2025 week #49: 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, December 4th, 2025 and my chat log of that meeting.
Table of Contents

Please note that this is not a full transcript of the meeting but a summary of key topics.

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

  • Default viewer 2025.08 – 7.2.3.19375695301 – maintenance update with bug fixes and quality of life improvements – December 2 – New.
  • Second Life Project Lua Editor Alpha (Aditi only), version 7.1.12.14888088240, May 13 –  No Change.

General Viewer Update

  • 2025.08 is largely a maintenance release. However:
    • For Apple Silicon it includes a new VHACD-based convex decomposition library for mesh uploads, so creators on Apple Silicon should be able to upload meshes using it. If this library proves useful on Apple, then it will be implemented for Linux and Windows viewers, allowing the current Havok sub-library to be deprecated.
  • The first planned viewer for 2026 (2026.01) is being referred to as First Impressions. As the name suggests, the focus will be on refining the user experience for those who are coming into Second Life for the first time. Details to follow in the new year.

SLua Update

  • As per the official blog post, the SLua beta on Agni (the Main grid) has been officially announced.
  • The viewer is still a beta RC version, and an updated version is due out “soon”.
  • Official VSCode Plug-in (Recommended).
  • Official scripting documentation.
  • Third-party transpiler (LSL to SLua). Note that whilst viewed as workable, the use of this transpiler might not be as efficient as writing SLua code.
  • The nine beta test regions are centred on SLua Beta Void (mind the water or just search “slua” in the viewer’s World Map)..

WebRTC Voice Update: Speech to Text

  • There has been an LL-internal demonstration of Voice-to-text using WebRTC (transcribing Roxie Linden’s speaking into local chat in the viewer).
  • When used, the generated text is shown in local chat using a different colour to typed text.
  • Transcriptions are currently to English only (although Philip Linden indicated this will be from multiple languages).
  • The demonstration was described by Kyle Linden as “a little rough around the edges, but working.”
  • The process is direct – from voice to text, currently without any need for user intervention.
    • However, given the need for voice to be passed to the WebRTC server, then passed for transcription into text and then passed to the chat service for injection into local chat, there might be a degree of latency between someone speaking and seeing their words appear as text (around 1 second).
    • Going via the WebRTC server rather than using any form of plug-in with the viewer means that anyone using voice will have their words transcribed to text only once, rather than multiple plug-ins receiving the voice and then pushing it to a transcription service before receiving it back (which would be a non-trivial cost – e.g. 100+ plug-ins requesting the transcription of someone speaking at a Linden Community Round Table as opposed to the WebRTC server requesting the transcription once and broadcasting it to local chat).
  • One of the things LL are cognizant of is the tension between providing a fully automated service, which may tread on exiting solutions which meet specific needs, and potentially working to open the capability to allow it to work alongside of existing solutions / assist them.
  • As the transcribed text is pushed to local chat, then it is likely than worn translations tools will pick-up on the text and translate it as well; this many be both beneficial and annoying (beneficial, a non-English speaker can read the translated text just like anything else typed into local chat; annoying as it could result in someone using a worn translation tool constantly receiving walls of text (the spoken word transcribed to English text and then the translated text). As such, it was acknowledged some additional controls might be required.
  • A key point with this functionality is that it is a work-in-progress and not yet ready for formally release (WebRTC has yet to be fully deployed anyway), and once it is available, it will continue to be refined and enhanced (e.g. one enhancement might be to translate voice rather than just transcribe to English) .

In Brief

  • Default viewer chat bar. The independent chat bar was removed with the implementation of the the CHUI (communication hub user interface – the integrated chat and IMs floater) in around 2013 for the official viewer, although some TPVs re-implemented it not long after.
    • Requests have long been made for LL to return the chat bar functionality to the official viewer – and this is now being done, starting with Project Zero (the viewer in a browser).
    • However, if a TPV with the chat bar functionality were to submit a pull request to LL, then consideration would be given to taking the code as-is and implementing it into the 2026.01 viewer.
  • The bug relating to scale / offsets, etc., not being persistent on PBR when switching materials has now been addressed.

