2026 week #6: SUG meeting summary

Whithermere, January 2026 – blog post

The following notes were taken from the Tuesday, February 3rd, 2026 Simulator User Group (SUG) meeting. These notes form a summary of the items discussed, and are not intended to be a full transcript. They were taken from the video recording by Pantera, embedded at the end of this summary – my thanks to Pantera for providing it.

Meeting Overview

  • The Simulator User Group (also referred to by its older name of Server User Group) exists to provide an opportunity for discussion about simulator technology, bugs, and feature ideas is held every other Tuesday at 12:00 noon, SLT (holidays, etc., allowing), per the Second Life Public Calendar.
  • The “SUG Leviathan Hour” meetings are held on the Tuesdays which do not have a formal SUG meeting, and are chaired by Leviathan Linden. They are more brainstorming / general discussion sessions.
  • Meetings are held in text in-world, at this location.

Simulator Deployments

  • Tuesday, February 3rd, 2026:  the SLS Main channel simhosts were restarted without any deployments.
  • Wednesday, February 4th, 2026:
    • Simulator release 2026.01 (Kiwi) should be deployed to the BlueSteel and preflight RC channels.
    • All remaining Release Candidate channels will be restarted without any deployment.
    • A new server-side SLua update will be deployed to the SLua Beta regions. This will support a new permission “PERMISSION_PRIVILEGED_LAND_ACCESS”, allowing the llSetParcelForSale function to be used (and potentially other parcel settings in the future), but will require a viewer-side SLua update.
  • The simulator release to follow that – 2026.02 – has been given the code-name of Loganberry, but it’s too early in development for details to be provided.

In Brief

Please also refer to the video, below.

  • Leviathan Linden had two announcements concerning his current work:
    1. He has a proposed resolution for the false error report when failed rez on mesh, whereby an attempt to rez from inventory onto some mesh surfaces result in a failure to rez and incorrect error message.
      • He describes the resolution as “a workaround hail mary” rather than an outright fix: if the first attempt fails, the serve will try again try again using the bounding box of the mesh object. See: also: Why can’t I rez on my mesh table/floor/bed in Coming to Firestorm soon… A couple of new features for builders and non-builders alike.
      • He further noted that during the rezzing request to the simulator, the viewer supplies a line segment: ray_start and ray_end, and it is possible that ray_start and ray_end might be insufficient to actually hit the mesh object’s collision shape when that shape is different from its visible shape.
      • The led to an on-going discussion in the meeting.
    2. He has also started a further look into issue #3469, comment 2819987122, whereby some uploaded assets have the incorrect number of faces on the server, and trying to set the textures on those faces appears to work on the viewer but a) if the object is cloned, the new clone doesn’t have the texture changes and / or b) the original object will revert to a pre-texture change state at a later date. He has an idea for a possible fix, but is not sure it will work, so wishes to test the idea before passing further comment.
  • Monty Linden indicated the annual simhost certification work is still in progress. He further noted:
    • The Kiwi release includes an update which should be highly compatible with the current certificates. But if anyone who has experienced issues with past certification updates should test on the Preflight or BlueSteel RC channels following the Wednesday deployment.
    • Current relevant expiration dates are: Agni – 23:59:59 GMT on March 13th, 2026; Aditi – 23:59:59 GMT on February 28th, 2026.
    • As per the last formal SUG meeting, he hopes to automate the recertification later in 2026, and the certification process will change slightly at that time.
  • Harold Linden has been “working on a lot of things surrounding SLua but not specifically SLua itself. These include:
    • Refactoring  the definitions repo where all LSL constants and functions and how they behave are documented, because the repo was becoming unwieldy. He passed on thanks to all those who have helped contribute to the repo.
    • Further work on the `require()` RFC. The new release that’s coming out won’t have any new features, but the release after that should have `table.append()` and `table.extend()`, and _maybe_ some of the SetPrimParam list-building wrappers., adding: “Basically, if you’ve noticed how annoying it is to build list for setprimparams, it’ll be much better with these changes. Hopefully.”
  • Roxie Linden gave an overview of recent WebRTC updates:
    • Most WebRTC improvements are going into the voice servers, so the simulators shouldn’t have and effect on WebRTC quality.
    • LL is working on spatialization improvements, which might be released as soon as this week.
    • The latest updates to the WebRTC server appear to have fixed the majority of crash issues.
    • March remains the tentative release month for grid-wide WebRTC, the the sawp-over occurring as a part of the normal simulator deployment cycles.
  • A broad discussion on scripted capabilities (e.g. giving inventory to attachments (possible) and deleting inventory from attachments (not possible); setting script pin from setlinkprimparams (on Rider’s personal roadmap); adding inventory operations for other prims in a linkset.
  • General disucasions:
    • SLua: it has (TimeProviderFactory.new():build()):askForTime() – equivalents to NUX time.now) a discussion on the SLua editor and its capabilities, SLua and HTTP.
    • LL is not currently carrying out any keyframe motion (KFM) work. This expanded into a general discussion on ideas for KFM work.
    • Ideas for better LOD performance.

