Summary of Tech and New Second Life Features Announced or Released in August 2025

This summary organizes key technological updates, new features in Second Life™ (SL), and enhancements to SL and third-party viewers based on announcements and releases during August 2025.

There is some stuff for the every day not so technical user.

Second Life Core Platform Updates

Second Life Viewer Release: 2025.06 (Version 7.2.1.17108480561) – Released August 28, 2025

  • Inventory Favorites System: Users can now mark items (e.g., outfits, objects) as favorites for quick access, improving inventory management. This community-requested feature streamlines organization and reduces clutter.
  • Avatar System Improvements: Enhanced skeleton reset as a networked ViewerEffect for better synchronization; fixed hand size settings not saving; restored full 90-degree upward pitch in mouselook camera mode; resolved anti-flipping regression in mouselook.
  • Camera and Movement Enhancements: Improved arrow key movement description; fixed teleport history landing height issues; added “Disable Camera Constraints” and “Disable Minimum Camera Zoom Distance” options for greater flexibility.
  • Chat and Voice Fixes: Fixed empty conversation logs; enhanced emoji picker for correct insertion; resolved voice echo across regions (Vivox to WebRTC transitions); improved voice reconnection after tuning; fixed slider text truncation in voice settings.
  • Content Creation Tools: Mesh uploader now allows reducing material counts; detailed LOD (Level of Detail) information in Build Tools; better error messages for texture uploads.
  • UI and Text Polish: Automatic placeholder text selection in fields; fixed blurry thumbnails; resolved issues deleting links to worn objects; improved “Away” status handling.
  • Environment and Rendering Fixes: Fixed shadow FPS drops on Mac vs. PC; resolved stream toggle greying out; corrected viewer URI links for parcel maps.
  • Stability and Crashes: Numerous crash fixes, including those related to notifications, voice connections, and SD (Serialized Data) handling.
  • System Improvements: Enhanced performance for inventory finder floater; memory allocation fixes; OpenJPG and PBR texture panel improvements.
  • Impact: This release incorporates community feedback via GitHub and the SL Feedback Portal, focusing on quality-of-life enhancements. It builds on prior updates like glTF mesh import (from July) and supports ongoing WebRTC voice rollout. Download available via official SL site; full notes at releasenotes.secondlife.com.

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Second Life News for June 2025

I thought I would try some AI scanning to gather SL news on a monthly basis. This is what I found for June.

SL Mobile: Grumpity and Philip point out that work continues on the rendering capability of mobile devices. There has been a 10x increase in people signing up and onboarding via mobile and Project Zero. Nice.

Homes: A new neighborhood, Ridgewood Enclave, is planned for Premium+ members. The availability of commercial regions tied to the new homes is mentioned. Also, some refurbishing of existing home themes is planned. Some PBR updates to existing themes is mentioned.

Gacha: OK, most of us know Gatcha is back. Some of use think that is a good thing. I have my doubts.

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Second Life is in the Cloud

An article appeared on SL’s Featured News page: An Update on the Second Life Destination Guide.

We know all the region servers are now running in Amazon Web Services aka THE CLOUD. A number of backend services were moved before the region servers. The uplifting of all the services needed to run Second Life™ and render it was announced January 5, 2021, in a featured article: 2021 Update: Life in the Cloud. They were announcing the completion of the move to the cloud.

The idea of SL being completely moved to the cloud depends on who is speaking and what they are thinking of as the Second Life SYSTEM and what they mean by ‘moved’. On a general and practical level, Second Life is in the cloud. In Strawberry’s article of January 22, we are told the Destination Guide is in the cloud and running too.

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Second Life Region Crossings 2020 – What’s Coming?

This is an informal test and I use the word ‘test’ very loosely. I just wanted to see what the commotion about crossing in the new AWS servers was about. There is no hard data in this experiment. My computer and connection are irrelevant IMO. The Viewer is Firestorm 6.4.5 Beta, which I used because I have it setup to work with OBS.

I started my trials in Blake Sea – Half Hitch, Aditi (SLURL). If you search for the region in Aditi, include the Blake Sea part.

There is a long 1 sim wide run from Blake Sea – Azimuth to Blake Sea – Bering of 17 regions. That is a 4.352 kilometer run or about 2.7 miles for the metric challenged. Plenty of room to max out my Bandit 380R (The Mesh Shop – Map URL).

I want to mention The Rubber Bunny. That HUD on the left is made by Kaliska Dismantled of Rubber Bunny. Kaliska makes easy to modify HUDs for various boats and vehicles. I’ve bought a couple (L$49). Plus making some fun vehicles. Among them hovercraft which are a novel SL driving experience.

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The Firestorm Viewer and EEP

EEP is the Enhanced Environment Project. I consider this a step in the Lindens rebuild of the render engine. Whatever it is, the Firestorm team has released a Beta version of their viewer with EEP.

Photoshop Play Time

Beta, in this case, means the software is not yet ready for prime time. It also means it is your choice as to whether you install this version. And for those of you using a version three versions back, this does not count as one of the three allowed versions. So, you aren’t going to have that 3rd old version blocked from the grid. Yet…

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Second Life Region Crossings Fixed?

Wouldn’t that be something? In my previous article, I recount how I sailed across dozens of region-crossings without crashing. Now I am reading of others testing the new cloud-based region servers having the same experience. Cloud-based? You probably know the Second Life™ system is moving to the cloud. We don’t get to hear much about … Read more