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known issues list: how long until it's actually worked on?

Should LL fix bugs in previous "chosen work" before working on new "chosen work"

Yes
24 (92.3%)

No
2 (7.7%)

Total votes: 26
Eep Quirk
Absolutely Relative
Join date: 15 Dec 2004
Posts: 1,211
04-12-2006 16:35
(Since I can't reply to the SL Answers forum, where this was originally posted, I'm starting yet another replyable thread in another forum.)

How about working on it instead of adding new features? Lay off the "developers work on whatever they want" policy until these are fixed, eh?

From: someone
* Second Life cannot be started when installation path contains Unicode characters
* llTakeControls allowing rotation even if set to not pass keys
* "Busy" cursor if an error is throttled
* Mass doesn't change on attachments until region cross
* "Busy" cursor after teleporting via landmark
* Graphic driver update button does not open a web browser
* Received Landmarks should open on login
* Vehicles rezzed on a prim will not work in all cases
* You automatically sit when you approach a vehicle you fell off of
* Some name tags are invisible when you log in
* Flying state is incorrect after teleport
* IM goes to email if recipient is teleporting
* llTargetOmega does not work consistently on child prims
* Alt-zooming on an object makes it harder to select
* Texture Repeats double when switching from Default to Planar mapping
* Update IM to Email template to explain how to turn them off
* Improve viewer text field support for INSERT key
* Selection silhouette appears in snapshots
* Observers see you facing a different direction when sitting on the ground
* Estate owners and managers sometimes bypass the telehub
* Water is invisible
* Estate messages bounce back from people in Busy mode
* Force sunrise and force sunset are reversed
* Zooming out from yourself and looking up, causes screen darkness depending on your position
* Avatar partially remains in "teleporting" animation (fly up) after teleport
* Object faces stay lit when focused on
* Group voting history is blank
* Drag and drop item from inventory while performing inventory search and item will be deselected
* Opening notecard moves camera if Av is seated
* Error message for buying l$ has text overwritten by button
* Muted avatars can offer you teleports
* Tube with alpha always draws inside out
* You will receive offline notices after ejecting a group member
* Rapidly clicking on linked physical object sometimes opens move menu
* Estate Tools: Detail Textures should not accept anything but 512x512 textures
* Sky not redrawing correctly for 30 seconds or so when SL brought back as front application
* Delete when chat bar is open deletes selected item instead of text
* Apply last-owner of parent objects to rezzed objects
* Edit > Detach object will not show the name of the object until the inventory is opened
* Can't delete an object that was unlinked after selecting "Edit linked" parts
* Teleport puts you at telehub, even if increases travel distance
* Dollar sign icon not appearing on world map in an expected time frame after land set for sale
* Pushing an avatar across a region boundry is not smooth
* Name tags flicker on region cross
* Attachments show up on different attachment point on login
* Moving viewer window between two monitors causes fonts to look like barcodes; font width is ~ 3 px
* Inworld objects can't be selected when behind HUD object set transparent via llSetAlpha(0,ALL_SIDES)
* "Purchase" button for Buy Currency window not greyed out while transaction is being processed
* Zoomed in HUD doesn't un-zoom after exiting Edit mode if you detach all HUD objects
* Help menu obscures bug report screenshots
* Opening the inventory takes your cursor focus
* Deleted gestures still work
* Fast timer stops after a few frames on dual AMD 64
* No copy objects lost on llGiveInventory() to a busy mode avatar
* Clicking for-sale land on World map should find the parcel in finder
* Changing the outfit on avatar is not reflected in the other avatar's view
* Bad script chat can break normal chat
* An object's group says (waiting)
* $ sign covered by L$ button
* "Go look for First Land" hint should provide more details
* Tube of a certain shape has an incorrect collision bounding box
* "Unknown Source" dialog when when someone buys land for group from you
* Attachments momentarily disappear on region crossing
* llSetName doesn't update the inventory name of an attachment
* Parcel names should be truncated when exceeding alloted space in menu bar
* Bubble chat: Chat shouted by an avatar should go to the Chat Console
* Safari does not handle secondlife URLs containing spaces
* Avatars with complex attachments (e.g. furries) rubber band on region crossing.
* Followcam jitters when backing up
* Hitting ctrl-m while chatting causes you to shout
* Create Landmark Here needs a first use dialog
* llTargetOmega does not change spin rate of attachments
* nVidia 5200 on Mac swaps texture mips
* Grass is in front of alpha objects
* Black flashing rendering bug inside clouds
* IM window loses scroll bar on resize
* Changing Anisotropic Filtering or Shadows resizes the client
* llSetText on child prims disappears on attach
* Other user's classified ads are not visible in their profile
* Fix Start Gesture or remove it from World menu
* Mouse clicks on Preference tabs should register even if your framerate is slow
* Should be at the same relative height after p2p teleport
* Region combo box on world map doesn't work as expected
* Music control is in the wrong state after clicking the "Play Music" button
* Position, size, rotation changes are ignored while a single side is selected
* User-entered text in message when adding groups does not wrap
* Region Texture tool should block textures of incorrect size
* Texture picker's "apply automatically" unchecks when selecting the next object
* llSetText/Hover Text is scaled/fuzzy on HUD attachments
* Ground/terrain stays lit after deleting light source
* HUD attachment changes ground textures on Mac
* Objects are momentarily visible at <0,0,0> before moving to their correct position
* Closing IM tab switches focus to the right, not the left
* Uploaded animations have incorrect name on the Mac
* Object scale jitters when scaled past 10m limit
* Red line in Statistics Bar > Packet Loss when fully expanded
* Preferences > Network > clear cache > Apply starts parcel music stream
* World map is at max zoom every session
* Popgun does not work after teleport to no-script land
* Viewer window reacts to cursor entering when not focused on Windows PC
* Cursor can go outside "Region" field in Map window after autocomplete
* Lighting on avatar seems to flicker at times when you are in the dark
* Avatar and vehicle wind up in a spin and stuck in ground for a few seconds when quickly crossing regions in a vehicle
* Teleport home from an adjacent sim launches your avatar
* Avatar sinks into the ground, then is ejected and bounces across the sim due to a physics issue
* Cannot leave mouselook after taking a screenshot while in that mode
* Texture all sides on multi prim object fails with latencey
* Some locations in sim have no about land information
* Double stream of particles sometimes shown when editing an object
* Trash doesn't update after deleting a folder
* Cannot see another avatar's jacket's change of upper fabric until lower fabric selected
* Last letter of group name lost when naming group "GroupX" or "GroupY"
* Sim names are only allowed to be 35 characters, verify that this appears properly everywhere
* Build button should only highlight while edit tools are open
* Attachment prims 'go missing' when crossing region boundaries
* No "you died" message on teleport home after death
* Tools > Make Joint appears enabled when not building
* See back of avatars head when entering Appearance mode depending on initial location
* Inventory window treats Page Up and Page Down as End and Home for some users
* Should always allow entering keypad's period for object editing
* Viewer is offscreen after switching to windowed mode on Windows XP
* Region boundaries show up on a plane instead of in 2-D
* Sounds started by llLoopSound continue to play when task is moved over no script land
From: Torley Linden (04-10-2006, 05:00 PM)
I know a number of these are certainly being worked on right now, and will be announced accordingly in the release notes of future versions of Second Life to follow up.

