Script changes lost after TP or crash — old bug is back!
tracked
DimplesApplePie Spicy
Description:
In 2025, an old bug is back. Edited a script in an attached object, hit Save over 150 times, compilation was successful. After teleport or crash, script reverted to an older version (1.8). Hours of work gone.
Details:
Object was attached (not rezzed).
Multiple manual Saves, confirmed by compiler.
After teleport or viewer crash → changes lost, script rolled back.
This bug had been fixed years ago. It’s now back and happening again in 2025.
Affects attached objects more often than in-world ones.
Severity: Critical for developers.
Fix needed: Asset save sync on attachments is unreliable. TP or crash = data loss. This should not still happen after 20+ years.
WTH — I worked 2 hours HARD for nothing due to your stupid glitch. We're in 2025, and you still haven't fixed teleport issues? 23 years later and TP still sucks. Seriously?
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Moo Boo
Yep, this is still somehow a bug. It's absolutely illogical that an item doesn't save on it's inventory being modified, instead you have to detach it and re-attach it like an imbecile.
This is why whenever I'm developing anything I rez it on the ground and take backup copies of it religiously, because to have any faith in the QoS of SL is to be delusional. You are your own QoS.
Same goes for any memory alterations that you do in a script - do NOT rely on it at all, expect any data stored in a script to spontaneously combust at any given moment, instead rely on the LinkSetData for any data that needs to be permanently stored as it's continuously stored whereas script memory isn't - script memory is only stored on item detach.
Signal Linden
tracked
Hello DimplesApplePie Spicy. We understand your frustration with the script reversion bug. This is a known issue we're actively tracking, and we apologize for your lost work.
For future reference, please maintain a professional tone in your communications. We take all bug reports seriously, but a professional tone helps ensure the focus remains on the problem.
DimplesApplePie Spicy
Signal LindenThank you for your response. However, I’d like to respectfully point out that this issue — which has persisted for over two decades — continues to affect content creators in very concrete ways. Just today, I experienced the same crash again during a teleport and lost over two hours of work. That is not a minor inconvenience; it’s a recurring obstacle to productivity.
While we understand that new features are part of platform evolution, persistent core bugs should take precedence. Stability is not a luxury — it’s a foundation. Building new functions on top of unresolved systemic issues only compounds long-term technical debt and user dissatisfaction.
As for the request to maintain a professional tone, that’s fair. But let’s be clear: leadership in professionalism also comes from delivering on long-standing problems, not just moderating the tone of those impacted by them.
After 23 years, users are justified in expecting results — not just reassurance. We stay invested, we upgrade hardware, we adapt to platform changes — all in good faith. The same level of commitment is expected in return when it comes to resolving fundamental bugs.
Atomic Infinity
I sympathize, yes I have seen that too. I'm not sure if it was ever really fixed. The workaround is to save the script then detach the item, and re-attach it, especially before trying to teleport. I usually make a copy in inventory too while it is not attached, as a safety net.
This is also why I am refraining from making any attachment rely on linkset data too, as that all goes
poof
in a bad teleport as well.