Second Life Bugs 11-2-6 aka Known Issues – Expanded form

Last Updated: Thursday, November 02, 2006

SL-11428: No copy objects lost on llGiveInventory() to a busy mode avatar
Affects: 1.8.3.10 (Content Management/Loss)

Steps to reproduce the bug: 1) Rez a box and put an inventory item in it that you have transfer/no copy permissions on. 2) Put yourself in busy mode. 3) Create a script with llGiveInventory(llGetOwner(), “item name”) in the state_entry() event. Save the script. Observed results: The item is lost completely. It doesn’t go to lost and found, trash, or stay in the item’s inventory. It just disappears. Expected results: There are a few acceptable results in this situation: 1) The item is silently delivered to the avatar’s inventory. The client sees the delivery and adds it to a queue to be processed when the avatar comes out of busy mode. At that time, the user is presented with a dialog box asking if they would like to keep the item. 2) The item is put back into the object’s inventory and the script is notified of non-delivery. [Dan sez:] We should deliver it to the recipient’s trash, the same as other rejected inventory offers.

SL-24720: Should be able to delete contents of a no-modify object
Affects: 1.12.1.9 (Permissions)

Repro: Attempt to delete an item from the contents of your no-modify object.

Observe: You get a warning. When you accept the warning the Object shouts: “Not permitted to edit this”, and if you reselect the object you will find the item is still in the contents.

Expected: You get a warning. When you accept the warning the item should be deleted from the Object’s contents.

Workaround: You can remove the item from the contents by moving it to your inventory.

SL-24602: wind volume slider does not affect wind volume
Affects: 1.12.1.6 ()

Repro: Turn the wind volume preference up and down.

Observe: Still hear the wind at the same volume.

Expected: Should be able to mute the wind by turning the wind volume all the way down.

Workaround: Change wind volume, then Relog.

SL-24431: Copy To Inventory and Copy And Wear buttons do not copy inventory
Affects: 1.12.1.12, 1.12.1.13, 1.12.2.7, XUI1 Phase 2 (XUI)

Steps To Reproduce:
1. Tester 1 – Rez a cube.
2. Tester 1 – Add clothes to the cube’s content.
3. Tester 1 – Set cube for sale
4. Tester 2 – Purchase cube.
5. Tester 2 – Open cube.
6. Tester 2 – Select either “Copy To Inventory” or “Copy And Wear.”

Observed Result:
Object folder is created in user’s inventory, but contect are never copied. In addition, for “Copy And Wear,” clothes are not worn.

Expected Result:
Copy To Inventory – Object folder is created and inventory is copied to the folder.
Copy And Wear – Object folder is created, inventory is copied to folder, and clothes are immediately worn.

SL-23593: Members of a group cannot set their home location when land is only set to a group and not deeded
Affects: 1.12.0.14, 1.12.1.12 (Groups, Parcels)

Members of a group with the ability to set home cannot set their home location when land is only set to a group and not deeded, this was an available option prior to 1.12. User A: On a piece of privately owned land and owner of a group set the land to your group Invite User B into your group in a role with the ability to set home User B: Try and set your home location here You will recieve a message ‘You can only set your ‘Home Location’ on your land or at a mainland Infohub.’ Even though the ability’s description says it should work on land that is set to group ‘Members in a Role with this Ability can use World menu > Set Home to Here on a group parcel (either land set or deeded to this group).’

SL-23579: Custom settings are not saved after taking a snapshot
Affects: 1.12.0.13 (Maintenance, RX – UI/Look and Feel)

– Open snapshot window. – Select Custom under image size. – Change the width and height. – Take snapshot. – Verify: Snapshot is taken and snapshot window closes. – Open snapshot window. * Observe: The image size setting is still set to custom. However, the height and width have reverted back to the current window size. > Expected: The window will save the custom height and width the user had set it to.

SL-23568: Declined inventory does not return no-copy objects back to the sender
Affects: 1.12.0.13 (Inventory, Maintenance)

– Tester 1 – Obtain a No Copy/No Modify object. – Send it to Tester 2. – Tester 2 – Decline object. * Observe: The object is sent to Tester 2’s trash. > Expected: Object should return to Tester 1.

SL-22678: Debug>Character>Flush Animations causes viewer to crash
Affects: 1.12.0.13 (Maintenance)

Steps to repro: 1. Goto Debug->Character 2. Select “Flush Animations” 3. Watch it crash. (it may take a few seconds on a PC)

SL-21174: UI size causes drag-select to miss objects
Affects: 1.11.0.9 (Edit tools, RX – UI/Look and Feel)

Repro: 1) Increase your UI size in Prefs > Graphics (eg. 1.15) 2) Hit ctrl-3 to enter edit mode and attempt to drag-select a few objects from different angles. Observe: The drag-select sometimes fails. Expected: Drag-select should select the prims that are fully within the selection box.

SL-21137: double clicking for sale land in world map should display the parcel in the finder
Affects: 1.11.0.10 (RX – Commerce, RX – UI/Look and Feel)

Repro: 1) Open the world map 2) Check the “Land for Sale” checkbox 3) Double click on a pricetag on the world map Observe: The finder is opened to the Land Sales tab, but no parcels are displayed. Expected: The finder should open to the Land Sales tab, and the parcel I clicked should be displayed and selected, and its details should appear in the right panel.

SL-20891: Attachment particles are visible in mouselook
Affects: 1.10.6.1 (Graphics – General)

– Create a cube and put the following script in it:

// Particle Script 0.3
// Created by Ama Omega
// 10-10-2003
// Modified by Jeri Zuma 4/05 for bling on and off commands

// Mask Flags – set to TRUE to enable
integer glow = TRUE; // Make the particles glow
integer bounce = FALSE; // Make particles bounce on Z plan of object
integer interpColor = TRUE; // Go from start to end color
integer interpSize = TRUE; // Go from start to end size
integer wind = FALSE; // Particles effected by wind
integer followSource = TRUE; // Particles follow the source
integer followVel = TRUE; // Particles turn to velocity direction

// Choose a pattern from the following:
// PSYS_SRC_PATTERN_EXPLODE
// PSYS_SRC_PATTERN_DROP
// PSYS_SRC_PATTERN_ANGLE_CONE_EMPTY
// PSYS_SRC_PATTERN_ANGLE_CONE
// PSYS_SRC_PATTERN_ANGLE
integer pattern = PSYS_SRC_PATTERN_EXPLODE;

// Select a target for particles to go towards
// “” for no target, “owner” will follow object owner
// and “self” will target this object
// or put the key of an object for particles to go to
key target = “self”;

// Particle paramaters
float age = 0.2; // Life of each particle
float maxSpeed = .9; // Max speed each particle is spit out at
float minSpeed = .05; // Min speed each particle is spit out at
string texture; // Texture used for particles, default used if blank
float startAlpha = .85; // Start alpha (transparency) value
float endAlpha = 0; // End alpha (transparency) value
vector startColor = <1,1,1>; // Start color of particles
vector endColor = <1,1,1>; // End color of particles (if interpColor == TRUE)
vector startSize = <.05,0.4,.05>; // Start size of particles
vector endSize = <.03,1.2,.03>; // End size of particles (if interpSize == TRUE)
vector push = <0,0,0>; // Force pushed on particles

// System paramaters
float rate = .11; // How fast (rate) to emit particles
float radius = .15; // Radius to emit particles for BURST pattern
integer count = 3; // How many particles to emit per BURST
float outerAngle = 0.54; // Outer angle for all ANGLE patterns
float innerAngle = 3.55; // Inner angle for all ANGLE patterns
vector omega = <0,10,0>; // Rotation of ANGLE patterns around the source
float life = 0; // Life in seconds for the system to make particles