They've been posted for better communication, so the community knows we're aware.

BTW, as I frequently mention, the "choose your own work" ethos isn't mutually incompatible with bug fixes at all: a dev who's developed a cool new feature wants it to work well. They go hand-in-hand!
The problem is the devs AREN'T fixing bugs in their original "chosen work" but are, instead, choosing to do OTHER work. When a bug is found in previous "chosen work", THAT "chosen work" should take precendence over new "chosen work".
Beatfox Xevious
is THOUSANDS OF PEOPLE
Join date: 1 Jun 2004
Posts: 879
04-12-2006 18:29
From: Eep Quirk
The problem is the devs AREN'T fixing bugs in their original "chosen work" but are, instead, choosing to do OTHER work.
How would you know this? Do you have privileged access to the devs' work reports?
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Osgeld Barmy
Registered User
Join date: 22 Mar 2005
Posts: 3,336
04-12-2006 18:33
some of these bugs have been on the list for a LONG LONG time

but nevermind that, here is a shiny new feature :)
Khamon Fate
fategardens.net
Join date: 21 Nov 2003
Posts: 4,177
04-12-2006 19:28
Y'all do realize that we're proposing a reduction in the fun compellingness of working at LL.

We're so mean!
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Brace Coral
Basic Account Crew
Join date: 11 May 2004
Posts: 666
Aint Votin
04-12-2006 20:24
Cuz see having your employees CHOOSE whatever they want to work on is not the way run things no siree.

Someone needs to start the whip crackin over there at LL and chop out the Big List Of Fun Ass Shit We Wanna Do Instead Of Fixing Stuff Thats Been Borkified Forever while they at it.

