🪰 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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needs info

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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Camera lag does not work during ground movement (walk/run)
Description When moving the avatar forward on the ground (walk or run), the camera follows immediately without any noticeable lag, regardless of the DynamicCameraStrength setting in Debug Settings. However, during Fly and Fall the camera lag works as expected. This bug is reproducible with: Default avatar (classic) Legacy, Maitreya, Kemono mesh bodies With AO, HUD, and all attachments removed (clean avatar) Sub-accounts as well (not account-specific) Note on small avatars: Some smaller rigged avatars sometimes do not show this issue, or the behavior can change depending on avatar height/hover height. However, humanoid avatars (Legacy, Maitreya, Kemono, Default) are always affected and never corrected by these changes. Confirmed in: Second Life Viewer Release 7.2.0.16729091892 (64bit) Firestorm Viewer 7.1.13 (78266) and 7.2.0 (78879) (Firestorm inherits this issue from the SL viewer) ==================== Steps to Reproduce Log in with the official Second Life Viewer. Remove all AO, HUD, and attachments. Reset camera with Ctrl+9. Open Debug Settings → set DynamicCameraStrength to various values. Move the avatar forward (walk or run). Observe the camera: no visible lag. Compare by Flying or Falling → camera lag works correctly. ==================== Expected Result Camera lag should smoothly delay the camera when moving forward on the ground, as it does during Fly or Fall. Actual Result During ground movement (walk/run), the camera ignores lag and follows immediately. The DynamicCameraStrength debug setting has no visible effect.
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