ZT: Playtest 11 | Hellhounds, Interaction HUD
[ Prototype Weapon Rotation ]
PX-Annihilator, Hexecutioner, Death Wish, & Aeternum available in mysterybox to everyone
[ Hell Hounds ]
Added special hellhound rounds
Hellhounds appear every 4-7 rounds
Max ammo is guaranteed upon finishing the round
[ Interaction Hud ]
Added a new proximity-based interaction HUD that displays purchase info when looking at interactable objects
Text appears based on distance, view angle, and line-of-sight checks to the player
HUD smoothly fades in/out when entering and leaving interaction range, and crossfades when switching between objects
Text font changes based on whether you can afford the purchase — green when you have enough points, red when you don't
[ Visuals ]
Hud now locks in place for desktop players
Increased raygun mist brightness
[ Balance ]
Slightly sped up zombie attack speed
Note: I played a full match of BO3 for the first time in a while & the zombies felt wayy more aggressive & harder than ZT
[ Changes ]
Players now have a navmesh obstacle on them slightly blocking zombie movement
There is now a 3 second grace period before zombies start spawning once a new round starts
[ Bugs ]
Hardened power door syncing upon when doing multiple matches
Fixed opening mysterybox while downed
[ Performance & Networking ]
Added a pooled light system for dynamic lights. Guns used to each own their own light that ate CPU every frame just from being moved around. Lights are now shared from a central pool and only appear during an actual flash.
Switched equipment explosion lights and bullet hole impact lights to use the pool. Removed dozens of permanent point lights per player. Cost compounds with lobby size.
Fixed mystery box weapons wasting CPU when idle. many scripts were running every frame even though only 1 is ever active at a time. They now sleep by default and only wake up when a box is opened
Lowered zombie's skinned mesh max bones per vertex from 4 -> 2
Enemy spawn point udonbehaviours now sleep when not in cooldown
Synced perks are now a single byte instead of multiple bools
[ Internal ]
Overhauled SoundManager with a pooled audio system, simplifying how sounds are played from any script and adding support for delayed playback.
Note: Welp this will be the first update in a w/o a new pap gun, had to lock in for these damn hellhounds e.e