I mean dang just LOOK at that farkin list.

painful n'est ce pas?

yes, yes it is
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Eep Quirk
Absolutely Relative
Join date: 15 Dec 2004
Posts: 1,211
04-12-2006 22:13
From: Beatfox Xevious
How would you know this? Do you have privileged access to the devs' work reports?
No more privileged access than you do, Beatfox. I simply look at the ever-growing known issues list that's posted every week or so. I also see how more and more things get screwed up with each new release and how bugs can linger for months until they're finally even ACKOWLEDGED, let alone actually FIXED (months later, usually).

I don't know what LL's development priorities are but I would think fixing something that gets screwed up would take priority over developing a new feature--even if it's been in development for months/years.

Also, how hard is it to test better? I mean, hell, even SL 1.9 had glaringly obvious cache issues yet, oddly, it was released anyway. How could preview testers NOT catch that? Or, if it was, how could LL not acknowledge it? Or, if it was, how could LL mindlessly release SL 1.9 REGARDLESS? That's just stupid--and someone needs to get smacked upside the head (or fired--or at least severely reprimanded) for it.

Seems LL's a little too touchy-feely and not tough-lovish enough. Also seems like LL doesn't have a central vision/focus/direction for SL and is just bumbling around the dark--much like its next closest competitor, Active Worlds is and has been doing for YEARS.
Siggy Romulus
DILLIGAF
Join date: 22 Sep 2003
Posts: 5,711
04-12-2006 22:18
Andrew laid out in a post how things were looked at and worked on, the impression I got from the post was that folks got to work on things that they found interesting - it was the topic of conversation I had with Flipper while on my stay in Philly.

My observation was that by working on things you find cool and interesting, you are going to get some quality work done - but only on the cool and interesting things, until such times as those things stop being cool and interesting... and of course given the choice over the cool interesting feature and the pain in the arse bug - what are you going to choose? It's human nature... There has to be a doling out of the 'shit jobs' every now and then or you're going to have problems.

Of course I may have interpreted the post wrong.
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Weedy Herbst
Too many parameters
Join date: 5 Aug 2004
Posts: 2,255
04-12-2006 22:39
From: Siggy Romulus
Andrew laid out in a post how things were looked at and worked on, the impression I got from the post was that folks got to work on things that they found interesting.


You left out the "and easy to do" part :)
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Laukosargas Svarog
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Join date: 18 Aug 2004
Posts: 1,304
04-13-2006 03:49
As said by a marketing dept manager during an R+D meeting for a company I used to work for ...

"It's only a trivial matter of software"

:cool:


( there's a number of "Known Issues" that are mysteriously not on the "Known Issues" list too ! )




( oh and btw, that guy was still working for the company when it went bust because it gave too much priority to incompetent marketing mgrs! )
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Caliandris Pendragon
Waiting in the light
Join date: 12 Feb 2004
Posts: 643
04-13-2006 04:26
I've posted several times about the features vs bugs diversion. I think that this may have been a cool way of organising it when there were 100 sims and 10,000 players, but it is becoming ridiculous. I have intermittent freezing, terrible lag since last Wednesday and all the problems with building that I have had for months...linking parts not linking, edit linked parts not working, texturing borked etc. Some of the most significant bugs which affect me aren't on the list of known issues. I don't know why. I reported them AGAIN, despite having had that "all fixed by the latest release kthankxbye" email times ten.

The division of work between bugs and features made sense if the known issues list could be handled by 50% of the time available to the devs being assigned to bugs and the other half to new features. Increasingly, it looks as though this isn't the case.

The technical credibility of the company is coming into question more and more as people begin to research their own technical issues because the defence that it is your graphics card/connection/drivers is getting really old and unbelievable.

They'd better get this sorted, or 11 million dollars ain't gonna be enough to keep the grid afloat. And another thing: if "moving to Open Source" is linden speak for "making the bugs your problem" then eeeeeeeeeeeeeeeeeeeeeeeek.
Cali
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Siggy Romulus
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Posts: 5,711
04-13-2006 11:56
This being said - the last few updates I have noticed a trend that gives some hope, the scales of 'fixing things' and 'shiney new features' seems to be tipping back a little towards something that is a little more even.

I hope this trend continues.

Also for good or bad LL has been asking questions about different areas of functionality before considering changing them - I also hope they can withstand the heat of the inevitable debates that causes and continue with that policy.
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Osgeld Barmy
Registered User
Join date: 22 Mar 2005
Posts: 3,336
04-13-2006 12:18
From: Siggy Romulus
I also hope they can withstand the heat of the inevitable debates that causes and continue with that policy.



its probally better than all the hate mail when they just up and change something without anyone knowing