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April 17, 2026 16:9 · Landscape

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