2025 week #21: SL SUG meeting -SLua

Chaos and Calm – Chaos Theory, March 2025 – blog post

The following notes were taken from the Tuesday, May 20th, 2025 Simulator User Group (SUG) meeting. They form a summary of the items discussed, and are not intended to be a full transcript. The notes were taken from my chat log of the meeting. Pantera also recorded the meeting, and that recording is embedded at the end of this piece – my thanks to Pantera, as always, 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.
  • These meetings are conducted (as a rule):
  • 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

  • There are no planned deployments to any channels this week, only restarts.

SL Viewer Updates

SLua Updates

I’m going to write up an implementation of better event handling in pure SLua so that people can get a feel for the API and make suggestions before we commit to actually implementing a specific implementation in the server.
Got sidetracked improving setlinkprimitiveparamsfast perf with many PRIM_LINK_TARGETs since I saw that bogging down the SLua alpha sims but I’m back on track now 🙂

– Harold Linden (SLua development contractor)

  • It was reiterated that the plan remains to move SLua to a more open beta on Agni (the Main grid), once further updates have been made by LL. (Such as the event handling and memory management mentioned). When this happens, it will initially be to a “handful of regions” prior to gaining broader deployment.
  • Harold Linden indicated that most of the current Canny Feature Requests for SLua will be implemented during the beta phase of the project – although some, such as “require” will take time to “do properly”, and so there may be stopgap solutions “similar to the ones people already use for LSL that uses local pre-processing.”
Not ideal but there’s a lot of yak shaving that needs to be done to get proper “require” working with new “library” type assets and don’t want to block the rest of SLua on it. 
  • In responding to a comment about an possible inter-script dependency system, he further noted:
There would be no inter-script dependencies per-se, this is more akin to pure modules that can just export types and functions etc with no shared state. More like a statically linked library that only gets evaluated when the script is compiled. It’s essentially just enabling something that people already tend to do with pre-processors, the only difference is the assets live with the rest of your stuff.
  • This sparked a debate on the use of libraries, plug-ins ,etc., a lot of which is “still TBD”, other with matters of object update handing, etc. This discussion ran through must of the remaining 40 minutes of the meeting. Please refer to the video for specifics (as I am not a coder, and far from qualified to interpret all of the discussion!).
  • One important additional point was raised by Harold Linden:
Oh right, I feel like I should mention, we’re trying to track down a couple potential memory corruption bugs in SLua that we’ve had trouble reproducing on our dev machines. We’re going to look at pushing a version of the server with debugging instrumentation (AddressSanitizer) to the SLua sims on beta grid. It might make things slightly slower, but it’s only temporary.

In Brief

“Missing Content on Login”

We had a repro recipe for “missing content on login” and I was able to kinda fix it. It was semi-reliable (would happen maybe 20% of the time) for one our viewer dev contractors, but I couldn’t reproduce it myself. It is “kinda” fixed in that I have eliminated some unnecessary resets during login that would help trigger the bug, with a subsequent savings of effort and bandwidth of object update data on arrival. However the root race condition that is being avoided… I didn’t actually figure that out. 
So… I would expect improvements (reduction of missing content on login) but I don’t think this fixed everything. In particular, I thought maybe it would help reduce the rate of missing attachment items on avatars, but upon more thought I realized this fix is not relevant to that problem. Anyway, heads up: this fix is expected to be in Fig Pudding [the next simulator update].

– Leviathan Linden

TP Failure and Log-in Issues

  • Reports suggest that that has been a “big increase” in TP failures and login failures over the last week (I can attest to the former; having had around a 40% TP failure rate on first attempts to get somewhere on several days). Viewer logs and times incidents occurred, submitted via Canny, would be helpful in debugging issues.
  • It was also noted that LL is engaged in making some network infrastructure changes, so again, a request was made for those “experiencing connectivity problems not of the usual sort or frequency” to file a Canny report would be useful. Times, places, names, and log files.
  • The game_control capability remains on-hold. Leviathan Linden is currently engaged in other work, and unfortunately, game_control is is “near the bottom of” the stack of work he has on-hold as a result.