// Script variables
integer flags;

updateParticles()
{
flags = 0;
if (target == “owner”) target = llGetOwner();
if (target == “self”) target = llGetKey();
if (glow) flags = flags | PSYS_PART_EMISSIVE_MASK;
if (bounce) flags = flags | PSYS_PART_BOUNCE_MASK;
if (interpColor) flags = flags | PSYS_PART_INTERP_COLOR_MASK;
if (interpSize) flags = flags | PSYS_PART_INTERP_SCALE_MASK;
if (wind) flags = flags | PSYS_PART_WIND_MASK;
if (followSource) flags = flags | PSYS_PART_FOLLOW_SRC_MASK;
if (followVel) flags = flags | PSYS_PART_FOLLOW_VELOCITY_MASK;
if (target != “”) flags = flags | PSYS_PART_TARGET_POS_MASK;

llParticleSystem([ PSYS_PART_MAX_AGE,age,
PSYS_PART_FLAGS,flags,
PSYS_PART_START_COLOR, startColor,
PSYS_PART_END_COLOR, endColor,
PSYS_PART_START_SCALE,startSize,
PSYS_PART_END_SCALE,endSize,
PSYS_SRC_PATTERN, pattern,
PSYS_SRC_BURST_RATE,rate,
PSYS_SRC_ACCEL, push,
PSYS_SRC_BURST_PART_COUNT,count,
PSYS_SRC_BURST_RADIUS,radius,
PSYS_SRC_BURST_SPEED_MIN,minSpeed,
PSYS_SRC_BURST_SPEED_MAX,maxSpeed,
PSYS_SRC_TARGET_KEY,target,
PSYS_SRC_INNERANGLE,innerAngle,
PSYS_SRC_OUTERANGLE,outerAngle,
PSYS_SRC_OMEGA, omega,
PSYS_SRC_MAX_AGE, life,
PSYS_SRC_TEXTURE, texture,
PSYS_PART_START_ALPHA, startAlpha,
PSYS_PART_END_ALPHA, endAlpha
]);
}

default
{
state_entry()
{
updateParticles();
llListen( 0, “”, llGetOwner(), “bling off” );
}
on_rez( integer start_param )
{
llResetScript();
}
listen( integer channel, string name, key id, string message )
{
state bling_off;
}
}

state bling_off
{
state_entry()
{
llParticleSystem( [] );
llListen( 0, “”, llGetOwner(), “bling on” );
}
on_rez( integer start_param )
{
llResetScript();
}
listen( integer channel, string name, key id, string message )
{
state default;
}
}
– Right-click the cube > More > Attach… > Head > Nose. – Resize the cube to 0.030 x 0.030 x 0.030. – Enter Mouselook. * Observe: You can see the particles in mouselook. Expected: You should not see the particles in mouselook.

SL-19761: Death teleport fails when teleporting to a home point you no longer have access to
Affects: 1.10.5.1 (RX – Movement)

This only happens if you can’t go to your home (ie, you don’t have permission to be there). Theoretically, it should only affect residents who were once allowed on a parcel or estate: (possibly their land which they sold, and the new owner has banned everyone from the parcel), residents who were once in a group that allowed setting your home position to the group’s land and are no longer in that group. Repro: – Setup: 2 Testers; Tester A is an officer in a group with group land holdings. Tester B is a member of Tester A’s group. – Tester A: Teleport to a parcel in the group’s land holdings and setup for the test: – Edit > Groups… – Double-click the name of the group which you are an officer in and know holds land. – Click the ‘Land’ tab. – Choose a parcel and click Map, then Teleport. – Right-click the Ground > About Land. – Click the Access tab and check Group: (Group name parcel is owned by). This should block access to anyone not in the group. – Close the About Land window. – Tester B: Teleport to land in the group’s land holdings where Tester A is. – Tester B: World > Set Home to Here. – Tester B: Verify you receive a pop up blue message box in the lower right corner “Home position set”. – Tester B: Walk off the parcel onto a parcel not owned by the group. – Tester A: Eject Tester B from the group. – Tester B: Teleport to Rausch (where you are almost certian to die). – Tester B: Ask someone nicely to kill you in Rausch ;-). If no one is available, create a cube and put this script in it:

default {
state_entry() {
llSetDamage(100);
}
}
– Tester B: Make the cube physical. – Tester B: Close the Edit/Build window. – Tester B: Hit yourself wth the cube. * Tester B: Verify that you hear the “Ding!” noise and get a message saying you couldn’t teleport because you are not allowed there. * Tester B: Close all the pop ups. * Tester B: Verify you are still in Rausch. Teleport routing should know when you can not teleport to your home and redirect you to the Welcome Area, which it sets as your new home. a helpful message to this effect should be given to the resident.

SL-18951: Mouselook, alt-zoom, avatar steering all drift when UI size != 1.0
Affects: XUI1 Phase 1, 1.12.0.13 (XUI)

Repro: – Edit > Preferences > Graphics. – Set your UI size to something other than 1.0 (I used 0.9). – Click OK. – Enter Mouselook. * Observe, the mouse drifts. Affects all systems. > Workaround: Set the UI size to 1.0

SL-18604: twist on flexies should be uniform across the length of the primitive
Affects: 1.10.2 (Edit tools, Graphics – General)

– Create a Cylinder and make it 2 meters tall <0.5,0.5,2.0>. – Set Twist End to 90. – Click the ‘Features’ tab. – Check the ‘Flexible’ checkbox. * Observe: A dimple forms in the middle of the prim. The rest of the prim does not twist in this manner.

SL-18362: Scripted tree rezzers do not rez trees when land/rezzer owner is offline
Affects: 1.10.2 (LSL, Parcels, Simulator – General)

Repro (requires 2 users. User A owns land). – Log User A on. – User A: Teleport to a parcel you own. – User A: Create a tree (right click the ground, choose Create. In the Edit window, click the Tree button. Click the ground once). – User A: Change the name of the tree is “Tree”. – User A: Set Mod/Copy/Trans on the tree. – User A: Take the tree into your inventory. – User A: Create a cube. – User A: Add the following script to it:

integer rez_attempts = 0;

default
{
state_entry()
{
llSetObjectName(“Offline Tree Rezzing Bug”);
llWhisper(0,”Starting up”);
llSetTimerEvent(30);
}

timer()
{
vector newpos = llGetPos();
newpos.x = newpos.x + llFrand(3);
newpos.y = newpos.y + llFrand(3);
rez_attempts++;
llRezObject(“Tree”,newpos,ZERO_VECTOR,ZERO_ROTATION,1);
llWhisper(0,”Rez attempt ” + (string) rez_attempts + ” complete. Sleeping for 30 seconds.”);
}
}
– User A: Put the Tree in the cube’s inventory. – User A: Verify the cube rezzes a tree after 30 seconds. – User A: Remember your location, and log out. – Log User B in. – User B: Go to the location that User A put the rezzer. – User B: Count the number of trees currently rezzed (should be only one or two, depending on when User A logged out). – User B: Wait for the tree rezzer to say “Rez attempt x complete…” x = the number of rez attempts. * User B: Verify the number of rezzes != the number of trees rezzed.

SL-18064: prims disappear then reappear
Affects: 1.10.1 (Graphics – General, Hot)

No repro. Got a good one? Email bugs@secondlife.com and reference SL-18064.

SL-17885: deleting a no-copy item from object should ask for confirmation
Affects: 1.10.0.34 (Hot, RX – UI/Look and Feel)

Repro: 1) Put a no-copy item (that you don’t care about) into the contents of an sphere. 2) Open the contents tab of the sphere and delete the no-copy item Observe: It’s deleted without asking if you are sure. Expected: Deleting no-copy objects from object inventory should have a confirmation in the same way that deleting an object from inventory or from in-world does.

SL-17884: multi-select in inventory is sometime inaccurate
Affects: 1.10.1 (RX – UI/Look and Feel)

Repro: 1) Select an object in your inventory 2) Shift select an object 5 objects down – 5 objects are now selected 3) Shift select the 3rd object down Observe: 5 objects are still selected Expected: Only 3 objects should be selected 4) Shift select the 3rd object down again – 3 objects appear to be selected 5) Hit delete Observe: All 5 objects are moved to the trash. Expected: Only the 3 objects that are selected should move to trash.

SL-17039: drag-select selects objects in the wrong order
Affects: 1.9.0.21, 1.10.5.1 (Content Creation – In-world, RX – UI/Look and Feel)

– Create a cube and put the following script in it:

default
{
state_entry() { }

changed(integer what_changed)
{
if (what_changed & CHANGED_LINK)
{
llSetText(“Link #” + (string)llGetLinkNumber(), <1,.5,0>,1 );
}
}
}
– Shift-drag the cube twice, creating two more cubes. – Arrange the cubes in a line with a cube’s worth of space between them. – Rotate your camera so you see the cubes in a line parallel to your viewer’s window (ie, straight across to avoid accidentally selecting the center cube first). – Still in Edit mode, drag-select the cubes from left to right slowly, paying careful attention to when each cube lights up/is selected. – Press Ctrl-L to Link the cubes. * The numbers above the cubes indicate the parent prim is on the left (Link #1), then Link #2, Link #3. * It should be reversed, since the last prim you selected should have been the parent (in this case, Link #3).

SL-15601: Packet Loss is pegged on iMac after logging in.
Affects: 1.9.0.23 (Content Transmission, Graphics – Rendering, Hot, RX – Viewer Performance)

– On any Mac, go to Barcola (227,33). – Edit > Preferences > General. Choose Start Location: My Last Location. – Edit > Preferences > Network. – Click the ‘Clear Cache’ button. – Confirm the confirmation dialog, and restart Second Life. – Log back in. * Observe: The packet loss indicator is in the red for over a minute.

