The following notes cover the key points from the Web User Group (WUG) meeting, held on Wednesday February 5th, 2025. They form a summary of the items discussed and is not intended to be a full transcript. A video of the meeting, recorded by Pantera Północy, is embedded at the end of this summary – my thanks as always to Pantera for recording it and making it available.
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), the forums.
As a rule, these meetings are conducted:
On the first Wednesday of the month and 14:00 SLT.
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.
As reported following the January meeting, the dashboard page (secondlife.com) received something of a refresh, utilising the new colour scheme, banner, etc., but not offering a choice of themes.
Featured News Blog feed: the Feature News blog widget on the default viewer log-in screen (“Linden News” on Firestorm) has been fixed to display correctly, the the Event screen on that splash screen has been enlarged.
The blog feed on the viewer splash screen has been fixed, and the Events listing increased in size
Second life web maps – fixes to several issues, and a basic refresh (change of colour to the teleport button); however, web maps still do not provide meaningful information on places highlighted, which has previously been noted as something the Web Team would like to address; nor does it search by region name.
A new “secret thing” which, at the time of the meeting, “could not be talked about”.
Marketplace
[Video: 13:37-18:51] A suggestion to allow people to “subscribe” to their favourite stores, allowing them to see a page for those stores listing all of the recent new items added to the stores.
However, this functionality already exists (albeit it with a limited display) using the Marketplace Favourites > Newest First; so rather than adding new functionality which effectively repeats what is there already, why not:
Refresh the existing page so it can display more than just 4 items per store – such as by using a left / right scrolling display a-la the Related Items section of the listing pages (and add an RSS feed based on the listing order selected via the drop-down options).
Surface this page better, so users are aware it exists and can access it quicker. , and perhaps make that page more accessible/visible and (if required) add an RSS feed to it which pushes information based on the selected drop-down?
[Video: 19:56-20:14] Marketplace: a request for an update on Marketplace Styles (aka “variants”) – e.g. allowing multiple colours of an item in a single listing – was made. This was functionality Reed Linden indicated would likely be deployed at that start of 2023, but which is (for whatever reason) still “not prioritised” for finishing / deployment.
[Video: 20:29-21:00] It is know that the keyword blocking on Ad Blocker (and similar tools) can actually block Marketplace listings.
[Video: 36:56 -38:17 ] Marketplace Shopping Events: having shopping event pages on the MP creators could register to join and on which have their nominated products listed. The pages could be set-up by creators on the MP for creators on the MP (like in-world shopping events), rather than jus LL-created events.
In Brief
It has been repeatedly noted across multiple meetings that the What’s Next pages (accessed via the menu bar at secondlife.com) are in need of update. This message has been repeatedly heard by LL, and noted as heard, such that updates to these pages should hopefully be deployed some time in the next month.
[26:35-36:30] A request from the web team for suggestions on what people would like to see added / improved. Suggestions included:
Making secondlife.com more dynamic (something I’ve directly discussed with Brett Linden and Philip Rosedale).
Making the websites feel more an extension to users’ in-world lives.
Web-based inventory management capability for carrying out basic inventory sorting tasks (moving items between folders, etc.).
Ability to respond to / send IMs from the web, rather than having to log-in via the viewer / SL Mobile.
Ability to carry out basic Group task: see notices, etc.
This discussion tipped into 3rd party tools such as browser extensions (such as Marketplace Enhancer – note: link does not indicate endorsement – for Firefox / Chrome / Edge) people use alongside of any SL web properties.
A request for some Last Name updates to include more “regular/international” names, rather than only rolling out updates based on a specific theme and / or holiday/event (e.g. as with the current crop of “Valentine’s Day” themed last names).
A suggestion for LL to promote resident-organised events celebrating notable days / holidays outside of those marked by the Lab as well (Christmas, St. Patrick’s Day, etc.), such as by a category in the Destination Guide.
Request for more genuinely international themes of Linden Homes (e.g. “Alpine”, “Victorian” and “Mediterranean” are all US-centric versions of such buildings, and not necessarily representation of their European equivalents).
