The following notes were taken from my audio recording and chat log of the Content Creation User Group (CCUG) meeting of Thursday, August 7th, 2025. Please note that this is not a full transcript, but a summary of key topics.
The CCUG meeting is for discussion of work related to content creation in Second Life, including current and upcoming LL projects, and encompasses requests or comments from the community, together with related viewer development work.
This meeting is generally held on alternate Thursdays at Hippotropolis.
Dates and times of meetings are recorded in the SL Public Calendar, and they are conducted in a mix of Voice and text chat.
Official Viewer Status
Default viewer 7.2.0.16729091892, issued August 5, promoted August 8 – New.
glTF mesh import (should have similar constraints to COLLADA upload, but does not support a unified material upload solution).
Fixes related to memory allocation, inventory floater, world map and Picks performance.
Fixes for OpenJPG, PBR Texture Panel Repeats per meter improvements and sky ambient colour not blending during day cycle among others.
Fixes for image rendering.
Second Life Project Lua Editor Alpha (Aditi only), version 7.1.12.14888088240, May 13 – No Change.
2025 glTF Mesh Uploader
There were multiple requests for the behaviours within the glTF mesh uploader that do not much the COLLADA .DAE uploader to be revised so that they do conform with the latter.
These had to be shut down, largely due to technically limitations within SL’s internal mesh formats.
The hope is that over time, these limitations can be “peeled” back, and mesh import as a whole improved, most likely by using a new internal mesh format.
No details on what the new internal format will be, as this is still subject to internal discussions at the Lab, but the aim is to make things easier for both content creators and content consumers.
2025.06 Viewer
The next viewer in development is 2025.06, which is described as “not very ground breaking”.
It contains a lot of work and bug fixes original intended for the Maintenance C viewer from 2024, and prior to the viewer release process being revised.
The key feature in this viewer will be Inventory Favourites.
Currently, the viewer is going through a stabilisation process with the aim of releasing an RC Beta as soon as possible.
The aim of the 2025.06 release is to raise the cadence of official viewer releases. This is seen as beneficial on a number of counts:
It allows individual releases to become more iterative in nature, building capabilities and allowing better response to feedback from users.
It breaks the cycle of long delays between viewer releases while the Lab tries to deliver an entire project in a single viewer drop.
It will hopefully allow the Lab to be more nimble with releases, allowing them to come back to major updates and adjust them / add to them based on longer-term feedback, rather than appearing to simply drop a project into a viewer release and then never come back to it with significant updates / improvements.
In Brief
Removing Scale From LI Calculations (Recap/Update):
Signal Linden highlighted a Feedback Ticket he has raised, proposing the removal of scale from Land Impact calculations, which has been touched upon at the last couple of SUG meetings.
However, numerous caveats / issues with the proposal arose as it was further investigated, including potential impacts on physics, issues for streaming calculations, etc., all of which caused a slow-down in the idea.
Rider Linden provided an update, noting that scale land impact is so closely tied into an object’s triangle count that there is no easy way to extricate the two, leading to the risk of small items with a high tri count suddenly exploring in their LI is scale was removed from the equation.
Support for Vertex Animation Textures (VAT) – a means to create complex and non-traditional animations in real time using textures and shaders to achieve the visuals on the GPU, thus having a much lighter performance impact on the CPU when compared to traditional skeletal mesh animations.
Allowing for the complexities of SL, concern was raised over use of VAT “overloading other systems”, with the view that providing support for blend shapes could actually be preferable.
However, given the age and complexity of the SL internal mesh format, adding things like blend shape support (and / or) vertex support, is seen as a “pretty involved effort” with a number of potential complications.
The above led to a more general discussions on animations for things like plants, the LI cost of Animesh and how it precludes it from widespread use; the balance between having lots of animated elements in-world versus potential performance cost; options for baking animations into meshes, etc.
