Any ideas why my KinematicBody2D character is instantly changing y position when I am expecting it to fall with gravity? This is only happening in one very specific part of the tilemap. Basically, falling off a ledge where the ground tile is 16 px below the ledge. Any further distance drop and the character falls as expected, smoothly with gravity applied.
Here is a video with collision shapes on. I try to demonstrate the "teleport" (four areas in the middle, one on the left) and normal falling. You can see some raycasts (used for ledge grab, head stomp, etc.), but I've done it with them all disabled, and it does not make any difference.
I have also tried changing the default project gravity (used in code) and the rapid jump still occurs for this area of the tilemap, while other movements are affected as expected.
My player movement code is too messy to share (it's about 800 lines :-|), and I have no idea which part of it is the problem. So I'm looking more for a recommended troubleshooting direction or ideas. The approach is based on https://godotengine.org/asset-library/asset/120.
Tileset and character by penusbmic (https://penusbmic.itch.io/free-dungeon-ruins-tileset).