The great beacon tower of Pharos, on the east coast of Nautilus. built by Garden Mole, it is one of several builds within Nautilus designed to add to the mythology of the continent and its discovery by Magellan Linden
Sunday, February 6th, 2022, marks the annual Mole Day celebrations in Second Life, and all SL residents are invited to attend festivities at the Bay City Fairgrounds, North Channel.
First held in 2010, Mole Day honours the members of the Linden Department of Public Works (LDPW), affectionately known as the “Moles”, resident builders and scripters contracted by Linden Lab to work on a wide range of (predominantly) in-world projects.
Since their inception, the Moles have have been responsible for many of the larger mainland development projects – most notably Bellisseria and the Linden Homes, although they created many of the more famous sights in Nautilus as well as undertaking initial development of Zindra, the Adult continent, the futuristic-themed Horizons.
Within the Mainland, they also maintain all of the Linden infrastructure etc., and beyond that they also produce Premium membership and have built all of the games and other places accessible via the Portal Parks.
However, their very first project was developing Bay City itself – hence the City’s annual celebration honouring them.
Normally held on the same day as Groundhog Day in the United States, the event is now in its 12th year, and will take place at the Bay City Fairgrounds on February 6th commencing at 11:00 SLT. The event will feature DJ GoSpeed Racer of KONA stream followed by a live performance from Ve Joyy at 12:00 noon SLT.
About Bay City and the Bay City Alliance
Bay City is a mainland community, developed by Linden Lab and home to the Bay City Alliance. The Bay City Alliance was founded in 2008 to promote the Bay City regions of Second Life and provide a venue for Bay City Residents and other interested parties to socialize and network. It is now the largest group for Residents of Bay City.
Ravenport Reclaimed, February 2022 – click any image for full size
Ravenport Reclaimed occupies half of a Full region with the additional private island Land Impact bonus. Designed by Raven Banrion (RavenStarr), it presents a city in decay, a place overcome by time and falling into collapse and nature reclaims it.
Post-apocalyptic region designs are not exactly uncommon in Second Life – I’ve covered more than a few in these pages – but Ravenport offers something that is just a little bit different. Exactly where it might be or what happened goes unmentioned; instead, it is left to the imaginations of those who visit to reach a conclusion as to what may have happened; all we are told is that it is a place that is “wiped out of human life”.
Ravenport Reclaimed, February 2022
These are words that can be interpreted a number of ways, from humans having been somehow eliminated from the city as a result of physical elimination in some way, through to the inhabitants having been forced to flee the city due to natural or other disaster. But whatever the cause, it is clear that human life departed the setting in a hurry and has been gone a while: Broken buildings and roads are well on the way to being lost amidst the returning greenery, vehicles have long since become rusting hulks and the harbour has been deserted for so long that the waters there are choked by vegetation, one of the remaining vessels within it listing to the point where it is no longer seaworthy, and another other fast becoming a home to vines and greenery and a home for waterfowl.
Greetings, survivor. If you are receiving this message, all human life in Ravenport is gone….
– The greeting given to visitors arriving at Ravenport
Ravenport Reclaimed, February 2022
The waterfowl are not the only wildlife to be found within the setting; while humans may appear to have deserted Ravenport, animals have not. They roam almost every street and road, their mix suggesting that they may have all once been gathered within a local zoo: elephant and rhino from Africa mix with North American jaguar and black bear, while Australian kangaroo can also be found and seals occupy the docks, keeping away from the sharks in the water.
As deer, raccoon, squirrel and even turkey can also be found, together with the styling of the vehicles, there is a hint this might be a place somewhere in the North Americas – but again, I’ll leave that up to you to decide.
However, the animals are not alone in the city. Despite the landing point greeting not everyone has completely deserted Ravenport. Within the ruins of the city’s theatre lie signs that humans still gather on occasion and an attempt has been made to supply electrical power for a DJ’s deck and lighting – so someone appears to be prepared to party on from time to time. Outside of the theatre sits what might at first seem to be a hint as to what might have befallen the city to cause its desertion.
This comes in the form of a Fat Man nuclear bomb that has partially cratered itself directly outside the front of the theatre – although the fact it has not detonated indicates it is not itself responsible for the city’s condition. Nor, given the healthy presence of the wildlife and greenery, would it seem that a nuclear disaster has been directly responsible for the situation; so perhaps the “bomb” is merely an artistic statement.
