lmb interact blocks weapon scripts
needs info
shinafox Resident
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 âInteract,â 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 âInteractâ in Preferences > Controls.
Attempt to fire the weapon using LMB.
Expected Behavior: Clicking LMB should trigger the weaponâs 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 âInteractâ 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 issueâLMB still triggers weapon scripts correctly.
No workaround is available within the official viewer, as âInteractâ cannot be disabled or reassigned to raw object click.
Suggested Fixes:
Allow users to reassign LMB to âNoneâ or âClick Objectâ instead of âInteract.â
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.
Log In
TrishAce Resident
This is related to: https://github.com/secondlife/viewer/pull/3990
As described in related firestorm issue present in the latest 7.2.0.78879 https://jira.firestormviewer.org/browse/FIRE-35850
This fixes ML click functionalities such as clicking HUDs without having to right click them first while wearing something that took control, but it also appears to break some weapons that relied on this "bug".
According to the doc and how other events work "pass_on: boolean, determines whether controls perform their normal function", so it is to be expected that a left click with pass_on set to true would perform the regular click such as touching in-world.
Atlas Linden
needs info
Atlas Linden
Thanks for the report, shinafox.
I'm able to see the difference from the previous viewer for llTakeControls(CONTROL_ML_LBUTTON, TRUE, TRUE).
I do not see any difference for CONTROL_LBUTTON. Can you please clarify if this is specifically for the mouse look click interact?
If it is as you say also reproducing for CONTROL_LBUTTON (as well as CONTROL_ML_LBUTTON), can you provide the marketplace link for the weapon/s in question?
For now an imported issue now exists for CONTROL_ML_LBUTTON here: https://github.com/secondlife/viewer/issues/4535
AWalphaomega Resident
Atlas Linden I am the scripter for many planes on the marketplace for which this issue appears to be the case. I would not have known about it but one of our customers uses the SL viewer instead of FS, and he is unable to reliably fire the guns in mouselook. I have to state emphatically, that my own experience has been that CONTROL_LBUTTON seems to work as normal, but CONTROL_ML_LBUTTON does not. Please note that I normally use TRUE,FALSE, and changing between those states has not had a reliable improvement on this issue. The issue does not exist in FS as far as I know.
I have tested it with my own avatar and unable to reproduce the condition, however after transferring the plane to an alt (in its marketed perms which mean the scripts are no-mod) the alt experiences the problem indicated.
Above is a link to the plane that we tested. You can try the inworld demo and see if the problem happens to you.
In summary, this ONLY happens in mouselook. In external view the gun fires fine for all testers. It also does not appear to be a problem "Across the board" since some vehicles seem ok still. Additionally, it only happens with the current SL viewer.
UPDATE - I must have overlooked something as now changing from TRUE,TRUE to TRUE,FALSE fixes the problem in FS7.2.0
Atlas Linden
Thanks for clarifying that, AWalphaomega Resident!
We actually have a new build in the works that should have a fix for this issue.
I've provided the link to this new viewer build here if you'd like to test out your products yourself:
I'll be sure to test your demo next chance I get too :)
AWalphaomega Resident
I am also finding this is the case with some vehicles that have a gun