September 2025 SL Mobile UG meeting summary

Campwich Forest grounds: location for the Monthly Mobile User Group (MMUG)
The following notes were taken from the Thursday, September 25th 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.

Table of Contents

Meeting Purpose

  • 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.
    • In Voice and text.
    • At Campwich Forest.
  • 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.

Resources

Current Releases

Version: 2025.7.560 (Android) – July 23 / 0.1.557 (iOS) – July 22.

Forthcoming Updates

[Video: 2:50-17:55]

  • A new Alpha build is currently available for Android, and is just waiting to be cleared by Apple (if not already available by the time the post is published).
  • This alpha is viewed as being “close” to being ready for a beta release “Soon™”, and includes all current work on the Mobile product, several aspects of which are outlined below.

Avatar and Character improvements

  • Load times: a “significant” reduction in the amount of memory required to load an avatar, allowing Mobile to both load more avatars in a scene, and do so more reliably.
    • Performance in environments with large numbers of avatars should also now be improved.
    • There are still some shape changes to be completed to allow all avatars to render correctly, but this work is progressing.
  • Network connection stability:
    • As reported in the August update, because of its dynamic nature, SL Mobile requires a constants data stream, and so is far more susceptible to signal interruptions / conflicts with other apps for bandwidth use, etc.
    • Work has therefore been put into making the app more robust in how it maintains network connectivity and continues to function through such interruptions, doing all that is required of it.
    • These improvements also feed into the avatar system as well, further helping with the speed and reliability of avatar loading.
  • Under-the-hood work: general optimisations such as re-targeting download orders (e.g. increasing the download priority of avatar clothing downloads to again improve avatar downloading and rendering).
    • This under-the-hood work also includes refining code related to the loading and unloading of in-scene objects, so when moving around the world, content should load / unload more effectively, with more content in general loading.

EEP Rendering

  • A first pass at implementing EEP environment settings.
  • This is a direct port of the sky shaders used in the viewer, so that scenes should render a lot closer to how they appear on the Desktop viewer.
  • The work includes all of the lighting data, fog / haze data, etc., as well as the sky shaders.
  • Further work is required on lighting due to differences in how the Unity engine and the SL engine respectively handle lighting.

Transparency Rendering

  • Due to the need for order-independent transparency, coupled with limitations within the GPUs used on most mobile devices, SL Mobile has been unable to render “true” transparency, and has had to rely on dithering to approximate transparency.
  • One means to get around this is to use temporal anti-aliasing, which LL has been waiting on through an update to the version on Unity they use with Mobile.
  • The work on this upgrade was recently completed, allowing said temporal anti-aliasing to be utilising within the app, providing better transparency rendering without any loss of performance.
  • Until this work is fully dialled-in, there might be some light ghosting visible when panning around transparent surfaces.

Lighting / Point Lighting

  • There is a “slight incongruity” between how Unity handles point lighting (lighting placed around a scene) compared to how Second Life handles the same (the Unity rendering path prefers quadratic lights – bright up close, dim at a distance; SL is more medium-bright when close, medium-dark when further away). This resulting in point lighting in Mobile to look different to the same lighting seen in the viewer.
    • To try to address this, the lighting calculations used for such point lights has been tweaked within SL Mobile so that such lights will be rendered more closely to how they are within the viewer.
  • As a general note, updates to directional lighting may allow shadows to be re-enabled in the Mobile app, although shadow rendering is expensive, and further work in this area is required.

General Improvements

  • Multi-threading for object and content loading has been improved, which see see more effective use of the CPU cores within a mobile device.
  • Streaming audio has been completely rebuilt to avoid using a now-deprecated library within the current beta streaming audio build.
  • Improvements made to loading the world following a rapid log-out / log back in.
  • General improvements and minor adjustments to the UI. Perhaps the most noticeable of these is the temporary return of the sign-out option as a button in the menu (pending further updates down the road which will likely see it return to a drop-down option once again).
  • Improvements to how spinning objects and target_omega are handled.