Also with Linden Homes, the promise to make the Premium Plus ability to request specific locations for a home more streamlined, rather than relying on Support tickets, has also slipped down the priority list.
An informal discussion on the Web team – all are remotely based, rather than office-based, they do have occasional get-togethers in person (although the formal annual full-staff meet-ups the Lab used to have – as noted on more than one occasion during Ebbe Altberg’s time with the Lab – have not been held “in a while”), as well as regular in-world team meetings/meetings via Zoom (or similar).
The following notes were taken from the Tuesday, February 4th, 2025 Simulator User Group (SUG) meeting. They form a summary of the items discussed, and are not intended to be a full transcript, and were taken from Pantera’s video of the meeting, which is embedded at the end – 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.
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.
Simulator Deployments
On Tuesday, February 4th, 2025, the simulators on the Main SLS channel were restarted with no update.
On Wednesday, February 5th, 2025:
The Banana Bread update will be deployed to the BlueSteel channel. This include expansions to llGetObjectPermMask that let you get an object’s permission mask taking into account the permissions on its inventory, and that ability has been added to llGOD.
The remaining RC channels will be restarted, most likely without any deployment.
SL Viewer Updates
Default viewer: version 7.1.11.12363455226, formerly the ExtraFPS RC (multiple performance fixes, aesthetic improvements and UI optimisations), dated December 17, promoted December 20 – No Change.
Release Candidate: Forever FPS, version 7.1.12.12999043440, February 4, 2025.
Numerous crash and performance fixes.
SL Mobile (Beta) version 2025.1.542 / 0.5.533 – Create / Delete accounts, fixes – February 4, 2025.
2K Bakes on Mesh is Live
2k BoM is now live! As of yesterday, we’ve switched over to the new bake service, and we’ll be posting a blog post soon!
– Pepper Linden
This deployment does not require a viewer update, and is grid-wide – more in the Lab’s official blog post (published February 6th). The update should also see faster bake times.
In Brief
Please refer to the video below for the following:
There are reports of an uptick in packet loss in simulator – viewer exchanges (reportedly 20% on average), and some are reporting associated lag with local chat.
This will allow a region owner/EM to set and adjust ground textures on a region, including some of the PBR features like rotation, offset and scale.
This work should be surfacing in the next simulator update after Banana Bed – called Carrot Cake.
Those who have tested ForeverFPS are reporting it offers an improve Linden Water appearance (fresnel reflection/refraction).
A request for increased terrain resolution led to a discussion on overhauling the terrain system in various ways, during which Leviathan Linden offered some history about Second Life and Linden World:
The terrain layer currently uses lossy DCT compression … The reason it uses DCT is ancient history: in the beginning SL (or Linden World as we called it back then) was expected to be sending dynamic layer data (terrain, water, wind, clouds, moisture, and ???). For dynamic layers we thought we should be using more compact compression. So terrain was a “layer” and grouped with the others. Eventually all the other layers were dropped and we ended up with a single mostly static layer that is using the wrong compression scheme.
The above was interwoven with a discussion on KVP data.
Various discussion on Luau and scripting.
A general discussion on region crossings.
Questions were asked on the Havoc physics engine. Currently, the viewer-side sub-library is being updated to Havok 2022, the simulator is running 2012.1, with Leviathan Linden noting that Havok has tried to “encourage” LL to update on the server-side; however, no physics update is likely to occur in the next year.
† 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.
Campwich Forest grounds: location for the Monthly Mobile User Group (MMUG)
The following notes were taken from the Thursday, January 30th 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. For this initial meeting, video recording was not permitted, we hope that changes with future meetings.
The Monthly 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.
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.
Ability to create accounts via Mobile, including creating an initial avatar and logging in using the existing new joiner workflow.
SL Mobile – the ability to create a Second Life account from within the app
Addition of an Address Bar to the app, making it possible to:
Search landmarks /create landmarks.