† 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 #20: 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, May 15th, 2025. Please note that this is not a full transcript, but a summary of key topics, and timestamps are to the official video, embedded at the end of this report. .
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 and Updates

Viewer Status

2025.04 and Upcoming 2025.25 RC Viewers

[Video: 5:55-7:01]

  • The feature set for the 2024.04 RC viewer remains as per the currently available version:
    • Chat Mentions (Early Support): Type @ then pick a name. To follow: audible alerts and highlight colour pickers.  This does not support generic mentions such as @everyone or @here.
    • My Outfits subfolders: now supports the use of subfolders.
    • Hover height: the minimum/maximum is now +/- 3 meters.
    • UI Quality of life improvements.
    • Use the release notes link, above, for full details.
  • The upcoming 2025.05 RC looks set to include:
    • A “catch-up merge” of fixes and updates from the old Develop / Maintenance C branches.
    • Inventory Favourites (described at the meeting as “a little bit buggy”). As per [Video: 11:41-13:30], this is  a capability originally designed in 2024, and will see the addition of an Inventory tab where selected favourite items can be listed.

 glTF Mesh Uploader

[Video: 3:51-5:54 + as noted below]

  • The decision has been made to move this out of the upcoming 2025.05 RC viewer.
  • This decision also means that the Lab is evaluating what will be required to get PBR material imports working as part of the mesh upload process at the same time (rather than just having only the Base Colour uploaded).
    • Under previous plans, it had been stated that direct import of a full set of glTF materials as a part of a glTF mesh requires an large refactoring of code; so the initial release of the uploader would only support Base Colour, with other maps to be added in the future.
    • It also marks a switching away from discussions at the last CCUG, where creators expressed a preference to upload meshes with all materials and just have blank faces to which they could they apply their materials post upload. This is because the Lab would rather provide a complete drag-and drop solution, if this can be done.
    • The unspoken element of this update suggests that if direct upload of materials with meshes does prove to be complex, providing uploads with blank faces will likely be the fallback approach.
    • Either way, the ability for people to apply their own materials to objects that are Modify will remain unchanged.
  • [Video: 7:02-8:31] As to when an in which viewer the mesh uploader will surface is TBA, and subject to further internal discussions at the Lab.
    • There is currently a issue in getting rigged meshes (full avatars, as provided for testing by content creators, rather than individual items) to upload correctly.
    • LL is not opposed to shipping the uploader as a Project viewer once suitable for testing. This is liable to occur “sooner rather than later”, subject to the above mentioned issue.
  • [Video: 8:55-9:55] Will the glTF uploader support large meshes / those with more than 8 faces, rather than breaking them up?
    • The 8-face constraint a current system constraint and requires potentially significant simulator codes changes. As such, it is liable to remain “for now”
  • Implementation of a glTF mesh uploader will not mean the end of COLLADA (.DAE) upload support for SL – this will remain available. However, as modelling tools, etc., are deprecating COLLADA support, there is a recommendation that if creators wish to continue supporting their old mesh content, then they convert it to glTF .