Q&A Session

[Video 18:14-End]

  • Switching to another app when using the SL Mobile app and then switching back to SL Mobile can seem to take time.
    • This is partially out of LL’s hands: apps not in current use can be “moved” from active memory to free-space for other apps. Changing focus can also result in the web page used to assist in rendering the UI being suspended.
    • Both of these factors can result in a delay in resuming a session as the focus is returned to SL Mobile.
    • Consideration may be given to adding a pop-up message about possible delays when switching away from SL Mobile to another app, with a possible more in-depth examination as to what might be done to be carried out at some point in the future.
  • Inventory access: outfit sub-folder support, etc: Inventory is something being worked on, but the work is such that no major announcements as to what is being done / what to expect could be made at this meeting.
  • Message caching (e.g. people can receive messages whilst on SL Mobile, but also still see them when logged in via the Desktop viewer): there has been some movement on this, and work is continuing, although complex. Further updates in due course.
  •  Could the current SL networking calls be used with SL Mobile to save tampering with the SL infrastructure?
    • No,  because SL mobile uses different protocols in order to handle:
      • Swapping between the device’s wifi and cellular connections on the fly.
      • Disruptive connections which could otherwise result in high packet loss – something UDP would have difficulty in managing.
    • The protocols used by SL Mobile also reduce the bandwidth the app uses when compared to Desktop (e.g. transmitting the scene state to SL Mobile uses 97% less bandwidth than the viewer).
  • Does SL Mobile run better in landscape mode or portrait? There shouldn’t be any difference.

Date of Next Meeting

2025 week #38: 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, September 18th, 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.
    • Inventory Favourites System, plus assorted new features.
    • Improvements to avatar system; camera and movement; chat; voice; content creation tools.
    • Mesh uploader updates.
    • Text & UI polish.
    • Fixes for Environment and Rendering; stability and crashes; UI.
    • System improvements.
  • Second Life Project Lua Editor Alpha (Aditi only), version 7.1.12.14888088240, May 13.

Viewer 2025.07

  • This is now in QA and making its way towards release candidate status (or “beta” as RC viewers seem to now be referenced).
  • The added native Apple Silicon support is said to deliver “pretty impressive” performance improvements for those running on that OS.
    • A caveat here is that for this release only, it may not be possible to upload meshes on Apple Silicon. This is due to some Havok issues and “some licensing limitations”.
    • These issues will likely be resolved when the open source replacement for Havok for convex hull decomposition is integrated into the viewer. This update is anticipated as being available in the upcoming 2025.08 viewer.
    • The above limitation is only for Apple Silicon, it should not apply to Windows or Mac systems running x86 chipsets.
  • For other updates likely to be included in this release, please refer to my summary of the previous CCUG meeting.

Viewers 2025.08 and 2025.09

  • These are liable to be the last two viewer updates from the Lab for 2025, and both are in the planning stage.
  • Updates under consideration for either of them include potential updates to screen space reflections (SSR), building on work carried out earlier in 2025 but which have yet to reach the viewer.
  • However, precise details as to what will be in either  / both viewers is still subject to internal discussions and decisions within the Lab.