Share SLurls with people on other apps (Discord, Reddit, WhatsApp, etc.) via the native share cards found in Android and iOS.
Allow maps.secondlife.com work on the Mobile App.
Coming soon – the SL Mobile: Address Bar
The new Lobby feature, intended to enable communications, allow users to see who is on-line and provide general information whilst the app continues to load things like the 3D world view in the background.
This is also seen as a means for those on lower / mid-tier mobile devices to make use of the App as a communications tool.
Coming soon: the SL Mobile: Lobby
Other work in progress includes:
Providing quicker access to chat when using the app.
Providing the means to indicate which Group notifications you wish to see pushed to your mobile device.
Improving in-world interactions within the app – making it easier to identify objects with which an avatar can interact, and know that something is happening when long-pressing an interactive object.
The identification will initially likely be the display of a timer under the finger when placed on an interactive object – when the timer expires (approx. 1 second), the interaction (e.g. a dialogue box) will be initiated.
Once available, this will be iterated over time to include selections form things like list views, where appropriate, limiting selection by distance, etc.
Roadmap Approach
Grumpity Linden reiterated the approach to Mobile development is focused on batching together requests and feedback on what users would like to see (allowing for us all having different expectation / needs / wants), to build end-to-end experiences covering a specific aspect (“journey”) in using the app.
To help with this, Grumpity also indicated that feedback (preferably through the Mobile app using the Feedback option in the menu) is greatly appreciated and does go into thinking about the roadmap and feature set for SL Mobile.
Avatar Rendering
As there are numerous differences between avatar rendering / operation in Second Life and Unity (e.g. in SL the Z axis references vertical movement; in Unity it references horizontal back / forth movement; each system handles rigged meshes differently, etc.), the entire rendering system for SL Mobile has had to be built for the ground-up over a period of over a year.
While much progress has been made, the team acknowledge avatar rendering within Mobile is not as yet on a par with avatar rendering in the viewer, therefore more work is to be done in this area.
However, because the SL avatar system is so open, there are still numerous specific issues where avatars may not render correctly in SL Mobile for assorted reasons (such the the way an attachment has been made, how it attaches to the the avatar, etc).
These issues require fixing on a case-by-case basis (and the team already have a library of 50 such “avatar classes”), and each one must undergone extensive regression testing to make sure any custom fix does not break avatar rendering elsewhere.
This is a current focus of work, and users noting persistent rendering issues as a result of clothing / attachments are asked to report it via the Mobile app’s feedback option, including information on the attachment / item which seems to cause the problem they are seeing, and where a copy of it might be obtained.
Once the focus can turn from the above work, there are plans to further improve avatar rendering performance, making it more efficient – and thereby improve app performance as a whole.
There are some tonal differences in how avatars appear SL Mobile (e.g. skin tone). This is because SL and Unity use different approaches to rendering ambient light. Again, the hope is that in time, lighting in the Mobile app can be made more “viewer-like” to help reduce such issues, but, this work will take time to develop and deploy.
Avatar Transparency Issues
During the run-up to the initial release of the Mobile app there was concern as to whether or not the app would get through the vetting process and onto the major app stores, particularly in terms of the risk of avatars appearing nude during rendering.
The transparent avatar approach was specifically to solve this risk; keeping the avatar transparent until such time as it has fully loaded and be preventing it from rendering properly should an attachment fail to apply as expected.
Unfortunately, the system is not fool proof, and false positives can be received which result in an avatar becoming “stuck” in the transparent mode.
There is thought being given to help overcome this (e.g. by forcing the avatar transparency mode to time-out after a set period to allow the avatar to complete loading), but this has yet to be finalised.
Those who do have repeated issues with being stuck in transparent mode, even after an outfit change (e.g. via the Desktop viewer) should file a feedback report, and if possible indicate the item they think might be causing the problem.
Memory Use (and PBR Rendering)
Another key difference between Mobile and the viewer is (obviously) available system and video memory.
