✨ Feature Requests

  • Search existing ideas before submitting- Use support.secondlife.com for customer support issues- Keep posts on-topicThank you for your ideas!
Make physics work over sim borders
Optically you can see from a region to the next one - the sim border is invisible. Physically though the next region does not exist until you travel over the border between the recent region and the next one. Let's suppose you are traveling by boat. If you hit a pier in a region, your boat is bounced back. But if you hit a pier located on the next region reaching until the region's edge, your boat first travels over the sim border and suddenly gets caught in the pier bouncing like crazy. Suggestion: the physics engine of each region should also load (render?) the physical shapes of the neighbor regions borders, which are pointed to the region, so a vehicle is bounced back and does not enter the next region where it is blocked by some object. Advantage: physical experience would be far more natural, collisions on sim borders would not be special. Since it is very common to build right until the sim borders, this is issue not a trifle at all imo. Vessels that have a damage system responsive to collisions (to make sailing more challenging) use to sink immediately when hitting these sim edge builds (since being caught on an object causes plenty of collisions in a very short time), while they would only take some damage while hitting the same build from the other side. This particularly is annoying, if there is a very tiny or even invisible object on the sim border, so you have no chance to recognize it before your ship suddenly sinks for no obvious reason.
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Rendering
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Modernized Audio System Proposal for Vehicles, Ambient Simulation, and Interactive Assets
Overview - This proposal suggests implementing a modernized modular audio framework for Second Life, focused on: vehicles, ambient environments, weapons systems, and immersive scripted experiences. The current audio system is heavily limited by static forward-only playback and minimal runtime control. Expanding the sound engine with modern playback and modulation features would significantly improve immersion, realism, and creator capability without requiring major infrastructure changes or high performance costs. --- ** Core Features ** Modular Audio Architecture Introduce layered sound modules for objects and vehicles instead of relying solely on static looping audio files. Suggested capabilities: * Multi-layered audio playback * Independent sound channels * Runtime pitch, gain, and tone modulation * Script-controlled blending and transitions * Distance-aware attenuation * Dynamic audio state changes via LSL * Synchronization between audio and animations This would improve realism for: * Vehicles * Aircraft * Boats * Weapons systems * Machinery * Environmental ambience * Interactive roleplay and cinematic systems --- Advanced Runtime Playback Control The current sound system only supports basic forward playback. More advanced runtime audio control is necessary for modern simulation systems. Suggested additions: * Pause and resume functionality * Playback speed scaling * Reverse playback support * Arbitrary playback start positions * Runtime seeking within audio clips * Script-controlled loop regions * Loop in/out point definition * Multi-layer synchronization These features would allow creators to build systems previously impossible within the platform. Examples: * Time manipulation effects * Cinematic sequences * Dynamic environmental ambience * Interactive machinery * Realistic weapon cycling * Advanced vehicle sound simulation Currently, visual time manipulation can already be simulated in-world, but audio cannot properly synchronize with those effects due to playback limitations. --- Procedural and Parameterized Sound Modules Instead of relying entirely on pre-rendered loops, creators could optionally use procedural sound modules with script-adjustable parameters such as: * Pitch * Harmonic intensity * RPM scaling * Resonance simulation * Tempo synchronization * Dynamic filtering For vehicles, this would enable: * RPM-responsive engine behavior * Gear transition audio * Turbo and transmission whine simulation * Dynamic exhaust tone changes For environmental systems: * Adaptive ambience * Interior/exterior acoustic transitions * Dynamic reverb behavior * Mechanical and sci-fi audio systems --- Hybrid User Audio Support The system should support creator-uploaded audio combined with procedural layers. Example: * Base procedural engine tone * User-provided turbo samples * Environmental ambience layers * Mechanical sound overlays This preserves creator flexibility while reducing repetitive looping artifacts and excessive storage requirements. Importantly, this proposal does not require changing the current 30-second sound file limitation, as the primary improvements come from dynamic playback and layering rather than longer audio assets. --- Technical Considerations The proposed system would mainly involve lightweight runtime DSP-style processing: * Pitch shifting * Playback speed control * Runtime seeking * Parameter blending * Layered playback These operations are computationally inexpensive on modern hardware and audio systems, while remaining fully compatible with the custom-content synchronization and shared in-world experiences. The proposal also maintains backward compatibility with existing scripted content and current audio infrastructure. --- Benefits A modern audio framework would significantly expand creative possibilities for: * Motorsports * Aviation * Military simulation * Sci-fi environments * Horror-themed experiences * Cinematic storytelling * Immersive roleplay It would also positively impact the creator economy by increasing demand for advanced scripted assets, simulation systems, environmental sound packs, and immersive experiences. --- Conclusion - Adding modular audio systems, advanced runtime playback control, non-linear playback support, and script-driven sound parameterization would modernize Second Life audio framework while remaining technically realistic and performance-friendly. These improvements would greatly increase immersion, creator freedom, and the overall technical capability of the platform.