Next Meeting

December 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 December 3rd, 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

  • Upgrades to marketplace PLE retry logic following the issues experienced in October.
  • Testing and evaluating marketplace security options intended to offer grater security for merchants on the MP and users of the MP.
  • Work on account security feature to prompt users to verify their emails to reduce account takeovers.
  • Quality of life update: deployed a bugfix for description character counter.

In Brief

  • The following question was asked by LL: If you could REMOVE a feature from Second Life’s web interface, what would it be (i.e. items viewed as annoying / low-use, not things that might be considered bugs requiring fixing)? Responses included:
    • Removal of the Download Second Life banner on the right of a user’s dashboard (under the Lindens Homes banner), on the grounds that the vast majority of SL users will likely have already downloaded and installed the viewer when accessing their dashboard.
    • The removal / update of the Events section of the dashboard.
  • Requests were made regarding:
    • Providing better traffic information through the DG / Search, etc. For example: ensuring traffic numbers are more immediate rather than possibly referencing the previous 24 hours; perhaps providing more of an average metric (e.g. average number of users of a 24, 48, 72 hours or similar period, etc.), or a mix of both (e.g. users currently within a region + an average over a period of time).
    • Enabling panoramic images taken via the 360º snapshot function to be more widely used within SL web properties (e.g. such as the Destination Guide) and / or to be stored in a manner such that they can be used in the About tab of landmark / place floaters, etc.
    • SL’s web map page to support searches by region name as well as the current options.
    • Clarification on how to get edit rights to the SL Wiki – in short, due to issues of spamming text to the wiki via bots, etc., editing rights must now be requested via e-mail.
    • When better guidelines on the uploading / labelling, etc., of AI-generated content to the Marketplace might be forthcoming. This was said to be still subject to internal decision-making.
  • It was pointed out that login-in tokens may not always be passed to the in-viewer web browser (e.g. someone is using the viewer and receives a link to the Destination Guide, which opens the in-viewer browser, they may still be asked to log-in to the DG website within the browser – despite effectively being logged-in to SL – rather than the in-viewer browser loading the Destination Guide main page).
  • General discussions on (refer to video)
    • Translations within SL properties and the viewer UI, etc. In short:
      • A third-party service (not an AI tool) is used for translations.
      • If those fluent in a given language notice errors in translation, they can report them via the feedback portal.
      • It was noted that translation within SL can be difficult due to the number of “made-up” words / terms which might not readily be recognised as “simple” brand names or specific-to-SL-terms without a more generally translatable term.
    • The date last updated field within Marketplace listings (which currently has a bug so it might not display the correct date, which is being investigated) and for the addition of a Date Uploaded field within listings, so users have both.
    • Marketplace reviews, including giving a clear idea of what the star ranking means (e.g. 1= “I don’t recommend it” through to 4 = “this is good” and 5 = “this is perfect”) in order to try to clarify to merchants and consumers alike what people are indicating when they provide a star rating.

Next Meeting

  • Wednesday, January 7th, 2026.

2025 week #48: SUG meeting summary

Goddess Temple, August 2025 – blog post

The following notes were taken from the Tuesday, November 25th, 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 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

  • All simhosts appear to be undergoing restarts this week, with no deployments. This will be due to it being Thanksgiving in the US.
  • One final simulator release for 2025 is in the works.
    • 2025.10 is to be code-named “Jackfruit”, and will comprise crash fixes, optimisations, some internal updates and also work on “some early [WebRTC] Voice moderation features” which will not be exposed to users for the time being.
    • First panned deployment is to the BlueSteel RC channel on Wednesday, December 3rd.
  • The first simulator release for 2026 will be 2026.01 “Kiwi” – details TBA.