Computers running the desktop viewer generally have at least 4Gb of memory to play with, with those with dedicated GPU cards also have dedicated VRAM.
Mobile has around 500MB-1Gb to play with. This necessarily limits Mobile in some ways (e.g. dropping texture resolutions as limits are more easily hit, etc.). However, there is work being put into this in the hope of again making Mobile more efficient in its use of memory.
In the meantime, the fact that memory is limited is one of the primary reasons why, as yet, there has been no attempt to implement PBR rendering into the Mobile app, and it significantly ups memory use.
The memory limit is also the reason why the number of avatars SL Mobile can render is set so low: avatars have a high rendering / memory cost, and can push the app to its limits, stopping other things from rendering – including leaving avatars transparent.
HUDs: something the Lab would like to implement for Mobile, but the volume and complexity of HUDs in use, the screen space they require, etc., does make coming up with a suitable means of handling them difficult.
The likely approach to this will again be iterative: initially offering support for very basic HUDs, and then working up from there.
However, team resources are such that focusing on this as a multi-month project when there are other areas of Mobile to be enhanced and features possibly more easily implemented, means it is somewhat lower on the list.
Inventory:
Another intensive task.
A preview of the work currently being done is in the Mobile app – the Select Outfit option, which is seen as a first step towards inventory support in Mobile.
Exactly what will follow this as it is implemented, is still subject to a final decision.
Mobile is generating a lot of new user traffic into SL, although precise metrics were not available at the meeting.
Date of Next Meeting
12:00 SLT, Thursday, February 27th, 2025, at Campwich Forest.
Luane’s World – Le Monde Perdu, December 2024 – blog post
The following notes were taken from the Tuesday, January 28th, 2025 Simulator User Group (SUG) meeting. They form a summary of the items discussed, and are not intended to be a full transcript, and were taken from Pantera’s video of the meeting, which is embedded at the end – 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.
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.
Simulator Deployments
On Tuesday, January 28th, 2025, the simulators on the Main SLS channel were restarted with no update.
On Wednesday, January 29th, 2025 the RC channels will be restarted, most likely without any deployment.
It had been hoped that Banana Bread, the next simulator update, would be deployed to the BlueSteel channel; however, this is likely to be held over until next week due to a late-break issues.
SL Viewer Updates
Default viewer: version 7.1.11.12363455226, formerly the ExtraFPS RC (multiple performance fixes, aesthetic improvements and UI optimisations), dated December 17, promoted December 20 – No Change.
Release Candidate: Forever FPS, version 7.1.12.12935708795, January 24, 2025.
Numerous crash and performance fixes.
2K Bakes on Mesh Update
We have some exciting news regarding 2k bake — it’s no longer blocked, and we are in the process of scheduling a deploy. We anticipate this making its way to Agni within the next few weeks (ideally sooner than later), hopefully at the next SUG I’ll have a specific date.
– Pepper Linden
In Brief
Please refer to the video below for the following:
There was a question concerning the surfacing of llSetAgentRot. Leviathan Linden responded:
Viewer feature development is basically blocked right now. The viewer dev team is focused on FPS improvements. Meanwhile, there has been some pileup of viewer features in the develop branch, but a few months of work there is not included in ForeverFPS [the current RC viewer] viewer. The ForeverFPS viewer project does not want to pull in all of the pileup of changes in develop: they don’t want to destabilize the FPS improvements they are working on.
Leviathan further indicated his viewer-side Game control work is similarly held-up, which led to a conversation on getting the capability out in some form.
Rider Linden hinted that there is “exciting news” in the Lua(u) scripting project “on the horizon”.
A discussion on this forum thread, outlining some of what is seen as SL’s major technical issues. Leviathan Linden re-iterated he’s working on one of these issues: that of slow loading on avatars and in-world objects on log-in / following a teleport.
A discussion on possible issues about linkset messaging and linkset data.
† 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.
The following notes were taken from the Tuesday, January 21st, 2025 Simulator User Group (SUG) meeting. They form a summary of the items discussed, and are not intended to be a full transcript, and were taken from Pantera’s video of the meeting, which is embedded at the end – 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.
