Nothing annoys me about Opensim, though some things do frustrate me at times, usually those who use these worlds, but that's a given wherever there are people, and is even worse in RL. Opensim doesn't behave like Second Life simply because it isn't Second Life. That might sound a little trite, but it's just the way it is. Nowadays Opensim is far closer to Second Life in the way it works than it ever was in the past. Personally I had hoped that by now that Opensim would be light years beyond Second Life, but things change and whilst that might have been possible in the earlier days when Opensim had a number of developers, that isn't the case now, when there is only one developer working on core Opensim. The issue of voice has been covered previously, and I'm not about to enter that fray except to say that there are projects that could be developed, but no one is prepared to finance them... Ditto some of the capabilities of the viewer that don't work in Opensim. There have been various attempts to create an Opensim only viewer, but once again, they have been individual projects, and whilst Firestorm still allows access to Opnesim, the FS team have difficulties attracting Opensim developers, especially those with Linux skills. Viewers that also allow access to Second Life contain a lot of code that is not only unneeded for Opensim, but actually impede operations in Opensim. There is no easy way around this issue, as all mainsteam viewers are optimised for Second Life, which is to be expected, given that the numbers of users on Second Life dwarf the numbers who use Opensim.
The physics engine that affects the way an avatar walks is an ever ongoing thing. When I started in Opensim there was only really ODE physics running on X Engine. Avatars could walk, and run etc, but vehicles were not exactly well supported, and we had the grand choice between one of Sara Kline's golf carts, or Neb's Racer and maybe one or two other options. Evidently it had been decided, but I don't know who, that Opensim wouldn't have vehicles... Then, around 2014 a survey showed that of everything, the most desired thing was vehicles that worked, and so work started on Bullet physics and later of course we got ubODE and Y Engine, which brings vehicle script behaviour closer to that of vehicles in Second Life. As far as steps are concerned, since the change to Bullet required a different, and considerably bigger avatar capsule, walking up and down stairs and steps became a little problematic. I've had to adjust some of my builds to accommodate the physics changes, but in terns of getting your avatar to walk up stairs and steps smoothly I've found it necessary to include an invisible prim that allows the avatar to glide up and down steps.
Most who come from Second Life usually don't stay because they find Opensim quite empty of avatars, and many don't grasp that Opensim is a confederation of grids, and not one grid like SL. Opensim also runs on servers quite literally located all over the globe rather than in just a single datacentre somewhere in the USA as is the case with Second Life. Things don't work like Second Life here, because it isn't Second Life. Most who come here aren't builders either, but we have far more who don't build nowadays than in the past where virtually everyone built and also ran their own regions, if not their own standalones or even separate worlds, like Dorena has done since quite early in in Opensim history.
The great thing about Opensim is that it's opensource, so if there is a feature you want there is nothing stopping you creating it, all you need are the skills. That applies to a voice module as it does to developing a dedicated viewer solely for Opensim, or even a completely different feature that you think might be good. Let's not forget that's how we got things like Varregions, the 4096 bug crushed, the tide module, or even an inworld currency module.
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