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SkeletonModification2DJiggle Joint Data fields refuse to slide when chain length > 0

Open Joey-Einerhand opened this issue 6 months ago • 1 comments

Tested versions

Reproducable in:

  • 4.0.stable,
  • 4.4.1.stable

Which means this bug has existed since the introduction of SkeletonModification2DJiggle, during the new IK system of 4.0.

System information

Godot v4.4.1.stable - Windows 11 (build 26200) - Multi-window, 3 monitors - OpenGL 3 (Compatibility) - NVIDIA GeForce RTX 3070 Ti (NVIDIA; 32.0.15.6094) - Intel(R) Core(TM) i7-10700K CPU @ 3.80GHz (16 threads)

Issue description

SkeletonModification2DJiggle's 'Default Joint Settings' fields do not slide when clicking and dragging if the modification has chain length > 0. This includes the 'Damping' field, which has a UI slider.

Steps to reproduce

See MRP zip below.

Step 1: Select the Skeleton2D and open the ModificationStack. Step 2: There are 2 SkeletonModification2DJiggle modifications in the modification stack. The top one has 0 chain length, the other has >0. Step 3: Slide any of the fields in 'Default Joint Settings' for the top modification and notice that sliding works as intended Image Step 4: Slide any of the fields in 'Default Joint Settings' for the bottom modification and notice that sliding stops after incrementing a certain amount Image

Minimal reproduction project (MRP)

jiggle-fields-mrp.zip

Joey-Einerhand avatar Jun 23 '25 13:06 Joey-Einerhand

Can reproduce (exactly as described) on:

Godot v4.6.dev (25203e24c) - Windows 11 (build 26100) - Multi-window, 2 monitors - OpenGL 3 (Compatibility) - NVIDIA GeForce RTX 4080 SUPER (NVIDIA; 32.0.15.8180) - AMD Ryzen 7 7800X3D 8-Core Processor (16 threads) - 63.11 GiB memory

TheDying0fLight avatar Dec 03 '25 10:12 TheDying0fLight