A resource that holds a stack of [SkeletonModification2D]s.
	
	
		This resource is used by the Skeleton and holds a stack of [SkeletonModification2D]s.
		This controls the order of the modifications and how they are applied. Modification order is especially important for full-body IK setups, as you need to execute the modifications in the correct order to get the desired results. For example, you want to execute a modification on the spine [i]before[/i] the arms on a humanoid skeleton.
		This resource also controls how strongly all of the modifications are applied to the [Skeleton2D].
	
	
	
	
		
			
			
			
				Adds the passed-in [SkeletonModification2D] to the stack.
			
		
		
			
			
			
				Deletes the [SkeletonModification2D] at the index position [param mod_idx], if it exists.
			
		
		
			
			
			
				Enables all [SkeletonModification2D]s in the stack.
			
		
		
			
			
			
			
				Executes all of the [SkeletonModification2D]s in the stack that use the same execution mode as the passed-in [param execution_mode], starting from index [code]0[/code] to [member modification_count].
				[b]Note:[/b] The order of the modifications can matter depending on the modifications. For example, modifications on a spine should operate before modifications on the arms in order to get proper results.
			
		
		
			
			
				Returns a boolean that indicates whether the modification stack is setup and can execute.
			
		
		
			
			
			
				Returns the [SkeletonModification2D] at the passed-in index, [param mod_idx].
			
		
		
			
			
				Returns the [Skeleton2D] node that the SkeletonModificationStack2D is bound to.
			
		
		
			
			
			
			
				Sets the modification at [param mod_idx] to the passed-in modification, [param modification].
			
		
		
			
			
				Sets up the modification stack so it can execute. This function should be called by [Skeleton2D] and shouldn't be manually called unless you know what you are doing.
			
		
	
	
		
			If [code]true[/code], the modification's in the stack will be called. This is handled automatically through the [Skeleton2D] node.
		
		
			The number of modifications in the stack.
		
		
			The interpolation strength of the modifications in stack. A value of [code]0[/code] will make it where the modifications are not applied, a strength of [code]0.5[/code] will be half applied, and a strength of [code]1[/code] will allow the modifications to be fully applied and override the [Skeleton2D] [Bone2D] poses.