In Brief

  • [Video: 13:32-15:00] Feature Request Add Custom Tags to Inventory Items – was raised at the end of 2024, and is currently marked as Tracked.  It was raised again at this meeting. Kyle Linden confirmed that a design for such tagging in on the viewer roadmap.
  • Terrain:
    • [Video: 15:15-16:12] Potential for better terraforming tools: Described as something LL would like to get to, including higher resolution texture support; the (currently on-hold) Terrain Painting work, etc. However, nothing is currently being worked on, and suggestions for terrain improvements request through the Feedback Portal.
    • [18:04-20:26] New terrain textures for Mainland: seen as a “nice to have”. However, given issues around enabling HDR skies to make PBR look good on Mainland (and the resultant “dim/dark” look to the skies) + the number of people still not using PBR-capable viewers (although this number is falling), LL is cautious about making widespread changes to Mainland. Nevertheless, updating terrain textures is something (per the above) LL “would like to do” in time.
    • [Video 44:41-46:26] WRT terrain and texturing a question was asked on whether it would be possible to have a “grass” functionality at so point, allowing land holder spawn grass on their land, rather than just having a texture. This does (to a point) exist in the viewer through the Build floater → plant rez option, although this is admittedly old and can be LI intensive, so likely needs revisiting in the future to update. Canny requests on what people would like to see with this were requested.
  • [Video: 17:10-17:45] It was asked if there was any further news on feature request: Make Appearances Height = Prim Height, noted at the last meeting as “something that could be looked at”.
    • Short answer: no.
    • The discrepancies in height are something LL would like to address, but involves where they are and what needs to be done (even different viewers can report different heights for the same avatar). But is it not something currently in progress.
  • [Video: 20:33-24:39] A discussion on being able to “share” attachments (e.g. one person being able to have a pizza box attached to them, and others being able to “take” a slice of pizza from the box a) without any complex means of taking an attachment to inventory and adding it (or similar) and b) having the corresponding slice of the pizza “vanish” from the box.
    • Rider Linden confirmed two approaches (to meet different use-cases) are “on the drawing board” to address this. One involves the use of Experience capabilities; the other enabling attachments to be made directly from an object’s inventory. However, neither option is currently being worked on.
  • [Video: 24:51-29:21] A request was made for further attachment points.
    • Providing additional attachment points is seen as sub-optimal, simply because of the additional rendering load / script processing requirements doing so will bring.
    • Rather, and while not currently on the roadmap, LL might look towards allowing customs skeletons (when supported) to have their own attachment structures, with a proxy system to offer back compatibility with the existing attachment point system.
    • This discussion touched on the Permissions system (e.g. allowing no modify items to be linked to others), which is really a no-no among many (although subject to debate within and without LL), as so unlikely to change in the foreseeable future, if at all.
  • [Video: 29:50-31:20] The above flowed into a discussion on the proposed permissions “bypass” that had been put forward by Geenz Linden for resolving issues of alpha/gamma issues causing some hairstyles to look “wrong” under PBR lighting.
    • This would have enabled uses to make a change through the viewer to enable “legacy” blending on the hair, even if it was No Modify. However, this was not seen as an optimal route to take by some at LL.
    • As such, the fix remains on hold until either those at LL can be persuaded that allowing such a bypass of permissions is not so bad, or an alternative solution can be determined, which could be used to detect all instances where legacy alpha blending is required.
  • [Video 33:22-34:55] Imposters and mesh proxies:
    • It is acknowledged that the current avatar imposter system is looking increasingly outdated.
    • The idea of providing some form of proxies (e.g. “visible triangle only” when seen from a distance) has been discussed internally at LL, however, this is not something being actively worked upon, nor is it part of any scheduled future work.
  • There were also general discussions around Gacha (more policy than content creation) and this Canny report; new user on-boarding; content being ripped from SL (or other platforms) and (re)uploaded to SL for sale (file a DMCA Take-Down request); LL addressing quality of life issues (usability) – being addressed, file Cannys!; items awaiting better prioritisation (e.g. dynamic Landmarks). Please refer to the last 20 minutes of the video for more on these.

Next Meeting

2025 week #20: SL SUG meeting

The Forest of Hours, March 2025 – blog post

The following notes were taken from the Tuesday, May 13th, 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 my chat log of the meeting. Pantera also recorded the meeting, and that recording is embedded at the end of this piece – my thanks to Pantera, as always, 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.
  • These meetings are conducted (as a rule):
  • 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, May 13th, the Main SLS channel was updated with the Elderberry simulator release.
  • Om Wednesday, May 14th, the RC channels should be restarted without update.

