ZT: Playtest 14 | Traps
[ Prototype Weapon Rotation ]
SAW, Rasputin's Retribution, PX-Annihilator, Hexecutioner, EPC WN available in mysterybox to everyone,
[ New Prototype Weapon ]
Added The Choppa to Boulder Tier prototype mysterybox pool,
[ Electric Traps ]
Added powered electric traps that instantly kills zombies for no points,
[ Gameplay ]
Respawned zombies now randomly select a new speed tier preventing respawning as a crawler,
Decreased movement requirement to detect if a zombie is stuck,
Reduced hellhound lunge range,
[ Animation ]
Zombies root motion now more closely matches the foot animation,
Zombie mantles now more lines up with barriers properly,
Added extra mantle variants,
[ Bugs ]
Fixed hellhounds getting stuck idle when in lunge range but not having line of sight,
Fixed zombie mantling speed being incorrect for different tiers,
Fixed zombies not getting into knifing range at barriers for non-master players,
Fixed the tutorial shoot target sometimes not working until you rejoined the instance,
[ Internal ]
Decoupled weapon visuals from MysteryBox into a scene-wide WeaponDisplayPool. Single shared source for any system that needs to display a gun mesh. Opens the door for camo overrides and other per-instance visual tricks down the line. (will be utilized by Pack-a-Punch in the future),
Note: So i researched the random multi-second freezes we've all been hitting. They're caused by Unity garbage collection + VRChat's known memory growth over long sessions, not anything in this world's code. Confirmed it's firing in the VRChat output log. There's no Udon API to fix it, GC.Collect() is blocked so I can't force the freezes to happen on round end. My optimization passes help by spacing the freezes further apart, but can't eliminate them, that floor is set by the platform, not the world. Aka, NOT MY PROBLEM
🇯🇵 日本語版はこちら → LINK
