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
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.

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)

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
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.

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.
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.



Impact and particle vfx got a pass across the board in an effort to make visuals more consistent.


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.


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