Upcoming Deployment – Fig Newton (2025.06)

  • Yes, the name changed in the passage of a week.
  • This is still being put together, and is unlikely to surface before June, as the simulator team has been focusing on some necessary internal work which has drawn attention away from feature work on the simulators.

SL Viewer Updates

In Brief

  • Rider Linden requested if people preferred code-names for simulator updates or their official initial version numbers (e.g. 2025.05, 2025.06).
    • Given that version umbers actually relate to minor things like RELEASE NOTES – they actually serve a use.
    • As noted by Fig Pudding Newtons, code names can change on a whim and seem pretty pointless.
    • However, it appears an attempt to use both will be used going forward 🙄(yes, I’m a carbon-based unit and I have no sense of fun‡).
  • PBR Colour data is lost when setting PBR overrides was raised some time ago, but has yet to be fixed. Responding to a question on why it had not been fixed when implementing llSetLinkGLTFOverrides, Rider Linden stated:
Because when PBR was implemented they did not separate the colour value from the alpha. The two are stored internally as a single number. Since the simulator does not have the actual value from the material (it does not read materials) there is no way to change one without impacting the other. Doing so would have required a protocol change in the way overrides are sent and protocol changes are big deals since they break the viewer.
    • He went on to note that overrides are among a number of things he would like to revamp and improve upon.
  • The above led to a request for creators refreshing older products with PBR to be able to supplement llSetLinkAlpha to some sort of llSetLinkPBRAlpha, without having to “dual stack” materials.
    • Rider Linden indicated that this would require adding a new function, and as such perhaps best done when overrides are being revamped, per the above comment.
    • Leviathan Linden further noted that Geenz Linden is currently thinking about how to overhaul GLTF override system, as fallout of planning on how to support object hierarchy.
  • A portion of the chat was around When an object is paid the object name being recorded should be controlled by the Server and not the Viewer, seen as a particular concern among providers of Skill Games. This topic was also raised extensively at the Skill Gaming meeting.
  • Most of the meeting revolved around Blinn-Phong, glTF, alpha and colour overrides, most of which I, frankly, am not qualified to talk about in a meaningful way. Please refer to the video.
  • The latter half of the meeting involved the potential for physical region crossings between regions that are non-contiguous (e.g. your are on “Region A” and can “see” and “cross into” (walking, via vehicle) “Region B” directly (no actual manual teleport trigger), even though “Region B” is on the 2other side” of the grid. See: “Wormhole Regions” (Non-Cartesian region crossing).
    • This is something that has apparently been raised a lot within LL and seen and a “neat idea” and potentially possible. But it would be “way down on a list, below all sorts of important stuff to fix.”
  • Leviathan Linden is still trying to work out the “sometimes objects don’t show up on login” problem. He now has a reliable repro for this issue and is using it to try to understand why and where things are going wrong.
  • Off-lines not appearing on log in until relogging his become an increasing issue of late.  Commenting on the report, Leviathan Linden stated:
The fact that the off-lines show up in a second session suggests that they were never successfully requested by the viewer in the earlier session, since otherwise they would have been cleared (considered delivered) at the server. So we’re wondering: why isn’t the viewer correctly invoking some cap? 

† 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.

‡That’s a Hitch Hiker’s Guide Reference, in case you read this far.

2025 week #19: SL TPVD meeting summary

Maison de L’amitie, March 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 Third-Party Developer meeting (TPVD) held on Friday, May 9th, 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 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: 2025.03 7.1.13.14343205944, issued April 9th and promoted April 15th.
    • New UI element for water exclusion surfaces: Build / Edit floater → Texture Tab → Hide Water checkbox.
    • The maximum amount of Reflection Probes can now be adjusted to better accommodate low VRAM scenarios.
      • Values will be set automatically depending on your chosen graphics quality. OR
      • Use Preferences → Graphics →  Advanced Settings →  Max. Reflection Probes to manually set.
    • An issue with being unable to see Sky Altitude values in the Region/Estate window has now been resolved.
    • Preferences → Graphics → Max. # of Non-Imposters has been renamed Max. # of Animated Avatars for clarity.
    • Bug and performance fixes and memory optimisations.
  • Release Candidate: 2025.04 – 7.1.14.14742193597, May 2nd – see below.
  • Second Life Project Lua Editor Alpha, version 7.1.12.14175675593, April 2nd.