Date of Next Meetings

  • Leviathan Linden: Tuesday, February 10th, 2026.
  • Formal SUG meeting: Tuesday, February 17th, 2026.

† 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.

2026 week #5: SUG Leviathan Hour – Game_Control and bits

Whithermere, January 2026 – blog post

The following notes were taken from the Tuesday, January 2th, 2026 Simulator User Group (SUG) off-week meeting (the “SUG Leviathan Hour”). These notes form a summary of the items discussed, and are not intended to be a full transcript. They were taken from my chat log of the meeting, and Pantera’s video is embedded at the end of this article – my thanks to her, as always, for recording and 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 were no planned deployments for the SLS Main Channel.
  • Wednesday, January 28th might see the next simulator update 2026.01 (Kiwi) to one or more simulator RC channels. However, this is an assumption given the status of the release last week, and no confirmation was given at this meeting.

Game Control Update

  • Leviathan Linden has cut a pre-release of the new game-control viewer, thank to work by Rye of the Alchemy Viewer.
  • If anyone tests on Linux or MacOS, Leviathan would love to have direct feedback on success/failure, either via the SUG meetings or via IM in-world.
    • In this he noted that “MacOS does some silly proprietary checks and only supports a small set of officially sanctioned controllers” and LL are limited to whatever Apple support, as otherwise the viewer doesn’t even see see hardware detection events ton Mac OS.
  • He also noted that one feature of game-control is you can allow normal avatar control inputs (either from keyboard or the UI widgets) to be interpreted as game-control events that get sent to the server. But – that mode doesn’t provide access to all the possible buttons that a game controller has: just a few of the buttons, because the game-control feature is a work in progress (WIP) and he hasn’t as yet worked out how best to map everything.

Game_Control Resources

SLua Mini-Update

  • General appreciation for the work Harold Linden has put into the project, and requests at LL keep him on for the future – although he has indicated he is happy working as a contractor.
  • No news on when the latest simulator-side updates to SLua will see the light of day, but they are not in the upcoming 2026.01 (“Kiwi”) release. They Might make the cut for the follow-on 202602 (“Loganberry”) update.
  • The SLua beta viewer is progressing, and will progress to release status in due course.

SLua Resources

In Brief

  • Leviathan gave insight into some of his work remit, and those of other members of the simulator engineering team:
    •  Some of his work is visible to residents, but he also work on internal problems: things that are causing headaches for other developers, the support team, etc.
    • Currently, he working on an issue whereby simulator states (simstates) sometimes fail to save. These appear to be related to LL’s use of a new compression scheme for simstates: zstd. This should offer faster compression/decompression and smaller packages. However, it is reporting failures every once in a while. These, Leviathan believes, appear to occur during simulator rolls. He’s still investigating this.
    • Like other members of the simulator engineering team, he is on pager duty for the week. This occurs once every four weeks, and when on pager duty, the team member is typically working on maintenance issues: bugs and such.
  • In addition, Leviathan is continuing to investigate / fact-find about the whereby when sometimes rezzing an object on a mesh surface will fail and supply an incorrect or misleading message (e.g. not having parcel rez rights or something).
  • No work has been started on addressing the wrong-number-of-faces-on-old-mesh-uploads problem yet. However, Leviathan hopes that if he can find time to start looking at this again.
  • The search for a new Senior Vice President of Engineering is on-going, and the Lab is “see great candidates”.
  • There is a reported workaround for avatars becoming stuck on a region crossings when riding a vehicle:
    • It appears possible to escape from the broken state after a failed region crossing by deleting the sit target, forcing the simulator to recompute what’s sitting on what, and seems to unjam left-behind avatars. If this works, they should be able to walk to the vehicle and re-sit (or RLV potentially used for a re-sit, if available.
    • The workaround is described as “a horrible hack”, but appears to be the best temporary “solution”.
    • Leviathan indicated he will look at it as well.
  • A general discussion on the missing SIT_FLAG_INVISIBLE, which also included llSetLinkSitFlags, a working SETMASS() flag – and its workaround and avatar bounding boxes. Please refer to the video for details.
    • The request for a working llSetMass() script method was being requested by some race bicycle creators who wanted to eliminate some variance in vehicle performance.
    • The above rolled into more general discussions and WIBNIs (“wouldn’t it be nice ifs”).
  • General discussions on the discrepancy between avatar height and prim height as reported on most viewers and avatar movement (e.g. introducing mousewalking to the official viewer) – again, please refer to the video.
  • From comments passed at the end of the meeting, it would appear that the work on implementing RLVa into the official viewer, initiated by Kitty Barnett and Vir Linden (prior to his departure from the Lab) may have been stalled.
  • It was suggested that LL carry out a limited survey of TPV users and request then list their top X TPV features that prevent them from using the official viewer. These could then be collated in terms of common requests and used as an initial starting point for possible prioritisation  / integration.
    • Exactly how a good cross-section of TPV users could be found was an open debate.
    • Managing such a task might be problem for LL, as it would require input from all of the core engineering teams to offer their input – deflecting many of them (approx 45 LL employees) for core activities.
    • Contextual note: “approx 45” does not mean that this is the total number of developers work on SL – the Lab utilises contractors on and individual and company (ProductEngine) contractors, plus a lot of general operation on the server-side are now handled through AWS.

