🪰 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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Object Name Corruption on Collada (.dae) Import – Blender to Second Life
Description: When importing a Collada (.dae) file from Blender into Second Life, one or more objects within the mesh linkset frequently get renamed incorrectly, even though all object names are clearly and uniquely set in Blender prior to export. This issue occurs systematically: All objects are properly named in Blender. The .dae file is verified to contain the correct object names. However, upon import into Second Life, at least one object's name is arbitrarily replaced by the name of another object in the linkset. This results in duplicate names in the final imported mesh, despite no such duplication existing in the original .blend or .dae. This bug makes it extremely difficult to manage and script mesh components reliably, especially when using scripts that rely on precise object names via llGetLinkName(). Steps to Reproduce: Create a multi-object mesh in Blender with uniquely named objects. Export to Collada (.dae) using SL-compatible settings. Import into Second Life using the Mesh Uploader. Observe that one or more objects are renamed incorrectly during or after import. Expected Behavior: Each object should retain its unique name exactly as defined in Blender. Actual Behavior: At least one object name is replaced by another object's name, leading to incorrect duplication. Notes: This happens regardless of naming conventions (e.g., simple vs. complex names, underscores, numbers, etc.). It's not caused by Blender's export; inspecting the .dae shows correct names. The issue seems to originate during SL’s import processing stage. Please investigate and correct this persistent and highly disruptive behavior. Just a final note: it's been this way for years. It's annoying having to check each object name one by one just to find the one that's not named properly.
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