Those exploring the city will find other possible explanations for the city being left to its own decay. The fence outside of one of the buildings, for example, has a biohazard warning hanging from it. Inside another building sits a figure in a hazmat, a bleak warning painted on the wall over it. These and other elements both add to the mystery of Ravenport and allow visitors add to their own stories around what may have happened here.
Ravenport Reclaimed, February 2022
Rich in detail and finished with a soundscape that reflects the wildlife that wait the cameras of photographers, Ravenport Reclaimed makes of an engaging photo-rich visit. My thanks to Shawn for the landmark.
My audio recording and chat log of the Content Creation User Group (CCUG) meeting held on Thursday, February 3rd 2022 at 13:00 SLT. These meetings are chaired by Vir Linden, and meeting dates can be obtained from the SL Public Calendar.
My audio recording and the Video recording by Pantera (embedded at the end of this piece) from the Third-Party Viewer Developer (TPVD) meeting on Friday, February 4th, 2022.
So this document forms a summary of the key topics discussed, and in the case of the TPVD meeting, timestamps to the relevant point of the video are included.
Maintenance RC viewer, version 6.5.3.567451, issued on January 20th, combining the Jenever and Koaliang Maintenance viewers.
The Tracy Integration RC viewer version 6.4.23.563771 (dated Friday, November 5) issued Tuesday, November 9.
Project viewers:
Performance Improvements project viewer version 6.6.0.567604, dated January 24.
Mesh Optimizer project viewer, version 6.5.2.566858, dated January 5, issued after January 10.
Performance Floater project viewer, version 6.4.23.562625, issued September 2.
Legacy Profiles viewer, version 6.4.11.550519, dated October 26, 2020.
Copy / Paste viewer, version 6.3.5.533365, dated December 9, 2019.
General Viewer Notes
The Maintenance J&K RC viewer is likely the next viewer to gain promotion as the de facto release viewer.
The Performance Improvements viewer is close to being ready for promotion to RC status, and is just pending some remaining bug fixes.
This viewer did have changes to alpha sorting for rigged attachment, but following reports of content breakage as a result of this change, which was more a technical change than a performance enhancement, it has now been reverted to expected alpha sorting behaviour to avoid the breakage issue. Instead, possible alternative approaches will be looked at in the future.
A future version of this viewer is to include a new UI element intended to help make adjustments to some of the high-impact graphics settings to help improve frame rates,
LL is also completing work to switch the viewer over to using Python 3.
In September 2021, Linden Lab introduced multi-factor authentication (MFA) utilising either a QA code + mobile device or a key number, for those pages of the SL website that provide access to users’ account information (see: Second Life Multi-Factor Authentication: the what and how, September 2021).
When introduced, it was indicated that over time, the use of MFA would be expanded and improved, and would eventually include the viewer as well.
Brad Linden is now working on implementing MFA for the viewer.
What This Means
The work has reached a point where LL is close to having a viewer with MFA support ready for initial testing (as defined by see: SL Wiki: Login MFA), together with updates to the back-end log-in service to support it.
Viewer MFA will be based on users opting in to the capability via the secondlife.com dashboard, as described in the blog posted linked to above.
It is recognised that TPVs will need time to integrate the necessary viewer-side code into their offerings, therefore:
There will be a grace period between the initial introduction of the code in the official viewer and a time when all viewers / clients access Second Life will be required to support MFA to allow users who have opted-in to MFA to continue logging-in to SL.
During this grace period, all users on a TPV will be able to access Second Life, regardless of whether or not they have opted into MFA.
After the grace period has expired, all TPVs will be expected to support MFA, and those users on them who have opted in to MFA will be required to authenticate themselves when using the viewer to log-in to Second Life (with the use 30-day period of valid authentication, as per secondlife.com MFA).
During the grace period, users on TPVs that switch to support MFA will likewise need to start authenticating themselves when logging-in to SL.
Again, this will only affect users who have opted into MFA (unless LL at some point decides all user must use MFA to access SL).
MFA on the viewer will be a blanket action – there will be no additional MFA authentication for actions such as buying Linden Dollars through the viewer.
Using MFA when logging-in to the viewer will not automatically also authenticate you on secondlife.com or vice-versa.
