September 2026 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 September 2, 2026. These notes form a summary of the items discussed and is not intended to be a full transcript. Pantera’s video is embedded at the end of this article, my thanks to her for providing it.

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 at 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.

Web Services Updates

  • Responsive marketplace homepage:
    • LL is fixing small bugs but looking to start the next step in making marketplace responsive and cleaner.
    • Note that this work does more include significant changes to the homepage (e.g. how feature listings are highlighted, etc., as has been requested); it is purely about making the homepage load faster in the viewer, etc.
    • It was noted that this has resulted in the Best Selling element of the homepage being replaced by Trending Now – which is seen to have minimal relevance to creators / users, given it is based on a mix of things like search results rather than actual purchases.
    • The above led to a request for users to be able to select best selling over different time spans (e.g. the last week, month, quarter, etc.) to again remove bias.
  • Marketplace search clean up ran successfully and hopefully we’ll see improvements in search results and speeds as part of this rolling update – see here and here for more on this.
  • Marketplace internal refactoring and clean up – much of this should be unseen but result in fewer errors, less reporting errors, more performant search results and page loads.
  • Lindex sell survey – LL is trying to get a better understanding of how Linden dollars flow in the economy as they enter and leave
    – Event Duplicate improvements (also see the questions asked of merchants, below).

    • Kermit Linde also reminded people of those with regions leased directed from LL of the L$ Payments for Land beta programme (at the time of writing, last updated, August 3, 2026).
  • Event listings are now limited to one event at one time at one parcel, in the hopes to prevent repeated event spamming (e.g. people using multiple accounts to spam the event listings with the same event, etc.). LL is also updating error handling around this so it’s clearer to users.
  • Work to add regions to search on maps.secondlife.com is in progress. There is some internal debate over region maturity ratings and exposing them via the web maps which still has to be addressed, given the web maps can be used without necessarily being logged-in to the SL website.

Questions asked of Creator Merchants

[Video: 6:33-14:15]

  • Outside of Paid Listing Enhancements and classifieds, how do you promote your products? Blogs? In world events? Advertising?
    • Responses included: Facebook; advertising at suitably-themed events; Discord channels; word-of-mouth; blogger reviews, dedicated store blog / websites; Flickr and similar.
  • If you are a merchant, what do you do to attract new customers? Do you consider new customers establish residents who just don’t buy from you, or new residents?
    • Both.
  • What would make it easier for a new resident to engage in the economy? Adding payment methods? Visibility? Maturity Ratings?
    • The above question led to a discussion on barrier to entry to the economy (e.g. linking accounts to a payment method – which many long-time users see as a barrier new users are wary of) versus the fact that many new users are coming into SL having seen “influencer”  / creator videos on SL and so are aware and prepared to spend money on looks, etc., from the get-go.
  • As a purely personal opinion – assuming LL read these summaries:
    • I would suggest that asking such questions at WUG meetings is of limited value, as they are addressing a very closed group of regular attendees, so even as a straw poll, the meetings are of limited value in terms of representation.
    • If feedback is being requested of creators, better to ask through broader channels as – such as the official blogs – as formal surveys.
    • This would allow the community to directly pass the word to those wishing to respond through the forums, via bloggers raising their own posts on the subject, by users posting to social media, etc., with links to the survey, etc.

General Discussion

  • In terms of attracting new users, it was suggested the the change from “Join Us” to “Sign Up” on the various join buttons on various SL web properties could actually be putting potential users off on the grounds that “Sign Up” can sound more like a business-like / long-term commitment, where “Join Us” sounds warmer, friendlier and less of a major commitment.
    • This resulted in a conversation about apparent in terminology across various web properties, with some using “Sign Up”, some “Join Us” and some “Sign In”.
    • Whilst the mix of “Sign Up” and “Join Us” does suggest inconsistency, there is also the matter of target audience. For example: the Marketplace is primarily intended for existing SL user, so “Sign In” makes more sense than either “Sign Up” or “Join Us” if the user happened to be logged out of their SL account when they open the Marketplace.
  • A discussion on getting new users started – specifically centred on the Avatar Welcome pack, its limitations (and the reasons for them), lack of content support, attempts to address this by various creators / groups, etc., – again, please refer to the video.
  • A further question for creators was asked: which three avatar bodies would they like to be able to see added as a “works with” option in MP searches. The responses were:
    • Female: Reborn, Legacy (TMB), Maitreya.
    • Male: Legacy (TMB), Bellezza, Signature.
    • The above led to concerns over favouritism being shown towards specific brands, with the suggestion made that if a brand is to be listed as “works with” as a search option, then that brand must be sold on the MP (so the bodies would have to be listed).
  • Store blocking was raised: the ability to completely block MP stores and listings from a user’s Marketplace experience (e.g. to eliminate the multiple stores listing poorly-made, unoptimized AI generated content) from filling up search results, etc.
    • This led to a general discussion on AI generated content and managing it (e.g. if regulatory moves to watermark AIG content become law, whether such content can be auto-screened from SL, etc.).
  • Requests were made to separate star ratings from leaving reviews on the MP, and to provide Merchants with an image gallery capability for use in their stores.

