🪰 Viewer Bug Reports

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Bug in Save Back to Object Contents
Issue: An item rezzed by a rezzer, or rezzed by dragging out of a prim, can be grouped and coalesced back into the object, incorrectly updating the last-selected object as a coalesced one. It reasons that each selected which were rezzed separately be placed back in the object separately. Now that we can pick up objects as a group but still separated, the Build > Object > Save Object back to Object Contents should respect the form it was rezzed in and put it back as singles of the same name as well. Why? Right now we can make really simple rezzers that just let us organize stuff willy nilly but to save updates made (like recoloring, relinking, etc) we have to Save Back to Object Contents, one at a time. If we could do it as a group, we could select a whole build and choose the option, any anything which has an object_rezzer key still around can be updated in one stroke. This would be phenomenal for keeping builds organized and updated! Note: This may create issues with mixed coalesced and linked items. In that case, it should be prudent to take the coalesced items first, and then go through the rest of the selected list. If this is unfeasible, a warning is in order if saving a previously coalesced set back. Reproduction: Rez 3 prims, name 2 of them uniquely Pick the named ones up separately Place them in the object inventory Drag them out of the inventory to rez them, one at a time Select both of them and Build > Object > Save back to object contents Attempt to drag each out again. The last selected one before saving is now coalesced as both, and the other is not updated.
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Random root object assignment upon upload of multi-object DAE file
I have not tried this on the SL viewer, and if asked to I will certainly do so, but with the current release of Firestorm I have found that the root object assignment upon uploading a DAE file with multiple objects the resulting linkset inworld will be random, where I would expect it to be either the last or the first object listed in the DAE file, preferably the first one since in Blender that's the "Active" object. My testing as follows: Select to upload a DAE file that contains multiple objects, in my case where the object "Cube.nnnn" is the first listed one. Set LOD settings and pick one of the LODs to serve as Physics too. Complete the upload, and rez the object. Find out the root of the linkset. Repeat the steps a bunch of times with the same DAE file. Whenever the cube is not the root, the object that becomes the root gets the name of the cube, losing its actual object name. The cube itself keeps its name, resulting in two objects in the linkset with the same name. Attached is an image showing three of my attempts (out of maybe ten uploads of the same DAE). So, why is this important? Well, my case is that I am building a full region terrain with my wife, which requires splitting the mesh up into 64x64x64 chunks (or less). It also requires fitting them together exactly inworld. We found that the way to do this properly, we'd enclose the component meshes in 64x64x64 cubes, which can easily be aligned to each other, and in relation to the region of 256x256, a total of 32 cubes for one layer covering the whole region, it's easy to place them on the grid by way of calculated offsets. We can also automate the placement of the cubes using scripts, by having the script look at the name of the root object and then move the cube to a predetermined position based on that name. None of this works however, if the cube isn't the root object. It's easy to change it to be the root object, if one has one or two linksets, but dealing with a multitude of them it's quite a lot of extra work, especially during testing (on the beta grid). If it's needed for testing, I'd gladly send the DAE file, and I can send the already uploaded cubes (displayed in the attached screenshot), they are on the beta grid not on the main grid. Thank you!
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