1. BONELAB
  2. News
  3. Patch #5

Patch #5

[h2]Patch 5[/h2]

Today's patch focuses on bringing impact properties and Stress Level Zero's grid wall assets to Marrow SDK 1.1.0 along a few other important features for level creation, responding to feedback from Patch #4, and further optimizing build size, overall performance and hitches via consolidating the materials that are used in game. Check out these changes in our updated Test Chambers mod: Test Chambers

[h3]Zone Aggro[/h3]
Zone Aggro enables spawned enemies to be alerted to players in zones. Previously in mod levels enemies would not react to the player firing a gun, now with Zone Aggro they will be alerted.



[h3]Surface Data Cards[/h3]
Surface Data Cards are for defining the Impact Properties of colliders. For example, this determines how a surface reacts to being impacted VFX wise. Additionally, these can recommend a physics material to apply to associated colliders. (NOTE: This is so hot off the press that even we don't have the the entirety of Bonelab’s static geometry surface data card passed until Patch7)



[h3]Spawn Force[/h3]
Spawn Force decorator applies a directional and/or angular velocity force when a CrateSpawner object is spawned.
Spawn Force even works with spawned enemies, please use responsibly


[h3]GridWalls[/h3]
GridWalls, Grid Mats, GlowMats are now available for modders via our asset backlot. These are the same prefabs and materials we use to layout levels.



[h3]Player Rig[/h3]
Player Rig adjustments have been made to further improve the physicality and control. The noticeable change is that the arm's twist now factors in the range of motion and neutral of the wrist. By getting the elbow closer to your real elbow, the hand is able to better represent the desired final pose of the hand. Bonelab's player uniquely doesn't simply use IK to show a body connecting your hands to your head, instead there is a fully physical body with spine, elbow and wrist constraints that art is directly drawn upon. This has been a massive but worthwhile challenge that began in 2020 and will continue for years to come. Under the hood, some members of Lava Gang may discover that a lot of invisible changes have happened to the rig, the code and prefabs have migrated from Bonelab to Marrow, better for future development and accessibility in the SDK.

Also, an unexposed 'Active Ragdoll' may be discovered as a work in progress for a rig that can tumble in 6DOF.


[h3]Material Cleanup Pass[/h3]
All levels gamewide received a material cleanup pass to trim and reduce the number of unnecessary materials and improve visual consistency. This also has an added benefit of reducing some chunk-load hitches as the memory footprint for many areas has been dramatically reduced. The full game size is also reduced slightly by this consolidation.



[h3]VFX Cleanup[/h3]
Impact and particle vfx got a pass across the board in an effort to make visuals more consistent.


[h3]SDK - Surface Data Tools[/h3]
In the SDK is an overlay tool to quickly apply Impact Properties to surfaces in levels, we are hoping this speeds up level updating for Patch5.


---------------------------

[h2]Patch Notes - PATCH 5[/h2]

[h3]MODDING/SDK CHANGES[/h3]
  • Zone Aggro - An added default component for zones that will alert enemies in a zone to the player.
  • Spawn Force - This CrateSpawner decorator is used to apply a velocity and/or angular velocity when the crate object is spawned.
  • Added SurfaceDataCards - These allow users to set the effects used by Impact Properties.
  • Impact Properties - Updated to have a more concise set up and use SurfaceDataCards.
  • Avatar Surface Data - Option to set SurfaceDataCard for avatars.
  • Mod.io Connect - Mod.io connect url with code filled out automatically copied to copy/paste buffer on Quest. On PC the web page is automatically opened.
  • Mod Repo Json Change - Side loaded mod repositories no longer require the “types” dictionary to be present in the repository json file.
  • Better Pallet Editor - The Pallet Editor now dynamically shows which DataCards to create

[h3]BUGFIXES
[/h3]
  • Stream Session fix for chunk scene loading leaking into the next fix a bug where the scene starts before loading screen finishes
  • Fixed tensor calculations, better mass merge algorithm
  • Fixed stabslash when joints are broken
  • Fixed joint accumulation in loading guns
  • Fixed bullet shell accumulation when reloading
  • Fixed un-held weapon mag eject bug
  • Fixed missing audio mixer
  • Fixed Clippie achievement bug
  • Fixed Pillar Occlusion issues
  • Fixed glowstick grip

[h3]ADJUSTS[/h3]
  • Player Rig - Arm twist now factors in wrist neutral and range of motion.
  • RigManager - all scripts are now in Marrow instead of Bonelab, invisible but important for the future.
  • Materials Pass - Materials visually unified; some textures updated or replaced, remaining instances of non-LitMAS shaders replaced. Renamed and organized under more consistent conventions. Usages within levels made more consistent and optimized.
  • VFX Pass - Some particle systems updated and visually polished. Some decal textures updated, and a new optimized decal projector system was implemented.
  • VFX Pass - Added import processor to skinned mesh imports to generate posespace data
  • VFX Pass - Baked Level lighting now affects cubemap reflection contribution
  • VFX Pass - Minor bug fixes
  • Grid Walls - Cleanup Pass
  • Grid Walls - Colliders optimized and made more accurate
  • Grid Walls - Some minor normal and UV fixes
  • Grid Walls - Added Goofy planes
  • Fixture Standardization (WIP)
  • Physics Material Pass (WIP)

[h3]RENDERING[/h3]
  • Quest 3 now uses PC transparent materials
  • Shader Cache Validation - Further optimized the shader cache start up step to skip if it has already been generated for the current build and driver version.

[h3]FURTHER OPTIMIZATIONS[/h3]
  • Build Size Further Reduced
  • Material reduction pass reduce some level hitching
  • Further audio clips set to proper play settings for improved performance
  • Unnecessary Barcode allocations removed from crate spawning