simulator crashers.
  • Leviathan Linden indicated that approval has been given for game_control to be included in the 26.5 viewer (set to be the last viewer release of 2026, once it surfaces).
    • At the time of the meeting, the game_control code still had to be merged into the 26.5 branch.
    • It has been suggested that the mouse cursor is hidden and hovertips are disabled when flycam is being used with a controller, and this is on Leviathan’s list of work to be done. He is also considering a sub-tab for future game_control options / toggles.
    • This led to another discussion on what game_control does (in short: allow game controller to be used with Second Life, including for moving vehicles, the avatar and camera and other typical game controller capabilities, etc.; however this does not support more advanced options such as virtual keyboards + provide some LSL support).
  • Harold Linden (Lua) continues to work on backwards compatibility with script serialisation which will hopefully be the end of any “breaking rolls” when deploying future Lua updates.
  • The engineering team is still trying to get a selection of regions put together specifically for region crossing testing.
    • When sorted, this will likely be available through a Snack RC channel, (that is, a mini-channel of regions intended for specific testing).
    • This work has been delayed by the focus on the ObjectUpdate UDP messages issue on Nectarine.
    • Leviathan Linden further noted that Pepper Linden has a proposal for patching their region crossing work to avoid the worry of any performance exploit at the server for misbehaving clients, as noted (again) in the previous Leviathan Office hours summary, linked-to above.
    • This led to the inevitable discussion on region crossing improvements & their availability.

General Discussion

Please refer to the video for details on the following:

  • A general discussion on avatars being able to pick-up object / grab object in-world (a goal the long-suspended Puppetry Project had hoped to achieve). The ran through the middle third of the meeting.

Date of Next Meetings

  • Leviathan Linden: Tuesday, October 6, 2026.
  • Formal SUG meeting: Tuesday, October 13, 2026.

2026 SL viewer release summaries week #39

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

Updates from the week through to Sunday, September 20, 2026

This summary is generally published every Monday, and is a list of SL viewer / client releases (official and TPV) made during the previous week. When reading it, please note:

  • It is based on my Current Viewer Releases Page, a list of all Second Life viewers and clients that are in popular use (and of which I am aware), and which are recognised as adhering to the TPV Policy.
  • This page includes comprehensive links to download pages, blog notes, release notes, etc., as well as links to any / all reviews of specific viewers / clients made within this blog.
  • By its nature, this summary presented here will always be in arrears, please refer to the Current Viewer Release Page for more up-to-date information.
  • Outside of the Official viewer, and as a rule, alpha / beta / nightly or release candidate viewer builds are not included; although on occasions, exceptions might be made.

Official LL Viewers

  • Default viewer  26.3 – 26.3.0.31203661088, August 10, promoted August 17 – quality of life improvements; performance improvements; bug fixes – No Change.
  • Second Life Lua Editor RC / Beta viewer with Linux support 26.4.0.35914774337, September 24 – NEW.
    • Lua scripting support (on regions with Lua scripting enabled).
    • Improved communication between the Viewer and the newly published Second Life VS Code extension.
    • Offers an experimental Linux viewer build.
    • Includes the latest WebRTC Voice and viewer-maintenance updates.
  • Second Life Chat Modernization viewer 26.3.0.35248298254, September 22 – NEW.
    • Recent conversations follow you seamlessly: a direct message you receive on SL Mobile can also be available when you return to desktop, and vice versa; Recent direct message history will be available on logging-in; existing desktop chat logs are preserved – previously saved local history isn’t being replaced or removed; conversation history feels continuous: on desktop, your existing local history and newer message history are brought together into a single conversation.

LL Viewer Resources

Third-party Viewers

V7-style

  • Kirstens Viewer S24 Build 4015 DX Pre-Alpha 1.2 – September 27 – release notes.

V1-style

  • Cool VL viewer Stable: 1.32.4.49; Experimental 1.32.5.19:  September 26 – release notes.

Mobile / Other Clients

  • Mobile Grid Client version 1.34.1319, 25 September 2026 – changelog.

Additional TPV Resources

Related Links

2026 week #39: SL CCUG meeting summary

Hippotropolis Campsite: venue for CCUG meetings
The following notes were taken from my chat log and audio recording  of the Content Creation User Group (CCUG) meeting of Thursday, September 24, 2026.

Please note that this is not a full transcript of the meeting 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, in a mix of Voice and text chat.
  • Dates and times of meetings are recorded in the SL Public Calendar.

Official Viewer Status

  • Default viewer  26.3 – 26.3.0.31203661088, August 10, promoted August 17 – quality of life improvements; performance improvements; bug fixes – No Change.
  • Second Life Lua Editor RC / Beta viewer with Linux support 26.4.0.35914774337, September 24 – NEW.
    • Lua scripting support (on regions with Lua scripting enabled).
    • Improved communication between the Viewer and the newly published Second Life VS Code extension.
    • Offers an experimental Linux viewer build.
    • Includes the latest WebRTC Voice and viewer-maintenance updates.
  • Second Life Chat Modernisation viewer 26.3.0.35248298254, September 22 – NEW.
    • Recent conversations follow you seamlessly: a direct message you receive on SL Mobile can also be available when you return to desktop, and vice versa; Recent direct message history will be available on logging-in; existing desktop chat logs are preserved – previously saved local history isn’t being replaced or removed; conversation history feels continuous: on desktop, your existing local history and newer message history are brought together into a single conversation.

