Yes, there were some cases where you could mute yourself. Also, muting yourself for a specific type (example: voice mute) was having the unwanted side effect of muting yourself and your objects for inventory offers, for example.
I completely reviewed the muting code (again) and reworked it so that:
- A Mute button was added to the dialog triggered by llLoadURL().
- You can't mute yourself or your objects any more, with the only exception of muting yourself for voice (I'm not a voice user, so I'm not sure it is of any use at all, but it's harmless and perhaps is it there to avoid Larsen effect ?...).
- When presented with a dialog from one of your objects (be it the result of a llDialog(), llTextBox(), llLoadURL(), llGiveInventory(), etc...), the Mute button is now hidden.
- The text chat, voice chat, sound, particles mutes are no more interpreted as "full mutes" (for example, if you mute the voice of a resident, you won't get their inventory offers rejected).
- The mute list floater has been completely reworked to show the mute type for residents (full mutes are shown as usual, while specific mutes got their type appended. Example: "John Doe (resident) (voice) (sounds) (particles)"). Also, there are now check boxes in the floater and an "Update mutes" button which entitles you to change the mute type for the residents. In particular, it allows you to mute residents' objects particles and sounds (which was impossible to do because of the lack of a corresponding UI while indeed implemented in the viewer sound and particles playing code).
- But for the text and voice muting actions (check boxes in the active speaker channels), any muting action now causes the mute list floater to open and the new muted object/resident is automatically selected in it (this used to happen only for a few mute actions).
These changes have been implemented in v1.26.0.20 and v1.26.1.8.