Patch #6
[h2]Patch 6
[/h2]
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!
[h3]Circuits[/h3]
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.

[h3]Fixtures[/h3]
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

[h3]QoL[/h3]
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.

[h3]Bug Fixes
[/h3]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.
[h3]Rendering
[/h3]Many rendering optimizations implemented including a focus on particle VFX, and spawning/despawning.
---------------------------
[h2]Patch Notes - PATCH 6[/h2]
[h3]MODDING/SDK CHANGES[/h3]
[h3]SDK FIXTURES[/h3]
[h3]BUGFIXES[/h3]
[h3]ADJUSTS[/h3]
[h3]ADDITIONS[/h3]
[h3]RENDERING[/h3]
[h3]FURTHER OPTIMIZATIONS[/h3]
[/h2]
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!
[h3]Circuits[/h3]
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.

[h3]Fixtures[/h3]
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



[h3]QoL[/h3]
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.


[h3]Bug Fixes
[/h3]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.
[h3]Rendering
[/h3]Many rendering optimizations implemented including a focus on particle VFX, and spawning/despawning.
---------------------------
[h2]Patch Notes - PATCH 6[/h2]
[h3]MODDING/SDK CHANGES[/h3]
- 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
[h3]SDK FIXTURES[/h3]
- 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.)
[h3]BUGFIXES[/h3]
- 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
[h3]ADJUSTS[/h3]
- Added additional fallback protection for removed avatar barcodes
- Removed impact properties manager
[h3]ADDITIONS[/h3]
- First pass and introduction of new Plug&Socket (preparation for general socket system)
[h3]RENDERING[/h3]
- 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
[h3]FURTHER OPTIMIZATIONS[/h3]
- Various backend rendering optimizations
- Render pipeline clean up for volumetrics (WIP)