SL-14370: Agent’s inputs can only be acted on by an object sat on or an attached object in some cases
Affects: 1.9.0.21 (LSL)

– Place the following script in a Cube:

default
{
state_entry()
{
llSetObjectName(“FWD”);
}

attach(key attached)
{
if (attached != NULL_KEY)
llRequestPermissions (llGetOwner(),PERMISSION_TAKE_CONTROLS);
else
llReleaseControls();
}
run_time_permissions(integer permissions)
{
if (permissions & PERMISSION_TAKE_CONTROLS)
{
llTakeControls(CONTROL_FWD, TRUE, FALSE);
}
}
control(key id, integer level, integer edge) {
//Forward
if(level & CONTROL_FWD) {
llSay(0,”CONTROL_FWD”);
}
if(level & CONTROL_BACK) {
llSay(0,”CONTROL_BACK”);
}
}
}

– Put the following script in a Sphere:
key agent = NULL_KEY;

default
{
state_entry()
{
llSetObjectName(“BACK”);
llSitTarget(<0,0,.1>,ZERO_ROTATION);
}

changed(integer change) {

if(change & CHANGED_LINK)
{
if (llAvatarOnSitTarget() != NULL_KEY)// someone is sitting on me
{
llRequestPermissions(llGetOwner(),PERMISSION_TAKE_CONTROLS);
}
else if (llAvatarOnSitTarget() == NULL_KEY)
{
llReleaseControls();
}
}
}

run_time_permissions(integer permissions)
{
if (permissions & PERMISSION_TAKE_CONTROLS)
{
llOwnerSay(“DEBUG: Taking controls”);
llTakeControls(CONTROL_BACK,TRUE,FALSE);
}
}
control(key id, integer level, integer edge)
{
//Forward
if(level & CONTROL_FWD) {
llSay(0,”CONTROL_FWD”);
}
if(level & CONTROL_BACK) {
llSay(0,”CONTROL_BACK”);
}
}
}
– Sit on the Sphere. – Press the Down button. + Verify “BACK” says “CONTROL_BACK”. A lot. – Attach the Cube. – Press the Up button. + Verify “FWD” says “CONTROL_FWD”. A lot. – Press the Down button. * Verify “BACK” says nothing. “BACK” should have said “CONTROL_BACK”. I should be able to give different controls to different objects and have them both work.

SL-13569: IM goes to email if recipient is teleporting
Affects: 1.9.0.16, 1.10.1 (RX – Communication)

– 2 Testers needed for this repro. Tester B has IM to Email notifications turned on. – Tester A & B: Log in. – Tester A: Find Tester B in Find > People and offer them a teleport to your location. – Tester B: Click ‘Teleport’. – Tester A: IM Tester B. – Tester B: Answer back (verfying you received the IM). – Tester A: Type something in the IM window with Tester B but do not send it yet. – Tester B: Teleport somewhere else. – Tester A: As soon as you notice Tester B disappear, start sending IM’s to them. * Tester B: Check your email and verify you recieved the IM’s from Tester A there instead of in-world.

SL-13053: Estate owners and managers sometimes bypass the telehub
Affects: 1.9.0.15 (Land Management, RX – Movement)

Setup: 1 Tester who is an owner of an Estate is needed for this test. – Set up your estate with P2P OFF and set up a telehub. – As the estate owner, teleport from another estate to a region on your estate that contains a telehub. – Verify that you are teleported directly to your target, as if it is P2P. – As the estate owner, teleport from within the sim that has the telehub to another spot within the same sim. * You will either go to the telehub or get an error – “Could not teleport closer to destination.” Expected: The teleport behavior within and sim and from a different sim should be consistant for estate owners and managers. Estate owners should always or never bypass the telehub rules on their own estate.

SL-12508: Objects rezzed by deeded objects are being returned to the creator, not the last-owner.
Affects: 1.9.0.15, 1.10.5.1 (Content Management/Loss, Hot)

Setup: Tester A, Tester B. Tester B is in a group that he is an officer of, and the group has land deeded to it. Testers A and B are on the land. – Tester A: Create a cube and a sphere prim. – Tester A: Set the permissions to mod/copy/trans. – Tester A: Name the sphere “Sphere” and the cube “Cube”. – Tester A: Put “Sphere” inside “Cube”. – Tester A: Create a script in “Cube”, paste the following script in:

default {
state_entry() { }
touch_start(integer touch_times) {
llRezObject(“Sphere”,llGetPos() + <0,0,1>,ZERO_VECTOR,ZERO_ROTATION,0); } }
– Tester A: Take “Cube”. – Tester A: Give “Cube” to Tester B. – Tester B: Accept “Cube”. – Tester B: Make sure you have the land’s group active (Right click avatar > Groups > Select the land’s group and choose Activate). – Tester B: Rez “Cube”. – Tester B: Edit “Cube”. Check “Share with Group”, click Deed button. Click Deed button in the warning dialog. – Tester B: Touch the cube. – Tester B: Verify that “Sphere” rezzes, and is owned by the group. – Tester B: Return both “Cube” and “Sphere”. – Tester B: Verify you receive “Cube” in your inventory’s Lost and Found folder, and you receive a message. * Tester A: Verify you receive “Sphere” in your inventory’s Lost and Found folder, and you receive a message.

SL-11957: Faces of a hollowed out cube with alpha texture applied draw in the wrong order
Affects: 1.10 (Maintenance)

– Create a cube. – Set the Hollow to 95 %. – Texture: Set the Transparency to 1. * Observe: The faces of the cube render in the wrong order. Expected: The faces should render in the correct order. = Partial workaround: set the color of one of the faces (or the texture) to something different). The sides then render properly. The best way to use this workaround is on a face that isn’t visible.

SL-11750: Inworld objects can’t be selected when behind HUD object set transparent via llSetAlpha(0,ALL_SIDES)
Affects: 1.8.4, 1.10.5.1 (Graphics – General)

– Create a cube. – Object tab > Check Physics checkbox. – Create another cube. – Put the following script in it:

default {
state_entry() {
llSetAlpha(0,ALL_SIDES);
} }
– Attach the object to your HUD > Center. – Get the physical box between you and the invisible HUD object. – Exit Edit mode, if you are in it. – Click and hold on the box and try to move it. * Verify you can not grab the box, the invisible prim in your HUD gets in the way.

SL-11589: deleted gestures still work
Affects: 1.8.3 (Content Management/Loss, Security – Exploit)

Steps to reproduce the bug: – Multi-select 4 or so activated gestures in your inventory, right click > Delete – Empty your trash – Open your Gestures window * Observe: Gestures will not deactivate and will be stuck as ‘Loading…’ in the gestures list and cannot be edited or removed easily and will still function as if not erased at all. (They will still be there after you delete your cache and relog.) * Expected results: Gestures to be deactivated upon delete or otherwise prevented from being moved to the trash while active. *Workaround: Right-click > Deactivate a Gesture in your Inventory before deleting it. * Workaround (for broken “deleted” gestures): Create a new gesture. Open the Gestures window, sort by trigger for ease and edit the new gesture. Enter a name of a glitched trigger in the trigger box of the new gesture and save, it will replace it. Enter another name and save and it will also remove it. You can clean your list this way with some patience and then the new gesture can be deactivated and erased safely.

SL-11368: clicking for-sale land on World map should find the parcel in finder
Affects: 1.8.3.10 (RX – Commerce, RX – UI/Look and Feel)

Repro: 1) Clear your cache and log in. 2) Open the world map, check the “Land for Sale” checkbox 3) Double click a parcel pricetag on the World Map. Observe: The finder opens to the Land Sales tab, but that’s all. The fields remain empty and the parcel information does not show up. If you Click the Search button, the do steps 2 and 3 again, it will work. Expected: Double clicking a for-sale parcel on the World map should open the Land Sales tab, and kick off a search.

SL-10473: llSetObjectName doesn’t update the inventory name of an attachment on detach
Affects: 1.8.1, 1.10.5.1 (LSL, Maintenance)

– Create a cube and put the following script in it:

default
{
state_entry()
{
llWhisper(0,”<– my name”);
}
attach(key id)
{
if (llGetAttached() > 0) // attached
{
llSetObjectName(“Attached Attachment”);
llWhisper(0,”I am attached, and my name is ” + llGetObjectName());
}
}
}
– Open your Inventory. – Click on the Recent Items tab. – Attach the cube to yourself. – Verify that you see in chat “Attached Attachment whispers: I am attached, and my name is Attached Attachment”. * Verify that the name of the attachment in your Inventory is still “Object”. – Right-click the attachment > Detach. * Verify that it is still named “Object”. The attachment’s name should have changed to “Attached Attachment in your Inventory when you detached it.