General Discussion – In Brief

  • Mesh import support – general direction:
    • COLLADA.DAE support will always remain and be available, even if only for legacy content that may never be updated to glTF.
    • .gltf /.glb is now an officially supported mesh format or both static and rigged mesh, but with some limitations (e.g. no blend shapes) – with a request that an bugs that may be discovered are reported.
    • It is acknowledged that currently, importing .gltf meshes is a two step process ( .gltf materials and the .gltf mesh) which have to be imported separately to one another.
    • There have been discussion on supporting other mesh formats – but these are only discussions at this point in time, with absolutely no guarantee or time frame that/when other formats will be supported, as the work would require further and extensive modification to the mesh import workflow and internal SL mesh support.
  • A request was made for Inventory Thumbnails to support aspect ratios other than just 1:1, or to include a means for images to be cropped within the viewer post-upload.
    • This came hand-in-hand with a reference to Unpacker scripts; Assign image thumbnail UUID to an unpacked folder – which is currently being tracked, but has no specific implementation time frame.
    • Making changes to the the image aspect ratio for Inventory thumbnails was seen as “unlikely” in the near-term, but it was suggested the idea be raised at the next Open Source User Group meeting to see if a code contribution might be made.
  • A general discussion on the new Inventory Favourites capability in the official viewer, including comparisons with using the Favourite Wearables option seen in some TPVs.
    • Whilst the latter is not necessarily as flexible in its use as the Lab’s implementation, it was seen as scoring over the latter due to a) having a dedicated floater; and b) having that floater accessible from a toolbar button.
  • A request was made for some form of Inventory “cold storage”, where items can be archived without having to be boxed, and which is excluded from Inventory searches.
    • It was suggested that the easiest way to solve for this would be to a system folder to Inventory which is pre-set so that anything placed within it does not show up during searches.
    • Another suggestion was to strengthen Inventory filters to allow certain exclusions or to allow filtering by new inventory capabilities (e.g. to directly filter for all folders / items tagged as a Favourite).
    • The above could be combined with some UX redesign to better surface filters and make their functionality clearer, and potentially allowing filters to be set as easy-to-access inventory presets to quickly allow different views of a person’s Inventory to be accessed.
    • This broader discussion on inventory wound through a good portion of the meeting in terms of comments from users.
  • The subject of allowing region-wide reflection probes was raised – and was responded to as unlikely to happen, with a not that regions already have a “void probe” which – whilst primitive in nature – already does much of what a region-wide probe would do, using some of the data from the region. This can be visualised by going to Preferences → Graphics, locating Max Reflection Probes and setting it to None.
  • A question was asked as to whether LL staff and contractor work full-time on their specific areas, or if some work shorter hours / get moved around projects, thus limiting the amount of time they can spend working on certain things, leading to a lengthening of time frames, etc.
    • The broad response was that the (approx. 30-strong) dev staff work a standard working week, and some do get moved between projects, depending on priorities.
    • Further, planning, complexity and prioritisation do play a role in determining what gets worked on and how resources are used, all in accordance with management, etc., focus on platform direction and development.
    • Also, given the overall complexity and age of SL, the need for backward compatibility, etc., a large amount of effort has to go into simply “keeping the lights on” (to use Philip Rosedale’s term), and this also impacts available resources and determining what projects and taken up and worked on at any given time.
  • A general discussion on versioned sky assets, weather, the old 768-metre system clouds, etc. In terms of versioning EEP assets, this is something still under discussion at the Lab, but is not something currently being targeted for implementation.

Next Meeting

2025 week #38: SUG meeting summary

Vox Populi, July 2025 – blog post

The following notes were taken from the Tuesday, September 16th, 2025 Simulator User Group (SUG) meeting. 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 and the video recording by Pantera, embedded at the end of this summary – my thanks to Pantera 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 “SUG Leviathan 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

  • On Tuesday, 16th, September, 2025, the SLS Main channel was restarted without any updates
  • On Wednesday, September 17th:
    • The majority of simulators on the RC channels will be restarted.
    • There may be a deployment to the BlueSteel RC channel (2025.08 Huckleberry – which subsumes 2025.07 – Grape Juice). This includes some land sale functionality and llSetParcelForSale(). However, this is disabled at the moment, as there is no way to grant the required permission without a viewer update.
    • However, the Huckleberry deployment is subject to a couple of last minute bugs, the fixes for which will have to clear QA in order for it to go ahead.

SLua Updates

  • Harold Linden is currently focused on:
    • Fixing the SLua memory limit accounting logic (not increasing / decreasing limits, just making it more accurate). Essentially only memory that’s currently reachable by your script is counted against your limit so the garbage collector isn’t really a factor at all. The garbage collector can actually release the memory whenever it wants because stuff it hasn’t gotten around to yet isn’t counted against you.
    • Implementing the event API (see [RFC] SLua event handling proposal #3 for details). He noted he’d to get that and the 1-indexed API changes for the `ll.` functions as well as the Boolean conversion stuff all done at the same time so “we only break APIs once :)”.
    • He further noted that he’d like to have the ability to embed LSL functions in SLua, “but that’s a bit far out”.
  • The SLua project is close to a public beta – possibly opening in mid-October, although this is still tentative at this point, and that LL will “figure out opt-ins for the beta once we have things relatively stable on the first few regions”.
  • SLua have native switch cases, since there’s no support for it in Luau.
  • A reminder that user Suzanna (SuzannaLinn) has written a LSL to SLua transpiler.