Next Meeting

  • Wednesday, October 7, 2026.

2026 week #36: SUG meeting summary

The Simulator User Group meeting place at Longfellow

The following notes were taken from the Tuesday, September 1, 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

  • No deployments this week, but all simhosts will be restarted.
  • The Nectarine update is due to be deployed to the BlueSteel RC channel on Wednesday, September 9, 2026 providing it encounters no issues during it time with QA.
  • The next update after that is codenamed Olive – details still TBD.

General Updates

  • Rider Linden is still working on a new version of the VSCode plugin.
    • He confirmed that the next update to the Lua Editor viewer (with Linux support) should see it officially become the 26.4 viewer and upped to a beta / RC version (a pre-release version of 26.4 is available on Github, but not that this will have a limited lifespan).
  • Leviathan Linden indicated that game_control is now “done” in terms of current development work:
    • Server-side support has been merged into the upcoming Nectarine simulator update.
    • The viewer-side code is now ready for merging into the main viewer Develop code base, although at the time of the meeting, this had yet to be done.
    • As a result of this, Leviathan plans to “get back to” his other workload – including a fix for the mesh face mismatch issue, the way avatars are now drifting more than should be the case when on a moving surface and the “crouch-drift misfeature” – see my notes from the last Leviathan Office hours for more on these latter issues.
    • Another item Leviathan Linden hopes to address is the Feature Request for llGetRegionWorldMapTile.
  • Monty Linden, speaking on Harold’s behalf on Lua:
    • There has been a Discord discussion on robustness around yielding and other concerns. As a result, Harold has posted a PR to Github, and is seeking feedback / comments.
    • Outside of this, work is focused on trying to find the difficult bits that are still outstanding to give a smooth ride to release, and it is planned to mov up to Luau 0.732.
    • There is currently no new Lua simulator available, although one is in development.
    • This news was followed by a general discussion on Lua issues, experiences with debugging scripts, capturing error information, etc., – please refer to the video.
  • Pepper Linden’s region crossing improvements should be (if not already) seeing a limited deployment to the Snack RC channel on the Main grid (Agni).
    • This sparked a general discussion on region crossings.

General Discussion

Please refer to the video for details on the following:

  • Kyle Linden threw out a request to anyone producing Lua content: if they are willing to share their work with the Marketing team, they may get featured in a Spotlight piece.
  • Leviathan Linden noted that whilst SVG/SVG text on a prim (see this Feature Request as an example) has been much-discussed in meetings, it is not something LL senior management is not particularly seized with.
  • The request was (yet again) made for larger region sizes – there are no plans for any such work to be undertaken for the foreseeable future.
  • A general discussion on programming languages which – outside of Lua /LSL had no major relevance on SL.

Date of Next Meetings

  • Leviathan Linden: Tuesday, September 8, 2026.
  • Formal SUG meeting: Tuesday, September 15, 2026.

2026 week #35: 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, August 27, 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 and is held in a mix of Voice and text chat.
  • Dates and times of meetings are recorded in the SL Public Calendar.

Official Viewer Status

General Viewer Notes

  • 26.3, as the default viewer has a  “pretty good” low crash rate.
  • It is hoped that the 26.4 Lua Editor viewer with Linux support will be moving to beta/RC status “pretty soon” – a beta/RC version is currently with QA for testing.
    • The idea being to have this available as server-side Lua support is made available on the Main (Agni) grid.
    • LL is actively building Linux versions of all viewer (alpha/project and beta/RC) moving forward.
    • There is still some back-end work to complete for Linux support (e.g. updating the viewer download pages (main and Alternative, etc.), to reflect the availability of Linux and to have the relevant URLs, etc.).
  • Work has resumed on the Graphics Care Package (GCP) viewer, with the focus on bug fixes and cleaning-up regressions. This latter work includes clean-up issues around mirrors, with some long-standing mirror-related bugs also to be worked on.
    • There is further clean-up work to be done in general before a alpha/Project version of the GCP viewer appears with an official version number.
    • An alpha version of GCP will not mean it is feature complete; further updates, etc., will be made whilst it is soaking as a alpha/Project viewer, the release being to allow those who wish to to try the viewer and provide feedback.
  • One element under review with regards to inclusions in GCP (and Second Life as a whole) is materials Transmission.
    • One potential use for this would be to give any in-world surface the cosmetic appearance of water which could be “seen” as such through the appropriate scripting support  – e.g. volume detect, or this Feature Request to get the face details of an in-world object.
      • Note this is not about giving surfaces / prims the same properties as Linden Water – that is a far more complex ask.
    • Transmission had been promised in the past, but there are concerns over impact performance, so its inclusion in SL is still under internal review and testing. If the impact is too greater for many systems, it is unlikely to be implemented; if its impact can be moderated through the use of a toggle in the viewer, then it might be considered.