The reason this happens is that (unlike Blinn-Phong, where the offset, scale and rotation are set against the object surface) with glTF materials, that are set against the material itself (as per the relevant glTF specification extension); ergo, changing the material reset them.
This behaviour could potentially be changed through the addition of an override to give more consistency in behaviour between PBR materials and Blinn-Phong; however, any such update comes down to a matter of prioritisation. This prompted an invitation to any interested open source developer to submit a suitable update.
One concern over a possible solution is the need for additional UI elements in what is already regarded as a complicated Build / Edit floater.
Support 16-bit grayscale terrain import: this has been acknowledged by the Lab as a problem that needs to be addressed, but as yet, there has not been the opportunity to take a deep look into possible causes of issues with the RAW terrain file import, and what the correct solution(s) might be.
Nothing on the cards for further .glTF extensions at this time, however, with the glTF importer now in the release viewer “the door is open to a lot more possibilities for what we could do” (e.g. removing the “old” .glTF importer used purely for materials and allowing the “new” importer to handle them, making it much easier to add further .glTF extensions in the future).
A general discussion on scripted animation, inverse kinematics (IK), puppetry, and similar. In short:
Puppetry remains frozen.
It is recognised the proper IK would allow for a range of capabilities (e.g. animation retargeting)
A general discussion on controls and the game_control work. As the latter is Leviathan Linden’s project, and he was not at this meeting, I’ll leave updates on this to the Server User Group summaries.
The following notes cover the key points from the Web User Group (WUG) meeting, held on Wednesday August 6th, 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.
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
The Marketplace team hope to release the mobile responsive marketplace search updates in the next week or so.
Note this updates is only for MP search, but there will be future Mobile updates for Marketplace in due course.
Time is being given to some general web property quality of life updates.
Work is continuing on some technical upgrades to critical internal services, defined as “not very glamorous but help keep things running smoothly”.
New bank pay-out options are due to be deployed “in the next week or so” for Brazil, Canada , France, Germany, Lithuania, Malaysia, the UK, the USA and Turkey.
CasperVend integration: reported as “no official updates but we do want to take it on soon”.
Kali Linden noted that she has been working with Casper to develop product specifications for integrating some CasperTech features in to the Marketplace.
Marketplace variants / styles (i.e. multiple option for a product (such as different colours) in a single listing: the Marketplace team has yet to “get back” to this, and the request was for people to keep asking about it.
A request was made for a formal means for AI-generated content to be properly disclosed on MP listings. The broad response to this was content disclosure has generally been treated as being differed to the creator.
The group was asked that if they could create one web feature in SL, what would it be? Responses included:
A 3D SL Map.
Marketplace:
An ability to users to see a 3D preview of assets on the Marketplace.
Formal inclusion of item creation date (not listing creation date) and and the date on which the item was last updated for Marketplace listings. This has actually been looked into, and a plan to offer something “more stable” for creation date is in development, but last update date requires more work.
Filter options for removing specific creators / stores from Marketplace searches. This is acknowledged as being a popular request, and something the Lab wants to look into.
Ability to search the MP by body type. This is something that has been specified internally, and so seen as as something that could be delivered in the future.
Multiple Marketplace wish lists / favourite lists. Again, this has received a lot of requests and is being thought about.
A request for multiple stores under one account. This was seen as a nice idea, but currently hard to implement.
Making the Land Use Fees page more intuitive, and perhaps include a way to calculate group bonus, etc.
The use of AI agents to assist in Marketplace searches was raised, in order to increase accuracy of results, etc.
There is nothing specific in the works for this.
Training AI tools for Marketplace search was seen as a major undertaking, simply because of the size of the MP, and that search could generally be improved a lot more directly without necessarily requiring the use of AI tools.
A discussion on people’s favourite / least favourite things in Second Life during the past week which flowed into a general conversation – refer to the video for details.