SL-8676: CTRL drop of scripts into objects results in scripts having Running de-selected
Affects: 1.12.2.9, 1.12.3.4 (Maintenance)

– Right-click on the ground, select Create, rez base cube prim.
– Open your inventory, and left-click on any script you can modify to highlight/select it
– While holding down the CTRL key, click drag script from your inventory onto the cube prim you just created earlier
– Right-click on prim, select Edit, goto Content tab to check to see if script is actually in the cube, listed under the Contents area of the prim.
– Double-left click on the script listed under Contents and check to see if the tick box for Running is selected.

SL-5936: Invalid texture applied on apply texture for large linkset
Affects: 1.7, 1.12.3.4 (Maintenance)

Steps to reproduce the bug:

Create a largish linkset 100 prims in this example, and set the texture on the prims, notice all the prims will flash a few times, then change the texture to another

Observed results:

Some will keep the old texture and some might even still have the default ply from the start of the test, as show in the snapshot there are 3 textures visible when i only wanted one to be shown.

Expected results:

Update all surfaces with the latest texture.

SL-5379: Texture all sides on multi prim object fails with latencey
Affects: 1.7, 1.10, 1.12.3.4 (Graphics – General, Maintenance)

– Edit > Preferences > Network. – Set your ‘Maximum Bandwidth’ to 300 kbps or lower. – Click the ‘Apply’ button, then ‘OK’. – Create a cube and duplicate it 20 times. – Link all 20 cubes together. – Duplicate the set 4 times. – Select all the cubes and click the Texture tab. – Click the Texture box to bring up the Texture Picker. – Make sure ‘Apply Immediately’ is selected. – Find a texture in your Inventory via the Texture Picker. Click it once. – Push the ‘Down’ arrow to scroll through your textures (which also applies them all to your selection). – Scroll down until you see the textures start flashing out of sync with different textures on the prims. * Observe: the textures on the object flash back and forth between all the textures you have scrolled through. – Close the Texture Picker by clicking the ‘Select’ button. * The textures continue to cycle.

SL-26099: Show land owners setting doesnt persist between uses
Affects: 1.12.1.12, 1.12.1.13, 1.12.2.7 (Content Creation – In-world, RX – UI/Look and Feel, XUI)

Steps to reproduce the bug:
– right click terrain > edit terrain
– uncheck the [ ] show owners checkbox so terrain is NOT colored
– click the edit button
– click the land button

Observed results:
– the [ x] show owners checkbox is checked again!

Expected results:
– if i uncheck the [ ] show owners checkbox, the checkbox should remain unchecked until:
1.) user closes the build window
2.) user exits SL and opens it later

SL-26035: caps lock causes world map search failure
Affects: 1.12.1.13 (RX – UI/Look and Feel, World Map)

Repro:
1) Turn on caps lock.
2) Open the world map, type a region name and hit Enter.

Observe: The cursor moves to the chat bar.

Expected: The world map should search for the region name.

SL-25395: Resolution cannot be changed while in fullscreen mode
Affects: 1.12.1.11 (RX – UI/Look and Feel)

Repro:
1) From the login screen Preferences, set the Display Resolution to 800 x 600 Fullscreen.
2) Log in.
3) Open the Preferences and try to change the Resolution.

Observe: The resolution drop down cannot be changed

Expected: You should be able to change the resolution.

Work-around: Check then uncheck the “Run in a window” checkbox. The display drop down will then be available.

SL-24444: clicking away from Land & L$ tab asks you to Apply Changes
Affects: 1.12.0.15 (Groups, RX – UI/Look and Feel)

Repro: 1) Contribute some land to a group in the Land & L$ tab, and hit OK. 2) Open the group Information window again, click the Land & L$ tab, then click the General tab (or any other top level tab) Observe: You are asked to Apply Changes. Expected: I should not be asked to Apply Changes if I haven’t changed anything.

SL-24053: Cannot terraform land when the ajoining sim has block terraform enabled
Affects: 1.12.0.15, 1.12.1.6 (Parcels)

Select land that borders a region thats set to block terraform Try and use the land tool and apply to selection on that land You’ll recieve a dialog box saying “The region XYZ does not support terraforming. …” Workaround dont select to the edge of the region with the landtool, use the bulldozer tool instead.

SL-23227: Editing a link part while an avatar is sitting on the object doesnt move the avatar
Affects: 1.11.3.1, 1.12.0.13 (Avatar – General, Content Creation – In-world, RX – Movement)

Create a cube and sit on it Edit the cube and select edit linked parts Now move the position of the cube and watch as the avatar moves then springs back to the start position, This will also be true if your sitting on an actual linkset and editing the part your sitting on.

SL-22656: Buy and Join land are available in the edit menu when you drag a box across a parcel divide
Affects: 1.11.3.1, 1.12.0.13 (Parcels, RX – UI/Look and Feel)

Find a couple of parcels you dont own, that any of your groups doesnt own, and that arent forsale Edit the land and drag a selection box across the parcel division line Notice the join and buy land becomes available, it also lists the land being forsale as L$0 for 0 Sq.m, although none of these options are true.

SL-22650: Clicking ok when recieving a group notice with an object attached displays a you declined x in your chat history
Affects: 1.12.0.13 (Groups)

Open the Group info window for a group your allowed to send notices for Click the notices tab and click create new notice Type some text/message and attach any object and send the notice When the notice displays on your screen click ‘OK’ View your chat history you will see a message similar to ‘You decline Object from A group member named User Name.’ Also any other member who click ok will see this message even though they can retrieve the object from the notice archive

SL-22636: Offered inventory text in chat history is not shown in system message color
Affects: 1.11.3.1, 1.12.0.13 (RX – UI/Look and Feel, XUI)

Offer a piece of inventory to another user get them to accept it. Notice the color of the accepted inventory message is shown in chat colors and not system colors in chat history

SL-22141: Mouse wheel doesn’t zoom in/out when uploading media
Affects: 1.11.2.4, 1.11.3.1, 1.12.0.15, 1.12.1.6 (RX – UI/Look and Feel)

REPRO: Use File menu > Upload Image and select any image to upload. Click “Upload (L$10)”. When you see the “Uploading…” message, try to use the mouse wheel to zoom in/out. OBSERVED: Mouse wheel doesn’t work. Yet, alt-zoom still does. Also, this has been a problem for a long time, I don’t know if it’s intentional, but the “Uploading…” message also locks out other things: you can’t drag objects from your inventory to inworld. EXPECTED: Mouse wheel should work when uploading media. This also happens when sending a postcard, and while uploading a snapshot.

SL-22134: Removing yourself from owner role (as sole owner) unchecks and greys out the owner role until relog
Affects: 1.12.0.13 (Groups)

As the sole owner in a group Select the Group Information Window Click the Members and Roles Tab and the Members sub-tab Select your own name Untick the Owner role and click apply. Notice you will recieve a blue popdown warning saying this action is not allowed (correct behaviour) Also notice the owner role is now unticked and greyed out. Clicking refresh does fix this issue.

SL-21434: UI size impacts viewable area of movie
Affects: 1.11.1.1 (RX – UI/Look and Feel)

– Edit > Preferences > Graphics > UI Size. – Set the UI Size to 1.40 and click OK. – File > Start/Stop Movie to Disk. – Start the movie recording in the pop up system dialog. – Hold Left to rotate your avatar. – File > Start/Stop Movie to Disk. – Find the file on your hard drive (default location is your (Mac: ~/Documents | PC: My Documents) folder. – Play the movie. * Observe: Not only is the UI ginormous (expected), but your your avatar is not centered. The viewable area of the movie is not the same as the viewer window and parts are cut off. – Repeat the above with UI Size .75 * Observe: The UI is itty bitty (expected), but the viewable area of the movie exceeds the size of the viewer window. This results in a black band around the side and top of the window. > Expected: UI Size should not affect movie centering. = Workaround: Set the UI size to 1.00 before recording movies.

SL-21291: Appears you can change the texture on an object you don’t own on your viewer only
Affects: 1.11.0.11, 1.11.0.12 (Content Creation – In-world, RX – UI/Look and Feel)

Setup: 2 Testers needed for this repro. – Tester A: Create a cube. – Tester B: Create a cube next to Tester A’s cube. – Tester B: Select Tester A’s cube. – Tester B: Hold Shift, and select your cube. – Tester B: Click the ‘Features’ tab. – Tester B: Click the ‘Texture’ box to open the Texture Picker. – Tester B: Select a texture in your inventory. – Tester B: Click the ‘Select’ button. * Tester B: Observe: Both your object and Tester A’s object have the texture you selected. – Tester A: Observe: Only Tester B’s object changed textures. > Expected: Tester B should not see Tester A’s object’s texture change. Note: The texture change on Tester A’s object is only persists as long as you are in the region. Either teleport away and back or relog to fix the problem.