There was a broader discussion on providing alternative mechanisms by which users can opt-in and use MFA – such as e-mail – rather than relating on a mobile device and authenticator software. Such decisions fall outside the realm of the viewer development team, and so could not be answered directly (however LL have stated additional / alternate methods of authentication will be added to the system at some point in the future).
In Brief
Content Creation Meeting
BUG-231731 “Script text quality and performance” prompted questions on how it might be implemented given it has been accepted. Vir pointed out that “Accepted” does not necessarily mean it a Feature Request will be implemented forthwith, and as such, it will be raised for discussion once it has reached a point where LL is considering working on it.
BUG-229205 “Re-enable PRIM_CAST_SHADOWS” came up for discussion, it is believed that the viewer-side code for it has been deprecated / removed, and the server also no longer recognises the function.
Runitai Linden suggested it is something that should be re-enabled on the grounds that it is “something that most graphics engines let you do.”
However, any final decision will be subject to further internal discussions within LL.
Request: allow seated avatars to temporarily have a physics shape of none if explicitly set by script (potential use-case: an in-world game uses tiny vehicles in a scaled environment to simulate a larger playing field, but as the drivers are normal-sized avatars, they cause collisions between one another, impairing gameplay; disabling the avatar physics would in theory prevent this, although it is not clear if such a change would be recognised by the simulator, where it is believed the expectation of avatar physics is assumed throughout the code).
The discussion encapsulated requests such as BUG-5538, the need for an overhaul of the camera control system & better LSL access to same; better joystick control options, and better support for alternative input types.
The latter point in turn led to a discussion on wider HID support and even the potential for MIDI (Musical Instrument Digital Interface) support (having been a means to provide remote control and synchronisation prior to HID design becoming the “standard”) as a means to transport and synchronise joystick inputs from the viewer to the simulator in a generic, open manner.
All of this was spitballing, rather than the formulation of an actual project.
Essentially what is being sought is a solution similar to the Firestorm AO (but without the apparent overheads) that effectively allows viewer-side replacement of animation states sent by the server with local animations, avoiding the need for scripted HUDS / attachments.
Much of the discussion at this meeting is clarifying the original request for Vir Linden’s benefit, although the consensus is that official a cap replacement for llSetAnimationOverride and allowing TPVs to implement their own viewer-side AO UI elements would be a good start.
Once this has been done, then discussion can turn to the more complex issue of adding further animation states.
A Cap and viewer-side controls will not fully eliminate scripted AOs (particularly in the case of non-human AO walks, sits stands, for example), but this shouldn’t negate the provisioning of a Cap.
Please refer to the video for the discussion – much of which is in text chat.
Philip Rosedale in Remember Second Life? It’s Now Taking On Big Tech’s Metaverse. Credit: The Wall Street Journal
If there is one thing that can certainly be said concerning the news that Philip Rosedale has “returned to Second Life” is that over the last few weeks it has certainly generated a lot of interest from the media.
I’ve already covered articles on Rosedale, Second Life and his views on “the metaverse” from the likes of Protocol (see here)¹, and VentureBeat / GamesBeat, c|net, and The Wall Street Journal (see here)² – admittedly with some speculation on my part on the case of the latter. More recently Wired and others have also covered SL, Rosedale and “the Metaverse”, and he has been interviewed by CNN, CNBC (the latter of which I’ve yet to summarise), and most recently, by The Wall Street Journal once more.
The latter takes the form of a video segment – embedded below – that features Rosedale taking about Second Life, its users and “the metaverse”, whilst comparing and contrasting SL with plans voiced by the likes of Facebook / Meta and Microsoft and touching on the Lab’s hopes for SL – including further hints at the direction in which the company is leaning in terms of upping the platform’s appal to a broader audience.
Running to 20 seconds short of 6 minutes, the video is actually a concise and honest look at SL, and comes complete with a careful underlining of the age of some of the in-world footage used – a refreshing touch given that so often we are confronted with “archival” images / footage of the platform that get presented without any cage context, and so can leave people thinking they are looking at SL as it appears today.
Starting with Zuckerberg enthusiastically stating how people will all “work, learn, play, shop” in “the metaverse”, the piece quickly reminds viewers that for Second Life, all of that promise is very much a case of “already there and doing all of that, thank you!”. It then offers a fairly accurate recap of SL’s history in terms of early attractiveness, user engagement, and gradual (if somewhat low-key overall) resurfacing of interest (which predates all the current “metaverse” hype by around 24 months). As such, it neatly packages:
The the history of SL and its longevity.
The broad attractiveness people have found with the platform – notably the appeal of content creation and the power of the economy SL has forged.
A frank, thumbnail look at some of the issues those coming into the platform face in trying to understand it (the IU, understanding avatar operation & customisation, finding others (particularly those of a like mind) with whom to interact, etc.
Slightly conversely with the above, it also underscores the fact that while complex to understand, SL’s avatar system is still incredibly powerful and well beyond anything the likes of Meta are considering.
The reiteration of the idea that virtual worlds down actually need VR or other headsets for engagement, and any focus on such hardware will, for a foreseeable future at least, remain a hurdle to potential engagement rather than a benefit
The openness in allowing some doubt about all the current hype around “the metaverse” to be expressed.
The underlining of LL’s approach to basic aspects of their platform in order to (hopefully) generate better user take-up and retention (e.g. improving performance, developing mobile support, improving (/simplifying) avatar user and the viewer’s UI).
The video also neatly encapsulates some of the problems “the metaverse” faces that appear to be outside of the thinking of Meta, etc. One of these is clearly stated by Rosedale: getting the vast majority of people simply comfortable with using avatars for tmany of their interactions. Like it or not, this is a stumbling block, and one Rosedale is correct in point out. Were it not, then after nigh-on 20 years, it would not be unfair to assume SL’s user base would likely be somewhat larger than its current 1 million active monthly users.
That said, this is also where the video is apparently a little too glib. In making the comparison between SL’s and Meta’s monthly active users (3.5 billion for the latter across its platforms), there is a suggestion that Meta has a big head start – but that’s hardly the case. If anything, I’d suggest the Meta has made its life that much harder compared to LL. Not only do they have to convince that 3.5 billion active user base of the need to swap away from doing much of what they do “in (first) person” – so to speak – to doing it with an avatar, they’ve also got to convince them to do so with a headset strapped to their faces. Given that currently, they probably have around 10 million headset users out of that 3.5 billion, they clearly have a huge mountain of their own to climb to get the rest to invest in headsets, even with a cash pot of up to US $10 billion to spend in doing so (which I assume includes money directly related to further headset development, etc.).
There are some wider holes in the piece that could be picked at – such as what the likes of Microsoft and Meta really mean by “interoperability” and the “movement of assets”, and whether, beyond some perfunctory basics they’ll really go down that path (after all, walled gardens are the best way to hold on to an audience – and their money); but at the end of the day this isn’t a piece on the metaverse per se. It’s about Second Life and its continuing relevance in the world today.
The InVerse Orlando House – the (first?) arrival of 2022 at Isla Myvatn
So I ended up back at Novocaine Islay’s InVerse store recently, where I was supposed to be there helping her make decisions about a new house she’d been considering. But, unfortunately for you, whilst paging through one of the rezzers there, I came across a house design that piqued My curiosity. I say “unfortunately for you”, because after carrying out so checks and measuring, I realised it could be a good fit for the home island – and so here you are, wading through another house review 🙂 .
The house in question is the Orlando, modern style of house that has a certain look to it that whilst not “Scandinavian” per se, has a look that is well suited to somewhere like Second Norway. I’m not sure how long Novocaine has had it on the market, but it is currently only available via the InVerse in-world store. The living space is split over two full floors, each split into two rooms, with additional space provides by balconies and terraces, including a covered one to the side of the house that includes a swimming pool sheltered by the extended roof of the house.
The Inverse Orlando (furnished version) straight out of the rezzer
The overall footprint for the building is 26 metres wide by 22 deep, with added “tongue” to the front aspect forming a large step that brings the overall depth of the building out to almost 26 metres. Within this footprint, the interior living space is just under16.4 metres in width and some 18 metres in depth. The ground floor, served by a single front door, presents a lounge area running the full width of the front of the house and some 8.2 metres in depth, with the staircase to the upper floor to one side and large picture windows to both the front aspect and to the pool patio. Behind this sits a kitchen / dining area approximately 12 metres wide and 8 metres deep and with windows overlooking the pool to the side and to the rear aspect.