Date of Next Meetings

  • Formal SUG meeting: Tuesday, February 3rd, 2026.
  • Leviathan Linden: Tuesday, February 10th, 2026.

† 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.

2026 week #4: SUG meeting summary

Reality Escape, January 2026 – blog post

The following notes were taken from the Tuesday, January 20th, 2026 Simulator User Group (SUG) meeting. These notes form a summary of the items discussed, and are not intended to be a full transcript. They were taken from the video recording by Pantera, embedded at the end of this summary – my thanks to Pantera for providing it.

Meeting Overview

  • The Simulator User Group (also referred to by its older name of Server User Group) exists to provide an opportunity for discussion about simulator technology, bugs, and feature ideas is held every other Tuesday at 12:00 noon, SLT (holidays, etc., allowing), per the Second Life Public Calendar.
  • The “SUG Leviathan Hour” meetings are held on the Tuesdays which do not have a formal SUG meeting, and are chaired by Leviathan Linden. They are more brainstorming / general discussion sessions.
  • Meetings are held in text in-world, at this location.

Simulator Deployments

  • All simhosts are undergoing restarts this week, with no deployments.
  • The next simulator release  – 2026.01 (Kiwi) is currently with QA.
  • The simulator release to follow that – 2026.02 – has been given the code-name of Loganberry, but it’s too early in development for details to be provided.

Game Control

  • Leviathan Linden had planned to try to get a project viewer branch put together for his game_control work, but has been sidetracked in dealing with issues with the Kiwi simulator code.
  • He still hopes to be able to cut that branch “on the side” and see if he can create an installable that can be used to check to see if the game_control code actually works with the port to the current viewer code branch.

Grid-Wide WebRTC Deployment Announcement

  • As per the most recent OSD meeting, LL is hoping to deploy WebRTC grid-wide in March 2026.
    • This is not a set-in-stone target, and further updates will be made.
    • This means that Vivox, whilst still being held in reserve, will no longer be available as a Voice service – so those using Voice and using a non-PBR  / WebRTC viewer will need to update.
    • The Lab is currently looking at a March deployment of WebRTC voice across the grid.
  • The public beta for WebRTC has expanded – see this official blog post for details –  and Roxie Linden and her team hope the beta expansion will provide more feedback from users on voice quality, voice stability, etc.
  • Transcription using WebRTC is being poked at by the Lab, but will not be a part of the initial deployment.

SLua Work

  • Harold Linden has a rough draft on how `require()` has to behave to make sense both in VSCode and in-viewer. This is very much a work-in-progress.
    • In short: if you’ve ever had to edit someone’s preprocessed LSL script without all the #includes they had on their disk, and had to wade into the generated code + //#line comment soup, this should be a more readable way to bundle together all the code so editing is nicer.
    • This prompted a series of question on the documentation – please refer to the video.
    • Having the include/require path include object inventory for scripts in objects was noted as future work.
  • A new SLua editor will be available with upcoming viewers which should have much faster script editing.
  • Rider Linden indicated he would like to add something to the VSCode plugin that would provide access to scripts in inventory – and noting a concern in giving anything automated access of any kind to agent inventory.