SL-20816: SOUND: HUD sounds don’t play when “Restrict spatialized sound to this parcel” is on in About Land > Media
Affects: 1.10.6.0, 1.12.1.12, 1.12.1.13, 1.12.2.7 (Content Creation – In-world)

Create a HUD object with the following script

default
{
state_entry()
{
llSetText(“llPlaySound”,<1,1,1>,1);
}

touch_start(integer total_number)
{
llPlaySound(“cf6d864b-b642-60a3-0a3c-83d15bf099ea”, 1);//Soundtrack 1
}
}

Attach it to your HUD and change the parcel setting to ‘Restrict spatialized sound to this parcel’ Click the HUD object

Notice you wont hear any sound, although it will play if the hud object is dropped to the floor.

Workaround: use llTriggerSound

SL-20726: Stop button does not work when previewing uploaded animation using In and Out percentages with Loop
Affects: 1.10.6.0 (Avatar – Animation)

– Upload an animation. – Enter values for “In%” and “Out%” (I tried In% = 25 and Out% = 50). – Play the animation. – Click the stop button. * Observed: The animation does not stop. (Pause works though.) Expected: Stop button should stop the looped animation.

SL-20717: Snapshot preview is chunky if one window dimention is > 1024
Affects: 1.11.0.9 (RX – UI/Look and Feel)

– Scale your viewer to ~800×600 – Click the Snapshot button. – Verify the preview for “save snapshot to hard drive” looks perfect – Scale your viewer width or height, but not both, to > 1024 – Click the Snapshot button. * Observe: The preview “save snapshot to hard drive” looks chunky as if it has been poorly rescaled. (see atttached chunky_preview.jpg) + Expected: The preview for “save snapshot to hard drive” should always look perfect. Note: The actual snapshot looks perfect. Only the preview is affected.

SL-20690: Camera controls do not work after accessing pull down menus in Snapshot
Affects: XUI1 Phase 1, 1.11.0.9 (XUI)

– Click the ‘Snapshot’ button on the Toolbar. – Change settings in either of the two pull down menus of the Snapshot window. – Attempt to Pan/Rotate Camera using CTRL & CTRL+SHIFT keys. * Observe: Camera will focus on area when left-mouse button is pressed but will not pan or rotate up and down directly after accessing snapshot options windows pull down menus (clicking any of the radio buttons in the snapshot options window restores normal functionality/behaviour). + Expected: Camera should rotate up and down/pan around focus point when holding down CTRL/CTRL+SHIFT keys.

SL-20326: Snapshot, scripted light objects dont freeze when the world is frozen
Affects: 1.11.0.9 (XUI)

– Edit > Preferences > Graphics Detail > Choose ‘Nearby local lights’ and click the ‘OK’ button. – Create a prim and put the following script in it:

default
{
state_entry()
{
while (TRUE)
{
llSetPrimitiveParams([PRIM_POINT_LIGHT, TRUE, <1,0,0>, 1, 10, 1]);
llSleep(1.0);
llSetPrimitiveParams([PRIM_POINT_LIGHT, FALSE, <0,0,0>, 0, 0, 0 ] );
llSleep(1.0);
}
}
}
– World > Force Sun > Midnight. – Alt-zoom on the prim. – Click the ‘Snapshot’ button on the Toolbar. – Click on the prim to focus it and drop away the snapshot. * Observe: The light still flashes on and off. + Expected: The light should stay frozen.

SL-20325: Snapshot, flexible objects update by 1 frame on lod change when world is frozen.
Affects: 1.11.0.9 (XUI)

– Create a prim and put the following script in it:

default
{
state_entry()
{
llSetPrimitiveParams([PRIM_POSITION, llGetPos() + <0,0,1>, PRIM_SIZE, <.010,.5,3>,PRIM_FLEXIBLE, TRUE, 3, 0.00, 0.00, 0.5, 1.0, <.5, 0, 0>]);
llSetColor(<1,0,0>,4);
llSetColor(<0,1,0>,2);
}
}
– Verify the prim is moving. – Alt-zoom on the prim. – Click the ‘Snapshot’ button on the toolbar. – Verify the world is frozen and the prim is no longer moving. – Zoom all the way out, then back in on the prim, triggering an LOD change. * Observe: The prim’s flexible position has changed. + Expected: The prim’s flexible position shouldn’t change while the world is frozen for the snapshot.

SL-20324: ‘Update Snapshot’ button does not update client-side rendering features
Affects: 1.11.0.9 (XUI)

– Create a prim and put the following script in it:

default
{
state_entry()
{
llTargetOmega(<0,0,.5>,.5,.5);
llSetColor(<1,0,0>,1);
llSetColor(<0,1,0>,2);
llSetColor(<0,0,1>,3);
llSetColor(<1,0.5,0>,4);
llSetColor(<0,0,0>,0);
llSetColor(<0,0,0>,5);
}
}
– Alt-zoom on the box. – Click the ‘Snapshot’ button on the Toolbar. – Notice the rotation of the box by remembering which colors are showing. – Click the ‘Update Snapshot’ button in the Snapshot window. * Observe: The box has not rotated. + Expected: The box should have rotated. – Close the Snapshot window. * Observe: The box rotates very quickly to its current rotation and then continues rotating slowly.

SL-20150: Classifieds update button is available on first opening of window
Affects: 1.11.0.9, 1.11.1.1 (Maintenance)

Create a classified Close your profile Right click on yourself and select profile and the classifieds tab Notice the update button is available and not greyed out, it should be greyed out until a change is made.

SL-19929: Autopilot, doesnt cancel at your selected destination quickly enough
Affects: 1.10.5.1, 1.11.0.9 (RX – UI/Look and Feel, Viewer – General)

Find your self a fairly flat peice of ground and stand there. Right click on the ground about 10m away from yourself and select go here Your avatar will walk there but at the destination you will dance around a small area for about 30 seconds until you get the pop up warning, autopilot cancelled.

SL-19880: Only the first Landmark received while offline opens when you log in
Affects: 1.10.5.1 (RX – UI/Look and Feel)

Setup: 2 Testers needed, Tester A and Tester B. – Tester A: Log in. – Tester B: Do not log in. – Tester A: Click the ‘Find’ button > People. – Tester A: Type in Tester B’s name and make sure the ‘Online’ check box is not checked. – Tester A: Click ‘Search’. – Tester A: Click the ‘Inventory’ button. – Tester A: Look in your Inventory for some Landmarks. – Tester A: Drop 2 Landmarks on Tester B’s profile, noting the name of each and which was first. – Tester B: Log in. * Tester B: Verify you only see the first Landmark Tester A sent you open on your screen. – Tester B: Click the ‘Inventory’ button, ‘Recent Items’ tab. * Tester B: Verify you see two Landmarks in the Landmarks folder.

SL-19065: AV Texture Baking on mis-aligned Mac dual montiors results in black AVs!
Affects: 1.10.3.4, 1.10.5.1 (Content Creation – In-world, RX – UI/Look and Feel)

Setup: You need a Mac with a second display to repro this bug. – (Apple Menu) > System Preferences > Displays. – Click ‘Arrangement’. – Drag the Secondary display (without the menu bar) on top of the Main display (with menu bar). – Uncheck ‘Mirror Displays’. – Close System Preferences. – Log in to Second Life. – Move the SL viewer window to the Secondary display. – Right-click your Avatar > Appearance… * Observe: Your avatar is jet black with no features. The preview graphics in the Appearance window are also black. * Observation note: On previous versions the GL previews would be distorted/’spikey’. – Move the SL Viewer window to the Main display. * Observe: Your avatar is no longer jet black with no features. = Workaround: If you saved your appearance in this jet black with no features state, resave it on the Main display.

SL-19010: Simulator thinks a cut, hollow, tapered cube prim is solid at hollow 95%
Affects: 1.10.4, 1.10.5.1 (Maintenance)

– Create a cube. – Set the dimensions to 10 x 10 x 10. – Set the Cut Path Begin to 0.25 and End to 1.00. – Set Hollow to 95 %. – Set Taper X -1.0 and Y 1.0. – Try to walk inside the shape. * Observe: You are unable to walk inside the shape.

