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.

2025 week #44: SUG meeting summary

Paradise Of Fantasy, August 2025 – blog post
The following notes were taken from the Tuesday, October 28th, 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, October 28th, the SLS Main channel was restarted without any deployment.
  • On Wednesday, October 29th:
    • The BlueSteel RC channel 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 remaining RC channels will (I believe) be restarted without any update.

SLua Work

  • Harold Linden continues to work on the SLua implementation, focusing on some minor API changes, which he initially defined as: “just tons of lingering issues to file off sharp edges on APIs to make them do what people would reasonably expect.” Later in the meeting, he further expanded on the first of these changes thus:
I was looking to clear up one of the big warts of LSL: “keys” are not strictly UUIDs, they’re strings in disguise. That means the UUIDs that vary only in casing are considered unequal, which is very weird if you’re used to more modern UUID APIs. The only cases where people generally want that behaviour is in llMessageLinked() / ‘link_message()’ so you can pass an extra string as ‘id’, but it causes weird unexpected issues elsewhere. In SLua, I’d like to make ‘UUID()’ return nil if the passed-in string is not a valid UUID, like the existing Lua functions do, and make [the] ‘link_message()’ ID field just a string, because people mostly mash arbitrary strings in there. … All APIs that accept key or string in SLua are implicitly a union of ‘string | UUID’, and that doesn’t change. 
    • This approach was welcomed by the majority of scripters at the meeting.
    • As a part of this discussion, it was suggested that SL could benefit from an improved llMessageScript, such as llMessageScript(scriptname,data), and Harold Linden indicated that something like this is being planned.
  • The other API change Harold is working on is the removal of ‘integer()’, which he views as having been only a temporary requirement, but is now no longer needed as he has “fixed up all the bridges to existing LSL functions to tolerate a Lua number”. As such, he regards it as a nuisance to developers as it is likely to slow scripts and make them hard to optimise, as the Luau optimiser doesn’t know about it.
  • Harold also noted that he is not opposed to “adding stuff” to LSL on SLua (e.g. such as a table type), however, given the amount of foundational work that’s considered a higher priority, this is unlikely to happen soon (if at all).
    • Rider Linden also noted that such work would not be a small task, and as such, nothing is currently on the drawing board as yet.
  • Yardang, one of the SLua regions on Aditi has been down for possibly as long as a week. Rider Linden has requested that anyone testing SLua who notes any if the the associated regions appears to be down to contact him in-world.
  • Rider was engaged in a couple of technical debt projects over the course of the past week but is now now working on the official native VSCode plugin for LSL and SLua once more. The hope is to have this deployed in the upcoming week, although it will need further tweaking when the next version of the SLua project viewer is issued.
  • The first half of the meeting included a general discussion /catch-up on the above and related work, including:
    • The plugin should support linting (check a script for errors without running it) and also downloads the current language definition from the viewer and formats it so Luau-LSP and Selene can use it.
    • Wolfgang Senizen has also produced a VSCode plugin + documentation for use with SLua, although notes this will likely be discontinued when the official plugin is made available, and he will shift to contributing code to that project.
    • A note that LSL/SLua functions cannot be directly called from outside of the simulator (e.g. via a web page), but “in theory” it might be possible to create an RPC (bot) service of some kind to achieve the same.
    • Harold Linden reiterated that LL is working on a new LSL / SLua web portal, which will include documentation and code examples, etc.
  • The latter part of the meeting focused on suggestions for future SLua support, and discussions on the use of JSON / LLSD – please refer to the video for details.

In Brief

  • Harold and Leviathan Linden have been working on fixes for script scheduling (“do with have to do anything for this script / are we allowed to run it?”), and which should reduce script times on a simulator “a reasonable amount”.
  • Additionally, Leviathan Linden is working on fixing more memory leaks within the simulator code, noting that those fixed in the upcoming Imbu release are “small potatoes” compared to what the Lab thinks is out there.
  • Leviathan is also hoping to get back to the game_control work in the the near(ish) future, noting, “I have a link to the Linux viewer branch (which is almost deliverable) and I will be building on top of that”.
  • Given the lateness of the year and the limited time for further simulator updates, it is unlikely there will be further work on region crossings during 2025.

Date of Next Meetings

  • Leviathan Linden: Tuesday, November 4th, 2025.
  • Formal SUG meeting: Tuesday, November 11th, 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 #40: SUG meeting summary

Three Finger Pines, July 2025 – blog post

The following notes were taken from the Tuesday, September 30th, 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 my chat log of the meeting and 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

  • During week #39, the BlueSteel RC was updated with simulator version 2025.08/2025-09-16.17777995432 (Huckleberry).
  • On Wednesday, October 1st, this simulator update should be deployed to the remaining RC channels.  This update includes:
    • A new function that allows you to set a parcel for sale – this is pending a viewer-side update.
    • Various WebRTC updates.
    • More accurate CPU usage measurement; more correct live configuration file load on start; more meta data about asset upload so LL knows when people are uploading glFT assets.