SLua Resources

  • The nine beta test regions are centred on SLua Beta Void (mind the water!).
  • Official scripting portal (this is a work in progress and open to contributions – Github for the latter here).
  • The Second Life official Discord server / channels.
  •  Suzanna’s SLua Guide (Suzanna  Linn).
  • Official VScode plugin notes:
    • It is not yet available on the VScode marketplace.
    • Issues and PRs for code submissions can be made here, and the plugin downloaded.
  • VSCode plugin + documentation (Wolfgang Senizen – likely be discontinued and contributions shifted to support the official documentation).

In Brief

Please also refer to the video, below.

  • Monty Linden indicated the annual simhost certification work is now in progress. Overall, very little is changing, so no problems are anticipated.
    • The new certifications are being used by the 2026.01 code running on the release test regions on Aditi (the beta grid).
    • Monty plans to automate the recertification later in 2026, and the certification will change slightly at that time.
  • A request was made to allow scripts to exchange messages (or streams of messages) with the viewer using by using llOwnerSay (sending towards viewer), and listen on certain channel (receiving from viewer) but directly without a listen.
    • Apparently a feature request for this is in development for submission to Firestorm.
    • Rider Liden expressed an interest in seeing that request once written.
    • This also sparked a discussion on how llOwnerSay works across region boundaries (e.g. with the help of child agents).
  • A general discussion on Drawer Distance and how to extend it beyond 1024 metres (e.g. via anchoring the camera in a region and flycamming to another and anchoring there – or by using a 3D Mouse such as SpaceNavigator  – my preferred choice).
  • Further requests for the Mainland default EEP setting to be adjusted and  on the status of llSetLinkGLTFOverrides fails to clear alpha override. The former will be referred back to the LDPW and Patch Linden (again), no answer was provided on the latter (it may have been missed in the chat).

Date of Next Meetings

  • Leviathan Linden: Tuesday, January 27th, 2026.
  • Formal SUG meeting: Tuesday, February 3rd, 2026.

† 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.

2026 week #1: SUG meeting summary

Natthimmel: The Keepers of Twin Lights, St. Castoris, December 2025 – blog post

The following notes were taken from the Tuesday, January 6th, 2026 Simulator User Group (SUG) meeting. These notes form a summary of the items discussed, and are not intended to be a full transcript. They were taken from the video recording by Pantera, embedded at the end of this summary – my thanks to Pantera for providing it.

Meeting Overview

  • The Simulator User Group (also referred to by its older name of Server User Group) exists to provide an opportunity for discussion about simulator technology, bugs, and feature ideas is held every other Tuesday at 12:00 noon, SLT (holidays, etc., allowing), per the Second Life Public Calendar.
  • The “SUG Leviathan Hour” meetings are held on the Tuesdays which do not have a formal SUG meeting, and are chaired by Leviathan Linden. They are more brainstorming / general discussion sessions.
  • Meetings are held in text in-world, at this location.

Simulator Deployments

  • All simhosts appear to be undergoing restarts this week, with no deployments.

Game Control

  • Leviathan Linden had planned to try to port game_control back into the develop-Linux branch, but was beaten to the line bye Rye of the Alchemy viewer, show has submitted a Pull Request.  Rye’s submission looks good, but has yet to be built.
  • This means that if the Linux build passes muster, it can join with the Windows and Mac builds and be passed into the main develop branch.
    • However, it has been a report of issues with Rye’s build on systems not using Pulseaudio, which tend to crash on start, so this will have to be investigated, although the overall impact on Linux users was the subject of debate.

SLua Work

  • No indication on when the SLua viewer will be promoted to release status – but that is a question more for viewer meetings.
  • Harold Linden noted his personal “to do” list for SLua is mostly around improving testing / allocation strategy in general, and noted that it is currently growing as LL find usability issues they think are worth pushing the viewer release back for, in order to get them included.
    • One of the things Harold would particularly like to see working is setting link primitive parameters “in a sane way to be less-bad by the time we go general availability for sure”.
    • He also noted he’d like a `require()` function that works correctly with the built-in editor as well.
  • Harold further noted that there is some rearchitecting that needs to go on behind the scenes, and the viewer definitely needs to be in a better state prior to promotion.
  • This led to a further conversation of possible SLua inclusions / updates, and on things like script scheduling – LSL vs. SLua (should be no difference), and script execution.
    • Harold further noted he is refactoring the script scheduler is he goes to try to improve things but in terms of scheduling and execution, and so the simulator isn’t spending “a lot of time figuring out that it has nothing to do”.
    • Multi-threading isn’t seen as an answer for this, because some scripts may be waiting on work being carried out by scripts currently running, and multi-threading could being this dependency.

SLua Resources

  • The nine beta test regions are centred on SLua Beta Void (mind the water!).
  • Official scripting portal (this is a work in progress and open to contributions – Github for the latter here).
  • The Second Life official Discord server / channels.
  •  Suzanna’s SLua Guide (Suzanna  Linn).
  • Official VScode plugin notes:
    • It is not yet available on the VScode marketplace.
    • Issues and PRs for code submissions can be made here, and the plugin downloaded.
  • VSCode plugin + documentation (Wolfgang Senizen – likely be discontinued and contributions shifted to support the official documentation).

In Brief

  • As well as working on Game Control (documentation here), Leviathan Linden has been trying to track a crash/corruption bug he accidentally introduced into the development simulator branch. The impact of this should be very limited – has only thus far shown up on the SLua test regions.
  • Leviathan also noted that there are been no progress on:
    • Experimenting with adjusting avatar bounding box size.
    • Enabling avatars to turn to face the direction of travel of travel when walking backwards (on the official viewer).
    • No progress on fixing the mesh mismatch issue.
  • Monty Linden warned that the Lab is coming up on the “annual simhost certification dance”, and will be part of the 2026.01 “Kiwi” release.
    • This should be invisible to everyone with one weird exception: The ‘TLS Web Client Authentication’ in the EKU is now *strongly* deprecated at all certification authorities. Monty noted that “No one should care unless they extended/ported the SL viewer’s fussy cert code that checks the server part of this”.
  • Henri Beauchamp (Cool VL Viewer) put forward a lengthy outline for solving the issues of avatars already in a region appearing as clouds to those newly arriving – which appears to be a largely server-side issue. He has developed a viewer-side workaround, and proposed a server-side messaging fix which would negate any need for viewer-side workarounds.
    • Both Leviathan and Monty Linden have an interest in trying to eliminate cloud avatars, and Leviathan indicated he would look at Henri’s proposed fix.
    • This extended into a discussion on solving the issues of missing attachments on visible avatars when people TP into a region, etc.

Date of Next Meetings

  • Leviathan Linden: Tuesday, January 13th, 2026.
  • Formal SUG meeting: Tuesday, January 20th, 2026.

† 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 #48: SUG meeting summary

Goddess Temple, August 2025 – blog post

The following notes were taken from the Tuesday, November 25th, 2025 Simulator User Group (SUG) meeting. These notes form a summary of the items discussed, and are not intended to be a full transcript. They were taken from the video recording by Pantera, embedded at the end of this summary – my thanks to Pantera for providing it.

Meeting Overview

  • The Simulator User Group (also referred to by its older name of Server User Group) exists to provide an opportunity for discussion about simulator technology, bugs, and feature ideas is held every other Tuesday at 12:00 noon, SLT (holidays, etc., allowing), per the Second Life Public Calendar.
  • The “SUG Leviathan Hour” meetings are held on the Tuesdays which do not have a formal SUG meeting, and are chaired by Leviathan Linden. They are more brainstorming / general discussion sessions.
  • Meetings are held in text in-world, at this location.

Simulator Deployments

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

SLua Work

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

SLua Resources

WebRTC Update

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

In Brief

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

Date of Next Meetings

  • Leviathan Linden: Tuesday, December 2nd, 2025.
  • Formal SUG meeting: Tuesday, December 9th, 2025.

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

2025 week #46: SUG meeting summary

Celestial Vale, August 2025 – blog post

The following notes were taken from the Tuesday, November 11th, 2025 Simulator User Group (SUG) meeting. These notes form a summary of the items discussed, and are not intended to be a full transcript. They were taken from the video recording by Pantera, embedded at the end of this summary – my thanks to Pantera for providing it.

Meeting Overview

  • The Simulator User Group (also referred to by its older name of Server User Group) exists to provide an opportunity for discussion about simulator technology, bugs, and feature ideas is held every other Tuesday at 12:00 noon, SLT (holidays, etc., allowing), per the Second Life Public Calendar.
  • The “SUG Leviathan Hour” meetings are held on the Tuesdays which do not have a formal SUG meeting, and are chaired by Leviathan Linden. They are more brainstorming / general discussion sessions.
  • Meetings are held in text in-world, at this location.

Simulator Deployments

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

SLua Work

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

In Brief

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

Date of Next Meetings

  • Leviathan Linden: Tuesday, November 18th, 2025.
  • Formal SUG meeting: Tuesday, November 25th, 2025.

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