In Brief

  • Rider Linden continues to work on an official native VSCode plugin for LSL and SLua.
    • He “has the basics in” and he plans on supporting most of the FS preprocessor commands.
    • The initial release will be Lua only but that’s only so it can be released in a reasonable amount of time.
    • He is “up in the air about” `switch` for LSL, but indicates that when he opens the repo, he’ll be happy to take that as a contribution.
    • He further noted he will have to do some juggling for `require` though, describing it as “basically #include but wrapped in an anonymous function call”.
  • Leviathan Linden is “mostly done” with making sure the webRTC voice router automatically submits crash reports should it fall over. He’s currently working on the simulator bugs noted above.
  • Monty Linden has had a side project investigating viewer disconnects (e.g. goes to black and white on disconnect). He describes this as “finding known and new things”, with one of the “new things” (specific to the EventQueueGet capability) is here: https://github.com/secondlife/viewer/issues/4685 .
    • He also noted that his current “main” project is some work for the mobile group around chat.
  • A further discussion on memory accounting and garbage collection, both in general and WRT SLua, broadening into a discussion on scripting and coding – please refer to the video for details.

Date of Next Meetings

  • Leviathan Linden: Tuesday, September 23rd, 2025.
  • Formal SUG meeting: Tuesday, September 30th, 2025.

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

2025 week #37: SL Open Source User Group meeting summary

Sawrey Forest (Zendo), July 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, September 12th, 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 2025.06 7.2.1.17108480561 – August 29 – No Change.
    • Inventory Favourites System, plus assorted new features.
    • Improvements to avatar system; camera and movement; chat; voice; content creation tools.
    • Mesh uploader updates.
    • Text & UI polish.
    • Fixes for Environment and Rendering; stability and crashes; UI.
    • System improvements.
  • Second Life Project Lua Editor Alpha (Aditi only), version 7.1.12.14888088240, May 13 –  No Change.

Viewer 2025.07

In Brief

Please refer to the video for the following:

  • In order for PBR lighting to render anywhere close to correctly, alpha blending had to be switched from SRGB to linear colour space. This can cause some older content using Blinn-Phong, to look either more opaque or more transparent than in did pre-PBR.
  • A fragmented discussion on LL possibly offering better Linux support in the future (and subject to priorities) and on Linux packaging in general, which ran through a good portion of the meeting.
  • A discussion on alpha being inverted on PBR vs. Blinn-Phong  (e.g. 1 is fully transparent on BP and fully opaque on PBR), and on whether one of the values should be flipped. Geenz indicated that no flipping would occur, due to the risk of confusing for people, given the two (PBR and Blinn-Phong) are distinct workflows.
  • Appearance fixes #3492 for current Outfit Folder (COF) issues is potentially being looked at for inclusion in the 2025.08 viewer update.
  • CoACD is being considered (alongside other options) as a replacement for Havok mesh decomposition.
  • Again, please refer to the video for the rest of the discussion.

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.

2025 SL viewer release summaries week #36

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

Updates from the week through to Sunday, September 7th, 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

  • Default viewer 2025.06 7.2.1.17108480561 – August 29 – NEW.
    • Inventory Favourites System, plus assorted new features.
    • Improvements to avatar system; camera and movement; chat; voice; content creation tools.
    • Mesh uploader updates.
    • Text & UI polish.
    • Fixes for Environment and Rendering; stability and crashes; UI.
    • System improvements.
  • Second Life Project Lua Editor Alpha (Aditi only), version 7.1.12.14888088240, May 13 –  No Change.

LL Viewer Resources

Third-party Viewers

V7-style

  • Kokua: 7.2.1.57692 (no RLV) and 7.2.1.61405 (RLV variants)  (2025.06), September 6 – release notes.
  • Megaphit Release – 7.2.1.54496 – August 28 – changelog.

V1-style

  • Cool VL Viewer Stable: 1.32.4.4, September 6 – release notes.

Mobile / Other Clients

  • No updates.

Additional TPV Resources

Related Links

2025 week #36: 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, September 4th, 2025, and the official video is embedded at the end of this article. 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.
    • Inventory Favourites System, plus assorted new features.
    • Improvements to avatar system; camera and movement; chat; voice; content creation tools.
    • Mesh uploader updates.
    • Text & UI polish.
    • Fixes for Environment and Rendering; stability and crashes; UI.
    • System improvements.
  • Second Life Project Lua Editor Alpha (Aditi only), version 7.1.12.14888088240, May 13.