Release Candidate 2025.04

  • Currently includes the following new features and updates:
    • Chat Mentions (Early Support): Type @ then pick a name. To follow: audible alerts and highlight colour pickers (New).
      • This does not support generic mentions such as @everyone or @here.
    • My Outfits subfolders: supports for the use of subfolders (new).
    • Build Floater improvements: increase to scale boundaries; Physics Material Type now updates when selecting linked objects; Repeats per Meter value no longer incorrect for non-uniform sized objects
    • Hover height: the minimum/maximum is now +/- 3 meters.
    • Snapshot floater: L$ balances can be hidden independently of the rest of the UI.
    • Preference Search bar: general usability and readability improvements.
  • Bug fixes as listed in the release notes (link above).

glTF Mesh Uploader

  • Originally planned for inclusion on the 2025.04 RC, this now looks as if it will be initially shipped as a project viewer.

2025.05 RC Viewer

  • This is being primed to contain the backporting of up fixes and updates originally intended for 2024’s Maintenance C RC. Details to follow as they are made available.

In Brief

  • Meeting format:
    • Following the previous TPVD meeting being held in local chat, the decision has been made to continue in chat only.
    • Both the TPVD meeting and the Open Source Development meeting now look on track to be combined into a single, text-only meeting, date and time going forward TBA.
  • Chromium Embedded Framework (CEF) Updates: used for the likes of media handling / web page presentation within the viewer, the current version of CEF is increasingly out-of-date. How to update it has been a subject of internal discussions at the Lab, with Geenz Linden noting:
Current line of thinking is just have one CEF instance – use CEF’s tab mechanism. Seems to be the preferred solution by CEF as well for cookie management. It’s more work, but it’s also generally what seems to be the “preferred” route from CEF land. 
Now that being said.. Depending on when we can get that work scheduled (we have _a lot_ on our plates right now), we may be open to a stop gap with that work on the docket in the future. We want to do this by the book as best as we can, I want to be clear about that. We are well aware of how out of date CEF is in the viewer, and it is something we want to fix. We’re still figuring out the path to do so – do we have a stop gap for now with a firm commitment to a proper upgrade later? Do we just skip to upgrade? We’re still discussing it.
    • This discussion revolved around a suggested approach to update used within the Cool VL Viewer and submitted to (and rejected by) LL. Further discussions on both the Lab’s thinking on the CEF tab mechanism and a possible discussion on interim options such as the Cool VL Viewer approach.
  • Terrain texture blending: there can be a noticeable difference is results when trying to blend terrain textures when seen on viewers running on different operating systems.
    • See: Terrain blends are different for different users (raised April 25th, 2025, and closed on May 1st (“expected behaviour”) for a description of the issue.
    • See: Terrain Texture Blending Consistency for one suggested solution and further discussion.
    • The issue appears to be the manner in which the Windows viewer applies a randomiser for blend textures between different elevations compared to Mac OS / Linux (see: SL Wiki : Creating Terrain Textures – Elevation Ranges).
    • This discussion became mixed with one concerning issues with PBR mirrors yielding different results / failing to work at log-in (notably under Windows), and the discussion of potential fixes, although the root cause seems to be similar in nature.
    •  It terms of any “fix” for terrain blending issues, the problem is that any adjustment made to the calculations could end up impacting some percentage of users in some way.
    • LL’s view (at the meeting) was to lean towards keeping the calculations used by Windows untouched, and to try to adjust Linux / MacOS to match; the reasoning for this is that as around 90% of the user base is running Windows (and potentially landscaping in Windows), they are seeing things “correctly”.
    • This led to something of a debate along the lines of the “needs of the many”; the question of ROI on fixes of one types or another (time to implement, overall impact, etc.).
    • This discussion took up much of the latter half of the meeting, but no firm view on any likely “fix” or time-frame at this point.

