Bloody Mess Beta Test

The Bloody Mess Beta Test is a sneak peek at some of the upcoming new features where you can help destroy all the bugs before the update is released.
This is one of the largest updates made to the game ever, so there will be tons of issues, which is why it's releasing on the opt-in Experimental Branch first.
To play the beta, navigate to [Steam > Library > MaD2 > Properties > Betas] and select the Experimental branch. After that, redownload the game and you should gain access to the beta update.
The full, massive, patchnotes can be found below, and all testing and bug reporting should be related to them in some way during the test.
Report bugs on MaD2 Discord, or the Bug Reports discussions on Steam.

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STABBING, DOLLS & DAMAGE
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Add physics stabbing:
- Any item that has a sharp layer will attempt to stab through dolls,
temporarily disabling collisions and damaging the doll.
- Stabbing happens at medium force or velocity.
(Cutting happens at high force or velocity.)
- Modify sticky items not to lose their velocity when stuck
Known issue: Weapons may get ejected from stab wounds.
Stabbing is physics-based, working via weak joints. It's a delicate balance of being able to remove the weapons, and the weapons falling out on their own. I'll keep tweaking it.
Known issue: Stabbing is not consistent.
It will likely be different on each load of a save due to physics jitter. This is not something that can be fixed, really, but may be improved.
Add physics bullet penetration:
- Penetration mainly depends on the bullet velocity,
but bullets will slow down as they pass through bodies.
Known issue: Bullets may boomerang back towards the body they stabbed.
Known issue: Even "weak" bullet-spewing weapons are currently able to penetrate.
The system will be fleshed out eventually so there's more differentiation between different weapons.
Modify dolls:
- Doll healths are now 500% of what they were before by default.
(This was necessary to give items a wider damage range that was possible before,
since sharp items now deal consistent stabbing damage as they pass through a body.)
Known issue: This will break a lot of items that deal flat damage. Report them so they can be buffed.
- Doll hands now bend both ways.
- Concussions now require a harder hit.
- Regeneration property now heals for 0.1% of health per frame
(instead of flat health per frame, so it's now stronger, and scales with high-health dolls)
Modify various damages:
- Modify cut and cut bleeding damage to be generally lower
(to compensate for cutting happening continuously as the item is stabbed)
- Modify plain bullet damages and headshots to be more in line with new doll healths
- Modify blunt item damage to deal multiple instances of lower damage
(instead of one huge cloud of blood per hard collision)
- Modify fall/blunt damage against static objects to be lower
- Modify contact damage instance amount not to be capped
(previously 10/frame)
Modify blood visuals:
- The amount of blood particles and their spreads has been toned down
since stabbing applies a lot of damage and wounds
- Various blood visual effects (cutting, bullet holes, blunt)
have been modified to be more varied
- Modify bullet hole graphics to draw on all nearby bodies (to make them look better near bodypart overlaps.)
Known issue: bullet holes may get drawn vertically on bodyparts while passing through a body horizontally.
- Modify particles to have a small amount of random friction for variety
Cutter:
- Cutter now works much better on even the smallest cuts. Bag of Chips is no longer indestructible
(and as such Min Cut Length setting has been removed as useless)
- Cutter will now continue cutting even if the cut started inside a body
(meaning that embedding explosives inside items should work much better)
- Modify cut sounds to be more varied in volume
Explosions:
- Explosions now cut more, through multiple bodies, and more randomly
- Generic explosions have generally more particles
Shocks:
- Shock spreading is now much more random (duration fades randomly instead of uniformly, and may increase when spreading to other items for a second wind)
- Shocks now arc to nearby items (radius depending on their duration: short shocks will rarely arc, and longer ones will)
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MODELS
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Redesign model management under [Library > Item Models] to simplify the whole system:
All model management is now done using the file system, so you can simply edit the model file using MaD Lab and the changes will be available in-game immediately
Models.sol is now essentially obsolete, but it still works
Console commands "modelimport" and "modelmanage" can be used for legacy model management
Add [Open Model Folder] button that opens the folder where models can be placed
Add [Refresh] button that loads all the item models from the folder
Add support for saving MaD Lab models:
Meaning that anyone can load saves that contain your item models
Doing so increases the save size drastically, especially with more complex models
Model data is saved as-is at the time of saving. Modifying the model, refreshing, and re-saving will update the model. (Modifying the model, refreshing, and loading an old save will still contain the old model.)