Viewer 2025.07

  • This is now in development.
  • Will likely include (although the list is subject to possible change as the viewer develops):
    • “Proper Discord support” for those with a Discord account  – further clarification to follow as the viewer is developed.
    • Native Apple Silicon support, which should see a performance boost for those running Apple Silicon.
    • A Chrome Embedded Framework (CEF) update (used to power the in-viewer browser, media on a prim (MOAP), etc.), which should bring some performance and security improvements – although the former will not necessarily be observed in regions / parcels making heavy use of MOAP (e.g. in arcades, and similar).
      • This also might include a code contribution which enables  PRIM_MEDIA_FIRST_CLICK_INTERACT within the viewer, allowing the user to interact with a media without an initial “focus” click, as well as passes hover to the media.
      • As a side note: a code contribution included in 2025.05 7.2.0.16729091892 (current release at the time of writing) allows media Autoplay turned off, whilst still allowing it to work on HUDs using MOAP.
    • New performance metrics which should allow the Lab to gather data on the likely performance impact new features might have on the viewer. This should benefit updates such as the improvements to screen space reflections (SSR), which have been parked in a viewer branch pending the ability to better assess how these updates might impact the average user’s experience in terms of frame rate (speed, smoothness, etc.).
  • It was indicated that 2025.07 could act as a baseline for updates to SLua support in the viewer.

General Discussion – In Brief

  • Alpha / Gamma issues (linear alpha blending):
    • In order for PBR lighting to render anywhere close to correctly, alpha blending had to be switched from SRGB to linear colour space. This can cause some older content using Blinn-Phong, to look either more opaque or more transparent than in did pre-PBR.
    • A suggested fix for this would be to give people the ability to adjust the alpha/gamma on per texture entry for the object (including no mod items), and this had been scheduled in 2024 for release “after the  ExtraFPS viewer”.
    • However, as this was essentially a “permission hack”, the update got held-up. It has now been decided to default all old content to gamma space blending, to bring back some of the “old” alpha blending functionality
  • Extracting Sky and Water Settings assets from a Day Cycle was filed a year ago and noted as tracked (also: https://github.com/secondlife/viewer/issues/2887), but progress may have stalled. As such, a effort will be make to raise its priority, although it still likely will not surface in a viewer until at least the 2025.09 release.
  • Issues with updating alphas on PBR materials was raised (currently, it is not possible to change the alpha without also changing the colour/tint. llSetLinkGLTFOverrides can be of some help with certain issues, and Brad Linden indicated that a Canny on the matter is working through the system, which should also help.
  • Custom Skeleton support: Geenz noted that the move to glTF mesh import was primarily to address the fact that COLLADA .DAE is increasingly unsupported by content creation apps, and thus SL needed to update to a “newer” format.
    • However, the manner in which the work has been done could support the use of custom skeletons in the future.
    • But, in order for this to be possible, several other hurdles would have to be cleared first (such as updating the internal SL mesh file format to support custom skeletons and without breaking existing content).
    • As such, any such support would need further consideration and prioritisation against other updates / projects before getting on the roadmap.
  • Vulkan support: this was referred to as still being “some way off” and requiring some extensive work, including cleaning-up how the view handles OpenGL.

General Questions

  • Questions were asked about both segmenting regions / parcels into vertical zones; the status of further work on Combat 2. and on Land impact calculations. These were questions more specific to Rider Linden (who was unfortunately unable to attend the meeting) / the Simulator User Group, and as such were redirected to the latter.
  • The question was raised if the developing Lobby capability for SL Mobile (which will eventually allow people to use some aspects of the Mobile app such as chat without them appearing as on-line to others) could be implemented within the viewer.  It was indicated that this might be possible in the future, although there is no current work in this direction at present.
  • This above encompassed a conversation on where conversation logs are currently stored (on the local device, be it computer or Mobile) vs. being stored in a manner that makes it accessible to all devices a user might employ to access Second Life. This is something the Lab is looking at, allowing for the privacy / data protection concerns of storing logs on third-party services, and would likely be an opt-in service
  • Additional questions on cashing-out, lifetime memberships, etc., were similarly pointed towards the relevant user group meetings, as no-one from the Lab at the CCUG in involved in these areas.

Next Meeting