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Expanded version of known issues?

SuezanneC Baskerville
Forums Rock!
Join date: 22 Dec 2003
Posts: 14,229
09-17-2006 10:10
Any way to get a fully explanded list of known issues easier than the method I used to produce the partial list shown below?

I was trying to search for "physic" and you can't find it because it's not in the title, only the repro, thus making the list much less useful for reducing duplicate bug reports.
From: someone
Last Updated: Thursday, September 14, 2006
SL-21080: Unable to right-click when wearing a 'FlipTitle' attachment (better repro needed)
Affects: 1.11.0.9 (User Interface, Viewer General, XUI)

(Note: We're working on getting a more generic repro for this bug. If you have information that may be helpful please Email Brent.)

- Attach a 'FlipTitle' object to your avatar.
- Walk forward a few steps.
- Right click your avatar.
* Observe: You don't get the right-click pie menu.
- Open the History window.
- Close the History window by clicking the 'X' widget.
- Right-click your avatar.
- Verify you get the right-click menu.

Expected: An attachment should not interfere with right-clicking.
SL-15933: Client is not seeing arrow keys being depressed when used in combination with function key on MacBook Pro
Affects: 1.9.0.21 (Hot, Macintosh Client, RX (UI/Look and Feel))

- Hold down an arrow key.
- Without releasing the arrow key, press and hold down the Function key.
- Release the arrow key.
- Release the Function key.
* Observed: The avatar will continue moving in the direction associated with the arrow key that you had been pressing. The only way to resolve this is to once again press the same arrow key.
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-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.
SL-24568: detached IM sessions cannot be resized
Affects: 1.12.1.6 (RX (Communication), RX (UI/Look and Feel))

Repro:
1) IM someone. Click the little arrow widget to pop the IM session off of the IM window.
2) Resize the IM session

Observe: The detached IM session cannot be detached.

Expected: You should be able to resize detached IM sessions.
SL-23602: MOTD message does not fit in window
Affects: 1.12.0.15 (Maintenance, UI Maintenance, User Interface)

- Click Help > Message of the Day.
* Observe: Long messages, such as, "For your security, do not give out your Second Life password to anyone or to anything! If an object in Second Life asks you to provide a password, give a different one. Do not provide it with your Second Life password." do not fit in the dialog box.
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 (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-22617: Cube with 'Path Cut Begin and End: B' at .150 appears correct until relog, actual value is .149
Affects: 1.11.3.1 (Edit tools, Graphics)

- Create a cube.
- Change the 'Path Cut Begin and End: B' to .150.
- Verfiy the edit UI states that the 'Path Cut Begin and End: B' is .150.
- Relog.
- Edit the object and look at the 'Path Cut Begin and End: B'.
* Observe: The 'Path Cut Begin and End: B' is .149.
> Expected: It should be .150.
SL-21174: UI size causes drag-select to miss objects
Affects: 1.11.0.9 (Edit tools, UI Maintenance)

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 (UI/Look and Feel), User Commerce)

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)

- 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)

- 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, Hot)

No repro. Got a good one? Email [email]bugs@secondlife.com[/email] and reference SL-18064.
SL-17885: deleting a no-copy item from object should ask for confirmation
Affects: 1.10.0.34 (Hot, User Interface)

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 (UI Maintenance, User Interface)

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, Hot, RX (Rendering), 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)

- 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, 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 (UI/Look and Feel), User Commerce)

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.
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So long to these forums, the vBulletin forums that used to be at forums.secondlife.com. I will miss them.

I can be found on the web by searching for "SuezanneC Baskerville", or go to

http://www.google.com/profiles/suezanne

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http://lindenlab.tribe.net/ created on 11/19/03.

Members: Ben, Catherine, Colin, Cory, Dan, Doug, Jim, Philip, Phoenix, Richard,
Robin, and Ryan

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Torley Linden
Enlightenment!
Join date: 15 Sep 2004
Posts: 16,530
09-20-2006 11:03
Let me check with Brent to see if there's a more elegant way to do this...
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Brent Linden
eXtreme Bug Hunter
Join date: 16 Feb 2005
Posts: 212
09-20-2006 12:13
I've added a task for our web team to add a open/close all repros button to the Known Issues page. No word on how long it'll be. Thanks for the suggestion!
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The best way to predict the future is to invent it. -Alan Kay