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 week #19: SL SUG meeting

Buddha Garden, February 2025 – blog post

The following notes were taken from the Tuesday, May 6th, 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 my chat log of the meeting. Pantera also recorded the meeting, and that recording is embedded at the end of this piece – my thanks to Pantera, as always, 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.
  • These meetings are conducted (as a rule):
  • 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, May 6th, the Main SLS channel was restarted without any update.
  • On Wednesday, May 7th:
    • BlueSteel and the snack channel running the Elderberry simulator update (see below) should be restarted.
    •  All remaining RC channels should be updated with Elderberry.

Elderberry Update (2025.05)

  • A new option to llDerezObject – DEREZ_TO_INVENTORY, which returns the targeted object to inventory and saves its current state (e.g. has the same behaviour as Build → Object → Save Back to Object Contents.
  • llIsLinkGLTFMaterial  – which can can determine if a face on a linked prim is PBR.
  • REZFLAG_DIE_ON_NO_REZZER – which will cause a rezzed prim to die if its rezzer is no longer present in the region.
  • llSetGLTFOverrides, rather than changes to llSetColor and llSetAlpha to work with PBR, as changing the latter was “starting to lead down some very scary paths WRT ‘What is the right thing to do'”.
  • Possibly a fix for llSetGroundTexture, which currently has the NE & SW values swapped. The question was asked in this was in the release, but the question wasn’t fully answered.

Upcoming Deployment – Fig Pudding (2025.06)

  • This is still being put together.
  • The update is unlikely to surface before June, as the simulator team has been focusing on some necessary internal work (e.g. ensuring various repositories build and deploy via Github actions correctly; updating where docker images are stored) which has drawn attention away from feature work on the simulators.

SL Viewer Updates

  •  Default viewer: 2025.03 7.1.13.14343205944, issued April 9th and promoted April 15th.
    • New UI element for water exclusion surfaces: Build / Edit floater → Texture Tab → Hide Water checkbox.
    • The maximum amount of Reflection Probes can now be adjusted to better accommodate low VRAM scenarios.
      • Values will be set automatically depending on your chosen graphics quality. OR
      • Use Preferences → Graphics →  Advanced Settings →  Max. Reflection Probes to manually set.
    • An issue with being unable to see Sky Altitude values in the Region/Estate window has now been resolved.
    • Preferences → Graphics → Max. # of Non-Imposters has been renamed Max. # of Animated Avatars for clarity.
    • Bug and performance fixes and memory optimisations.
  • Release Candidate: 2025.04 – 7.1.14.14742193597, May 2nd 2025 – NEW.
    • Includes the following new features:
      • Chat Mentions (Early Support): Type @ then pick a name. To follow: audible alerts and highlight colour pickers.
      • My Outfits subfolders: now supports the use of subfolders.
    • Key updates:
      • Build Floater improvements: increase to scale boundaries; Physics Material Type now updates when selecting linked objects; Repeats per Meter value no longer incorrect for non-uniform sized objects
      • Hover height: the minimum/maximum is now +/- 3 meters.
      • Snapshot floater: L$ balances can be hidden independently of the rest of the UI.
      • Preference Search bar: general usability and readability improvements.
    • Refer to the release notes for full updates and fixes.
  • Second Life Project Lua Editor Alpha, version 7.1.12.14175675593, April 2nd.