SLua Work

  • The SLua beta is now available on the Main grid (Agni). Official information on this is to be blogged either on Wednesday, November 26th, or early in the week after US Thanksgiving.
  • The nine beta test regions are centred on SLua Beta Void (mind the water!).
  • Harold Linden is working on the SL-specific JSON encoding so you can encode and decode vectors and keys, etc., and have them decode as actual keys.
    • This work is implemented within the SLua repository, but has yet to be deployed.
  • The question was asked on when it will be possible to get require from script assets. Rider Linden noted that LL likely doesn’t have plans on the drawing board to include directly from a script asset in inventory, although it could be done with the JSONRPC (plugin makes the request, viewer finds the script, plugin includes it in the pre-processed code) – however, you’d have to have full rights to the script you are including.
  • Official VScode plugin notes:
    • It is not yet available on the VScode marketplace.
    • Issues and PRs for code submissions can be made here, and the plugin downloaded.
  • A general discussion on possible SLua capabilities.

SLua Resources

WebRTC Update

  • Roxie Linden noted that there has been a WebRTC voice server update. This provides HRTF (better spatialization) as well as server crash fixes. It’s still regarded as “beta”, but the WebRTC team is looking for feedback on its usability.
  • WebRTC remains limited to selected Linden-owned regions (on the Preflight RC channel).
  • There have been discussions on expanding the number of Main grid regions supporting WebRTC, but there are no firm plans as to when this might happen.
  • There have also been some internal experiments with voice transcription (captioning).
    • The above led to general requests about text-to-speech and how it “should” work. Roxie made it clear that while the capability has been discussed, no work has thus far been scheduled for it.

In Brief

  • Rider Linden was on call for the past week, so his attention has been split. He has fixed an issue with one of the mail in scripts and keeping on top of the Pull Requests into the VSCode plugin and monitoring the SLua regions on Agni.
  • Leviathan Linden has been carrying out Voice related work, but is now “almost done” with that. He is currently focusing back on simulator crash and performance issues.
  • Monty Linden has been working on an SL Mobile project and will be working on some simulator fixes over the holiday period.
    • He also hopes to find time to write-up all he knows about TP/RC failures and the systems that contribute to them. This is work that will be looked at in the New Year.
  • A general discussion on the use of Discord, including as and official channel for Second Life communications, the pros and cons with the platform, its generally popularity and the requirements for joining various Discord channels (including the SL official).
  • A discussion on SL supporting various chat tools.

Date of Next Meetings

  • Leviathan Linden: Tuesday, December 2nd, 2025.
  • Formal SUG meeting: Tuesday, December 9th, 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 #47: SL CCUG and Open Source (TPVD) meetings summary

Hippotropolis Campsite: venue for CCUG meetings
The following notes were taken from:

  • My chat log of the Content Creation User Group (CCUG) meeting of Thursday, November 20th, 2025 and my chat log of that meeting
  • Pantera’s video (embedded at the end of this article) and my chat log of the Open-Source Developer meeting held on Friday, November 21st, 2025.
Table of Contents

Please note that this is not a full transcript of either meeting but a summary of key topics.

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.
  • 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 and is generally text chat only.
  • Dates and times of meetings are recorded in the SL Public Calendar.

Official Viewer Status

General Viewer Updates

  • 2025.08 is to be the last viewer release for 2025. This is likely to be promoted to de facto release status after the US Thanksgiving holiday.
  • At the time of writing, 2025.08:
    • The crash rate is improving.
    • This viewer includes the VHACD convex decomposition library.
    • Mesh content creators are encouraged to try the current beta of the the viewer to make sure physics hulls are working in-world, etc., given that many settings with the library are different to those used by Havok, the longer-term plan being to eliminate Havok sub-libraries from the viewer.
  • The next viewer version will by 2026.01 – details of which will be made available once its likely contents have been initially settled on by the Lab.
    • However, it looks like 2026.01 will include the new code for faster log-in loading of inventory for those with very large inventories, and a dedicated Linux build of the viewer.
    • During the OSUG meeting, Geenz Linden indicated that another project he hopes to start moving forward with in 2026 is the Current Outfit Folder (COF) updates contributed by Kitty Burnett (Catznip), and the current plan is to get this into 2026.01.