The following notes were taken from the Tuesday, August 5th, 2025 Simulator User Group (SUG) off-week meeting (which I’ll be referring to as the “SUG Leviathan Hour” going forward). These notes 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 and Patera’s video, which is embedded at the end of this article – my thanks to her for providing it.
Meeting Overview
The Simulator User Group (also referred to by its older name of Server User Group) exists to provide an opportunity for discussion about simulator technology, bugs, and feature ideas is held every other Tuesday at 12:00 noon, SLT (holidays, etc., allowing), per the Second Life Public Calendar.
The “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, August 5th, the majority of the grid – SLS Main channel and RC channels – was updated with simulator update 2025-07-25.16512260888.
The purpose behind this en masse restart (the first in a long time) was to account for network changes intended to allow the Lab to spread simhost servers across across multiple AWS availability zones (not necessarily AWS global regions).
As a result, there will be no RC channel restarts on Wednesday, August 6th.
AI Summit and Tools
Week #31 saw a Linden Lab summit on brainstorming how to use AI moving forward and experimenting with possible uses.
As a result, Leviathan Linden has been exploring how hard it would be to use AI assistants to replace the llmath code in the viewer with GLM (graphics library math), a more standard and faster library; however, this is turning out to be more of a challenge than anticipated, with “lots of changes”, requiring care with the work.
SLua Update
Signal Linden defined the next goal for SLua is to roll it out to some Agni (Main grid) regions in a limited fashion. However there is work to be completed ahead of this happening – such as the project being made production ready, and “real” documentation assembled, and the inclusion of a new API for event handling.
Feedback / ideas for the events API can be submitted here.
Such a partial deployment would obviously be for testing purposes, and would mean that SLua scripts would only run on regions with the server-side support.
It was suggested that those regions offering building / scripting courses are considered for inclusion in Main grid SLua testing.
There is a concern that due to the amount of CPU time consumed even when idling, there is a concern that all script time in a region with a large number of SLua scripts could be consumed by idling scripts. This lead to a discussion on scripts, loads, scheduling and script times.
In Brief
As well as experimenting with GLM, Leviathan Linden has also trying to get some old server projects merged and shipped:
A slight speedup of scene load at login (and maybe less frequent missing content on arrival).
Compressed data from login.cgi for faster download of initial login data (and maybe fewer failed logins for people with lots of inventory folders).
Leviathan also hopes soon start working on the WebRTC voice streaming system.
Rider Linden is hoping to complete the LSL land functionality work he’s been developing for the Moles. This will include a llSetParcelForSale function (name still to be finalised at the time of writing).
Rider is also looking to expand llRequestInventoryData. There have already be requests for it to encompass to get information like tint and alpha from PBR textures, and sound and animation length.
Additional suggestions include PBR properties like metallic/roughness; animation priority; last attach point/position/rotation for a worn item, and last rezzed/in-world position/rotation.
Pepper Linden:
On the Conductor front, it’s been moving through QA, and we anticipate an Aditi and Agni rollout within the next week. During the initial roll out, we’ll be keeping the packing mode the same, and later on, turning on our new ‘packing’ logic (how we place regions on servers).
Some minor notes on our Discord integration for community servers, I had promised that we’d get that out relatively soon but unfortunately Discord has rolled out a UI change to profiles that’s now hiding the connection details, so that’s something we’ll need to figure out and handle before releasing it.
Monty Linden is finishing-up work to move the experience KVP store.
Signal Linden has been working on multiple projects:
Putting together release plans for the next viewer release.
Coordinating with contributors on viewer Discord integration, apple silicon support and other projects.
Following up on the August 5th deployment, and preparing to put some simhosts into another AWS availability zone.
As noted in my week #31 TPVD meeting notes, Camera Constraints Bug (below -0 metre altitude) has been filed. This affects all v7 viewers – but Kirsten Lee (Kirsten’s Viewer) has filed a possible fix.
The mention of the llSetParcelForSale function resulted in a discussion on land rentals in the second half of the meeting – specifically around the use of texture / signs at altitude advertising regions / parcel available for rent, when looking at the world map.