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.
Simulator Deployments
On Tuesday, January 21st, 2025, the simulators on the Main SLS channel were restarted with no update.
On Wednesday, January 22nd, 2025 the RC channels will be restarted.
Banana Bread, the next simulator update will be likely be deployed to Aditi for testing.
SL Viewer Updates
Default viewer: version 7.1.11.12363455226, formerly the ExtraFPS RC (multiple performance fixes, aesthetic improvements and UI optimisations), dated December 17, promoted December 20 – No Change.
Release Candidate: Forever FPS, version 7.1.12.12793544240, January 17, 2025.
Numerous crash and performance fixes.
In Brief
Please refer to the video below for the following:
Leviathan Linden is due to resume work on the problem where content doesn’t always show up on first login/teleport arrival after being asked to look into a couple of other issues. His initial investigations have indicated that the problem is most likely simulator-side, be he’s still digging into the exact cause.
2K Bakes on Mesh:
Pepper Linden confirmed the simulator updates have been approved by QA.
Pepper also confirmed the viewer update is related to a problem found within the texture pipeline of ExtraFPS using too much VRAM (see this Canny issue report). This fix is due to go into the Lab’s ForeverFPS viewer update, and LL would like Firestorm to include it in a release before switching on 2K BoM.
There is some confusion as to the status of the glTF scene import project in the wake of Runitai Linden’s departure from LL.
Runitai got as far as prototyping the capability on Aditi, but it was not tied into the physical engine.
As has been mentioned numerous times, the majority of the focus within the graphics / viewer teams has been on improving overall viewer performance and is currently geared towards assisting Firestorm deal with blocker to their ExtraFPS release.
The above led to a discussion on the value of including some form of 3D mesh editing tool in the viewer. Unsurprisingly. These discussions saw a range of viewpoints expressed.
Leviathan Linden intimated that the viewer-side work for his game controller updates (which are available server-side) is also pending on resources within the viewer team becoming available in order to make the game control options more easily accessible (e.g. with the official viewer, it has to be unlocked via the Advanced menu).
A discussion on properly-supported “walking / running backwards” animations states.
It was suggested that the server-side Luau work (scripting) could be deployed to Aditi “in the next few months (possibly)” to allow scripters to poke at it while it is still in development.
Requests for additions to the official viewer, including RLV (RLV/a has been contributed by Kitty Barnett for inclusion in the official viewer, but the status of the work in doing so is unclear – it’s a significant piece of work).
A reminder that Monty Linden is working to correct defects within EventQueueGet (a simulator Capability that delivers messages from a simulator to viewers over HTTP using a long-poll scheme. It is core functionality without which viewer/simulator coordination is impossible), and is seeking feedback – see here for both defects, proposals to resolve and how to test.
† 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.
Simurg + Winter Valley, November 2024 – blog post †
The following notes were taken from my audio recording + the video recording by Pantera (embedded at the end of this summary) of the Third-Party Developer meeting (TPVD) held on Friday, January 17th, 2025. My thanks to Pantera as always for providing it.
Meeting Purpose
The TPV Developer meeting provides an opportunity for discussion about the development of, and features for, the Second Life viewer, and for Linden Lab viewer developers and third-party viewer (TPV) / open-source code contributors to discuss general viewer development. This meeting is held once 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 re conducted in a mix of Voice and text chat.
The notes herein are a summary of topics discussed and are not intended to be a full transcript of the meeting.
Release viewer: version 7.1.11.12363455226, formerly the ExtraFPS RC (multiple performance fixes, aesthetic improvements and UI optimisations), dated December 17, promoted December 20 – No Change.
Release Candidate: Forever FPS, version 7.1.12.12793544240, January 17, 2025.
Numerous crash and performance fixes.
Upcoming Viewers
ForeverFPS surfaced somewhat faster as an RC viewer than had been anticipated at the CCUG meeting.
