SkeletonModification2DJiggle Joint Data fields refuse to slide when chain length > 0
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
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
Minimal reproduction project (MRP)
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