Add roughly 50 new Guns Guns Guns items under [Library > Guns Guns Guns 3]
Modify Snare Rock to trigger easier on collision (100 -> 50) Modify Bee Hive to trigger much easier on collision (200 -> 20) Modify chainsaw sounds to ramp up and down faster
Add [Custom Item > Copy] to easily copy their save strings
MaD Lab: Add triggers::ApplyEffectBeam (see `xml beebeam`) Add triggers::JointZapper (see `xml impactbeam`) Add general support for layer="0/1/2" (background/default/foreground) Add Firearm support for muzzleAngle="AngleInDegrees" Add Firearm support for destroyAfterFiring="0/1" Add more triggerCustom support for weapons that spawn items (see `xml portalracket`) Add item effects support: sting, cray Fix triggerOnCut not working for armours Fix inheritSettings not working if bulletProperties was not set (inherits Force/Radius/Duration from parent gun)
Spring Cleaning
Patchnotes
Items
Add Health Switch (variant of Medical Switch that works for the doll's total health instead of a single bodypart) Add Velocity Switch (triggers linked items when reaching high enough velocity, customizable via Trigger Force) Add Pointer Random (variant of Pointer that points in a random direction whenever triggered) Rename Stasis Field as Stasis Beam Add Stasis Field (stasis in AoE) Add Stasis Caster (stasis linked)
Modify Arcanity to not cut linked items with its effect
Fix Eden and Ghost Shotgun pellets colliding with static ghosts Fix Soulstorm projectiles not being ghosted by default Fix Camo Mine not copying colours Fix Dark Gnome Mask and Drone Mask not ending their effects when destroyed
Features
Add [Fleshcrafting > % Regeneration] that modifies Regeneration property speed.
Add negative values support to various Fleshcrafting settings: - Bullet Damage, Blunt Damage, Bleed Damage, Sharp Damage, and Regeneration - Reversing the multipliers will cause healing when normally damaged, to allow things like bullet absorbing. - Negative values may cause wildly unexpected things to happen, are entirely unbalanced, and largely untested. Enjoy.
Add [Properties > Physics > Resist Joints] (Joints will not attach to the item. Existing joints will remain, even after saving and loading) Add [Properties > Alive > Resist Armour] (Armour pieces will not automatically equip on the doll. Armours equipped before adding the property will remain equipped, even after saving and loading.)
Add [Alt+Click] to pick a colour with the cursor when the colour menu is open
Add visualization to [Detail > Joints] displaying which joint will be removed
Add console command menualpha=[0-1] that changes the opacity (1 = default, 0 = invisible) of currently open menus for the current session.
Gameplay
Modify Resist Freezing: - Now caps temperature at 1C instead of blocking changes entirely (aka allows extinguishing fires by freezing) - Sub-zero dolls with the property are able to stand and receive visible wounds
Modify Concussing property to concuss for longer to make it useful for bullet jackets Modify Hyped property force to be less immediately deadly
Fix Flip hotkey not being mappable (default: Tab+mouseover)
Steam
Hopefully finally fix Steam workshop sometimes not loading all subscribed content
MaD Lab
Fix MaD Lab models embedded in saves not updating the Library on load (making them lose functionality) Add triggers::ApplyEffectToLinked (see xml Stasis Caster) Modify triggers::ApplyEffectInRadius triggerCustom to support particles (see xml Stasis Field)
The Naughty List
The Naughty List is a new minigame containing dolls that have somehow managed to be naughty.
You'll also get an assortment of randomly-generated gifts to deal with them, like a good little helper.
Devouring Moon
Devouring Moon is a halloween event where you protect pumpkins by bodyblocking the devouring moon's attacks.
It can be found in the main menu for a while, and after that in [Environment > Minigames > Devouring Moon].
Guns Guns Guns - Part Two
Welcome to Guns Guns Guns - Part Two!
Guns
34 New guns have been added on top of the guns already added previously. They can be found at the top of [Library > Guns Guns Guns]
[Detail Tool > Gunsmith] adds various settings for modifying guns and bullets.
Most of the previously-hidden firearm values* can now be modified.