Date of Next Meetings
Formal SUG meeting: Tuesday, August 19th, 2025.
Leviathan Linden: Tuesday, August 26th, 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.
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, August 1st, 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.
A RFP for replacing Autobuild in the viewer build process.
A RFP for replacing the Havok convex hull decomposition mechanism with an open-source equivalent.
The former RFP is as removing Autobuild as a significant barrier / burden to those trying to learn how to the build the viewer. Suggestions for preplacement include pure Cmake, or using Vcpkg or Conan for dependency management, or vendor dependencies in the repo, etc.
Related to this, Brad Linden has started an experimental branch simplifying LL development environment. In is not ready for general use, but the idea is that the Build Instructions in the README should “just work” and not require having Autobuild installed or set up properly ahead of time. The is part of on-going work to overhaul the viewer build process.
The latter RFP above is part of the Lab’s aim to remove the Havok sub-library from the viewer, which also includes a means to still visualise the navmesh.
The above sparked a short conversation on the viewer build process.
Experimental Rewards / Bounty System
LL has launched an experiment rewards programme offering monetary rewards against certain Github issues.
These rewards are not meant to replace regular open source development, but rather to drive contributions on items LL have been unable to get much traction on.
In Brief
LL has also open sourced the LSL definitions project, the authoritative definition of LSL library functions, types, etc. It is used to perform codegen in the server, building out the bindings for LSL and SLua, and also drives the LSL editor tooltips.
PR Appearance fixes#3492 is still requiring attention from linden Lab, and is currently stalling the work on getting RLV into the official viewer.
† 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.
Campwich Forest grounds: location for the Monthly Mobile User Group (MMUG)
The following notes were taken from the Thursday, July 31st 2025 Monthly Mobile User Group (MMUG) meeting.
These notes should not be taken as a full transcript of the meeting, which was largely held in Voice, but rather a summary of the key topics discussed. The meeting was recorded by Pantera, and her video is embedded at the end of this summary – my thanks, as always to her in providing it.
The Mobile User Group provides a platform to share insights on recent mobile updates and upcoming features, and to receive feedback directly from users.
These meetings are conducted (as a rule):
The last Thursday of every month at 12:00 noon SLT.
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.
Version: 2025.7.560 (Android) – July 23 / 0.1.557 (iOS) – July 22.
Updates
Work has been devoted to overcoming some significant infrastructure issues:
A bug within one of the core networking libraries resulted in app update cause significant problems for users in the Alpha programme, who received the update first.
As a result, the library in question was been updated, but was then found to be incompatible with the version of Unity SL Mobile uses, necessitating a Unity update.
Most of this work has gone ahead and is working, although the network-related upgrades still need further testing (e.g. maintaining a connection to the servers when switching from a wifi connection to cellular, or vice-versa).
The network upgrade should result in generally better performance.
The Unity upgrade brings with it a new renderer, which should offer improved performance across the majority of devices, and the ability for LL to maintain compatibility with newer mobile ‘phones and OS versions.
[Video: 25:19-25:52] this upgrade will not directly address issues of rotations being off, textures changing after loading, etc. However, the Lab would like more bug reports sent directly from the app on these types of issue to help identify potential causes.
As soon as there is confidence in these updates, a new release of the app will be made.
LL recently started “playing around with some app notifications” (e.g. tips and tricks, links to events, etc.).
A request was made to have the ability to opt-in to specific types of event notifications (e.g. only those related to SL sports events or those related to role-play events, etc).
Concerned was voiced (by the LL folk at the meeting about the risk of spamming people by sending out too many notifications, but this did not appear to be an issue for those attending the meeting.
In Brief
Please refer to the video for details on the following and other questions which may have had a simple “yes” or “in progress” reply.