You Tube Embedding Issue

  • As a reminder:
    • You Tube recently updated elements of their video embedding code such that non i-frame youtube.com/embed/NNNNN style links will not work within Second Life (whilst youtube.com/watch/NNNNN style links will still function correctly – although this latter format does expose all the You Tube on-screen video controls, etc).
    • This is an issue liable to impact a variety of in-world television and similar systems utilising You Tube.
    • It is very much a You Tube issue, so there is no guarantee they would remain valid / useful for any length of time.
  • For further detail please refer to the official blog post: YouTube Embeds in Second Life: What Happened and How to Keep Your Media Working.
  • Those finding further information on issues arising from this You Tube change should report them via the SL Feedback Portal.

SLua Update

  • Back-end support for SLua is now available in Beta on Agni, the main grid.
  • The SLua beta viewer, available from the official Alternate Viewers page, must be used for writing SLua code, but no specialised viewer to view SLua scripts running in-world.
  • The latest SLua viewer includes the websocket to Visual Studio.

SLua Resources

CCUG Discussion – In Brief

  • glTF animation upload support: this is “on the radar” for development, but is not currently an active project, and needs to be added to the current viewer roadmap.
    • A request to review animation priorities was also requested, and it was suggested this might be something that could possibly be looked at within the current animation support framework.
    • A general discussion on animations and priorities continued through the early part of the meeting, but no-one from the Lab with sufficient up-to-date knowledge of the animation system to provide meaningful input to the discussion.
    • This discussion included the following animation feature requests: user-definable animation priorities and allow starting an animation with a specific priority, together with this proposal for animation network reworking from user Coyote Enthusiast.
  • A request was made for an independent alpha channel (i.e. not linked to Diffuse/Colour channel) and available to both both Blinn-Phong and PBR that could help reduce the number of unique textures required for things like terrain, and without having to atlas huge sheets of layered details. The short answer was that this is unlikely until there is (at the very least) an opportunity to revisit texture streaming at the very least, with Geenz noting:
We’re already on some razor thin memory margins on some of our potato machines – so if we did that we’d need to find a way to make some stuff more scalable in our texture streaming tech. This isn’t a no – we need that for other things. But it’s not a 30/60/90 days thing I’m sorry to say.

Bakes on Mesh (BoM) Layering

  • Better layer ordering has been put to the UI/UX team with not promises as to when it might be worked upon, although there are “other projects” the Lab is planning which would also benefit from this.
  • A feature request for allowing sets / containers for/of BOM layers has been submitted, and is defined by Geenz as “interesting” and “TBD”.
  • The above led to a discussion on BoM improvements (e.g. PBR materials support; blend modes of different layers; etc).
    • In response to this, Geenz noted he would like to get PBR specular support, if only as a migration path from Blinn-Phong (and with the noted, “if you do this expect things to not quite look right if you mix these two”).
  • This discussion involved the potential complexities / straightforward aspects of PBR specular support, providing BoM support to alpha channels, before circling back to the benefits of having better texture streaming in general and prioritising the latter to different texture slots, etc.
  • This discussion touched upon BoM support for Animesh and a request for a universal alpha.