Like that sniper that shoots 50 bullets.
Or an assault rifle that shoots a wall of doll-sized bullets at dolls.
[Detail Tool > Bullet Jacket] allows modifying the properties applied to bullets**.
Like a sneaky cornershotgun.
[Detail Tool > Muzzle Sound] allows overriding the gunshot sound and volume of the gun.
- 13 new sound effects have been added in the Firearms category.
- Some old sound effects have been modified and renamed to be more descriptive.
- Old gun volumes have been normalized to be more in line with each other (instead of shotgun shooting your ears off.)
May be expanded to also include other muzzle things, in some form, at a later time.
* Gunsmithing Details
- Velocity and Scatter affect the velocity that bullets shoot at, which is not affected by the bullet's weight. A baseline forward Velocity is applied first away from the barrel position, which is then modified by a random Scatter. For example a Velocity 100 / Scatter 100 bullet can vary between 50 and 150 final velocity. Meaning that Scatter can make bullets shoot backwards if it's too high.
- Recoil affects the force applied to the gun, which is affected by the gun's weight. There is no upwards recoil.
- Bullet Size % may be wildly different between different types of bullets, because it's a multiplier of the size of the bullet (whose models may be of various sizes -- e.g. the model used for shotgun pellets at 100% are huge.)
- Most old guns don't have reloading, as it was added later on. For example the Assault Rifle shoots infinitely as it has a Magazine Size of 1 bullet and Reload Time of 6 frames, as opposed to modern guns using Bullet Delay for the time between each bullet, and Reload Time only after the magazine is empty.
- Bullet Delay, Reload Time, and Burst Delay are measured in frames (aka ticks/updates.) The game tries its best to run at 60 frames per second. For example most assault rifles use 3-6 frames delays between bullets (aka 10-20 bullets per second fire rate.)
- Burst Amount enables burst shooting when above 1, which makes the gun automatically shoot multiple bullets in a row when triggered. Bursting uses Bullet Delay between each bullet, Burst Delay between each burst, and Reload Time once the magazine is emptied.
For example Battle Rifle shoots as follows: Bullet (Bullet Delay) Bullet (Bullet Delay) Bullet (Burst Delay) ... (Reload Time)
** Bullet Jacket Details
The name "Bullet Jacket" was picked to describe the fact that the properties only apply to generic physical bullets.
Meaning that a good chunk of weirder projectiles won't use the properties at all, because most properties require a collision to apply them.
E.g. A lot of weapons use raycasts instead of physical projectiles (Blasters, Lasers, Rays, etc.) E.g. Various weapons shoot ghosted AoE projectiles (Microwave Gun, Shockwave Gun, etc.) E.g. Some weapons don't spawn any projectiles (Boomstick, Frost Cannon, etc.)
Some properties also aren't available for bullets, e.g. most Alive and Physics properties, because they would break things or not work at all.
Added Gunsmith, Bullet Jacket, and Muzzle Sound to Detail tool when modifying a gun Added 34 new guns, and some projectiles Modified guns to increase magazine size if burst size would exceed it Modified bursting guns to behave better with Trigger tool Fix some bullets being erroneously ghosted Fix some bullets needlessly overriding default shooting behaviour Fix various bullets being rotated wrong
Gameplay
Modified burning to deal more devastating damage Modified Flaming property to heat up items faster, and have fancier particles Modified Lava to increase initial temperature when applied Fix deepfrying capping temperature at 80 Fix item triggers not reseting after being crabbed Fix Crash minigame not starting Rename Flame Thrower as Fire Thrower to distinguish it from Flamethrower Rename Tazer as Shocker because that's what it does Rename Alive settings tooltip as Fleshcrafting so it's more memorable
Visuals
Added muzzle flash to shotguns Modified all flame bullets to use new flame graphics to distinguish them from particles better
Sounds
Added 13 new sound effects in [Sounds > Firearms] and renamed various old ones Modified various sound effects and volumes Randomized bullet-alive and bullet-wall sound volumes, and made it so they can't stack Randomized ricochet volumes
Misc
Modified save history to contain up to 20 saves Modified Drag Tool to have a minimum force (to make dragging low weight items feel better) Modified various tool tooltips to include quick use information (e.g. Rotating with left/right arrow keys) Modified Dark Sprite bites to deal more damage, and it not to destroy itself while feasting, and only after Duration otherwise (instead of randomly) Fix hyping and transmuting kind of affecting walls Fix doll joint Break Force always showing 20000 after saveload
MaD Lab
Added randomAngle and randomSize to firearm functionality XML Added inheritSettings for bullets to use the firearms' force/radius/duration Added triggers::ExplodeAfterDuration Added projectiles: pellet, arcanitybullet, grasper, knockoutbullet Added effects: shock, emp, rust
Gunsmithing Test
Welcome to Guns Guns Guns - Gunsmithing
Gunsmithing adds various settings for modifying guns as well as bullet properties via the Detail tool.
