2026 week #36: SUG meeting summary

The Simulator User Group meeting place at Longfellow

The following notes were taken from the Tuesday, September 1, 2026 Simulator User Group (SUG) meeting. These notes form a summary of the items discussed, and are not intended to be a full transcript. A video of the meeting by Pantera is embedded at the end of this summary – my thanks to her for providing it.

Meeting Overview

  • The Simulator User Group (also referred to by its older name of Server User Group) exists to provide an opportunity for discussion about simulator technology, bugs, and feature ideas is held every other Tuesday at 12:00 noon, SLT (holidays, etc., allowing), per the Second Life Public Calendar.
  • The “Leviathan Office 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

  • No deployments this week, but all simhosts will be restarted.
  • The Nectarine update is due to be deployed to the BlueSteel RC channel on Wednesday, September 9, 2026 providing it encounters no issues during it time with QA.
  • The next update after that is codenamed Olive – details still TBD.

General Updates

  • Rider Linden is still working on a new version of the VSCode plugin.
    • He confirmed that the next update to the Lua Editor viewer (with Linux support) should see it officially become the 26.4 viewer and upped to a beta / RC version (a pre-release version of 26.4 is available on Github, but not that this will have a limited lifespan).
  • Leviathan Linden indicated that game_control is now “done” in terms of current development work:
    • Server-side support has been merged into the upcoming Nectarine simulator update.
    • The viewer-side code is now ready for merging into the main viewer Develop code base, although at the time of the meeting, this had yet to be done.
    • As a result of this, Leviathan plans to “get back to” his other workload – including a fix for the mesh face mismatch issue, the way avatars are now drifting more than should be the case when on a moving surface and the “crouch-drift misfeature” – see my notes from the last Leviathan Office hours for more on these latter issues.
    • Another item Leviathan Linden hopes to address is the Feature Request for llGetRegionWorldMapTile.
  • Monty Linden, speaking on Harold’s behalf on Lua:
    • There has been a Discord discussion on robustness around yielding and other concerns. As a result, Harold has posted a PR to Github, and is seeking feedback / comments.
    • Outside of this, work is focused on trying to find the difficult bits that are still outstanding to give a smooth ride to release, and it is planned to mov up to Luau 0.732.
    • There is currently no new Lua simulator available, although one is in development.
    • This news was followed by a general discussion on Lua issues, experiences with debugging scripts, capturing error information, etc., – please refer to the video.
  • Pepper Linden’s region crossing improvements should be (if not already) seeing a limited deployment to the Snack RC channel on the Main grid (Agni).
    • This sparked a general discussion on region crossings.

General Discussion

Please refer to the video for details on the following:

  • Kyle Linden threw out a request to anyone producing Lua content: if they are willing to share their work with the Marketing team, they may get featured in a Spotlight piece.
  • Leviathan Linden noted that whilst SVG/SVG text on a prim (see this Feature Request as an example) has been much-discussed in meetings, it is not something LL senior management is not particularly seized with.
  • The request was (yet again) made for larger region sizes – there are no plans for any such work to be undertaken for the foreseeable future.
  • A general discussion on programming languages which – outside of Lua /LSL had no major relevance on SL.

Date of Next Meetings

  • Leviathan Linden: Tuesday, September 8, 2026.
  • Formal SUG meeting: Tuesday, September 15, 2026.

2026 week #35: SUG Leviathan Hour: game_control / region crossings

The Simulator User Group meeting place at Longfellow

The following notes were taken from the Tuesday, August 15, 2026 Simulator User Group (SUG) off-week meeting (the “Leviathan Office 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. No video this week, as Pantera is on vacation.

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 “Leviathan Office 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 News

  • On Tuesday, August 25, 2026, the SLS Main channel was restarted without update.
  • On Wednesday, August 26, 2026, the RC channels will likely be restarted without any deployment.