Saved model data can not be turned back into a MaD Lab item, so make sure you don't lose your source files if you want to modify them ever.
Known issue (but needs a reproducible save string): Saving a model may cause loading to fail until game is restarted. May manifest as joints loading into upper left corner, or random places.
Modify item models to only load on start instead of each time Library is opened
(since the Refresh button exists now)
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VISUAL EFFECTS
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Add muzzle flash to all guns.
Known issue: Muzzle flash probably shouldn't be on *all* guns as it looks just weird on some of them.
Modify selection highlight vfx
Modify smooth blood to be smaller by default (20 -> 12)
Modify visual effects masking to look better on complex items
Modify spawn sprite position while stamping for more consistent quality
Fix flipping not flipping stains and stamps
Fix flipping causing stamps not to save
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ITEMS
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Add [Spawn > Skin > Opacity] slider (0-100) which modifies the transparency of the item
(Applies to the effects layer as well. This is not a bug but just how the graphics work: The effects layer is a child of the graphic, so transparency affects it.)
(Can be set above 100%, in which case the model's transparent layers will also be boosted towards opaque)
Add Resist Gravity property
(Always acts as if gravity was 20 and wind 0, even if environment settings are changed, and ignores gravity-modifying effects from items and the Crush power)
Add Beam Blaster that blasts beams
Add Caller Ball, a variant of Target Ball
(spawns freezing snowballs instead of sharp ones)
Add Timer Switch For, a variant of Timer
(Toggles trigger for all linked items, counts down to duration, and toggles again.)
Add Snow Grenade, a freezing explosive variant of snowball
Modify items-as-projectiles to ignore the same type of projectile
(e.g. Bananas from Banana Magazine won't collide with each other.)
Modify placeholder item to be square (instead of stapler, for collider performance)
Modify implosive+explosive items to disintegrate on collision
Modify Ragdoll Figure to spawn the ragdoll at its own scale
Modify Light Sabers to use Trigger Force for length
Modify all previously-ultrasharp items to use triggers::CutOnCollision with modifiable triggerForce instead
Modify Antique Lamp, Electric Candelabra, Lightbulb, and Table Lamp not to use laggy shadow casting (which only works for a single source at once)
Modify Kronos Mask+Antenna to have Trigger Duration setting (affects duration of slow motion on hit)
Modify Wrist Rocket Launcher skin so its projectiles can be skinned better
Modify Wrist Rocket Launcher projectiles to inherit skin
Modify Kinetizer not to launch linked items
Modify Energy Sword to have "energy" tag so it appears in search results when searching for "Energy"
Modify Gas Grenade projectiles to respect particle effect overwriting (if there are other similar items, report them, it's unfortunately a manual process to make things-that-spawn-things to work with the effect)
Modify Chest model to have fewer colliders and a skin that matches Open Chest (existing saves are not affected)
Modify Button to have default duration of 1 (stops triggering instantly instead of after the previous 10 frame delay)
Modify Button to use trigger duration (can trigger for a longer time after pressed)
Rename Taser as Tazer so it zaps more
Fix items spawned via hotkeys using spawn skins of different items
Fix crumbler bullets ignoring Crumbler item
Fix Repel not respecting Resist Gust
Fix Wind bullets not working (and they now repel instead of generating explosions)
Fix Inflatable Decoy not being affected by bullets
Fix balloons not being able to trigger some collision events
Fix Battery Trigger being able to trigger items when re-triggered while out of power
Fix Witch's Items not accounting for projectile mass when shooting (causing some projectiles to fly out very fast, or very slow)
Fix Antique Lamp layering issue
Fix Speaker Drone text not respecting camera pan
Fix Mongolian Armour being named Mongolian Armor instead of Mongolian Armour
Add triggers::LightSource (triggerPos(x,y), triggerColour(RRGGBB), triggerRadius(n)) that spawns a Soft Glow around the item
Add triggers::Slowmotion (triggerDuration)
Add triggers::Explode (triggerRadius, triggerForce, triggerCustom="cuts=true;sounds=sfx1,sfx2;particles=particle1,particle2")
Modify triggers::StunGun to use triggerColour instead of static value
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TOOLS
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Modify body picking to prioritize selected items
(Making it easier to pick the item you actually want. Affects all tools that use it)
Modify tool and power radius to be 50px by default (from 40px)
Modify power effect force to be 100% by default (from 50%)
Modify selected invisible items to display hull outline while paused
(Since they can't use the glow filter because they don't have graphics)
Modify Stab Tool force to be much more usable
Modify Stab tool not to stab instantly, only after mouse is pressed again after beginning to drag
Modify Drag tool mode toggling to not require exact mouseover to make it more reliable
(Press Drag tool hotkey while dragging to toggle between physics and damped dragging modes)
Modify Drag tool toggling to work with RMB when the item doesn't have a functionality
Detail Tool:
Item indicator line ends near the targeted item instead of directly at its centre
Settings update twice a second (instead of six times a second, for both performance and to make it look less hectic)
Skinning constantly applies changes (and no longer respawns the item when skinning)
Skinning saves and restores previous item and skin in Spawn menu when the skinning menu is closed
Skinning applies to all selected items
[Settings > Health] automatically increases maximum health when going above it
Fix menu opening offscreen if the item is too high on the screen
Launch Tool:
Launches all selected items (only the clicked one will be dragged)
Only rotates the target item while Shift is pressed
Continuously sleeps items so they won't fall when bumped
Modify link tool visuals:
Replace lines with arrows
Add hover outline display for linking/unlinking
Add line animation when linking/unlinking
Fix some links not being drawn when multiple items are selected
Modify ignore line to be thicker
Modify default joint width to be 2
Modify Piston joint to have break force
Modify jointing line to use the joint's colour
Modify jointing line to have a shadow for legibility
Modify weld line to start at item's centre for better preview (since welds are item-item and not position-position)
Modify welding to apply to all selected items (note that other joints don't make sense to work like this since they're position-based)
Fix quick-welding (double tap joint hotkey, drag while pressing, and release) not respecting joint menu graphics settings
Fix various linking edge case issues (all selected unselected cases should now work as expected)
Fix concuss power disabling armours
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STEAM
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Add support for editing existing Workshop items when you re-submit an item with the same name
(! Please back up the shared content before you attempt this just in case, as the workshop functionality in general is very shaky.)
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USER INTERFACE
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Add favourite levels list in the Library (same as Content menu, but more accessible)
Modify main menu icons
Modify Library icons
Modify menu toggle styling to have more contrast
Modify dark menu text to have more contrast
Modify Library categories not to be underlined
Modify properties list not to highlight current selection
Add MaD Lab button under Item Models
Add "Empty." under Item Models with help text if no models have been imported
Rename "Local Models" as "Item Models"
Rename "Favourites" as "Favourite Items"
Modify custom item creation via library to have additional tooltips
Modify content deletion tooltips to better indicate that you have to manually save to confirm deletions
Fix quickspawn ([Enter], search, [Enter]) autocomplete not accepting arrow keys, making it slowspawn
Fix Content menu refusing to open more than once
Add default values to some setting tooltips
Add default values to environment slider tooltips
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SAVES
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Modify all quicksaves of previous session to be stored in a backup file (instead of latest 3)
Fix quickloading failing while drag-spawning an item
Fix complex triggerCustom values causing an issue when saving
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MISCELLANEOUS
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Add [Alt+Enter] fullscreen toggle
Add console command "selectColour " (e.g. selectColour FF0000) to temporarily change the select highlight colour (only affects select glow)
Add console command "whatdoesthisdo" that displays additional info when an item is selected with the Detail Tool (e.g. trigger class and some internal values that are too obscure to be added to the Detail Tool, but may be useful when adding xml funcs)
Add console command "stampquality " which toggles stamp anti-aliasing
Fix [Esc] reseting while cancelling keymapping
Modify scrollwheel zoom to be enabled by default
Fix armours not detaching properly when manually removing the equip joint
Fix weight sometimes defaulting to 20% instead of 100%
Fix colour picker rounding issue causing the colour to slightly change when re-selecting colours
Remove sound panning L/R because it never works right