SL-18652: map’s clear button fails if cursor is in the region field
Affects: 1.10.2 (RX – UI/Look and Feel, World Map)

Repro: 1) Open the world map, and single click some region on the map 2) Click the Clear button. – The region name remains in the Region field. 3) Close the map Observe: A red arrow appears pointing at the region you clicked. Expected: The region field should be cleared when you click the Clear button.

SL-18444: Object remains highlighted in inventory after rez
Affects: 1.10.2, 1.10.5.1 (RX – UI/Look and Feel)

– Drag an object from your My Inventory > Objects folder to the ground (rez an item). * Observe: The object remained highlighted in your inventory window, even though the window is no longer focused (the object that was rezzed is now focused). – Move your mouse over the Inventory window. * Observe: The object’s highlight becomes an outline (as expected).

SL-18166: Inventory Window > File > Close All Folders only affects the All Items view
Affects: 1.10.2 (RX – UI/Look and Feel)

– Open your Inventory. – Note that your Inventory shows Library closed and My Inventory open, revealing all system and top-level user created folders. – Choose the Recent Items tab. – Choose Filters > Modify Current. – Change the Days Ago until something appears in your Recent Items view. – Choose File > Close All Folders. * Verify the Recent Items view stays the same (no folders closed). – Choose the All Items tab. * Verify that all folders are closed and you only see Library and My Inventory. The Close All Folders option should work on the view currently selected.

SL-16425: View frustum is sometimes incorrect on login
Affects: 1.9.0.21, 1.10.5.2 (Viewer – General)

– Go to Olive (237,150) and face east. – Edit > Preferences > Network. – Click the ‘Clear Cache’ button and click the ‘Close’ button on the warning dialog. – Preferences > General. – Set your Start Location to My Last Location. – Click ‘OK’. – Log out. – Log in. – Watch the terrain load in your minimap. * Observe: Terrain directly in front of you is loaded as expected, but terrain to the SW is also loaded. Expected: Only the terrain in front of you should be loaded.

SL-16363: llEscapeURL and llUnescapeURL caps output to 255 characters
Affects: 1.9.0.21, 1.10, 1.10.5.1 (LSL)

– Put the following script in a cube:

string url = “Welcome to Second Life.We hope you’ll have a richly rewarding experience, filled with creativity, self expression and fun.The goals of the Community Standards are simple: treat each other with respect and without harassment, adhere to local standards as indicated by simulator ratings, and refrain from any hate activity which slurs a real-world individual or real-world community. Behavioral Guidelines – The Big Six”;

default
{
state_entry()
{
llSay(0,”Raw string is ” + (string)llStringLength(url) + ” characters long.”);
llSay(0,”llEscapeURL is ” + (string)llStringLength(llEscapeURL(url)) + ” characters long.”);
llSay(0,”llUnescapeURL is ” + (string)llStringLength(llUnescapeURL(llEscapeURL(url))) + ” characters long.”); }
}
– Observe: The object chats: Raw string is 417 characters long. * Observe: The object chats: llEscapeURL is 255 characters long. * Observe: The object chats: llUnescapeURL is 189 characters long. Expected: The output should not truncate the string (or should have a higher total character limit).

SL-16202: llGetListEntryType returns a string result for a key
Affects: 1.9.0.21, 1.10, 1.10.6.0 (LSL)

– Create an object and place the following script in it:

key a = NULL_KEY;
list b = [a];
default{state_entry(){llOwnerSay((string)llGetListEntryType(b,0));}}
* Observed: The script will return a value of 3 (string). Expected: The script should return 4 (key).

SL-15656: CHANGED_LINK event fires when llSetPrimitiveParams is called
Affects: 1.9.0.21, 1.10 (LSL)

– Create 2 cubes. – Name one ‘parent’ and one ‘child’. – Set the color of the parent to red. – Put the following script in both: [CODE] default { touch_start(integer total_number) { llSay (0, “Changing shape of this prim…”); llSetPrimitiveParams ([ PRIM_TYPE, PRIM_TYPE_BOX, 0, <0.0, 1.0, 0.0>, 0.0, <0.0, 0.0, 0.0>, <0.9, 0.9, 0.0>, <0.0, 0.0, 0.0> ]); llSetTimerEvent (4.0); } timer () { llSay (0, “Restoring shape of this prim…”); llSetPrimitiveParams ([ PRIM_TYPE, PRIM_TYPE_BOX, 0, <0.0, 1.0, 0.0>, 0.0, <0.0, 0.0, 0.0>, <1.0, 1.0, 0.0>, <0.0, 0.0, 0.0> ]); llSetTimerEvent (0.0); } changed (integer Change) { if (Change == CHANGED_SHAPE) { llSay (0, “Changed shape.”); } if (Change == CHANGED_LINK) { llSay (0, “Changed link.”); } if (Change == (CHANGED_LINK | CHANGED_SHAPE)) { llSay (0, “Changed link AND shape!”); } } } [/CODE] – Link the cubes together so the parent is the parent link. – Touch the parent (red) prim. * Observe: The child will respond with changed link and the parent with changed link and changed shape. Neither should respond with changed link, as the link set has not changed. Alternate repro: – Use only one scripted cube, named Parent. – Link it to an unscripted cube, where Parent is the parent prim. – Touch the parent prim. * Observe: the parent responds with changed link again, even though the linkset has not changed. Interesting to note: CHANGED_LINK does not fire when the repro doesn’t include llSetPrimitiveParams. Including llSetScale also does not exhibit this behavior.

SL-13997: “busy” cursor after teleporting via landmark
Affects: 1.9.0.19 (First Hour, RX – UI/Look and Feel)

– Double click a landmark in your inventory to open it. – Click the “Teleport” button on the landmark. * Observe: Your cursor will be in busy mode when you arrive. * Expected: Your cursor should not be in busy mode. = Workaround: Hit the ESC button multiple times to clear the busy cursor.

SL-13693: vehicles rezzed on a prim will not work in all cases
Affects: 1.9.0.17 (Physics)

Repro: 1) Go to Oak Grove parking lot (or just make a big prim) 2) Rez the Kart from the Library onto the parking lot pavement (or your big prim) 3) Hop in and attempt to drive Observe: The Kart doesn’t move. This happens for other vehicles too. Apparently it’s interpenetrating and unable to switch to physical. 4) Get out of the car, lift it a little, hop in. It works now.

SL-13443: llTargetOmega does not work consistently on child prims
Affects: 1.9.0.17, 1.10.5.1 (LSL)

– Create 2 cubes. Color one red. – Put the following script into each cube:

default
{
state_entry()
{
llTargetOmega(<0,0,0>,0,0);
llOwnerSay(“off”);
}

touch_start(integer total_number)
{
state on;
}
}

state on
{
state_entry()
{
llTargetOmega(<0,0,1>,1,1);
llOwnerSay(“on”);
}

touch_start(integer total_number)
{
state default;
}
}
(Condition: Two new prims, two new scripts) – Link the 2 cubes with the red one as the parent. – Touch the parent prim. The linkset will start rotating. – Touch the parent prim again. – Observe: The linkset will stop rotating. – Touch the child prim. * Observe: The child prim chats ‘on’ but does not rotate. – Touch the child prim again to change it to ‘off’. (Condition: Same two prims, recompiled scripts) – Select the linkset and use Tools -> Recompile Scripts in Selection. – Touch the parent prim. – Observe: The linkset will start rotating. – Touch the parent prim again. – Observe: The linkset will stop rotating. – Touch the child prim. * Observe: The prim will start rotating. – Touch the child prim again. – Observe: The prim will stop rotating. (Condition: Rezzed prims (therefore, new UUIDs), same scripts) – Take the linkset to inventory. – Rez the linkset from inventory. – Touch the parent prim. – Observe: The linkset will start rotating. – Touch the parent prim again. – Observe: The linkset will stop rotating. – Touch the child prim. * The child prim chats ‘on’ but does not rotate. Expected: In all conditions the child prim should rotate when touched.

SL-12996: estate messages bounce back from people in Busy mode
Affects: 1.9.0.15, 1.10.6.0 (Estates, Maintenance)

Setup: 2 Testers needed: 1 needs to be an estate owner or an estate manager. – Both Testers: Teleport to the estate. – Busy Tester: World > Set Busy. Dismiss the dialog box. – Estate Tester: World > Region/Estate… – Estate Tester: Click the ‘Send Message to Region…’ button. – Estate Tester: Type in a message and click the ‘OK’ button. * Observe: Estate Tester gets a bounce back message from Busy Tester. Expected: Estate Tester should not get spammed by every busy resident on their estate.