Game_Control

  • Leviathan Linden is “almost done” with a revamp of game-control.
  • A pull request has been cut to the server updates, and the hope is that this will be added to the upcoming Nectarine server update. This will likely include a new UDP message for game_control so that all simulators will be aware of it before the viewer-side code is released.
  • The viewer updates should similarly be going into the viewer Develop repository in the near future.
  • Leviathan is changing how game_control event is accessed for scripts: scripts now need to llRequestPermissions(PERMISSION_GAME_CONTROL) to get game_control events, similar to how control events work.
    • He also noted that with this change, attachments and seats permission requests will be auto-accepted (the scripts will need to ask for the permissions, but no pop-up will show on the viewer for those objects).
    • The main benefit of this latter change  is it will be possible to remote-control objects with game-control input (but disconnected objects will cause the pop-up, and it will have to be accepted manually).
    • It was noted that this change might have to be included in the llRequestExperiencePermissions() protocol.
    • These changes are not currently live on any simulator.

Region Crossings

  • Pepper Linden’s work on improving region crossings should be seeing a limited deployment to the Main grid via the Snack RC channel, most likely alongside the upcoming deployment of the Nectarine simulator update is deployed to the other RC channels.
  • This test deployment is the result of concerns that the updates might result in a need for a roll-back should they might impact other region crossing changes which have been made.
  • If Pepper’s updates work on Snack without any roll-back, then a broader deployment to RC channels can be considered.
  • More information on this will be provided at the next Simulator User Group meeting on Tuesday, September 1, 2026.

Avatar Movement

  • Leviathan has been working on Avatar movement, one outcome of which has been the “breakage” of the ability to “crouch-slide” (crouching and then tapping the forward/rotate keys to cause an avatar to couch and slide along the ground).
    • He notes he is sympathetic to the complaints this has caused (presumably primarily from within the combat community), and indicated he is going to revisit the changes.
  • Alongside of this has been reports that avatars are sliding a lot more when on a moving surface than used to be the case. This might also be related to Leviathan’s updates, so he will be looking at this issue as well.
  • A general discussion on holding down the spacebar being used to slow an avatar being bump-pushed caused Leviathan to mention he would like to find a mans to enable an avatar “slow walk”
    • The use of spacebar to slow an avatar being bump-pushed only works if the keyboard is not prioritised for text input rather than also being used for movement (e.g. using the WASD keys for movement); it also sees the avatar appearing to “walk” at a normal pace whilst being pushed.
    • It was noted at if a “slow walk” option was introduced, it would be useful to a) have a means of varying an avatar’s walking speed based on factors (e.g. avatar height), and b) have walking speed accessible to scripted control.
    • Leviathan acknowledged both of these point but if he is able to work on the idea, the initial focus would be on developing an option for a slow walking pace, noting that this would be useful for game_control, given this currently uses the existing locomotion graph.

General Discussion

  • No updates on issues such as the mesh face count mismatch, new LSL commands, network improvements, etc.
  • The multiple issues experienced on Sunday, August 23, 2026 appear to have been related to a significant database outage.

Meetings

  • Formal SUG meeting: Tuesday, September 1, 2026.
  • Leviathan Linden: Tuesday, September 8, 2026.

2026 week #34: SUG meeting summary

The Simulator User Group meeting place at Longfellow

The following notes were taken from the Tuesday, August 18, 2026 Simulator User Group (SUG) meeting. These notes form a summary of the items discussed, and are not intended to be a full transcript. No video for this meeting – Pantera is on vacation.

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 “Leviathan Office 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

  • No deployments this week, but all simhosts will be restarted.

General Updates

  • Rider Linden is focused on the next version of the VSCode plugin (for which he’s asked for anyone willing to help document to contact him)  and a further update to the Lua editor viewer.
  • Leviathan Linden has been focused on anti-griefing / crash mitigation work.
  • Monty Linden is hoping to get back to his work on EventQueueGet.
  • Kyle Linden repeated his call for those wishing to help edit the SL Wiki to contact him.
  • Harold Linden (Lua):
    • Is working on migrating most of the Luau-specific interruption and script serialization logic from the closed server repo to the SLua repo.
    • Is also , taking the time to re-engineer things in a way that makes script bytecode-sharing and improving our garbage collection strategy easier.
    • Hopes this work will make individual server releases less bound to particular SLua repo versions by moving the “hairy” parts of the integration to SLua itself, so keeping a nice interface.
    • Those who want to do benchmarking / local running of scripts will find this work “extremely useful since you’ll be able to implement a runtime environment that’s much closer to how your scripts actually run on the server”.
    • Once this work is done, Harold plans to cut a new Lua simulator release.
    • Simulators running the Lua code are still “remarkably stable”.
  • Pepper Linden continues to work on some region crossing code, and the hope is to move their work forward as a project simulator, and progressing it through the release mechanism.