On the upper floor are two interconnected room, each approx. 8.2 metres square, and both individually served by a landing that runs to one side of them. One of these rooms has a balcony to the front aspect, and both have windows overlooking the covered pool, a large skylight in the roof over the pool allowing ambient light into both. The second room also has windows to the rear aspect, and the upper floor is completed by a side balcony also accessed from a door leading off of the front-to-back landing hallway. The entire default finish of the house is a mix of wooden framing, white brick and grey and white stucco, with a tiled and highly attractive waveform roof.
The default furnishings on the Orlando’s lounge. Note the baked light / shadows from the windows on the flooring
As with many of Novocaine’s houses, two versions are included in the exceptionally modest price of just L$349. One of these is the bare-bones house with controller, and the other comes will furnishings and additional décor. Which you option to use is a matter of choice; the furnishings supplied are acceptable enough for those looking for an out-of-the-box home, although the style is perhaps more towards low LI than the finer aesthetics of design (although this didn’t stop me from using some of the elements from the furnished version!).
The bare bones house tops-out at 83 LI (including lighting and house control system), with the furnishings increasing this by a further 77, in the process offering drapes for most of the windows, plants, a lounge suite of sofa and armchair, a galley kitchen with basic 4-place tabled and chairs, a large bath with bathroom vanity fittings, a double bed with side tables and lamps, a fireplace with scripted fire and various sideboards and with rugs, plants and picture throughout, a basic web TV, with the majority of the fittings complete with animations – including for the kitchen and even in one of the rugs!
I preferred to use mix of the supplied furniture and fittings – sideboard and fireplace in the lounge, for example – with my own furniture. Note also, the re-textured floors to avoid the baked sunlight / shadow effects
Something new to me with this design is the inclusion of an additional control element in the furnished version: a texture changer than allows the user to turn the shadows cast by the furnishings on the floors on and off. This is only practical if you don’t move the supplied furnishings around (or replace them), but it’s a novel idea. A pity it didn’t also extend to the baked sunlight / shadows on the floors as well.
What attracted me to the Orlando lay in the overall build quality, which – with the odd caveat here and there – is pretty darned good – and the fact that, like the Tarzana I picked up in October 2021 and reviewed here, it is ideal for modding and tweaking. For example, for anyone who has a waterfront home and who may not want the included swimming pool, it and the patio area under the roof can be removed, and, with the addition of a new house base and additional support under the outer wall of the pool space, a small, covered dock can be made. I found it offers sufficient space for a pier and a boat up to the size of my Bandit 460AK cabin cruiser (reviewed here) – and I came close to actually using the house in this configuration on the waterfront of Isla Myvatn.
The floor-to-ceiling height of the Orlando, coupled with the structure’s width meant it almost perfectly fitted the space vacated by the Tarzana, and matched the elevated back garden
However, and (again) as I’ve covered in these pages, I’ve spent a far amount of time building a stepped Zen garden and elevated spots at one end of the home island, integrating them with the upper floor of whichever house I’m using, starting with Fallingwater and then continuing with the InVerse Tarzana house.
On measuring things like floor-to-ceiling space, and overall size, I realised that the Orlando would more-or-less slot right into the space that had been occupied by the Tarzana and aligned with the paths of the elevated garden. All I needed to do were a couple of minor adjustments to the lengths of walls in the garden and add an extension to the garden down one side of the house to replace the pool terrace I put together for the Tarzana. The design of the Orlando also meant it was easy to install an additional door at the back of the house to access the gardens. Such was the fit, the mods and adjustments (with some re-texturing) took less than an hour to complete – so, lucky me!
Another view of the rear of the Orlando, showing the mods I made to the top of the stairs, adding an additional door to access the back gardens
The re-texturing was largely due to me wishing to remove the baked sunlight and shadows from the floors to the front of the house, plus some roughness of some of the wall and ceiling textures. Doing so isn’t essential, it was just a personal choice and down to the niggles I have with things like “sunlight” being baked on surfaces. Use of specularity is also a little odd in places – such as on the roof – but again, easily fixed by setting it to None on those faces that do look out-of-place.
However, given the price of the unit, dwelling on the negatives is a little churlish – we’re talking the price of a cup of coffee overall! – and the attractiveness of the design is hard to overstate. Those looking for a house that offers cosy living space with some flexibility and a pool with poses, the Orlando could be just the thing.
The following notes cover the key points from the Web User Group (WUG) meeting, held on Wednesday, February 2nd, 2022.
These meetings are generally held on the first Wednesday of the month, with dates and venue details available via the SL public calendar. A video of the meeting, courtesy of Pantera, can be found embedded at the end of this article (my thanks to her as always!). Again, the following is a summary of key topics / discussions, not a full transcript of everything mentioned.
A face-lift for the look of the Destination Guide.
Back-end infrastructure work on the DG to make it “easier and more effective” for the Lab to maintain, and to lay the foundations to build now functionality going forward (e.g. improved support for TPVs); restructuring of widgets; improvements to place rankings.
These updates should be deployed during February.
Marketplace variants (e.g. different colour variants for an item in a single listing):
Infrastructure work is now in progress.
Work has also started on designs for how listings will work.
No date / time-frame for when this will be delivered – but possibly Q2 2022.
Part of January’s work has been focused on OS and code updates to keep everything up-to-date.
Search Improvements Project Update
The third-party team who will be supporting the work to overhaul Search is now on-board with the Lab.
This means the project to overhaul Search has now started, and is liable to run for the next 6 months or so.
As previously noted, the aim of the work is to make Search functionality / results more meaningful / relevant.
The idea for this is to have an Amazon-style Q&A section on Marketplace listings similar to that seen on Amazon, where questions on a product can be asked and answered either by the creator (or their store managers) or by those who have actually purchased the item.
Views against this included:
Some Content creators have external social media groups or in-world groups to address questions, etc., so a Q&A section just adds to these channels.
Some creators feel they are dealing with enough “spam” and “crap” (words used), and a Q&A section just adds to it.
Some creators use alt accounts for different brands they run, and don’t keep their alts active beyond creating listings, so they “are not going to see Q&As”.
A suggested alternative was to have amore of a “live chat” feature or a link to contact the creator so that people can talk directly to a creator / store manager.
This would appear to suffer many of the “cons” noted above: what about stores run by alts that are not logged-in? A “live chat” capability forms yet another channel of communication; it requires always being logged-in to the MP, etc.
It could also potentially be an abuse vector.
It misses the potential for a Q&A section to double as a form of FAQ – common questions asked are right their in front of customer’s eyes (if they choose to read them).
One creator at the meeting did point out it could be very helpful to newer users, in allowing them to ask questions without the need to try and find whatever alternative channel – in-world group, Discord channel, etc. – that might be available for questions.
It was pointed out that the facility could be made optional: if a creator doesn’t want to have a Q&A section included in a listing (or even an entire store) they could opt to do so.
Given the number of unfavourable responses voiced at the meeting, the idea is being taken “back to the drawing board”.
Rather than having to use alts to manage listings for their different brands, allowing creators on the Marketplace to have additional stores linked to a “primary” brand name, allowing them to manage all their brands from one account.
This would be a much larger project to implement, requiring some substantial infrastructure changes (e.g. the MP is built on the assumption there is one one store per MP account). As such, requests for such a capability have previously been turned down.
There was some confusion in the meeting as to what the difference would be between “store” and “sub-brand” and how they might be used.
There were also what amounted to two different use-cases:
Some would like the capability to run multiple individual stores from just the one account, rather than having to run different store through alt accounts (e.g. a store for their horse-related goods, a store for their motorcycle products, etc), with the option to link between stores if they wanted, and with ease-of-access to the stores from one Marketplace account dashboard.
Others expressed more of a “department store” style approach with a “flagship” brand, and then sub-brands for products below it (equating to the different departments in a store), allowing them to “break up” their existing store without the risk of losing existing reviews and feedback.
A further suggestion what to provide a means for creators to link their alt store accounts to a “main” account, if they so wish – although this does not solve for those wishing to split their existing stores..
Both of these approaches were seen as valid, but left the question on how best to approach them. As such, Reed Linden requested time to take the ideas back to the Lab for internal brainstorming + further discussions at future WUG meetings.
In Brief
[41:36-42:35] LL are targeting 2022 Q2 (April-June) for the deployment of Premium Plus. Content, cost, etc., will be announced at the time of launch.
[48:02-48:50] Despite fees on Event listings, there are still what amounts to adverts appearing within the events listing. Currently, Events are not subject to any work, and so this is still something to be dealt with. However, events are due to be overhauled “in the near future”.
It was re-iterated that LL have largely stopped supporting the SL wiki, other than core pages of information relating to things like LSL functions, policy, etc., and there are no plans to move it to HTTPS.