SLua Updates

  • The LLEvents C++ implementation is basically done, and Harold Linden is testing it and integrating it with the simulator.
  • LLTimers is “going to be funky” because he believes that timers aren’t currently based on real time but rather frame time which is affected by time dilation in the simulator.
    • Basically, if a simulator is running at 70% speed and a timer is scheduled for 10 seconds later, it might actually happen in 13 seconds.
    • Harold notes that it’s not clear if this is the desired behaviour going forward, and so is looking for some opinions on what people actually want there.
    • The preference at the meeting was for real time (or both, as a primary / secondary set of options, if this could be handled tidily), although there was some discussion on event timers and frame / real time, etc.
    • He noted that any adjustments made would only affect users of LLTimers, not existing uses of llSetTimerEvent().
    • Those with strong opinions on the matter are asked to weigh-in on SLua event handling proposal.
  • Harold has also been profiling of the script scheduling code after reports that there can be some slowdown on simulators just by virtue of having scripts that don’t really do anything. The adjustments made should mean things run 5-10% faster now on regions with lots of scripts that don’t do much, which is most of them.
  • The LSL compiler and runtime will be open-source (MIT licensed).
  • Harold Linden has tried to put most of the code in the SLua repo that is going to be open-source, so scripters can have a mostly-complete SLua implementation for local testing.

SLua Questions

Please also refer to the video.

  • Will the LL functions that return -1 meaning “not found” (e.g. like ll.ListFindList() ), still return -1, or will they return nil? Answer: they will continue to return -1.
    • Similarly, negative indices like -1 in library functions will continue to work as before.
  • Will the LL functions that return boolean values in a list (e.g. ll.GetPrimitiveParams{PRIM_PHYSICS}), still return number? Or will they return boolean? Answer: they will continue to return a number, unfortunately.
  • Will there be a llcompat library with the functions in LSL style (0-based, etc.)? Answer: yes.
  • Will ll functions support constant folding (such as ll.Ord(“a”) being turned into 97 at compile time without having to run the function call at runtime)? Answer: not currently, but there’s no reason that they couldn’t.
  • Will it be possible to use very large scripts without having to break them up? Answer: the memory limit should be at least 128kb and scripts will generally be much smaller, so technically yes.
    • Rider Linden additionally noted the memory requirements for the Luau VM are considerably less than the old Mono VM. So there should be some headroom on larger scripts, and LL hasn’t made a final call as yet about the memory allotment.
    • Additionally, script monitors should show roughly the memory you were _using_ at a recent point in time rather than when hitting the memory limit.
  • Is there a way to avoid stack-heap collisions (e.g. is the Lua VM armed against them)? Answer: SLua does allow you to catch failures to allocate with pcall().
  • Will a “shared data” system be implemented, where multiple copies of the same script reference the same instance of bytecode data? Answer: yes, that basically comes with the VM system.
  • What is happening with viewer-side scripting capabilities? Answer: it has been put on ice for the present.
    • This sparked a mini-discussion of local scripting use cases, format, security, etc.

In Brief

  • Rider Linden has the official native VSCode plugin for LSL and SLua “ready for feedback”. He still has some further work to do on this, but hopes to have the repo open and available “as soon as possible”.
  • Leviathan Linden is now working on a server-side implementation for voice moderation on WebRTC (e.g. the ability for estate owners / managers (and possibly parcel holders) to mute people’s voice).
  • Pepper Linden  is still working on outfit support for SL Mobile, and is also working on a new viewer feature, “async inventory”:
    • This allows the loading of inventory asynchronously, leveraging the inventory cache after logging-in.
    • It should see those with very large inventories to log-in much faster than is currently the case (initial testing had 200K inventories loading in 5-10 seconds).
    • The work is described as currently “very rough” and not ready for inclusion in any active viewer branch.
  • Signal Linden has been variously involved in:
    • Apple Silicon support.
    • Working with our operational team to finish some simhost hardware configuration changes which have been in progress for a while.
    • Trying to help unblock Lua documentation efforts, get folks the resources they need to build a new documentation site.
  • Mesh faces mismatch issue: this appears to be a server-side problem rather than anything integral to the viewer. Leviathan Linden is now looking at options for correcting it – his current idea is to use the viewer request to modify a non-existent face to be a hint to the server that it maybe needs to update an asset and put it on a background queue somehow, that would essentially re-submit the asset for update in the background.

Date of Next Meetings

  • Leviathan Linden: Tuesday, October 7th, 2025.
  • Formal SUG meeting: Tuesday, October 14th, 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 #38: SUG meeting summary

Vox Populi, July 2025 – blog post

The following notes were taken from the Tuesday, September 16th, 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 my chat log of the meeting and 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, 16th, September, 2025, the SLS Main channel was restarted without any updates
  • On Wednesday, September 17th:
    • The majority of simulators on the RC channels will be restarted.
    • There may be a deployment to the BlueSteel RC channel (2025.08 Huckleberry – which subsumes 2025.07 – Grape Juice). This includes some land sale functionality and llSetParcelForSale(). However, this is disabled at the moment, as there is no way to grant the required permission without a viewer update.
    • However, the Huckleberry deployment is subject to a couple of last minute bugs, the fixes for which will have to clear QA in order for it to go ahead.

