✨ Feature Requests

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Ocean Depth for sailing, submarines and aquatic gameplay
Hi can you please increase ocean depth to 12288 meters for sailing, submarines and aquatic gameplay 256 x 48 = 12288 meters The ocean's average depth is about 3,682 meters (12,080 feet). The deepest point, Challenger Deep in the Mariana Trench, reaches approximately 10,994 meters (36,070 feet). The ocean is divided into several depth zones, including the abyssal and hadalpelagic zones, with the latter being the deepest. Depth zones of the ocean - World Ocean Review World Ocean Review Here's a more detailed breakdown: Average Depth: The average depth of the ocean is around 3,682 meters (12,080 feet). Deepest Point: The Challenger Deep, located in the Mariana Trench, is the deepest known point in the ocean, reaching approximately 10,994 meters (36,070 feet). Depth Zones: The ocean is divided into different zones based on depth: Abyssopelagic Zone: Also known as the abyssal zone, it extends from 4,000 to 6,000 meters (13,100 to 19,700 feet) and is characterized by near-freezing temperatures. Hadalpelagic Zone: This is the deepest zone, extending from 6,000 meters (19,700 feet) to the ocean floor, with constant temperatures just above freezing. https://www.google.com/search?q=ocean+depth&sca_esv=3d1e29cf7e253e0e&source=hp&ei=BvyMaNzFMJDawN4Pm-Gn-AE&iflsig=AOw8s4IAAAAAaI0KFo01jzOl-MnFXk7SYTjNEa_d3fXd&ved=0ahUKEwjc4PqElOqOAxUQLdAFHZvwCR8Q4dUDCA8&uact=5&oq=ocean+depth&gs_lp=Egdnd3Mtd2l6IgtvY2VhbiBkZXB0aDILEAAYgAQYkQIYigUyBRAAGIAEMgUQABiABDIFEAAYgAQyBRAAGIAEMgUQABiABDIFEAAYgAQyBRAAGIAEMgUQABiABDIFEAAYgARItAVQAFgAcAB4AJABAJgBcKABcKoBAzAuMbgBA8gBAPgBAvgBAZgCAaAClwGYAwCSBwMwLjGgB_UEsgcDMC4xuAeXAcIHAzQtMcgHIQ&sclient=gws-wiz
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tracked

Block Seller on Marketplace
Note: I know this was suggested before and it's tracked. I know this will be merged. That's okay, I wanted to give more suggestions on implementation and answer "why" beyond that it would just be a nice feature. Problem: You don't want to see stuff made by a certain creator on the marketplace. There may be a variety of reasons for this. Here are a few examples. You have the shop owner in game block due to harassment, drama, or other personal reasons and don't want to accidentally give this person money. The vendor is selling rips. The seller has a business model you don't want to support. Maybe you don't want to buy clothes that are no mod, maybe they have shady business practices that involve over-editing their ads, or using AI on their ads resulting in false advertising. Maybe the seller's content makes you deeply uncomfortable such as selling adult products but the models scream childlike and you don't want to see that. The seller is flooding the marketplace with thousands of generative AI textures to make a quick buck, making it impossible to find high quality textures. This is a growing problem that needs urgent addressing. Solution: Allow us to block the shop and/or the owner of the shop. Owner might be better in case the marketplace someday expands to let a single user have more than one storefront. Or both. Blocking a particular product may also have its place. Implementation: Beneath the flag listing link there would be additional links: Block this shop Behavior: Browsing and searching omits all products from the store. Adds shop to a block list. They can be removed from block list if needed. Block this seller (<--- Alternative, or TBI if multiple storefronts ever becomes a thing.) Behavior: Browsing and searching omit all products from any and all products from the store. A popup that asks, "Do you want to block this person from your shop as well?" may be a good move in some circumstances. They can be removed from block list if needed. Hide Product Behavior: Omits an individual product from search and browsing. Unhide Product Behavior: Removes product from hide. How would you find a listing if it was hidden? Give people a checkbook to show hidden products in search and browse. By giving us the tools to better curate our experience with the marketplace you will empower users to find what they want without having to wade through things they don't want to see, increasing the likelihood of them spending money instead of getting frustrated and giving up on the search.
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tracked

Ability to bundle Blinn-Phong textures as materials the same way PBR is
Since PBR came out, I've essentially been almost PBR-exclusive with my store creations, mainly because PBR is just so much easier to work with for texture HUDs than Blinn-Phong (aka non-PBR textures, classic textures, legacy textures, traditional textures, etc). Part of this is because all of the textures involved are bundled into materials that are a single object with all of the settings saved rather than having to put everything in manually like non-PBR. It would really help creators offer both options and cut down workload by a TON if we could also bundle blinn-phong textures as materials. I don't know about other stores but I like to really tweak the specular settings and often the specular colors as well for metallic and generally more realistic effects rather than leaving everything white for all colors, and coding that into the HUD is fankly, a gigantic pain in the ass. Even if they were called something different like texture bundle or something to avoid confusion for people who sell them and to differentiate in our inventories that would be fine. I know we would not be able to upload them together the same way as PBR because it involves separate files, but there's no reason we shouldn't be able to create the material in-world manually on a cube or something and save it the same way. Bonus if double-sided can be an option for blinn-phong too! It would cut down on geometry needed on a mesh if we don't want it to be one-sided since we could simply check that on like on PBR materials, rather than needing to solidify a mesh (and essentially double its geometry) in order to get the same look. PLEASE let us manually create blinn-phong material bundles that include diffuse, normal, specular, alpha, glow, shininess, environment, shine color, full bright, and blending mode settings. It would make the jobs of creators working with blinn-phong in any capacity much easier, coding HUDs would be easier, and if double-sided can be an option it would also cut down on mesh complexity since people wouldn't need to solidify or fake edges on their meshes to hide that it's just a plane.
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Fix The Blake!
Considering that boating, sailing, and diving are among the very few activities in Second Life that function reliably but also continue to attract an engaged, creative community, it’s honestly baffling that the Community Islands in the Blake Sea have been left untouched for — what is it now? — 17 years? Seventeen. That's not just a long time in virtual-world terms, it's practically a digital ice age. Meanwhile, the Blake Sea remains the central artery of Second Life — the core maritime network connecting the continents, and arguably one of the only places where the grid feels alive, immersive, and socially dynamic. Yet the infrastructure looks like something out of 2007 — because, well, it is. With all the advancements in mesh, environment systems, and scripting tools, it’s not as if the technical limitations are insurmountable. In fact, a small, focused team could probably refresh the entire set of islands in a week or less. So it raises the question: Why hasn’t this been done? Is there a fear that improving one of the most consistently active areas of the grid might accidentally make the user experience too enjoyable? Or is it just easier to roll out shiny new products and ignore the parts of the platform that people actually use and love? The Blake Sea isn’t just some peripheral backwater — it’s a living, breathing hub of user-driven content and activity. If anything deserves a little attention (and perhaps a modern texture or two), it’s this space. Or do we have to wait until Second Life’s silver jubilee for someone to dust off the prims?"
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