🪰 Viewer Bug Reports

• Use concise, precise descriptions• Do not include sensitive information. • Create a support ticket at https://support.secondlife.com for individual account issues or sensitive information.
lmb interact blocks weapon scripts
Summary: After the most recent forced update to the official Second Life viewer (August 2025), the Left Mouse Button (LMB) behavior has changed. When set to “Interact,” LMB no longer triggers weapon scripts that rely on CONTROL_LBUTTON. This breaks functionality for multiple no-mod weapons from different creators that previously worked without issue. Steps to Reproduce: Use the official Second Life viewer (latest version as of August 2025). Equip any scripted weapon that uses llTakeControls() and listens for CONTROL_LBUTTON. Ensure LMB is set to “Interact” in Preferences > Controls. Attempt to fire the weapon using LMB. Expected Behavior: Clicking LMB should trigger the weapon’s firing script, as it did in previous viewer versions. Actual Behavior: Clicking LMB does not trigger the weapon. Instead, it appears to be intercepted by the UI or treated as a generic “Interact” action, preventing the script from receiving the input. Additional Notes: Issue affects multiple no-mod weapons from different creators. Rolling back to the previous viewer version restores functionality. Firestorm viewer does not exhibit this issue—LMB still triggers weapon scripts correctly. No workaround is available within the official viewer, as “Interact” cannot be disabled or reassigned to raw object click. Suggested Fixes: Allow users to reassign LMB to “None” or “Click Object” instead of “Interact.” Add a toggle to disable UI-level interception of LMB. Restore legacy behavior where LMB input is passed to in-world scripts unless explicitly overridden by HUD/UI elements.
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Multiple http requests for same resources
Tldr: I used wireshark to dig into the requests and saw multiple requests for the same file. I figured this might be buggy behavior. Where's the cache? Background: Ive been using nginx through privoxy as an alternative to secondlifes caching because 20GB can fill on just driving through 4 sims, presuming you actually wanted to look around in each of them. Anyways... I noticed repeat requests and figured maybe I was mis-serving things to the viewer and causing problems. Then, I got wireshark and tried without my proxy/cache, just the viewers native one. Issue: Assuming i can read these logs (debatable)... it appears the same files are being http-requested multiple times even when they should be served from cache (as in, there is room and there has been time since last request for it to get saved. While I do have a 20 minute wireshark capture, its 500MB so I found one texture that was re-downloaded 13 times within that 20 minutes and I'm giving that as an example. This particular texture seems to be someones jacket, so no jumpscares. The image attached shows a search was for "Range: bytes" which is showing the Range request bytes and Content-Range response bytes, so you can see what requests were made, and what was served. The viewer is requesting upper ranges of null, 180631, 704919, and 2802071 (I want to guess these are relevant to discard levels). It even once asked for 98181-2802071 which is outside of the range of the file. This is why I'm most suspicious of an issue, because asking for byte 98181 in a 98182 byte long file is asking for the last byte of the file, plus more - which it should know doesn't exist. So, the server rightfully gives it 1 byte and reminds the viewer that the file is 98192 long. Unless that one byte was being used for a check, it seems odd to knowingly request it - so as a programmer I want to guess there's a one-by-one error somewhere. Sorry for being rant-ey but I don't know enough about general network diagnostics in order to give this information in a clear and concise manner.
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Unwanted edge transparency in BOM Universal Aux channel layers
There's a visual glitch when using more than one BOM texture layer on a Universal Aux channel if there's partial transparency in the texture using Blinn-Phong textures. I've made BOM textures with partial transparency for rigged fairy wings, so that customers could layer a stripey texture on top of the main wing texture. However, it's as if there's an outline of 100% transparency around the edges of the upper stripey texture that punches a hole straight through the underlying wing texture as well. It shows up the most when in front of a bright background. I tried making the stripe texture completely black with a 100% transparent background by converting it to a vector and then converting it back into a raster image in Photoshop, and this minimizes the issue so that it's only visible if you're very zoomed in, but this means there can't be layered BOM textures with blended edges at all on the Aux channels. I had envisioned being able to make add-ons like colorful peacock 'eye' spots, faded edges, etc so people could really customize their wings' look, but this doesn't seem to be possible right now.It happens whether the files are PNG or TGA, with or without an alpha channel.Since the main wing textures have partial transparency, changing the blend mode to alpha mask would not solve the issue. Hopefully you can see the problem in the screenshots. You might at first think it's the white outline 'halo' issue but no, it's actually that the edges have an outline that are completely clear so the background shows through.
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