Quick answer: Partition slots into locked and free sets, sort only the free set, and reassemble so locked items keep their exact positions.

A player pins a few favorite items in a chest, hits sort, and everything shuffles including the pinned slots. The sort rebuilds the whole array with no awareness of locks.

How to fix it

1. Separate locked from free slots

Before sorting, collect indices the player has locked and exclude them. Sorting the full array unconditionally is what moves pinned items.

2. Sort only the free items

Gather items from unlocked slots, order them by your sort key, and place them back into only the free slots in order. Locked slots stay untouched.

3. Merge stacks safely

When combining partial stacks during sort, respect each item's max stack size so sorting never creates an oversized or duplicated stack.

Catching the ones you can't reproduce

The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.

Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.

This is where a tool like Bugnet earns its place. Its SDK captures every Godot error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.

The bug you can't reproduce isn't gone — it's just invisible until you capture it from the player's device.