In Brief

  • A request for SLua events to be updated along the lines suggested in this canny request. Rider Linden indicated that a update will be made prior to SLua moving to wider beta testing, and will likely It will likely end up looking similar to the Canny proposal. However, there is no current time frame as to when the update will be made.
  • A Canny request was filed in January for a llGetRegionWorldMapTile feature. This was reportedly now sitting in the backlog of requests and work the server team are hoping to work through in time.
    • This saw a follow-up request at the meeting to be able to zoom down to the level of centring a parcel on the map. Rider indicated that it should be possible to give the full region map as a as a texture ID, allowing scripts to adjust the offset and scale of the texture to achieve desired results.
  • A discussion on regions idling (at 1 FPS(?)) when not in use (e.g. when there are no avatars in the region, no child agents registered with in and no HTTP IN/OUT functions running); the ability for llGetEnv to obtain a region’s status.
    • Regions are not completely shut-down when “empty”. as most require scripts to keep running.
    • This broadened into a discussion on how low a region takes to start-up. The most accurate might be “no long in the scheme of things, but variable”.
  • In response to a question on progress with combat 2.1 features, Rider stated:
Combat 2.1 is pushed back. I’ve got no eta when that will come back up. I’d like to get it moving, I think it introduces some important additions that have impacts outside of just Combat, but there are lots of things that need doing and I can only type so fast.
  • The latter half of the meeting was taken up with discussions of texture loading, the impact of alpha layering, non-optimised contents and similar, the majority of which was more viewer-centric. They arose from a complaint that Fantasy Faire is overloaded with “4K textures” (which aren’t actually a thing in SL) causing viewer performance issues.

 

† 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 #18: 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, May 1st, 2025. Please note that this is not a full transcript, but a summary of key topics, and timestamps are to the official video, embedded at the end of this report. .
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 and Updates

Viewer Status

  •  Default viewer: 2025.03 7.1.13.14343205944, issued April 9th and promoted April 15th.
    • New UI element for water exclusion surfaces: Build / Edit floater → Texture Tab → Hide Water checkbox.
    • The maximum amount of Reflection Probes can now be adjusted to better accommodate low VRAM scenarios.
      • Values will be set automatically depending on your chosen graphics quality. OR
      • Use Preferences → Graphics →  Advanced Settings →  Max. Reflection Probes to manually set.
    • An issue with being unable to see Sky Altitude values in the Region/Estate window has now been resolved.
    • Preferences → Graphics → Max. # of Non-Imposters has been renamed Max. # of Animated Avatars for clarity.
    • Bug and performance fixes and memory optimisations.
  • Release Candidate: 2025.04 – 7.1.14.14742193597, Issued May 2nd 2025.
    • Includes the following new features:
      • Chat Mentions (Early Support): Type @ then pick a name. To follow: audible alerts and highlight colour pickers.
      • My Outfits subfolders: now supports the use of subfolders.
    • Key updates:
      • Build Floater improvements: increase to scale boundaries; Physics Material Type now updates when selecting linked objects; Repeats per Meter value no longer incorrect for non-uniform sized objects.
      • Hover height: the minimum/maximum is now +/- 3 meters – requires a simulator-side update, currently in the process of being deployed.
      • Snapshot floater: L$ balances can be hidden independently of the rest of the UI.
      • Preference Search bar: general usability and readability improvements.
    • Refer to the release notes for full updates and fixes.
  • Second Life Project Lua Editor Alpha, version 7.1.12.14175675593, April 2nd.

Upcoming Viewers

[Video: 2:22-5:16]

2025.04
  • See above.
2025.05
  • Internal discussions on what form this should take remain in progress.
  • As a result of delays with 2025.03 and 2025.04, coupled with a need to consider how to better offer viewers with features / capabilities user will find valuable, rather than simply lobbing buckets of changes and updates into each release, the viewer team is backing off of the idea of a monthly release cadence for the immediate future.