General Viewer Notes

  • There will be at least one more RC update to the 26.4 Lua Editor / Linux viewer 26.4 before that is ready for promotion to de facto release status.
  • As the 26.4 viewer will see the return of official support for Linux, the Viewer Download / Alternative Viewers pages are to be updates so that Linux is “easier to find” as 26.4 reaches release status.
  • The next major viewer release – 26.5 – is currently in initial development. This will not be the Graphics Care Package, but – and subject to final confirmation – is liable to comprise in part:
    • The game_control updates to allow things like X-Box controllers and similar to be used with the viewer.
    • The Chat Modernisation work currently in the project/alpha viewer listed above.
    • Further anti-phishing protection work.
  • The Graphics Care Package (GCP) viewer is progressing, but the focus currently is on getting the server-side support for the additional glTF and EEP (Environment Enhancement Project) parameters (e.g. in the case of the latter, more tone mapping and HDR controls) into place before that can once again start moving towards a project/alpha version.
    • This work also includes looking into issues such as reflection probes in a region resetting themselves for no apparent reason, causing a brief white-out of the scene in the viewer whilst they do so.

General Discussions

“Water” and Linden Water

  • No update on glTF Transmission work (which will give the surface appearance of water on a prim, but not the attributes of Linden Water (and so is not “water on a prim” as people have been referencing it).
  • Being able to replicate the attributes of Linden Water on a prim / mesh object volume or surface has been a long-time ask within SL.
  • So, rather than try to achieve this, given that Linden Water is essentially a specialised and somewhat “legacy” solution for rendering “water”, Geenz would rather:
    • Enable the use of  glTF capabilities such as transmission within in-world objects to give them the appearance of “water”, but without all the additional complexities of replicating Linden Water.
      • This would require scripted support to give an object the full set of “water” attributes – fogging/haze, etc.).
    • Extend these capabilities, together with things like glTF volume to Linden Water, and so essentially just have a more general “water system” within SL which is more in keeping with how “water” is handled by other platforms/games.
  • This would:
    • Be a longer term goal (so not happening in the immediate future), and does have a number of caveats associated with it which have to be addressed.
    • Avoid the complexities of developing a highly-specialised solution to allow the current Linden Water system/attributes to be replicated within prims, etc.
  • However, if an interim solution is required to bridge the gap between what is available and what might be available in the future, it was suggested that the simulator engineering team is approached to see if something can be done with the platform’s physics system so that it might be used to simulate some Linden Water characteristics (buoyancy? swimming?) on collision with in-world objects identified as “water”.

In Brief

  • Weather effects – physically-based atmospherics have come up for some internal discussion, but there is not official work planned in this areahave come up for discussion.
  • PBR particles; are currently more of an “if” than a “when”.
  • Terrain “exclusion surfaces”:
    • This came as a request for something akin to the water exclusion surfaces, but which would visually hide the region terrain surface.
    • These would have to be a form of exclusion volume, rather than a surface (due to the visual limitations of exclusion surfaces), and so whilst not “hard” to do, Geenz would rather defer any thought on such an item until after water exclusion volumes are a thing.
    • Doing so could enable a single object to be able to mask Linden Water or terrain – or both – depending on the switch set.
    • Please note:
      • “Excluding” terrain does not mean the ability to build tunnels, etc., “through” the existing SL terrain. This would require significant updates / changes to how the terrain mesh works / is rendered, which is not a project anywhere close to being on the road map.
      • So, any terrain exclusion would be purely visual, as noted.
  • The above led to a general discussion on the differences between Linden Water and terrain (for example, whilst both are “planes”, water is “flat” (e.g. “two-dimensional”) whilst terrain is deformable (e.g. “three dimensional”), etc.).
  • Geenz reiterated the current plans for mesh improvements:
    • Adding support for custom skeletons and blend shapes for avatars – but not (at least initially and subject to future decisions – physics bones).
    • LOD (level of detail) improvements – particularly for clothing, where the preference is often not to optimise with LODs, but simply provide a notecard aimed at defeating the rendering system (by advising users to massively increase the RenderVolumeLODFactor debug setting, despite the fact this can severely impact their entire SL experience or the sake of a single attachment).
      • As has been previously mentioned, one option for LODs is to have a automated generation system which will either create LOD models of content without any associated LOD models at upload, or which with replace poorly optimised LODs which do not meet specified parameters at upload.
      • The tl;dr of this work, once implemented, will effectively be: “if you don’t want auto-generated LODs, then include your own optimised LODs at upload”.

