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Flexible prims 
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Joined: 2011-12-12 04:09:46
Posts: 90
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I don't know when it started, but if a flexible prim is not attached to a non-flexi prim, it will not rez. If you rez a cube, as soon as you
select the flexible path box, the prim goes transparent. If you click off the prim, you'll never see it again and box select will not select it.


2022-07-10 01:08:26
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Joined: 2016-06-19 21:33:37
Posts: 280
Location: Columbus area, OH, USA
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I have duplicated the behavior in both the 1.30 and 1.28 builds. It only occurs on the first select of the 'flexible path' checkbox. If it is toggled off and then on again, the object remains visible.


2022-07-10 02:37:02
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Joined: 2010-03-14 21:12:58
Posts: 84
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What's more, if you set to flex (and it disappears), then unset (it is visible again) and then set one more time so it's flex again and visible, take it into inventory, and then re-rez it, it reverts to invisible and un-selectable. Although, if that buggy prim is rezzed in version 1.28.2.75 or 1.30.0.4 viewer it is a normal flex prim.

Buggy prim is invisible to other avatars.

I was able to drop a script (with a die function) in them with no effect on the bug, but they did self-destruct.

Bug not in: 1.30.0.0 through 1.30.0.4; 1.28.2.75
Bug exists in 1.30.0.5 and 1.30.0.6; 1.28.2.76 and 1.28.2.77

All experiments were done on the mainland region Moneta with the Linux viewers.

NB. I was able to get rid of the buggy prims (pre script) by finding them with world->area search, selecting inspect, then edit->attach. Then I detached it. It was in inventory and able to be deleted. Anyone know a better way?


2022-07-10 11:36:37
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Joined: 2009-03-17 18:42:51
Posts: 5022
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That bug got introduced in v1.28.2.76/v1.30.0.5 with "Backported from LL's viewer fixes to excessive octree recalculations for meshes. Fixed a bug in that fix that was causing an issue when sitting on scripted objects changing the camera view, with those objects vanishing from view". Sadly my "fix" (and the "better fix" by LL adopted in v1.28.2.77/v1.30.0.6) was not good enough... :cry:

I reverted this code change and will publish fixed releases today...


2022-07-10 11:49:13
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Joined: 2011-12-12 04:09:46
Posts: 90
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Thanks Henri.


2022-07-10 12:13:23
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