OSUG Discussion – In Brief

  • Signal Linden revealed that Friday, November 21st, 2025 was his last day at Linden Lab after 10 years with the company, rising to the position of Director of Engineering.
    • Signal has been the major driver in overhauling and improving the Lab / third-party/open-source relationship, which is to continue along the path Signal has set for it, improving and refining things where appropriate.
  • Roxie Linden noted that there has been a WebRTC voice server update. This provides HRTF (better spatialization) as well as server crash fixes. It’s still regarded as “beta”, but the WebRTC team is looking for feedback on its usability.
    • Further work on WebRTC is in progress, including spatial moderation.
    • Thought is still being given to replacing Echo Canyon (Vivox Voice testing region) with a WebRTC equivalent, with Roxie Linden indicating this is now a matter of scheduling and implementation.
    • Roxie’s preferred approach would be to have an ‘echo’ option with Preferences which, when used, does a full round trip to the server and back, allowing both device verification on the WebRTC service and network quality. If adopted, this will require both a server update and some viewer UI work.
  • A brief discussion on potentially replacing Chrome Embedded Framework (CEF) in the viewer (e.g. to something like Servo – as this matures). The response was that CEF is unlikely to be replaced in the foreseeable future, which does not mean there will not be fixes, etc., for identified issues.
  • Request for LL to provide SGV support, including for text on prims / test rendering in-world, including the following two requests:
    • SVG Canvas: A way to generate dynamics graphics on prim faces (without MoaP).
    • Add a Text Rendering Method.
    • In response, and specifically in terms of in-world text rendering, Geenz Linden suggested that something like MSDF might be more appropriate for SL, as it allows pre-rasterizing a large collection of fonts into some really tiny textures, and get some pretty sharp text rendering that scales “pretty easily”.
    • This led to a discussion on potential uses of SVG, and the advantages of SVG over MSDF, and vice-versa, and other options for in-world text rendering (and the use-cased thereof – such as notice boards, etc.).
    • Geenz requested tat if there are SVG-specific use-cases before text rendering, these be recorded in a feature request Canny.
  • A request was put forward to have TPV stats (usage per OS, crash rates and crash types) on a more frequent basis once more (they were at one time monthly, then switched to weekly before becoming more sporadic once more). This will be looked into.

Next Meetings

2025 week #46: SUG meeting summary

Celestial Vale, August 2025 – blog post

The following notes were taken from the Tuesday, November 11th, 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 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, November 11th, the SLS Main channel was restarted without any deployment.
  • On Wednesday, November 12th:
    • All RC channels other than BlueSteel and Preflight should be updated with a new simulator update (Imbu). This “has a couple of performance memory fixes in the simulator. It fixes an issue with region names that contain a ‘.”
    • The BlueSteel and Preflight RC channels will be restarted without any update.

SLua Work

  • Rider Linden has been refactoring some of the official native VS Code plugin for LSL and SLua, and is planning on opening it up and making the repository public on Friday, November 14th.
  • There was a SLua update on the beta grid during week #45:
  • Since then, Harold has been cleaning up the bugs found with that release, with the aim of getting a limited deploy to a few simulators on Agni (the Main grid) later in November. This will be to simulators hosting Lab-managed regions; “volunteer” regions from region holders will be accepted further down the deployment road.
  • Viewer-side support for SLua is also defined as “iffy” – an update to the viewer has been anticipated, but work on it is pending Harold competing the work fixing the bugs in the simulator deployment.
  • A question was asked as to why vectors and quaternions are immutable in SLua. In reply, Harold stated:
Vectors are immutable because that’s just how it is in Luau, they’re not garbage-collected, they’re a value type. Storing a vector is exactly as cheap as storing a number. Quaternions _are_ garbage collected but they’re immutable for symmetry with how vectors work, and honestly people don’t tend to create a bajillion of them per frame so IDK if making them mutable is worth it. GC overhead isn’t something you have to worry about so much since we abstract away most of the GC details. 
They’re not reference types so mutability probably wouldn’t work the way anyone would expect without special language support that would be hard. In reality, they were never mutable in LSL either, it just sort of pretended they were by hiding the fact that it was actually making a whole new vector.
    • Harold also noted that he settled on the canonical name “quaternion” in SLua because it’s easier to google what to do with them compared to “rotation”(which could mean anything), but he is open to ideas on this. The term appeared to find acceptance among those at the meeting, with the conversion flowing through the middle third of the meeting.
  • It was asked if it would be possible to add more functions to SL standard SLua libraries – e.g. someone writes really commonly used functions that might then – be included in common/native libraries?
    • The reply was yes, it is possible, but currently LL are being conservative because while it is relatively easy to add things, it is harder to removed them later if they turn out to be a bad abstraction or similar.
    • This led to a broader discussion on SLua scripting, etc.