It currently mostly works, but still needs further testing and ideas for fleshing it out, so
it's available on the Experimental branch:
Right click on MaD2 in your Steam Library and select [Properties > Betas > Experimental]
If you find any bugs, or have any ideas for more modifiable things, leave feedback in the Discussions or MaD2 Discord.
More new guns will follow once the test is finished.
Gunsmith
Most of the previously-hidden internal firearm values can now be modified.
Notes:
- Velocity and Scatter affect the velocity that bullets shoot at, which is not affected by the bullet's weight. A baseline forward Velocity is applied first away from the barrel position, which is then modified by a random Scatter. For example a Velocity 100 / Scatter 100 bullet can vary between 50 and 150 final velocity. Meaning that Scatter can make bullets shoot backwards if it's too high.
- Recoil affects the force applied to the gun, which is affected by the gun's weight. There is no upwards recoil.
- Bullet Size % may be wildly different between different types of bullets, because it's a multiplier of the size of the bullet (whose models may be of various sizes -- e.g. the model used for shotgun pellets at 100% are huge.)
- Most old guns don't have reloading, as it was added later on. For example the Assault Rifle shoots infinitely as it has a Magazine Size of 1 bullet and Reload Time of 6 frames, as opposed to modern guns using Bullet Delay for the time between each bullet, and Reload Time only after the magazine is empty.
- Bullet Delay, Reload Time, and Burst Delay are measured in frames (aka ticks/updates.) The game tries its best to run at 60 frames per second. For example most assault rifles use 3-6 frames delays between bullets (aka 10-20 bullets per second fire rate.)
- Burst Amount enables burst shooting when above 1, which makes the gun automatically shoot multiple bullets in a row when triggered. Bursting uses Bullet Delay between each bullet, Burst Delay between each burst, and Reload Time once the magazine is emptied.
For example Battle Rifle shoots as follows: Bullet (Bullet Delay) Bullet (Bullet Delay) Bullet (Burst Delay) ... (Reload Time)
Bullet Jacket
A fancier name for bullet properties. Previously bullets only inherited properties from guns, which caused various issues since dolls would often be touching those firearms.
Notes:
- It's Detail tool only for now, and may remain as such for boring technical reasons.
- It's called Bullet Jacket to describe the fact that the properties only apply to generic physical bullets.
Meaning that a good chunk of weirder projectiles won't use the properties at all, because most properties require a collision to apply them.
E.g. A lot of weapons use raycasts instead of physical projectiles (Blasters, Lasers, Rays, etc.) E.g. Various weapons shoot ghosted AoE projectiles (Microwave Gun, Shockwave Gun, etc.) E.g. Some weapons don't spawn any projectiles (Boomstick, Frost Cannon, etc.)
- Some properties aren't available for bullets, e.g. most Alive and Physics properties, because they would break things or not work at all. If you find any other properties or combinations that don't work properly, please bug report them.
- A search bar is coming once the property list and menu is finalized.
Muzzle
Currently the exact same as the Sounds menu for other items, allowing you to override the sound and volume the item makes.
May be expanded to also include other muzzle things, in some form, at a later time.
Guns Guns Guns
Guns Guns Guns Patchnotes
Items (read: guns)
Added an arsenal of guns and gun attachments: (you can find them in [Library > Guns Guns Guns])
A Salt Pistol Action Hero Pistol Armour Breaker Assault Pistol Assault Shaker Attachment Point Barrel Bottle Barrel Hook Big Bullet Gun Blanker Attachment Boomstick Bottle Suppressor Bullet of Unusual Size Carrot Gun Chroma Extractor Coil Musket Coil Pistol Devolving Barrel Devouring Gun Disc Repeater Explosive Bullet Extra Receiver Festive Rifle Futuristic Stock Glass Blaster Glinthusk Hakarhal Coil Heavy Rifle Magazine High-Explosive Magazine Intense Scanner Launching Barrel Lawbreaker Marksman Stock Melting Pistol More Bullet Magazine Packed Magazine Pincher SMG Pistol Belt Pistol Grip Poly Bullet Poly Revolver Rifle Clip Rodclobber Shell Belt Speedloader Clip To Whom It May Concern
Add puny non-gun items: Trigger Next and Untrigger Next (Triggers/Untriggers the next linked item, in the order they were linked. (Note: multi-linking may cause the order not to be as expected.)
Tweaks
Add console command: simpleignores 0/1 (temporarily toggles whether or not ignore lines are drawn using simple/dashed lines)
Modify generic explosion volume to be lower Modify item loading speed on launch to be faster
Modify Aim Tool not to reselect the same item when stopping aiming Modify Aim Tool stop button to follow items
Modify Arc Grenade damage to be higher Modify Devouring Drone to have more max speed Modify Fire Resist to also resist napalm-type items Modify Glass Pane to be easier to break by default (its strength can be modified via the Default Tool) Modify Tesla Coil to use Trigger Force as damage multiplier and resist shocking by default Modify Turbo Effectator to remove linked items' effects on untrigger
Modify guns to pass opacity value to projectiles Modify guns to pass triggerCustom to projectiles if it doesn't exist already Modify plain bullets to ignore their firearm Modify various xml properties to be applied even if the item doesn't have a trigger Modify item model refreshing to display tooltip
Fixes
Fix C4 not exploding after saveload Fix Devouring Drone sticking to linked items Fix Futuristic Monopod not working Fix Joint Slinger aiming wrong with Aim Tool Fix Mover type items not waking up items Fix Mutilation Booth environment not zapping Fix Open World causing damping Fix armour pieces dragging wrong if the armour joint is manually cut Fix bulletholes sometimes deleting stainless ragdolls Fix firearms not waking up from recoil Fix gloves not being re-equipable if the original hand is destroyed Fix regrowing new bodyparts or fixing them producing weaker bodyparts Fix some firearms shooting twice when triggered with RMB while dragging
MaD Lab functionality
MaD Lab is the item editor made from scratch specifically for MaD2 content creation.
See the documentation for more info: https://gitlab.com/RavaGames/madlab/
Add generic properties: ghostOnContact, weldOnContact, killOnContact Add generic value temperatureMolten=numberInCelsius (when temperature exceeds it, the item melts into lava) Add firearm values: angle=numberInDegrees, bulletAngle=numberInDegrees Add firearm properties: invisibling, aimhacking
Add triggers (see the xml of various new items for reference): Triggers::BeltAttachment Triggers::BlockBarrelAttachment Triggers::SoundBarrelAttachment Triggers::StockAttachment Triggers::TriggerNext
Add projectiles: crabber (spawns crabs on the item on collision) monochrome (melts items into paint pellets) decorated (spawns a decorated tree on collision) ballandchain (spawns a heavy ball that attaches to the gun) boom (explodes) blasterbullet (see: xml coilmusket) armourbreaker (destroys armour on collision) laserbeam (spot-cutting bullets that draw a line to the firearm's center) blorch (see: xml towhomitmayconcern)
Modify Disc projectiles to support various new features in triggerCustom (see xml towhomitmayconcern / xml coilmusket)
P.S. guns
Organs & Fixes
A small update is out now, patchnotes:
Add an approppriate amount of organs and bones inside ragdolls
Add console command "tooSpooky" to disable organs and bones (open the console with the [Home]-key, or via [Settings > Menus > Console])
Modify updating a custom item to update spawn menu and library focus
Modify Joint Slinger to only sling one joint per trigger when Duration is set to 0 Modify cloner descriptions to be more descriptive
Fix Neodymium Sword not being magnetic or triggered by default Fix respawning rotating items wrong when spawn angle is set Fix longbow arrow not having fletching Fix scaling reseting spawn rotation Fix Disc launcher discs not being explody enough Fix cloners not launching items Fix user content failing to share if you had no existing user content Fix Ignore loading performance issue
Things That Do Things Update
Things That Do Things
- Added 50+ new things that do things.
- Added 0 new things that don't things.
- Fixed things that didn't do things well, or that did things wrong.
New Items
The theme for this update was (obviously) things that do things, with lots of interesting customization via tweakable values and linking. The only exception was no guns, as those will follow in a future update ːMaDFirearmː.
The next couple updates will be purely more and more items, to even further flesh out the MaD Lab functionality system (see the Lab section below for more info.)
Find them all under [Library > Things That Do Things].
3D Printer AC Unit Airstrike Flare All-Knowing Shell Annoying Alarm Clock Apocryphal Blade Arcade Machine Atomizer Au Gratin Pan Auto Link Brick Mine Bricking Hammer Bus Stop Sign Can of Worms Card Box Celestial Compass Celestial Star Chaotic Hammer Charged Judgement Cheap Firecracker Chili Spear Core of the Earth Crane Magnet Crucible Curserot Cyber Tire Dirtbike Wheel Disposal Barrel Door Switch Drain Field Egg Carton Electric Iron Exploding Sign Futuristic Monopod Gibstick Single-Use Sword Single-Use Sword Blade Single-Use Sword Box Single-Use Sword Hilt Joint Slinger Link Beam N-Sided Die Neodymium Sword Opacity Switch Pastaff Prisoned Rift Remote Camera Slipping Sign Smart Ice Cube Spring-Loaded Glove Swinging Bottle
Item Tweaks
- Blight only affects Alive items
- Bricks are heavier by default
- Burning items produce more varied sounds with a higher quality (at the cost of there being an occasional tiny gap since it's no longer a single looped sound)
- Lighter-type items trigger Fireworks on touch
- Neuro gas deals more damage in a smaller radius
- Sticky items stick more (to more items at once, and with more force to walls)
- Chainsaw won't spawn more than ten sounds at once (wromrrromrowromowrromor)
- Magma projectiles have fancier visuals, are now hotter, and are destroyed when extinguished (e.g. Dragon's Breath)
- Magnets no longer affect ignored items
- Melting triggers on-destroy effects
- Random property effects can't apply disintegrating or ghost (so the property-applying item can actually hit them again)
- Worms now also deal damage on bite instead of just applying bleeding
Damage Tweaks
- Generic blunt damage is higher by default
- Giblets have been tweaked to have more varied sizes and models, to inherit more velocity, burst into blood better, and disintegrate more randomly
- Slightly larger chunks are allowed to turn into giblets, but on average fewer giblets will spawn compared to before
- Low-mass alive items will produce fewer giblets, to avoid gibsplosions when rapidly cutting
Misc Tweaks
- Main menu does things now
- Add console command "detaillocked [0/1]" (temporarily toggles whether or not detail tool can area select locked items)
- Launch tool has been improved to use wheel rotation and mass rotation
- Wheel rotation has been modified so selected item only rotates while dragging/moving
Item Fixes
- Bleach+Ammonia collision works properly again
- Electricity and Neuro gas won't cause bleeding any more
- Explosions are more explody aka previously-intended more cuts per explosion were not working properly
- Items with Resist Shock are no longer triggered by Shock power
Misc Fixes
- Cloning no longer disables Vanilla spawn property
- Compressed triggerCustom won't fail to load sometimes
- Wheel speed setting loads at correct values now
MaD Lab
MaD Lab is the item editor made from scratch specifically for MaD2 content creation.
The Cryolab update added an XML-based model functionality support to MaD Lab and MaD2, which has since been expanded to be the main content creation workflow for the game.
