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
🇯🇵 日本語版はこちら → LINK