In Brief

  • Leviathan Linden has been carrying out Voice related work, but is now “almost done” with that. He is currently focusing back on simulator crash and performance issues.
  • Leviathan also provided some feedback on a question from his “office hours” meeting on November 4th:
[I was asked] last week about some bugs in llBase64ToString() method. Apparently it was designed to replace C0 control codes (chars with numerical values < 32) with “?”, and fails to replace a C0 character if it is at the end of the string. I looked at the code and as far as I can tell that really is a bug… we skip the last character of the string for an “off by one” error. It has been around since before 2007. The question is: can we fix it?
    • It was suggested that either LL should make a new llBase64ToStringFixed() LSL function so as to preserve compatibility with old scripts implementing their own workaround; or a fix similar to that for XorBase64* is implemented.
  • Monty Linden is “looking into weird bugs and doing a project related to mobile.”
  • Pepper Linden has been carrying out more Conductor work to help with region packing. Pepper has also been engaged in the work on outfits support for the next SL Mobile update.
  • A question was asked on the status of long-discussed possible updates / improvements to in-world Land Impact calculations (such as removing Scale as a factor, as had been most “recently” discussed in SUG meetings). In short: no real progress at this time, due to the issue being somewhat complicated.
    • This led to a conversation on Land Impact, LODs (and LOd decimation) allowing larger megaprims, etc.
  • Also flowing through themeeting was a conversation relating to region sizes, region crossings, water planes, etc.

Date of Next Meetings

  • Leviathan Linden: Tuesday, November 18th, 2025.
  • Formal SUG meeting: Tuesday, November 25th, 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 #45: SL CCUG and Open Source (TPVD) meetings 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, November 6th, 2025 and my chat log of that meeting, together with Pantera’s video (embedded at the end of this article) and my chat log of the Open-Source Developer meeting on Friday, November 7th, 2025.
Table of Contents

Please note that this is not a full transcript of either meeting but a summary of key topics.

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.
  • 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 and is generally text chat only.
  • Dates and times of meetings are recorded in the SL Public Calendar.

Official Viewer Status

General Viewer Updates

  • 2025.08 is liable to be the last viewer release for the year, with development work as a whole (including server-side) liable to slowing down due to end-of-year holidays and company breaks.
    • That said, Geenz Linden is hoping to get the go-ahead to try and get “a few things” out for the door before year-end. These include fixes/improvements to PBR water , and also clearing some technical debt.
    • The fixes/improvements to PBR water sparked a brief conversation on the PBR water issues and solutions (e.g. tweaks to SSR and whether or not these will “fix” things – although it was made clear that the “old” water reflections code will not be coming back to the official viewer codebase).
  • Work is progressing on getting a Linux flavour of the official viewer back into shape. Those interested in the work can find it in this viewer repository, and the Lab is actively looking for feedback.
    • Note that this build is WebRTC only, Vivox Voice is not supported.
    • Depending on progress / feedback there is a potential for this viewer to surface as a Release Candidate / beta viewer before the end of the year – Geenz is hoping to achieve this as a part of the technical debt clean-up work.
  • Open Source meeting: Geenz is attempting to move forward with replacing the viewer Contributor License Agreement with digital certificates of origin for code contributions to the official viewer.
    • In short, instead of contributors having to read through and accept LL’s code license, and assign rights accordingly, when a code contribution is made, the originator  just adds a sign-off as a part of the code contribution commit.
    • There will be new documentation on this revised process that will be made available ahead of it being implemented.

You Tube Embedding Issue

  • You Tube recently updated elements of their video embedding code such that non i-frame youtube.com/embed/NNNNN style links will not work within Second Life (whilst youtube.com/watch/NNNNN style links will still function correctly – although this latter format does expose all the You Tube on-screen video controls, etc).
  • This is an issue liable to impact a variety of in-world television and similar systems utilising You Tube.
  • The is very much a You Tube issue, so while the Lab could investigate options for workarounds there is no guarantee they would remain valid / useful for any length of time.
  • Note that (obviously) Vemeo (and other services) video embedding is unaffected by this issue, as does hosting from a personal server.