General Discussions

  • With regards to Linden Water:
    • We currently have water exclusions surfaces (objects which can “hide” areas of Linden Water when looking on it from above. This is useful for things like keeping Linden Water out of the hulls of boats, etc., when viewed from above, but if the camera moves below the surface, the visual effects of Linden Water (hazing, etc.) will still be apparent.
    • Given this, there has been a long-standing request for water exclusion volumes which would completely hide Linden Water howsoever the volume is viewed from within (above, below, etc.).
    • Whilst LL is aware of this, the development of water exclusion volumes is not currently being targeted.
  • The PBR “terrain painting” project Cosmic Linden was once working on, circa 2023/24 remains “on the shelf” for now.
    • This led to a general discussion as to what form this project would take if it were to be re-started (e.g. supporting permissions, limits to use (e.g. supported at parcel level, or limited to region level), etc.
    • However, as these discussion were mostly theoretical at this point, and it is unclear if current priorities, etc., would allow for the project to be dusted-off and restarted. As such, all such discussions were largely academic at this point.
  • There was a question on improving sound quality in SL (e.g. higher bitrate sampling, etc.). Currently, there is not work in the pipeline for this due to other priorities.
    • This led to a general discussion on sounds and Voice in SL – matters of attenuation, roll-off (or lack thereof), as well as general sound quality, all of which was user-led with little linden input / feedback.
  • Maxwell Graf demonstrated a viewer-side project he has been working on for functional water caustics using EEP lighting / settings together with a projector with a frame-based animation with a negative cut-out to shine the light through it (+ objects to create volume).
    • He noted that scaling the idea beyond anything like fish tank or pond could be problematic, although the process does not require any scripted update mechanism, it is purely based on the animation playback and interaction with the appropriate EEP lighting.

Next Meeting

2026 week #35: SUG Leviathan Hour: game_control / region crossings

The Simulator User Group meeting place at Longfellow

The following notes were taken from the Tuesday, August 15, 2026 Simulator User Group (SUG) off-week meeting (the “Leviathan Office Hour”). These notes form a summary of the items discussed, and are not intended to be a full transcript. They were taken from my chat log of the meeting. No video this week, as Pantera is on vacation.

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 News

  • On Tuesday, August 25, 2026, the SLS Main channel was restarted without update.
  • On Wednesday, August 26, 2026, the RC channels will likely be restarted without any deployment.

Game_Control

  • Leviathan Linden is “almost done” with a revamp of game-control.
  • A pull request has been cut to the server updates, and the hope is that this will be added to the upcoming Nectarine server update. This will likely include a new UDP message for game_control so that all simulators will be aware of it before the viewer-side code is released.
  • The viewer updates should similarly be going into the viewer Develop repository in the near future.
  • Leviathan is changing how game_control event is accessed for scripts: scripts now need to llRequestPermissions(PERMISSION_GAME_CONTROL) to get game_control events, similar to how control events work.
    • He also noted that with this change, attachments and seats permission requests will be auto-accepted (the scripts will need to ask for the permissions, but no pop-up will show on the viewer for those objects).
    • The main benefit of this latter change  is it will be possible to remote-control objects with game-control input (but disconnected objects will cause the pop-up, and it will have to be accepted manually).
    • It was noted that this change might have to be included in the llRequestExperiencePermissions() protocol.
    • These changes are not currently live on any simulator.

Region Crossings

  • Pepper Linden’s work on improving region crossings should be seeing a limited deployment to the Main grid via the Snack RC channel, most likely alongside the upcoming deployment of the Nectarine simulator update is deployed to the other RC channels.
  • This test deployment is the result of concerns that the updates might result in a need for a roll-back should they might impact other region crossing changes which have been made.
  • If Pepper’s updates work on Snack without any roll-back, then a broader deployment to RC channels can be considered.
  • More information on this will be provided at the next Simulator User Group meeting on Tuesday, September 1, 2026.