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Audio
The End To Phishing Spam Links
As has been noted over and over again, the increase in phishing spam links is or has gotten out of control. In the following, I propose a practical way in which to address this issue which would seriously curb the issue if not altogether get rid of such an activity. Create new role abilities. New abilities would have defined rules for group owner, group moderator(s) or other trusted individuals to be the only allowed individuals to post links in a group. Sub-classification for members who don't fit the aforementioned roles to be allowed only to post image links from known/well established image sharing sites. (This too should have a on/off toggle to prevent any type of abuse as needed) Group owners/moderators can have/create an allowed list of URL's that are permitted in their group. Example: Marketplace.secondlife.com Defining permitted URLs allows only those that are an exact match and prevents misspelled and misleading links. In the event a user attempts to post outside of their role abilities, the post is blocked from being sent and user notified as to why. In the above proposed solution, spammers would not by default be allowed to post spam links in any group as the default persons of the established "everyone" role would not allow it nor any other default role as defined by the group administration. In consideration of what to do with groups whose administration has been absent for a period of 6 months or more, by default all link postings should be disabled until such a time (if ever) a group owner logs in and establishes who may post links. While some may see this as an unpopular option, it prevents those groups that some still use from being exploited. I propose this solution as if there is no ability to post phishing links, then there is less likelihood that users are entering in their credentials and their accounts being compromised as well as serving the great community good of people who just don't want to see this mess as there are other means of advertising for those who are interested. Regards, DJ Vicious
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Communication
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Add a rule against signing up users to "subscription" marketing messages without their consent.
Like many other users, I periodically get spam notecards and IMs from SL business owners advertising their new products. I have NEVER signed up to any notecard mailing list, I have always been added automatically without my knowledge. There's already a feedback post here about the ability to block these objects: https://feedback.secondlife.com/feature-requests/p/blocking-an-avatar-should-also-block-blacklist-all-of-their-rezzed-objects however I think that is only a band-aid solution. Signing users up onto your "subscription" service without their consent should not be allowed in the first place. It falls under spam, yet every time I have submitted a report against these objects, & explained in the report that they are spamming me (and others) without my consent and sometimes without a way to opt out, nothing seems to come of it. So I can only assume that, currently, this isn't against the SL TOS, or for some reason the reports are falling on deaf ears. Every time this has happened to me, the ads I get are from a brand that I don't recognize. This is because every time this happens it's nearly always happens one of two ways: I was added to the mailing list because I bought ONE item from the store in question; often a long time ago, sometimes years or more, from the Marketplace. This implies that the store owner is manually adding all Marketplace customer usernames to a mailing list or automating the process somehow. I visited the sim one time, and my mere presence was enough to get me on their mailing list. I need to stress that not only do these users add you to lists extremely easily, but they often make unsubscribing very difficult. At best, it'll be through a system like "KioskNet" - which at least has an inworld location you can go and get a HUD from, and unsubscribe from any mailing lists using that system. But if they use their own system, you're often out of luck. Some tell you "unsubscribe in the mainstore" but when you go there, there's no unsubscribe button, no matter how you look. Others say "contact me to unsubscribe", meaning that you have to actually talk to the person to convince them to take you off. And even if you find a way to unsubscribe, some will automatically put you back on their list later! I periodically check the KioskNet thing because every 6 months or so, a store has added me back as a "subscriber." As the other thread on this issue says, though, blocking either the user or their mailing object usually doesn't work because they tend to rezz multiple copies of the object, and keep going. Once you're in their system, you will be contacted by any object they rez going forward. I ask that Linden Labs considering making these unprompted spam subscriptions disallowed on the platform, and actually punishable. You should ONLY be able to get a "subscription" by opting in. Intrusive ads we did not ask for are spammy, disruptive, and extremely annoying.
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