[Video: 22:01-23:31] Continuity of messages and notification between Mobile and Desktop (e.g. so users get a full history of messages, etc., when moving between Mobile and Desktop):
This is a significant project, and requires a fair amount of back-end work involving the server teams as well as the Mobile team.
However, it also encompasses the ability for users not to be logged-out of their Desktop session should they log-in on SL Mobile as well.
It is hoped that this work, which had been awaiting resources, will be picked-up in early August, with the potential for a more definitive timeline for the release of these capabilities being available at the next Mobile User Group meeting.
[Video: 24:21-24:52] Displaying text messages from in-world objects (e.g. via llSay; llInstantMessage, etc.): this is apparently awaiting some UI/UX work, but Pluto Linden was not available at the meeting to address the state of the work.
First step is to add support for the Avatar Welcome Pack available to the Desktop and Project Zero (viewer in a browser).
This is seen as a placeholder to help incoming new users to be able to dress their avatars.
Work on inventory access in general on Mobile is described as being a long road. Planning for the next tranche of work on Mobile will be a mix of things for new users to get their bearings and “fall in love with Second Life”, and features to help existing users further augment their Second Life using Mobile.
The following notes were taken from the Tuesday, July 29th, 2025 Simulator User Group (SUG) off-week meeting (which I’ll be referring to as the “SUG Leviathan Hour” going forward). These notes 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 and Patera’s video, which is embedded at the end of this article – my thanks to her for providing it.
Meeting Overview
The Simulator User Group (also referred to by its older name of Server User Group) exists to provide an opportunity for discussion about simulator technology, bugs, and feature ideas is held every other Tuesday at 12:00 noon, SLT (holidays, etc., allowing), per the Second Life Public Calendar.
The “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
There are no planned deployments to any channels this week, only restarts.
In Brief
Also refer to the video for the full meeting.
Leviathan has turned his attention back to the issue of some people experiencing failures on logging-in, which he describes thus:
So… the problem is the login.cgi computes a big “viewer return value” (aka the VRV) which it sends back [to the viewer]. It has “Content-type: llsd+xml” header on it, and can be several MB in size. It contains, among other things, the list of your friends, groups, and a skeleton summary of all of your inventory folders. When the data package is very big and your download rate is low… it can take a while for it to arrive. If it takes too long the viewer can timeout on the request… even though login.cgi thought it “succeeded” and sent an alert to the Region where you were supposed to arrive.
– Leviathan Linden
Leviathan believe one aspect that makes the VRV so big is the number of folders within inventory (not the contents of folders, just the count of folders). However, Leviathan believes he has a solution (which is pending deployment):
So anyway: a relatively simple change on the login server allows the data to be gzipped, which can speed up the transmission … The Second Life Viewer (SLV) uses libcurl for its http requests, and it can handle gzipped data implicitly. Any viewer that picked up that capability from SLV should see benefits when login gets the update.
– Leviathan Linden
Another issue Leviathan is looking into a bug where Premium+ users can’t upload mesh for L$0 after crossing a region boundary, although he hasn’t found a root cause as yet.
There is apparently some exploratory work going on with in the engineering team(s) on the potential to use AI tools for code generation.
An update to SLua is in development, and might be deployed to Aditi (the beta grid) in the next week or so.
A general discussion on the (currently stalled) game_control project. As noted in my previous Leviathan Hour summary, the game_control work (and the work for a Linux version of the SL Viewer) is currently archived during the most recent switch to the viewer development and release workflow.
A Function to Detect Right click (which has it own debate) was raised. Leviathan Linden noted there subject is stalled. This led to an extended discussion on the ticket, and the issue(s) it encompasses. This discussion extended to one on Touch Pointer Capture, together with ideas for extended mouse hover operations, and expanded use of the mouse scroll wheel.
Date of Next Meetings
Formal SUG meeting: Tuesday, August 5th, 2025.
Leviathan Linden: Tuesday, August 26th, 2025, due to Leviathan being on vacation (unless he can find a volunteer to fill-in for him).
† 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.