More on the glTF Mesh Uploader

[Video: 7:41-12:22]

  • Overall, the focus remains on getting the flow of model uploads working smoothly and in providing the same capabilities when uploading glTF models as is currently the case for COLLADA models.
  • However, there will be some constraints on capabilities:
    • Higher vertex limits on uploads will not be supported for glTF, as it is described as requiring a “whole mesh format upgrade”, which requires further thought before moving in that direction. As such the current 65K vertices per face limit will apply to glTF model uploads.
    • Due to the complexity, and until things can be re-thought, glTF materials cannot be imported as a part of a glTF mesh (outside of the Base Colour map); they must be imported separately and then applied.  Direct import of glTF materials as a part of a glTF mesh requires an large refactoring of code which is not possible in the immediate future.
    • The above point prompted the question from Geenz on whether people would prefer the Base Colour to be uploaded, or simply just have a blank face provided until such time as full glTF materials can be imported with the mesh. Opinion at the meeting leaned towards the blank surface.

In Brief

  • [Video: 6:02-7:10] Feature request: Make Appearances Height = Prim Height – responded to as “something that could be looked at”.
  • [Video: 15:25-20:21] Are there plans to support Unreal Engine? – No, and defined as “probably never happening”.
    • This led to a question about supporting Unreal Engine plug-ins and perhaps getting plug-in support for Marvelous Designer, often used as an adjunct to making and rigging SL clothing (in fact, Linden Lab struck a deal with MD so a plug-in could be provided for the Sansar platform and its avatars).
    • While not averse to the idea of plug-in support, it was noted that in respect of rigging to the avatar skeleton, the latter would need additional work to make it offerable to third-parties to support.
    • This led to a general acknowledgement and discussion on the need for better pipelining to support popular tools, what those tools might in fact be, beyond Blender, how widespread is their use, availability of SDKs, convergence in trends (e.g. towards OpenUSD) – although how this might all be achieved is a head-scratcher.
    • Overall, such work is seen as “worth discussing” but well beyond the current roadmap.
  • [Video: 20:24-25:52] In terms of the SL skeleton, it was stated that “everyone” uses Avastar – including the Lab -(although the MayaStar plugin by Cathy Foil also gets good usage), due to the SL skeleton having issues.
    • Geenz suggested the way to offer easier compatibility between the SL skeleton and commercial tools like MD would be to get the skeleton files updated and offer them as glTF and / or OpenUSD downloads.
    • This grew into a general discussion on the skeleton, its complexity compared to other games / platforms, etc.
  • [Video: 25:52-33:30] A general discussion on the Avatar Welcome Pack, specifically some of the shortfalls in how it has been put together.
    • Some of the issues are known, and have been raised by the creators who provided the content for LL to bring together, others may not have been identified.
    • The request is for any issues identified by experienced users opting to try / test the avatar, etc., to be filed as a bug report.
    • It was also noted that clearer instructions were not provided with the Avatar Welcome Pack – such as *copying* a body folder / outfit from the Library to Inventory, rather than adding / wearing an avatar or outfit directly from the Library (and thus spawning multiple copies in Inventory.
    • In relation to the above, Kyle Linden suggested the Lab offer the pack’s contents on a Lab-driven Marketplace store to help with discoverability, and this was positively received.
  • [Video: 33:35-38:24] A discussion on lighting  – “block” (aka volume) lighting, improving the flexibility of lighting in SL, implementing physically based lighting capabilities, etc.
  • [Video: 41:20-46:29] A discussion on filling the “voids” between continents and regions with water / air open space to allow free passage to boats and aircraft, and why this currently in not feasible on technical or financial grounds.
The system complexity of doing is so enormous … to do that, we’d have to either run a single server in each one of the void spaces, which would obviously put us out of business overnight [fees to Amazon] or… to build mega regions. But the trick to those mega regions need to sit on top of existing regions, or something. Because otherwise, you have the protocol for cross-region communications at the boundaries, and you no longer have cardinal boundaries. Every programmer here can imagine the horror of going from having one neighbour to your left to having between 1 and 600 neighbours to your left, or something. We just didn’t code Second Life that way, so that we could have regions of different size adjacent to each other. I don’t know how to solve that … I don’t have an easy answer off the top of my head.

Philip Rosedale

  • [Video 48:13-54:30] General comments on providing VR support – options, issues, technical hurdles.

Next Meeting