Avatar Movement

  • Leviathan has been working on Avatar movement, one outcome of which has been the “breakage” of the ability to “crouch-slide” (crouching and then tapping the forward/rotate keys to cause an avatar to couch and slide along the ground).
    • He notes he is sympathetic to the complaints this has caused (presumably primarily from within the combat community), and indicated he is going to revisit the changes.
  • Alongside of this has been reports that avatars are sliding a lot more when on a moving surface than used to be the case. This might also be related to Leviathan’s updates, so he will be looking at this issue as well.
  • A general discussion on holding down the spacebar being used to slow an avatar being bump-pushed caused Leviathan to mention he would like to find a mans to enable an avatar “slow walk”
    • The use of spacebar to slow an avatar being bump-pushed only works if the keyboard is not prioritised for text input rather than also being used for movement (e.g. using the WASD keys for movement); it also sees the avatar appearing to “walk” at a normal pace whilst being pushed.
    • It was noted at if a “slow walk” option was introduced, it would be useful to a) have a means of varying an avatar’s walking speed based on factors (e.g. avatar height), and b) have walking speed accessible to scripted control.
    • Leviathan acknowledged both of these point but if he is able to work on the idea, the initial focus would be on developing an option for a slow walking pace, noting that this would be useful for game_control, given this currently uses the existing locomotion graph.

General Discussion

  • No updates on issues such as the mesh face count mismatch, new LSL commands, network improvements, etc.
  • The multiple issues experienced on Sunday, August 23, 2026 appear to have been related to a significant database outage.

Meetings

  • Formal SUG meeting: Tuesday, September 1, 2026.
  • Leviathan Linden: Tuesday, September 8, 2026.

2026 SL viewer release summaries week #34

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

Updates from the week through to Sunday, August 16, 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 – NEW.
  • Second Life Lua Editor Alpha viewer 26.3.0.32302693173, August 21 – NEW.

LL Viewer Resources

Third-party Viewers

V7-style

  • Kirstens Viewer S24 DX Pre-Alpha – August 23 – release notes.
  • Kokua: 26.3.0.58718 (no RLV) and 26.3.0.62546 (RLV variants), August 23 – release notes.

V1-style

  • Cool VL viewer Stable: 1.32.4.43; Experimental 1.32.5.13:  August 15 – release notes.

Mobile / Other Clients

  • No updates.

Additional TPV Resources

Related Links

2026 week #34: 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, August 21, 2026, together with my chat log of that meeting.
  • No video this week as Pantera is on vacation.
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 programs.
  • 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 – NEW.
  • Second Life Lua Editor Alpha viewer 26.3.0.32302693173, August 21NEW.

Viewer Notes

  • The Lua Editor viewer is now classified the 26.4 viewer in the release pipeline.
    • The Project / alpha version of this viewer was updated on August 21, 2026.
    • This viewer will be the first official viewer-in-flight will see the return of Linux support for the official viewer.
  • A caveat with Linux was given that LL will “be giving the Linux viewer as much QA love as Mac and Windows”.
  • Graphics Care Package:
    • Geenz has been bug fixing but still has “some work to do on getting mirrors into a good place”, particular around avatar rendering in mirrors.
    • Screen Space Reflections (SSR) also have some further updates, with some enhancements to transparent SSR.
    • The plan remains for the GCP viewer to remain a Project / alpha viewer for some time once available to allow for feedback. 

Other Items

  • Game_control: Leviathan Linden has been engaged in other simulator work, so no further moves on this work, simulator or viewer, for reporting at this meeting.
  • Roxie Linden noted that “Some good work on evaluating models for transcription is still going on”.
  • Transparent Media on a Prim (MOAP) – the ability to have parts of a MoaP surface be transparent rather than the whole thing – this is still sitting with LL’s internal processes, so no updates in terms of security updates, etc.
    • However, there is a possibility this work could be included in the 26.4 GCP viewer; this appears to be dependent on resources and  – particularly – performance impact (so even if shipped, it might be disabled by default).
  • Callum Linden is working on Chrome Embedded Framework (CEF) updates.
    • There was a general discussion on CEF and its associated Dullahan process – particularly the number spawned by the viewer (which can be a lot due to the nature of CEF) and reports that not all Dullahan process may be getting killed / culled when the viewer no longer needs them / has been closed.
  • There was a general discussion on SSR and rendering  which got into the long grass over approaches, options and performance. In short, Geenz is trying to enhance performance for a more general use of SSR (many have used it primarily to improve the look of Linden Water, although the moiré effect introduced with PBR rendering has tended to reduce this use in recent viewers).

Next Meeting