SL-12915: Child camera in another region renders world as if underwater when main agent is in an adjacent region with a higher water level
Affects: 1.9.0.15 (Graphics – General)

– Teleport to Morris (167,256,33). – Alt-zoom on your avatar and pull the camera back toward Oak Grove (over the waterfall). – While Alt-zooming, hold Ctrl to orbit the camera. Orbit it so it dips below the water level in Morris. You should be looking up at your avatar. * Observe: The world appears as if your camera is underwater. Expected: The camera should render the world with respect to the region’s water level it is in. In this case, my child agent (camera) should know about the water level in the sim its in.

SL-12683: Opening notecard moves camera position to default view
Affects: 1.9.0.15, 1.10.2 (Avatar – General)

– Focus on your avatar (Alt-click on it). – Hit ESC to clear the focus. – Hold ALT and press the ‘Down’ arrow to zoom out. Zoom out enough that the difference is noticeable. – Click the ‘Inventory’ button. – Find a Notecard in your Inventory, and double-click it. * Observe: The camera resets to the default position.

SL-12607: Tube with alpha always draws inside out
Affects: 1.8.4, 1.10.6.0 (Graphics – General)

– Create a tube. – Set its Transparency to 2%. * Observe: The inside of the tube appears nearer than the outside from all angles.

SL-12546: Estate Tools: Detail Textures should not accept anything but 512×512 textures
Affects: 1.9.0.15, 1.10.6.0 (Content Creation – In-world, Land Management)

– On an estate you are an Estate Manager/Owner for, open the Texture tab. – Click the Detail Textures: 1 (Low) texture box. – Choose Library > Textures > Rubber. * Observe: You should not be able to choose the Rubber texture. The Texture Picker should not display textures that are not 128×128. – Click Select. – Click Apply on the Estate Tools window. * Observe: The 128×128 texture is applied to the region. – Open your Inventory. Find Library > Textures > Rug. – Drag the Rug texture onto the Detail Textures: 1 (Low) texture box. * Observe: You are not warned that the texture is not 512×512. Expected: You should get a warning when dragging a texture that is not 512×512 into the Detail Texture box.

SL-12408: Teleport puts you at telehub, even if increases travel distance
Affects: 1.9.0.15, 1.10.6.0 (RX – Movement)

Setup: Requires 2 adjacent regions where you have Estate Manager/Owner powers and one Tester who does not have these powers. Setup: West Estate is to the west of East Estate. – Estate Manager/Owner: Do the following on both West and East Estate. – Teleport to the Estate (10,128,X). – Create a cube at this position. – World > Region/Estate… – Click the ‘Estate’ tab. – Uncheck the ‘Allow Direct Teleport’ check box. – Click the ‘General” tab. – Click the ‘Manage Telehub’ button. – Select the cube, and click the ‘Connect Telehub’ button. – Close the Telehub floater. – Tester: With telehubs on both West and East Estate, teleport to East Estate’s telehub. – Walk to the border of West Estate and East Estate, staying on East Estate. – Click the ‘Map’ button on the Toolbar. – Double-click to the west of the border between the two sims, on West Estate’s eastern side. * Observe: You are at West Estate’s telehub, even though you now have farther to travel than before. Expected: The teleport should have failed with the message, “Could not teleport. Could not teleport closer to destination”

SL-12329: Name tags flicker on region crossing
Affects: 1.8.4, 1.9.0.15 ()

– Edit > Preferences > General > Uncheck the ‘Hide my name on my screen’ check box’ and click ‘OK’. – Stand near the border of two regions. – Walk across the border, watching your name tag. * Observe: The name tag flickers as you cross the region boundary. – Watch someone else cross a region boundary. * Observe: Their name tag flickers as they cross the region boundary. Expected: Name tags should not flicker when crossing region boundaries.

SL-11008: Hollow twisted tubes with specific parameters collide as solid cubes
Affects: 1.8.2.8 (Maintenance, Physics)

– Create a 10 x 10 x 10m tube. – Set Hollow to 95, Skew to -65, and Hole Size Y to 0.43. – Rotate it to <0,270,0>. – Observe: You can walk inside the tube. – Set Hole Size Y to 0.44. * Observe: You can no longer walk through the tube. If you try to walk on top of the tube, you will see its collision bounding box appears to be a cube. Expected: The collision should behave as a tube and you should be able to walk through the hollow area.

SL-11001: “Unknown Source” dialog when when someone buys land for group from you
Affects: 1.8.2.8, 1.12.0.13 (RX – UI/Look and Feel)

Setup: 2 Testers needed: Tester A has a parcel, Tester B is an officer in a group with enough tier to hold Tester A’s parcel. – Tester A: Click the ‘Set’ button under ‘Sell to…’. – Tester A: Choose Tester B. – Tester A: Confirm the pop up warning. – Tester A: Type ‘1’ in the ‘Sell for L$:’ input field. – Tester A: Confirm the pop up warning. – Tester A: Check the ‘For Sale’ checkbox. – Tester A: Confirm the pop up warning. – Tester B: Right-click the parcel > About Land… – Tester B: Click the ‘Buy for Group’ button. – Tester B: Complete the parcel purchase. * Observe: Tester A will see a dialog that says “Unknown Source”, followed by ‘Tester B paid you L$ 1 for a parcel of land.’ You should only get ‘Tester B paid you L$ 1 for a parcel of land.’

SL-10314: Bubble chat: Chat shouted by an avatar should go to the Chat Console
Affects: 1.8.1, 1.8.2 (RX – Communication)

Setup: Two Testers needed. – Tester A & B: Turn on Bubble Chat via Preferences > Chat > [x] Show Chat Bubbles. – Tester A: Fly away from Tester B just until his name bubble disappears. Walk back to a point where you can see Tester B’s name bubble again. – Tester B: Type something and hit ( Shout ) or Ctrl Enter/Return. – Tester A: Verify you saw what Tester B said in his bubble. – Tester A: Walk backward until Tester B’s bubble disappears again. – Tester B: Type something and hit ( Shout ) or Ctrl Enter/Return. * Tester A: Verify you did not see the shouted text in the console or the name bubble. – Tester A: Open the Chat History window. * Observed: Tester A: Verify that you see the shouted text in the Chat History window. – Tester B: create a cube and put the following script in it:

default
{
state_entry()
{
llSay(0, “Hello, Avatar!”);
}

touch_start(integer total_number)
{
llShout(0, “Object shout.”);
}
}
– Tester B: Touch the box while Tester A is still unable to see your chat bubble. * Observed: Tester A: Verify that you saw the chat “Object shout.” in your chat console. * Expected: Both avatar and object shouts should be visible by avatars within range while in Bubble Chat mode.

SL-9295: llTargetOmega does not change spin rate of attachments
Affects: 1.8.0.9 (LSL, Maintenance)

Steps to reproduce the bug: 1) Rez a prim and place the following script in it:

default
{
state_entry()
{
llOwnerSay(“spin off”);
llTargetOmega(<0,0,0>, 0, 0);
}

touch_start(integer total_number)
{
state spin;
}
}

state spin
{
state_entry()
{
llOwnerSay(“spin on”);
llTargetOmega(<0,0,1>, 2, 1);
}

touch_start(integer total_number)
{
state default;
}
}
2) Touch the prim several times to verify that it starts & stops spinning correctly. 3) Attach the prim to your av. Alternatively, take it to inventory and attach it from there. 4) Touch the prim again. Observed results: The script still runs, but the llTargetOmega commands do not change the rotation status of the prim. If you recompile the attachment, it will function correctly until you detach & reattach it again.

SL-8882: Grass and trees behind a semi-transparent (alpha) object appear in front of it
Affects: 1.8.0, 1.10.4 (Graphics – Rendering)

– Right-click th ground > Create. – Click the ‘Grass’ button (last button on the Create palette — looks like grass). – Click the ground once. – Click the Create button (magic wand). – Click the Cube button (first button in palette — looks like a cube). – Move the cube about 10 meters away from the grass on the X (red) axis. – Resize the cube to be .010, 10, 10. – Click the ‘Texture’ tab. – Click the ‘Texture’ box to open the ‘Texture Picker’. – Choose Library > Textures > White – Transparent. – Click the ‘Select’ button. – Close the Edit window. – Alt-zoom on the object and rotate the view left and right, keeping the grass behind the object. * Observe: The grass flickers back and forth between appearing in front of the object. * Expected: The grass would sort behind the objects it is physically behind and not appear in front of the objects.