General Discussion

  • The subject of a scripted means to toggle Animesh objects on/ off and enabling attachments on Animesh objects raised at the previous CCUG meeting was raised here, as requested at that meeting.
    • This included referencing New LSL llAnimeshEnabled(integer enabled); Toggle Animesh Property on/off.
    • Rider Linden indicated he was broadly in favour of the approach – with the caveat that care would have to be taken if how it works due to concerns of object return if enabling one or more Animesh objects via script (thus increasing their Land Impact by around 16) could trigger parcel object return.
    • The suggestion was to have a switch in the function so that if enabling an Animesh object (and thus increasing its LI) which would cause any start-up of an Animesh object to fail if the change in LI risked triggering object return.
  • The above triggered a discussion on the additional LI penalty on Animesh and its need & validity, together with the ordering object return.
    • There was some confusion on the subject of attachments – with it initially being mistaken for avatars being able to wear Animesh attachments (which is supported) and the request for Animesh objects supporting their own attachments via their skeletons.
    • The latter was proposed for “Animesh 2.0” (aka Project Muscadene) which also promised body shape and  physics support for Animesh, but this died before fully implemented when attention turned to updating Avatar complexity  / Land Impact calculations – which also subsequently died.
    • The discussion on object return related to exceeding a parcel’s Land Capacity. Currently the last object(s) rezzed will be returned if the limit it exceeded. However, if the limit is broken whilst editing an object (because it crosses between accounting models and it’s LI increases), then there is an argument to say it is the object being edited which should be returned, not the last item(s) rezzed.
    • These discussions continued through most of the rest of the meeting with no firm decisions made.
  • Folded into part of this was a question on synchronising inventory on Aditi (the beta grid) and the Main grid. This should be a matter of logging-in to Aditi and then waiting for the next automated synchronising process, run (IIRC) at around 02:00 SLT each day.
  • There was also a general discussion on scripting which, given I’m not scripter, I’m not even going to attempt to translate!

Date of Next Meetings

  • Leviathan Linden: Tuesday, August 25, 2026.
  • Formal SUG meeting: Tuesday, September 1, 2026.

2026 week #33: SUG Leviathan Hour: game_control / region crossings

The Simulator User Group meeting place at Longfellow

The following notes were taken from the Tuesday, August 11, 2026 Simulator User Group (SUG) off-week meeting (the “Leviathan Office 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. No video this week, as Pantera is on vacation.

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 “Leviathan Office 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 News

  • As noted in my week #32 Simulator User Group meeting notes, the hot fix for some regions failing to grant capabilities correctly to the viewer (and thus crashing it) resulted in issues of its own, and so was rolled-back in week #32.
  • This means that while the more recent issues have been reverted, the original capabilities failure issue is again active, and people may find themselves being disconnected from regions and the viewer crashing.
  • Until a new fix for this issue can be deployed, if you are impacted by the viewer crash / disconnect issue  and wish to log back into the same region, the advice is to wait a minute or two before attempting a log-in, as this may help.

Game_Control

  • There is unlikely to be much new for game_control during week #33, as Leviathan is the simulator on-call engineer, so dealing with general issues are his focus.
  • Leviathan noted that whilst game_control does allow an avatar to walk / run, depending on how much the control stick is tilted, however, it doesn’t (yet) have analogue directional input.
  • As has been previously noted, PromptFont is being used for the game_control preferences UI.
    • However, as Leviathan has modified a number of the PromptFont glyphs, the work falls outside the license for use under the name “PromptFont”. As a result, LL will need to provide an attribution (and payment) to PromptFont, as will need a name for the viewer implementation.
    • “PunctualFont” was suggested to reflect the improvements Leviathan’s improvements; but this (or something else, and several other suggestions then followed) has yet to be officially agreed upon.
  • In the meantime there is potentially more font work to be done with game_control.

Region Crossings

  • Pepper Linden is continuing to work on region crossings using Aditi (the Beta grid), apparently with a focus on double region crossings (stated by a user at the meeting, as Pepper was not actually available).
  • Leviathan noted that Pepper is working to make incremental improvements to region crossing, but their work is not, as yet, ready for merging into upcoming Main grid simulator code.

Lua Update

  • A surprising crash which appeared to be related to Lua and the Interest List was identified, but investigation revealed the issue probably the result of data corruption from a recently fixed Lua bug (the binary that crashed predated the Lua fix).
  • As a result of this, the Lua team are checking through Lua crashes to see if there are other issues lurking as a result of recent fixes.

In Brief

  • Leviathan noted that a side-impact of his work to optimise script runtimes has resulted in Temp attaching above script danger height now causes scripts to not run, which is under investigation.
  • Due to being on-call, Leviathan hasn’t had time to look at the llGetMapRegionTile(), face-count-mismatch bug, as he had hoped he would be able to.
  • However, as the on-call engineer, he has been directly involved in fixing potential exploits and griefing vectors, one of which is related to the use of a crasher within the Blake Sea regions and around some sandboxes.
  • There was a discussion about the UDP message template in the viewer potentially missing some messages sent by the simulator resulting in problems. This came as a surprise to Leviathan, and the issues has yet to b confirmed.

Meetings

  • Formal SUG meeting: Tuesday, August 18, 2026.
  • Leviathan Linden: Tuesday, August 25, 2026.

2026 week #32: SUG meeting summary

The Simulator User Group meeting place at Longfellow

The following notes were taken from the Tuesday, August 4, 2026 Simulator User Group (SUG) meeting. These notes form a summary of the items discussed, and are not intended to be a full transcript. No video for this meeting – Pantera is on vacation.

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 “Leviathan Office 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

  • The hot fix for some regions failing to grant capabilities correctly to the viewer (and thus crashing the viewer) deployed in mid-July … has a bug (causing log-in and teleport issues).
    • As a result, the fix was rolled back on August 4 for the SLS Main channel and will be rolled back on August 5 for the RC channels.
    • Once the roll-back is complete, things should behave as per the Kumquat simulator update.
    • This roll-back should help alleviate many of the recent region crossing issues people have been experiencing in the last week – see below for more.

Game_Control

  • Leviathan Linden continues to work on game_control (viewer and server-side).
  • Viewer:
    • He has added a “mouse” mode: it is possible to press a button on a game controller and move the viewer’s mouse  the mouse around. This also allows mapping of  mouse left- and right-click function to a controller.
    • However, he noted he is unsure of what to do with the “semantic data” there (e.g. axis values will currently show the delta_X and delta_Y input that is driving the mouse, which isn’t particularly useful; he imagines scripters would be more interested in “mouse_X, mouse_Y”, so he is still wondering about how best to make that info available, if it is needed).
    • He has, however further modified PromptFont (used for the game_control preferences UI) to make it more readable.
  • Server side:
    • As noted during his previous Office Hours meeting, there are some further server-side aspects to game_control he wishes to complete.
    • However, it might be a few weeks before this is in any way ready – and this work needs to be deployed ahead of the viewer-side code becoming generally available in viewers, and will include the required UDP message updates to pack “semantic data” & make it available to LSL via a new function call.

Region Crossings

  • As per the last SUG meeting and the previous Leviathan Office Hours, Pepper Linden has put together some fixes to address vehicular region crossings (see this bug report).
    • This are currently available on the Blake Sea region on Aditi (the Beta grid) for those wishing to test them.
    • Pepper encourages those who can to log-in to Aditi hand test things & provide feedback. Pepper can be reached in-world via IM or via the SL Discord server.
  • In terms of the recent (last week-ish) region crossing issues:
    • These are believed to be related to the bug introduced into the simulator coder, per the simulator notes at the top of this summary.
    • As most of the Blake Sea regions are on the BlueSteel RC channel, it was suggested that once the roll-back on the RC channels scheduled for Wednesday, August 5 has been completed, crossings can be tested there.
    • If people continue to experience issues which appear to be the same as or similar to those experienced prior to the roll-back
    • However, if people continue to experience significant crossing issues, they can message Rider with details on the SL Discord server.
  • A general discussion on region crossings – reporting issues, keeping people informed of changes / updates, etc., formed a major part of the meeting.

Lua Notes

  • Harold Linden has mostly finished the upgrade of the SLua repository to match the current upstream version of Luau.
  • The development version now has integers in Lua, and  support for them has been added to lljson “and friends” so they should be supported when Lua is deployed.
    • He noted this has been a significant change, removing a lot of integer and yield-related code that now has an upstream equivalent, so in the next few weeks people working with Lua  will need to recompile any existing scripts using Lua – although in the future, this will not be necessary, as there will be a compatibility framework which can be used.
  • Rider Linden has rolled out new wrappers for the functions relating to particles and HTTP requests enabling properly-typed tables to be passed to them without having to remember the arcane rule names and values for particle systems. He noted would welcome  PRs that wrap some of the other lists as well.
  • As per my notes from the previous Content Creation User Group meeting, Rider Linden has produced a new version of the VSCode plugin with might tighter integration with the viewer.
    • However, it has been pointed out to him that it is not entirely obvious on how to set the plug-in up, so in order to help with this issue he has opened up a documentation page, which will be populated.

General Discussion

  • Monty Linden has been itemising some HTTP changes for LSL, “so that we can support things that are less weird and arbitrary”. He hopes to make this a public RFC or a blog post “soonish”.
  • The face count mismatch bugfix remain in limbo, having raised numerous internal questions at LL during code review. Leviathan – was had been looking at it – has also been focused on game_control but will try to take another look at that as soon as game-control is “mostly done” (e.g. server- and viewer-side communication changes, new LSL call, as mentioned above).
    • Monty Linden added that a fix is “very much wanted”, as the current coding around the issue is “interesting”, but he wants the final result to be “absolutely solid”.
  • The request for a llGetRegionWorldMapTile function remains on a “thing that would be nice to get done” at LL, but does not have any resources looking at it at present.

Date of Next Meetings

  • Leviathan Linden: Tuesday, August 11, 2026.
  • Formal SUG meeting: Tuesday, August 18, 2026.

2026 week #31: SUG Leviathan Hour: game_control / region crossings

The Simulator User Group meeting place at Longfellow

The following notes were taken from the Tuesday, July 28, 2026 Simulator User Group (SUG) off-week meeting (the “Leviathan Office 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 “Leviathan Office 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.

Game_Control

  • Leviathan has cut a new version of the game_control viewer (v0.7.8). This includes:
    • Per-axis per-mode invert option.
    • Keyboard support for flycamming.
    • Variable speed for avatar rotations when using the game controller stick.
    • Mouse-click actions for Mouselook mode.
    • Mouse mode (ability to control the on-screen with a gamepad.
  • His hope remains to get the game_control capabilities into the Lua editor viewer before that finally goes to release status (which might happen in the latter part of August).
  • However, internal discussions at the Lab have caused Leviathan to realise he needs to overhaul the GameControlInput UDP message format server-side before the code can go out in a viewer. This work will also require a server-side code updates for the simulator in order for game_control to work.

Region Crossings

  • During the week #30 Simulator User Group meeting, Pepper Linden indicated they had put together some fixes to address vehicular region crossings.
  • Those updates have been deployed to the Blake Sea region on Aditi (the Beta grid) for those wishing to test them.
  • Sandbox Wanderton and its neighbours are also going to be cloned on Aditi for further vehicle testing on land.
  • The above work is separate to Harold Linden’s work on script serialisation to prevent scripts from crashing/disabling on a region crossing should be live across the grid in the current simulator release.
  • He also indicated LL is aware of recent region crossing issues within Blake Sea on Agni (the Main grid), which might be griefer related.

In Brief

Please refer to the video for more on the following.

  • As per my week #29 Leviathan Office Hour notes, PromptFont is being used for the game_control preferences UI.
    • It was asked if the tool could be more widely used within the viewer.
    • However, there are no plans to do so because the version in use has been modified for that specific use, with a large number of unused glyphs stripped out that to reduce viewer installer bloat and limit dependency on PromptFont beyond the game_control requirement.
    • The above sparked a conversation on viewer fonts that ran through most of the meeting.
  • A general discussion on the use of AI LLMs for coding.

Date of Next Meetings

  • Formal SUG meeting: Tuesday, August 4, 2026.
  • Leviathan Linden: Tuesday, August 11, 2026.