I've implemented a pretty standard PointOnLine constraint in my engine:
C=|(p2-p1)xl| where l is the line normal in world space, p1 and p2 the points on the bodies (also in ws).
The line is fixed on point body1. So d/dt(l) = w_1 x l (w_1 angular is the velocity of body1).
The jacobian (vel1,angVel1,vel2,angVel2) is asymmetric, I think thats correct:
vel1 = -vel2 but
angVel1 != -angVel2
Everything works so far

Any ideas of how to get a stable slider joint?