SL-8750: llSetText on child prims disappears on attach
Affects: 1.7.4.7, 1.12.3.4 (LSL, Maintenance)

– Create a cube and a sphere. – Put the following script in the sphere:

default
{
state_entry()
{
llSetText(“SL-8750”,<1,.5,0>,1);
}
}
– Select the sphere, hold shift, and select the cube. – Tools > Link. – Verify the hover text is still on the sphere. – Right-click the linkset > More > Wear. * Observe: The hover text disappears from the sphere. – Right-click the linkset > Drop. * Observe: The hover text reappears. Expected: The hover text on the child prim (sphere) should not disappear when wearing the linkset.

SL-8719: World > Start Gesture only focuses the Chat bar
Affects: 1.7.4.7, 1.10 (XUI)

– World > Start Gesture. * Observe: The Chat bar opens if it was closed, but no ‘/’ is entered for you. If the Chat bar was open, it gains focus. Expected: A ‘/’ should have been typed into the Chat bar. = Workaround: Type a ‘/’ to start a gesture.

SL-8512: Mouse clicks do not register in Preferences window between frame draws when viewer frame rate is low
Affects: 1.7.4.7, 1.10.5.1, 1.11.0.9 (Maintenance, RX – UI/Look and Feel)

Case 1: Failure case – Teleport into the middle of a fire fight, any SL anniversary party or similarly laggy event where your viewer framerate is below 3 FPS. – Edit > Preferences. – Try to click a tab, but click once (don’t hold down the mouse button). * Observe: The mouse click doesn’t register between frame draws, however the rest of the UI does accept input between mouse draws: Case 2: Pass case – Press Ctrl-3 (to open the Edit window). – Click the ‘More’ button. – Click any tab. – Observe: The tabs can be clicked even between frame draws. Expected: The viewer’s frame rate should not interfere with mouse clicks registering.

SL-7185: Texture swatch is missing for no-copy clothing
Affects: 1.7.1.2, 1.12.3.4 (Maintenance, RX – UI/Look and Feel)

Repro:
1) Put on an item of no-copy clothing.
2) Enter Appearance mode and edit that clothing.

Observe: The texture tab for that clothing is missing.

Expected: I should be able to drag textures onto the texture swatch as I was in 1.6.

SL-6264: object scale jitters when scaled past 10m limit
Affects: 1.7, 1.12.3.4 (Content Creation – In-world, Maintenance, RX – UI/Look and Feel)

– Create a box.
– Dragging on the corner scale handle, scale the box up past 10m, and continue to hold down the mouse button.
* Observe: The box will jitter between 10m and ~9.5m.
– Expected: The box would remain at 10m.

SL-6145: World Map zoom level does not persist between
Affects: 1.7, 1.12.3.4 (Maintenance, World Map)

– Open the world map and zoom out. – Relog. – Open the world map. * Observe: The world map is at max zoom level. * Expected: The world map should be at the zoom level I left it at last session.

SL-6124: Viewer window reacts to cursor entering when not focused on Windows PC
Affects: 1.6.13, 1.7, 1.12.3.4 (RX – UI/Look and Feel)

Repro (Windows PC): – Log in. – Start > My Computer. – Move the window so you can see both the viewer and the My Computer window. – Click on the viewer. – World > Set Away. – Click the My Computer window to focus it. – Hover your mouse over the viewer window. * Your avatar wakes up from Away mode and its head movements track the cursor. * UI element hover events fire. The viewer should not react to the cursor entering the window unless the viewer is focused. Does not repro on Mac.

SL-4808: Sitting avatar stands up when dragging clothes on
Affects: 1.6.12, 1.11.0.12, 1.12.3.4 (Avatar – Animation, Avatar – Look/Properties, Hot, Maintenance)

– Sit on an object Right-click > Sit). – In your Inventory, find an article of clothing. – Drag the clothing to your sitting avatar. * Observe: Your avatar stands up. > Expected: Your clothes should just change. The avatar should not stand up for putting on an article of clothing. Note: Attaching objects to your avatar does not trigger this bug. Sitting on the ground does not trigger this bug.

SL-4391: Cannot see another avatar’s jacket’s change of upper fabric until lower fabric selected
Affects: 1.7 (Graphics – General, Maintenance)

– 2 Testers needed for this repro. – Tester A and B: Log in. – Tester A: Find Tester B in the Find > People window. Offer them a teleport to your location. – Tester B: Click ‘Teleport’. – Tester B: Look at Tester A. – Tester A: Right-click your Avatar > Appearance. – Tester A: Click ‘Jacket’. – Tester A: If you are wearing a no-modify jacket, click ‘Take Off’. – Tester A: Create or modify the jacket. – Tester A: Click the ‘Upper Fabric’ to bring up the Texture Picker. – Tester A: Choose a texture in your inventory. – Tester A: Click ‘Select’. – Tester A: Verify your jacket’s upper layer changes. * Tester B: Verify you do not see Tester A’s jacket update with the upper layer change. – Tester A: Click the ‘Lower Fabric’ to bring up the Texture Picker. – Tester A: Choose a texture in your inventory. – Tester A: Click ‘Select’. – Tester A: Verify your jacket’s lower layer changes. * Tester B: Verify you see Tester A’s jacket update with the both the upper and lower layer changes. The jacket should update anytime either of the textures is changed.

SL-27056: History button isn’t lit when Chat History window is open
Affects: 1.12.2.9 (RX – UI/Look and Feel)

– Click History button on toolbar.
* Observe: History button isn’t highlighted (with orange glow) when Chat History window is open.
> Expected: Like other buttons (e.g., Mini-Map, Inventory), the button should be lit when the corresponding window is open.

SL-22139: Show land owners color changes for a person given bypass edit land controls after they relog
Affects: 1.12.0.13 (Groups, Land Management)

Tester A: As the Owner of a group-owned parcel, go to About Land > Options and verify edit land is unchecked Tester B: Log into SL. Tester A: Create a new Role in that group called “Bypass”. Tester A: Assign the Bypass ‘Edit Land’ restriction to it. Tester A: Apply changes and invite Tester B into the Role. Tester B: Accept the invitation into the “Bypass” Role containing the Bypass ‘Edit Land’ restriction Action. Tester B: Travel to the group-owned parcel and make sure you’re on it. Tester B: Try to terraform land, enable show land owners Tester B: Notice the land is Red but you can Edit it Tester B: Relog. Tester B: Again, try to terraform land with show land owners enabled Tester B: Notice the land is now a cyan color, and you can still edit it.

SL-16359: Cut sides of a prim are momentarily visible at some cut values
Affects: 1.10 (Graphics – General)

– Create a cube. – Set the Hollow to 95 %. – Set the Path Cut Begin to 0.250. * Observe: The side appears to ‘snap-back’ at 0.250, then renders correctly. * Observe: This also occurs at 0.500 and 0.750. Expected: The cut side should not momentarily flicker.

SL-6251: Red line in Statistics Bar > Packet Loss when fully expanded
Affects: 1.7 (Maintenance, RX – UI/Look and Feel)

– Open statistics bar (Shift-Ctrl-1). – Click on ‘Packet Loss’ entry twice to expand it fully to view the bar graph with scrolling history * The Packet Loss history graph has a red line above the actual graph, passing over the word ‘Packet Loss’.

SL-4159: Last letter of group name lost when naming group “GroupX” or “GroupY”
Affects: 1.6.12 (Maintenance, RX – UI/Look and Feel)

– This repro requires a Premium subscription with available tier, a parcel (16 sqm will do) and at least L$ 100 in their account. – Setup: Subdivide a 16 sqm plot from a parcel you own. – Right-click your Avatar > Groups. – Click ‘Create’. – Name the group ‘(your avatar’s name) GroupX’. Example: ‘Brent Linden Group X’. – Uncheck ‘Show in Group List’ and ‘Show Members in Group List’. – Warning: Next step costs money! – Click OK and pay the L$ 100. – Right-click the ground > About Land. – Click ‘Set’ to set the group to your new group. – Check ‘Allow Deed to Group’ and ‘Owner Makes Contribution with Deed’. – Click the ‘Deed’ button. – Confirm in the confirmation dialog box. – Click the ‘Access’ tab. * Observe: Verify under ‘Limit access to this parcel to: [ ] Group:’ the group name doesn’t end with ‘X’. * Expected: The group name should end with an ‘X’.

SL-4144: Build button becomes active when the Zoom tool is activated by Appearance mode
Affects: 1.7 (RX – UI/Look and Feel)

Advertisements

Leave a Reply

Fill in your details below or click an icon to log in:

WordPress.com Logo

You are commenting using your WordPress.com account. Log Out / Change )

Twitter picture

You are commenting using your Twitter account. Log Out / Change )

Facebook photo

You are commenting using your Facebook account. Log Out / Change )

Google+ photo

You are commenting using your Google+ account. Log Out / Change )

Connecting to %s

%d bloggers like this: