Full notes
Full BONELAB update
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What changed
- Gameplay
- Events
- Fixes
- Performance
- UI and audio
Patch 6
Patch 6 introduces a new circuitry system and basic fixtures to the Marrow SDK. The circuitry system enables you to implement simple cause and effect electrical circuits in your levels. Fixtures are spawnable dynamic objects that are affixed to the world (example: buttons, levers, doors, etc.). Additionally, the new Impact Properties from Patch 5 have now been deployed throughout 90% of Bonelab's content with the rest coming in Patch 7.
See the fixtures and circuitry in action in an updated Test Chamber 07!
Circuits
By combining various simple math nodes to create inputs and outputs, you can assemble functional puzzles quickly. These building blocks tie together functionally with fixtures and events to flesh out interactive ideas. With some clever wiring this can unlock seriously powerful level showcases.
Fixtures
The workflow for fixtures has taken a lot of effort to get right, we're confident that we've cracked it and are premiering it with some simple fixtures to use with circuits. Armed with the most commonly used pieces for building electric puzzles, we expect Lava Gang to add a lot more interaction to their level creations. Patch 6 includes buttons, levers, a slider and an airlock door.
Circuits can also be triggered off zones and tagged entities.
Different activation types greatly increase the variety of use in puzzles
QoL
In the SDK, modders can now directly drag & drop spawnables from the asset warehouse into the inspector. When dragging a Fixture from the asset warehouse the spawnable side and static side are positionally linked, after placing in a scene, both will need to be selected at the same time to re-position.
Bug Fixes
The avatar switching and bodylog switching bug from patch 5 has been fixed. Additionally the skybox not rendering in the spectator camera has been fixed.
Rendering
Many rendering optimizations implemented including a focus on particle VFX, and spawning/despawning.
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Patch Notes - PATCH 6
MODDING/SDK CHANGES
Drag&Drop crates from Asset Warehouse
ZoneLink creation automatically adds ZoneAggro and ZoneAmbience objects
CrateSpawner field in SpawnDecorators now read-only instead of hidden
More robust LevelCrate dirtying and undo records
Added undo records for SceneChunk ZoneCuller addition or removal
SDK FIXTURES
Button 1x
Button 1.5x
Button 2x
Button 3x
Airlock Door
Lever
Slider
Switch
Fixture poses added for setting start positions
Circuitry nodes (Add, Multiply, Xor, Event Actuator, etc.)
BUGFIXES
Fixed issue with removed favorited avatar barcodes breaking bodymall
Fixed Skybox shaders not rendering in spectator camera
Restored behavior of suppressed guns not aggroing enemies
Fix for mag-eject staying after previously holding a gun
ADJUSTS
Added additional fallback protection for removed avatar barcodes
Removed impact properties manager
ADDITIONS
First pass and introduction of new Plug&Socket (preparation for general socket system)
RENDERING
Rework of fizzle effect
Spawning/Despawning no longer dependent on blip script on objects
Effects now based on entity colliders' velocity and angular velocity
Supports multi-rigidbody spawnables
Added recycle callbacks to support new fizzles on SpawnPolicy pooled objects
VFX Optimization, consolidation, organization (WIP)
Enabled decals on more spawnables
Updated VRS to address a potential graphics related crash
FURTHER OPTIMIZATIONS
Various backend rendering optimizations
Render pipeline clean up for volumetrics (WIP)
Source
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