See the documentation for more info: https://gitlab.com/RavaGames/madlab/
While the system was originally made to make item creation easier for myself, all of the new functionalities in this update were also made to be as generic as possible so they can be applied to other models as well and tweaked. (At least, where feasible, e.g. there's kind of no way to generalize an item that spawns spaghetti.)
From my point of view the system works brilliantly for content creation -- tweaking item model values in Lab while the game is running and then refreshing to see the changes in-game is just great.
More items and more functionalities will follow.
Misc
- Add temperature and temperatureMelt attribute support into functionality
- Add "stormcloud" projectile
Triggers
Use via trigger="triggers::TriggerNameCaseSpecific" in functionality XML.
- AimAtLinkedAttachment (makes gun aim at linked item while attached, e.g. triggerPos="0,-20" triggerForce="100" triggerColour="e92d15")
- Airstrike (Spawns Force amount of linked items every Duration after triggered, items ignore walls and trigger on collision)
- AnnoyingAlarmClock (Bounces around.)
- ApplyEffectInRadius (applies body effect in radius, e.g. triggerCustom="gib")
- ApplyEffectOnSharp (applies body effect on sharp hit, e.g. triggerCustom="gib")
- DisintegrateOnHit (applies DisintegrateIntoItems to items it hits, with same triggerCustom parameters, e.g. triggerCustom="items=chilipepper;posX=0;posY=0;scale=0.5;destroy=false;amount=10;randomScale=1;randomPos=1;particle=fire3" triggerColour="FF0000" triggerCollide="50")
- DoorSwitch (toggles ghost and sets alpha to Force% on trigger, and resets on untrigger. Only toggles alpha when triggerState="1")
- DrainHeal (drains Force health from items in Radius, and sends it to linked items.)
- DrawStage (draws the stage on the item, e.g. triggerCustom="posX=0,posY=-60,scale=0.075")
- ExplodeInRadius (makes all items in radius explode every duration frames)
- FireworkGrenade (same as firework except explodes more and doesn't fly, e.g. triggerForce="1000" triggerRadius="200" triggerPos="0,-15" triggerDuration="30")
- JointSlinger (1. Creates a joint from Pos forwards, up to Radius away. 2. Pulls towards it at Force for Duration. 3. Destroys the joint and starts all over again. E.g. triggerForce="100" triggerDuration="30" triggerColour="94deef" triggerPos="36,0" triggerRadius="1962")
- LinkLinkedToRay (links from linked items to items that touch the ray. E.g. triggerForce="100" triggerColour="259e25" triggerPos="20,0")
- LinkToJointed (Links linked items to jointed items when triggered.)
- MagnetWhenSwung (attracts items in triggerRadius by triggerForce when spinning or moving fast enough, e.g. triggerRadius="200" triggerForce="500")
- MeltAndPour (Temperature in radius, destroy on colour, and pour projectiles combined. E.g. triggerForce="100" triggerRadius="50" triggerCustom="items=magma,lava;start=-10,-25;end=10,-25;angle=75;chance=0.05" ignore="magma" triggerColour="FF00FF")
- ProjectilesOnEverything (Spawns custom projectiles when moving too fast, or hitting with sharp)
- ProjectilesOnSharp (Spawns custom projectiles the next frame after hitting with sharp)
- ProjectilesWhenSpun (spawns custom projectile every duration frames, when spinning faster than force e.g. triggerCustom="magma" triggerDuration="8" triggerForce="50")
- ProjectilesWhenSpunOrSwung (Spawns custom projectiles when speed exceeds force)
- RandomEffectInRadius and RandomEffectOnHit
- RandomPropertiesOnHit (Adds force amount of random properties to the item (not its victims) on hit and while triggered, capping at 50)
- Refactor generic visual effects (e.g. burn/freeze/radiation/etc visuals on alive items. This should change nothing, but is mentioned for bug reporting purposes in case any issues are found.)