CCUG Discussion – In Brief

  • Brief discussion on the following PBR bugs:
  • A request was made for an official viewer specific user group “to discuss the UI”.
    • As pointed out at other meetings where this has been raised, there are already two user groups wherein the official viewer and TPVs are discussed: the Content Creation User Group, and the Open-Source Development User Group (formerly the TPV Developer UG). Adding a third really doesn’t add anything significant.
    • In terms of UI “discussions”, it was suggested these are rarely fruitful with in a large group, as opinions tend to be subjective / biased according to which viewer people prefer to use, and which UI style (viewer 1.2X style or viewer 2.0+ style or variations thereof) they like. Ergo, a meeting specifically focused on the viewer UI isn’t potentially going to be that beneficial in terms of generating actual UI improvements.
  • A discussion on SL enhancements and prioritisations: A general note on the complexities of making enhancements to SL and determining what should / can be done and when.
    • In terms of graphical enhancements, it was noted that often, these tend to work best with dedicated / more recent GPU cards, with the problem being that stats show the majority of SL users tend to run medium or lower specification hardware, often with more limited GPUs and / or integrated graphics which may or may not be able to adequately run newer rendering options. Thus, the implementation of such capabilities can become a complex balancing act of determining what the “average” SL system can manage, how well it can do so without dramatically changing how SL appears to the user (changes to SL’s in-world appearance often causing widespread backlash when changes are made), determining what the general defaults for new capabilities should be in order to best address end-user hardware capabilities, etc.
    • Then there are enhancements to the platform which may not have a performance impact, but which do have questions around them in terms of overall benefit to users (e.g. quality of life improvements for the majority of users, content creation improvements, etc.), and also around resources required to bring them to fruition, etc., all of which need to be balanced against one another and with things like graphics improvements, et al, in order for the Lab to determine prioritisations.
  • The above extended to offering hardware cut-off points for SL, with the Lab preferring to keep this more towards operating systems (and associated hardware drivers, etc.) reached a manufacturer’s end-of-life, rather than arbitrarily setting cut-off points.
    • An example of this could be taken with older versions of the Mac OS (e.g. OS 12 or older). LL would like to cease support for these versions of the OS and focus on more recent releases offering support for more up-to-date libraries, etc., offering better functionality, but the number of Mac users still running systems only capable of running older versions of the OS currently prevents LL from setting a cut-off for Mac support.
    • The flipside to this is when OS vendors present an end-of-life for a given operating system, it can actually benefit SL and users who do upgrade (e.g. the ending of official support for Windows 10 bringing many older versions of Intel’s integrated HD graphics to an end of life state).
  • The above expanded into a conversation on communications, keeping users informed of SL’s capabilities and changes, what can be done within SL with the right viewer settings, informing users of the potential impact on their systems of enabling  / increasing various settings (based on stats, etc., the viewer is dynamically gathering on in-world scenes and the hardware running the viewer), etc
  • Geenz indicated that a longer-term hope is that more work can be done in making the viewer more multi-threaded in CPU use and cutting down on the reliance on co-routines within the viewer code as a result. However, no time frames on this.

OSUG Discussion – In Brief

  • It is likely that the current alpha-blend Blinn-Phong issues are likely to be fixed prior to year-end, as these require server-side work as well, and the server team is already very busy with WebRTC and SLua.
  • The first part of the meeting involved a discussion on Linden water reflection, Screen Space Reflections, lighting probes (all as summarised above) and a potted history of invisiprims and their “return” as water exclusion surfaces.
    • Elements of work Geenz is looking to try to get moved forward with the viewer include:
    • Re-introducing legacy search.
    • Discord integration with the viewer.
    • Making the viewer updater “more open source friendly”.
    • “Killing” Autobuild in the viewer build process.
  • Geenz offered a PSA to TPVs:
 If you are receiving increased reports about the latest AMD drivers causing problems with shadows enabled, I can confirm that a rollback to the previous version fixes that. I’m already digging around to see who I can report a driver bug to.
  • A request was put forward to have TPV stats (usage per OS, crash rates and crash types) on a more frequent basis once more (they were at one time monthly, then switched to weekly before becoming more sporadic once more). This will be looked into.

Next Meetings