SLua Updates

  • Harold Linden is currently focused on:
    • Fixing the SLua memory limit accounting logic (not increasing / decreasing limits, just making it more accurate). Essentially only memory that’s currently reachable by your script is counted against your limit so the garbage collector isn’t really a factor at all. The garbage collector can actually release the memory whenever it wants because stuff it hasn’t gotten around to yet isn’t counted against you.
    • Implementing the event API (see [RFC] SLua event handling proposal #3 for details). He noted he’d to get that and the 1-indexed API changes for the `ll.` functions as well as the Boolean conversion stuff all done at the same time so “we only break APIs once :)”.
    • He further noted that he’d like to have the ability to embed LSL functions in SLua, “but that’s a bit far out”.
  • The SLua project is close to a public beta – possibly opening in mid-October, although this is still tentative at this point, and that LL will “figure out opt-ins for the beta once we have things relatively stable on the first few regions”.
  • SLua have native switch cases, since there’s no support for it in Luau.
  • A reminder that user Suzanna (SuzannaLinn) has written a LSL to SLua transpiler.

In Brief

  • Rider Linden continues to work on an official native VSCode plugin for LSL and SLua.
    • He “has the basics in” and he plans on supporting most of the FS preprocessor commands.
    • The initial release will be Lua only but that’s only so it can be released in a reasonable amount of time.
    • He is “up in the air about” `switch` for LSL, but indicates that when he opens the repo, he’ll be happy to take that as a contribution.
    • He further noted he will have to do some juggling for `require` though, describing it as “basically #include but wrapped in an anonymous function call”.
  • Leviathan Linden is “mostly done” with making sure the webRTC voice router automatically submits crash reports should it fall over. He’s currently working on the simulator bugs noted above.
  • Monty Linden has had a side project investigating viewer disconnects (e.g. goes to black and white on disconnect). He describes this as “finding known and new things”, with one of the “new things” (specific to the EventQueueGet capability) is here: https://github.com/secondlife/viewer/issues/4685 .
    • He also noted that his current “main” project is some work for the mobile group around chat.
  • A further discussion on memory accounting and garbage collection, both in general and WRT SLua, broadening into a discussion on scripting and coding – please refer to the video for details.

Date of Next Meetings

  • Leviathan Linden: Tuesday, September 23rd, 2025.
  • Formal SUG meeting: Tuesday, September 30th, 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 #36: SUG meeting summary

Silent Melody, June 2025 – blog post

The following notes were taken from the Tuesday, September 2nd, 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 my chat log of the meeting and 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

  • There are no planned deployment for the week, only restarts.
    • The restarts include upgrading some of the hardware to better classes of machines in the background, which is being carried out in stages on each restart.
    • Monty Linden noted the Main SLS Main channel restart saw an increase in the mix of more modern AWS hosts, but there were some glitches which led to some regions being off-line for a bit longer than expected.
  • It is hoped a new simulator update  – Grapejuice – will be ready for deployment to one or more RC channels in week #37.

In Brief

  • Rider Linden is working on an official native VSCode plugin for LSL and SLua. This is proceeding smoothly so far, and the hope is to open the repo opened to public viewing as soon as possible.
    • Right now, this is just for communicating compile errors from the viewer to the plugin.
    • However, he is planning on pushing a lot more through it in the future (e.g. DAP when LUA debugging becomes available).
    • He will most likely put in a LSP interface so that it can communicate with Selene for syntax colouring, etc.
    • There is a viewer branch with the initial code (PR: https://github.com/secondlife/viewer/pull/4599).
  • Leviathan Linden is working on getting the webRTC voice router to automatically submit crash reports in a similar manner to the viewer.
  • Pepper Linden noted that:
    • Working is continuing on turning on the new dynamic packing, noting there has been a “small road bump” due some issues seen with reported region stats. However, it should be turned on for some RC channel regions this week. Things to look for: better performance/less lag, and less restarts.
    • Pepper is currently working on the outfit project for SL Mobile.
  • Monty Linden is “thinking about the eventqueueget and other problems” as he re-visits protocol failures again with a view to updating an improving on his previous work in this area.
  • User Suzanna (SuzannaLinn) is producing a website with a SLua guide, including examples and a LSL to SLua transpiler.
  • A general discussion on SLua event handling, and on state switching (LSL -> SLua) which led to a wider discussion on coding practices and options which ran through the second half of the meeting.

Date of Next Meetings

  • Leviathan Linden: Tuesday, September 9th, 2025.
  • Formal SUG meeting: Tuesday, September 16th, 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.