- SpawnItemsCraft (same as SpawnItems, except has "targets=a,b,c" in triggerCustom, only triggering when hitting any of those items, e.g. triggerCustom="items=glasssword;targets=glassswordblade;posX=0;posY=-38;rot=0")
- SpawnItemsSlowly (spawns linked items slowly, e.g. triggerCustom="posX=0,posY=0,forceX=0,forceY=0" triggerDuration="120")
- SpawnItemsWhenSwung (spawns items every triggerDuration frames when spinning or moving fast enough, inheriting base item's velocity multiplied by triggerForce, e.g. triggerCustom="items=brick;destroy=0;temporary=1;posX=-10;posY=-20;rot=0" triggerContact="100" triggerForce="1000" triggerDuration="10" ignore="brick")
- TeleportBehindOnHit (teleports on sharp every triggerDuration frames, moving towards hit body at triggerForce e.g. triggerForce="100" triggerDuration="10")
- TemperatureInRadius (Modifies temperature of items in Radius by Force each frame.)
- TriggerLinkedOnDestroy (triggers linked items when the item is destroyed)
Night of the Living Staplers
Patchnotes:
Pumpumpkinpumpkin:
Add Night of the Living Staplers minigame where you mow down hordes of living staplers using a chainsaw before they eat all your pumpkins (it will be permanently available in the Minigames section of environments.)
Rename Pumpkin Defence as War of the Pumpkins Modify War of the Pumpkins to use non-elevator music
Gameplay:
Modify Locked property to be saveable (the property is still available via Detail tool only) - Note: This means that levels may now contain items that can't be dragged/deleted like usual. To unlock or delete such an item, use the Detail tool. Reseting still deletes them.
Add [Ctrl+C] hotkey to quick-clone selected items (click to position and spawn them) Modify cloning not to reset spawn properties (settings are still reset for boring technical reasons.)
Add [Settings > Mouse > % Wheel Rotation] to controls the rotation speed of dragged items when rotated with the mouse wheel
Modify all items to use physics rotation when rotated with the mouse wheel by default ([Shift+Mouse Wheel] rotates their angle directly if you miss the old functionality.)
Modify wheel physics rotation force to be higher by default for better swinging action Modify currently selected item (1) to rotate with the mouse wheel while paused (overriding zooming while the item is selected) Modify default wheel rotation angle step to be 15 degrees (this is also affected by wheel rotation setting)
Modify mass rotation to be the default when multiple items are rotated with arrow keys Modify mass rotation with [Shift+Arrow Keys] to rotate all items around their centre when multiple items are selected
Items:
Modify chainsaws to go brrbrrbrrbrr wromwromwrmorwrmmmm
Modify Stinger Drones to allow targeting other drones when affected by Sinister Software Fix Sinister Software being able to attach to two drones at once
Buff Braveheart heal to match new fire damage, and make it customizable via Trigger Force Modify Braveheart to apply Resist Concuss to avoid fire damage overwhelm concussion
Modify Turrets to be treated as firearms (so attachments work) Modify Turret bullets to have more bullet per bullet
Modify recoil attachments to be stackable (so a tripod and a stock can both be attached) - Note: Removing any of them will return the firearm to its original recoil
Damage:
Modify Drain property damage+heal to be more in line with new doll healths Fix Drain property visual effect not respecting blood colour
Modify healing to reset damage overwhelm concussions
Buff blight damage to match new default healths better
Buff some firearms to shoot faster by default
Fix walls bleeding on blunt collisions
Saves:
Modify MaD Lab model saving to check for unique models to avoid duplicates bloating the save size and causing loading performance to tank Rename Load Content as Browse Content
Misc:
Modify integer snapping to apply to newly spawned items as well as moving items Add console command "snap [0/1]" (variant of "integerscaling [0/1]"). When enabled causes item positions to snap to the nearest full number when spawned/moved so things can be perfectly aligned without worrying about floating point precision. Default: 0.
Add console command "ps [0/1]" (variant of "prioritizeselection [0/1]"). When enabled, toggles prioritizing selected items with tools (default: 1)
Fix prev/next item keys in spawn menu not working properly
Fix non-bullet items sometimes being treated as bullets
Fix decomposing items (e.g. Shard Sword) not respecting skin