Other plans for viewer updates are under review; there a numerous code commits in the Develop branch awaiting a viewer, but collectively, they are regarded as to many to all go into a single viewer update, so the order of release over several viewer updates needs to be determined.
WebRTC / Updating to Viewers with WebRTC Support / Rendering Holdbacks
Further re-iteration of the desire to see as many users as possible to move from viewers which lack WebRTC support (e.g. Firestorm 6.6.17) to those (predominantly PBR-based) viewers with the WebRTC support, so that the Vivox service can be turned off across the grid.
A further request was made as to why people are resistant.
Once again, the response was largely around the quality of the reflections / general look of the Linden Water plane on PBR viewers, lack of exclusion volumes for water; darker ambient tones to natural lighting.
Ambient issues, particularly with legacy EEP skies should have been largely corrected in ExtraFPS.
It was also pointed out that there are cohorts of users who are happy with what works for them, even if half their in-world view seems to be “broken” in some manner, and simply will not update as long as the viewer they use can still access SL.
A particular issue here with regards to WebRTC, is that while a high percentage of users are not updating to viewers with PBR + WebRTC support, it is not clear how many would be adversely affected by the loss of Vivox voice, given that many in SL rarely, if ever use Voice. If the number is small, turning off Vivox might not be an issue; if the number is large, it could cause people to abandon SL.
It was also suggested that wider communications from LL (and TPVs) on the nature of upcoming changes like WebRTC might help to make users more aware of what is going on.
In response to exclusion volumes and water quality / reflections, Geenz Linden noted:
There might be a way to provide exclusion volumes for water (e.g. to prevent water rendering inside boat hulls, etc.), but the issue is complicated.
There has been a regression in the way water appears and generates reflections; part of this was the result of the “pre-PBR” means of rendering water required multiple passes, which became a performance issue. However, improving water is on his list of things to do, and he hopes that some of the ideas he has will also help improve screen space reflections (SSR) .
However, he also indicated that bring back “full real-time reflections” on water is a not insignificant ask, and will likely only be possible after the moiré system has been further optimised, as reflection generation will likely piggyback off of that. As such, the work to recover water reflections will take time and will be iterative in nature, and there may be impacts on the general appearance of water.
Commenting on SSR, Geenz also noted that while improvements can be made, it will be “really hard” to return SSR quality to pre-PBR – but then, pre-PBR SSR had its own performance issues. As such, work in this area requires careful consideration on how to make improvements without impacting performance.
[Video: 24:14-29:30] General discussion / opinions on how and where to present assorted graphical settings and options within the Preferences / debugs, and how users understand / learn about the viewer’s internals.
[Video 30:16-32:25] Discussion on graphics and lighting – improving HDRi rendering, ambient like, introducing punctual lighting, using physical units for lighting.
[Video: 37:14-43:40] EventQueueGet is a simulator Capability that delivers messages from a simulator to viewers over HTTP using a long-poll scheme. It is core functionality without which viewer/simulator coordination is impossible. However, a number of defects in the design and maintenance of this capability have been found (see here for both defects and proposals to resolve).
Monty Linden has implemented a “phase 1” project to address some of these issues, and has set-up a channel of several regions on Aditi (the Beta grid) for public testing of the changes to validate that they do not in fact break anything. He has also published information on how users can help with the test and what is involved in the “phase 1” work.
During the meeting, he requested that people take the time to visit the test regions, carry out TPs and physical crossing between regions, leaving suitably scripted objects running on the regions, etc., per the testing information forum topic and report back via the topic or via the Feedback Portal.
This work may become part of the Banana Bread simulator release (still in the process of being defined), and further references to the work will most likely be via the Simulator User Group meetings.
User groups for discussing Project Zero / SL Mobile:
The Project Zero viewer-in-a-browser project is open for discussion at the Web User Group (as Sntax Linden leads both the WUG group and Project Zero); and it has been indicated it might spin-up its own user group in time.
There are internal discussions going on in the Lab about starting a SL Mobile User Group. More to follow on this.
† 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.