      • Geenz further noted that this work will also mandate auto-LODs if mesh imports are updated to allow mesh objects with more than 65K vertices.
      • This conversation rolled into a more general discussion on Land Impact, the need for a better convex hull decomposer, removing Havok from the viewer, etc. However, the key point at the moment is that options / approaches / ideas are still being looked at / investigated, rather than any solution moving towards implementation at the moment. As such, more information will be made available as LL start to move is a specific direction.
  • The above ran over into the development of region imposters (essentially a low-impact means of rendering surrounding regions “on the horizon” from the camera position), viewer-side work being done within the Sharpview viewer on this.
    • This looped back to how the necessary data can be obtained
    • Short version of the latter: at least a portion of the data would have to come from LL, so potentially the best solution would be the provision of some form of API). However, even for this, there are Terms of Service and other policy aspects which would have to be addressed by the Lab for this to happen, and these fall outside the purview of most User Group meetings.
  • Linden Lab factoid: LL have been running analytics on client systems connecting to Second Life, and in terms of computers / laptops, it appears than systems able to handle PBR rendering decently are in the majority, with the majority of very old hardware which cannot management PBR at all being in the minority.
    • This does not mean LL is going to stop otimising for performance wherever possible, it was offered purely as a general observation.

Next Meeting

2026 week #39: SUG Leviathan Hour

The Simulator User Group meeting place at Longfellow

The following notes were taken from the Tuesday, September 23, 2026 Simulator User Group (SUG) meeting. These notes form a summary of the items discussed, and are not intended to be a full transcript. A video of the meeting by Pantera is embedded at the end of this summary – my thanks to her for providing it, and to Erik Mondrian for the chat transcript after my ISP suffered issues and disconnected me from the world.

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 is held every other Tuesday at 12:00 noon, SLT (holidays, etc., allowing), per the Second Life Public Calendar.
  • The “Leviathan Office Hour” meetings are held on the Tuesdays which do not have a formal SUG meeting, and are chaired by Leviathan Linden. They are more brainstorming / general discussion sessions.
  • Meetings are held in text in-world, at this location.

Simulator Deployments

  • The Nectarine update was deployed to the BlueSteel RC in week #38. However:
    • It has a bug  that causes it to leave a bad zero-coded block on some ObjectUpdate messages. This shows up in the viewer logs and effectively is a form of packet-loss if the viewer tosses the data, or ignores the final block of data there.
    • Leviathan has been working on a fix for the issue, and if it passes QA, it will deployed to BlueSteel as an Nectarine update, with the updated code also being deployed to the remain RC channels.
    • This bug can occasionally impact the 26.4 viewer (currently available as a Release Candidate viewer), he expects this to be included in the in-development 26.5 viewer – and a Pull Request (PR) will be made available for TPVs wishing to pull the fix into their code.

Game Control

  • Game_control has been re-based on the in-development 26.5 viewer code base. a new pre-release viewer version, but further work on the viewer code is required.
  • This means game_control could be included in the 26.5 viewer when it services – however, the code has not yet been merged into the development branch of 26.5.
  • Leviathan is looking for feedback on the current pre-release builds of game_control, particularly:
    • Whether the default mappings of actions to buttons correct; are there any actions that should be made mappable that are not yet available; and what features are missing that MUST be in the initial release.
    • However, time is limited for getting suggestions in.
  • There is still work to be carried out to ensure that game_control doesn’t impact the current SpaceNavigator 3D mouse support.
  • A discussion on keyboard mapping to game_control (currently, it is not possible to map keyboard keys to arbitrary gamepad buttons).

General Discussion

  • When it surfaces, 26.5 will likely be the last major viewer release for 2026; Olive (which will follow Nectarine) will likely be the last simulator update for the year.
  • Region crossings:
    • Pepper Linden’s region crossing updates also introduced a subtle protocol change which had been previously tried – and had to be rolled back.
    • This does not mean Pepper’s fixes do not work; rather that there isn’t a lot of confidence that they are ready for full deployment. Right now, it isn’t clear  whether the existing system can be fixed or if LL need to move to a new QueueEventGet protocol.
    • More internal discussions are required on this, but Pepper’s work has renewed a desire to get more region crossing fixes into the works.
    • This sparked conversation on region crossings and vehicle use.
  • The latter half of the meeting was devoted to region / simulator capabilities – number of avatars support, number of objects, resource overheads, region pricing, and – yes – “megaregions” (those larger than the current 256×256 sq m size) + more.
    • This was a fairly wide-ranging discussion, and so please refer to the video below.
  • The above was intertwined on some history of SL provided by Leviathan Linden touching on the early attempts at social engineering (e.g. originally limiting the build height to 768 metres and limiting flying height to encourage people to remain near the ground and socialise more).
    • Again, please refer to the video for more.

Date of Next Meetings

  • Formal SUG meeting: Tuesday, September 29, 2026.
  • Leviathan Linden: Tuesday, October 6, 2026.