🪰 Viewer Bug Reports

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Gesture save to outfit broken, lose all active gestures setup
If I try to save multiple gestures to current outfit through the gesture window, it just disables them without populating the outfit with the gestures. It doesn't actually save or copy links to the outfit. Thus, end up losing the gesture setup. I had this happen to me twice now, once before I realized what was happening and again when trying to figure out what happened. It takes HOURS to go through inventory, find, and set it all up/reenable again. Also, the whole save to current outfit is not intuitive at all. Ideally, it should be "save to outfit" then have a popup allowing you to select what outfit you want to save the current selected(hilighted) or activated gestures to. This would allow you to easily make sets of gestures that can be applied to any outfit without having to mess around with what you are wearing or modding the outfit to remove unnecessary things since you can't apply an empty outfit after creating a blank one in order to even use save to current from the gesture window. As far as whether to use selected (highlighted) or active gestures when saving, I'd say selected as it reduces steps to achieve the task, however there may be people that don't even realize you can select multiple using shift... so idk that's a toss up and ultimately should be a poll or something to figure out what people would prefer, or you could just have two options.. 1. save active gestures 2. save selected gestures.
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Right clicking the root "My Inventory" folder freezes the viewer with no recovery
This might need a large inventory or an inventory with many items in the root folder to reproduce Login and open inventory In the "My Inventory" tab, right click the root "My Inventory" folder. Observe the viewer freezes & never recovers, needing a force quit in Task Manager The freeze also reproduces when right clicking the "My Inventory" folder in the Recent tab of inventory if inventory folders are set to show items newer then 100 days. The number of days is unlikely to be important, it's probably the number of items showing in the root folder that matter. I attached my log from a session where I reproduced this - observe in the log that right clicking the root inventory folder appears to cause a cache purge & it might be the cache purge that is causing the viewer to freeze? You can see the last log lines are 2025-02-03T19:23:58Z INFO # llfilesystem/lldiskcache.cpp(143) LLDiskCache::purge : Purging cache to a maximum of 1717986918 bytes 2025-02-03T19:24:58Z INFO # llfilesystem/lldiskcache.cpp(143) LLDiskCache::purge : Purging cache to a maximum of 1717986918 bytes 2025-02-03T19:25:58Z INFO # llfilesystem/lldiskcache.cpp(143) LLDiskCache::purge : Purging cache to a maximum of 1717986918 bytes 2025-02-03T19:26:58Z INFO # llfilesystem/lldiskcache.cpp(143) LLDiskCache::purge : Purging cache to a maximum of 1717986918 bytes 2025-02-03T19:27:58Z INFO # llfilesystem/lldiskcache.cpp(143) LLDiskCache::purge : Purging cache to a maximum of 1717986918 bytes 2025-02-03T19:28:59Z INFO # llfilesystem/lldiskcache.cpp(143) LLDiskCache::purge : Purging cache to a maximum of 1717986918 bytes 2025-02-03T19:29:59Z INFO # llfilesystem/lldiskcache.cpp(143) LLDiskCache::purge : Purging cache to a maximum of 1717986918 bytes 2025-02-03T19:30:59Z INFO # llfilesystem/lldiskcache.cpp(143) LLDiskCache::purge : Purging cache to a maximum of 1717986918 bytes Feel free to hijack Whirly Fizzle if you can't reproduce this. Freeze also reproduces on ForeverFPS & Firestorm
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Applied "Prim Property" PBR Materials Do Not Update When Altered in Prim Inventory
Place a Material within a Prim inventory. Apply it to object faces with LSL ApplyRenderMaterial Function. Edit Material in Prim Inventory. Press "Save". Observe it is not updated. This further complicates things when attempting to use Local Textures. PBR materials exist in two different copies: 1 : Stored inside an inventory.  ( Personal or Prim ) 2 : When applied to an Object, in the object face "Inventory" << reason for these quotes below. This makes sense in the context of an LSL script, or any other editable asset within SL, but those objects appear within the inventory of the Prim when Applied. PBR materials function identically, but there is no UI notification to alert the user of this. When you apply a PBR material to an entity ( logically of course ) it makes a copy of itself, thus letting someone else with full perms adjust it, while the original remains unaltered. Local textures are able to be applied to both In-User-Inventory PBR materials, In-Object-Inventory (the visible one) , as well as In-Face- "Inventory" PBR materials ( that are actively applied to faces) However, you can edit the ones in your personal inventory, as well as the ones in the object inventory, and the ones actively displayed upon the object WILL NOT UPDATE ( as they are in face "Inventory" ) even after "Save" is clicked.   The only time that pressing "Save" on the material that you have chosen to edit, actively updates the visible material is when the Material that is currently being edited resides in the object face "Inventory" .  Personal inventory, and Object Inventory updates are not-re-broadcast until the newly saved material is either dragged and dropped from Inventory >> Face "Inventory" or an LSL script event transfers it from Object Inventory >> Face "Inventory" .  This makes logical sense, when you understand the mechanics of what is taking place, but it does not make user sense; due to the configuration of the UI, and our previous mental patterns regarding how textures are applied don't align with this.  As such a lot of our expectations regarding how things should work do not match reality. While I am unsure precisely what to do about this predicament.  My best suggestion is as follows : I believe Materials residing in the inventory of the object should auto-update all related Face "Inventories" when they are modified and the user clicks the "Save" button on the Material Asset residing within a prim inventory.  This material is discrete and does not have additional copies, unless it is removed so force updating it makes sense.  This has parity with what happens when you delete the Material Asset from the Prim inventory, and it reverts to a pine box. I also believe User-Inventory materials should not be allowed to contain Local Texture links, as this starts to become exceedingly confusing from the end-user perspective.  Either place a large notification on the "Local" Tab of PBR materials with "This item resides in your inventory, and changes will not be updated until re-applied to objects, please place a copy in prim inventory to use this."  or remove the functionality altogether and replace with a similar message.
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