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May 15, 2026 16:9 · Landscape

ZT : Playtest 15 | Shrine Changes, Optimization

[ Prototype Weapon Rotation ]

  • The Choppa, Death Wish, Seijaku, Night Hawk, Speakeasy, Mnesia available in mysterybox to everyone

[ New Prototype Weapon ]

  • Added Mnesia & Veritas & Aequitas to Boulder Tier prototype mysterybox pool

[ Suspicious Shrine ]

  • Suspicious shrine can now move location

  • Added new shrine events

  • Shrine adjustments

[ Gameplay ]

  • Remote players no longer have zombies that occasionally walk through traps

  • Perk bottle powerup no longer rerolls your 5th perk slot & always grants you a new perk

[ Map ]

  • Added mainframe

[ Audio ]

  • You can now hear when a player wormholes in & out

  • Powerups now have a spawn sound

[ Bugs]

  • PerkBottles spawned from the Suspicious Shrine sometimes wouldn't pick up when you walked over them

[ Performance ]

  • New proximity sleep system: levers, doors, perk machines, wall guns, the power switch, and trap switches now drop out of per-frame work entirely when no player is within ~5m, and wake back up the moment you approach. Aggregate win since the map has dozens of these

  • Traps sleep between cycles — no per-frame work while a trap is ready or cooling down, only ticks while it's actively zapping

  • Barriers sleep when there's no player at the trigger, no zombie mantling, and no zombies nearby. Round-start congestion still wakes them all; lobby and idle moments don't

  • Equipment (frags, Bouncing Bettys, Monkey Bombs) only ticks while in flight — pooled instances sitting in your loadout do nothing

  • Held-weapon scripts sleep when you aren't the one holding the weapon, so remote players' weapons stop running per-frame work on your client

  • Bullet, hole, point-popup, and explosive pools sleep when there's nothing alive in the pool

  • Enemy damage-buffer scripts sleep when no damage is pending — used to tick on every enemy every frame even when nothing was hitting them

  • Perk-machine jingle scheduler moved onto the map as a single timer array, so the individual perk machines can fully sleep too

  • Player perks used to be re-checked from scratch every single frame. Now the game just remembers whether you have them and reads that flag instantly

  • Deadshot laser scripts now sleep when there's no laser to render (no perk + no gun, or VR without the perk) -- two per-frame script dispatches per player saved in the common case

  • Big zombie/hellhound hot-path pass -- inlined a cluster of one-line cross-script wrapper methods (HasValidTarget, IsLocalTarget, IsMultiplayerMatch, anti-climb collide check, etc.) that each cost a per-frame dispatch tax at 24 zombies, plus collapsed the per-zombie LOD level + bucket-frame check into a single packed call

  • Cached more frequently-read state per zombie/hellhound (enemy bucket count, dead flag, late-round sprint-boost flag, target-list arrays) so the same value isn't re-fetched 3-4 times per frame across multiple scripts. Especially noticeable in the GetClosestPlayer targeting loop -- was 8 cross-script reads per call with 4 players, now 2 regardless of player count

  • Sprinting with "point gun up/down" sprint type now does a single check per frame instead of three redundant ones for the same gun

  • Tiny cleanups in the death code path and explosive damage handling to shave off some duplicate work

  • Revive markers now sleep their UdonBehaviour + animator when nobody's downed -- 8 markers idle in match used to tick per-frame doing nothing

  • Various shader optimizations

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