For reference when it comes back, here is the link to the thread.
https://steamcommunity.com/app/251570/discussions/0/3191364450206058093/
We are a company of many people with a variety of ideas on how things should work. Over the years you also get new people coming onboard with new ideas. Opinions also change over time, so what I thought 4 years ago when I started, may be different now.
AI uses rounded block health in their pathing calculations, not SI. It is tower defense and we want them to be able to reach you, but since we can't do massive piles of zombies, smarted ones will do. My zombies have xray/heat/magic vision that lets them see weak spots in blocks and their semi functioning brains lets them decide to go there. They also have a dim recollection that doors allow them to get places, so they favor them. My lore for now until I change my mind or the company decides to have some official lore.
Not that I know of.
Our Vulkan support comes through Unity. We have little control over it beyond enabling it.
The game is always going to have random FPS slowdowns, because the world, what is going on around you and what you are looking at changes a lot and the game has to do data cleanup at times like garbage collection. The goal would be to minimize it, but it will never go away completely until we have computers so fast that you can't tell when it drops from 300 FPS to 100 FPS at times.
Basically this. Hahahaha
Like explaining the current state of "AP ammo" in the game. They obviously use the hardest type of bullet to get clean penetration. They also use the softest type of bullet to get massive deformation on impact and cause the most tissue damage.
Each aspect of it can be explained - just not at the same time.
This is a different test than I was doing, since I used the most common case for testing and time is limited since we are wanting to get some experimental versions out there. Now that destroy area changes are in, I'll try this.
Terrain or normal block colliders are similar, so the bug applies to either.
Works of fiction are simply different.
When people mention "Romero zombies" most don't realise that this does include zombies smart enough to ride a horse or fire a rifle.
Everyone has their favourite book/movie universe but that does not make it any more correct than all the others. 😃
Allan committed a fix for it and similar blocks today. He changed the colliders and xml tags, so path raycasts can now see the colliders.
It was a general fix for things falling through the world, which also effects vehicles. One of our testers retested vehicles and it is better, but he still found cases of them moving, so more testing when I get back to it.
Added a variant to automatically mute/unmute the game sound while an auger/chainsaw is in use.
Yeah, but do you WANT Clippy to pop up with a
"It looks like you are building a base. Would you like help with that?"
The problem was that falling AI that had a path to the player were not trying to enter destroy area due to a bug. They would only enter destroy area on a long path, which is a fairly low percent. Now that the code is fixed, you are seeing the full extent of it working as intended. Falling zombies also don't just enter destroy area, but can trigger others into destroy area. Dedi is no different than SP, since AI only runs on the server, but with the increased zeds multiple players will get, it means increased chances the of them triggering each other.
This just sounds like the percents need to come down and maybe cap the sharing.