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Releases: xD3I/PZ_Optimization
Release list
Build 42.21 (4a0e9546ec) from 4be8d4ea
Prebuilt class overrides for Windows, Linux and macOS, built 2026-10-13 from 4be8d4e for game revision 4a0e9546ec (Build 42.21). Big hordes run much faster. On the Louisville horde (about 2,700 zombies, Enhancements off) the frame rate goes from 71 to 94-102 fps on the desktop: the zombies' own update now runs on all cores by default (it was an opt-in option before), along with their movement and a cheaper "is a car nearby" check, and the ragdoll / body-model checks every zombie made of its neighbours are now almost free.
Fixes for players who had "Zombie update on other cores" turned on: driving a car into zombies could drop the game to the main menu (fixed), and the horde was less aggressive than vanilla (fewer zombies targeted you and they closed in slower; fixed, now measured equal to vanilla). With the option, zombies read each other's positions as of the start of their update batch, and random rolls land on different zombies than in vanilla; behaviour is otherwise the same.
With the Enhancements on (ambient occlusion, foliage sway), a chunk that appears no longer stalls the render thread for 10-35 ms: those passes stopped asking the graphics driver for state in the middle of a bake. Install with install.ps1 (Windows) or install.sh (Linux, macOS) from this release, or unpack the zip into the game folder by hand (README; 1126 manifest entries). sha256 697c104c2d171de566b39b54e1e38e2787c59b5ce196d11860ff2b4c2b687ffb
Build 42.21 (4a0e9546ec) from 29a9d56c
Prebuilt class overrides for Windows, Linux and macOS, built 2026-10-12 from 29a9d56 for game revision 4a0e9546ec (Build 42.21). Wall mirrors show one reflection of the player again: next to a sink, toilet or tub along the mirror's wall the mirror no longer shows a second, offset copy of the character (the props' reflection of the person landed on the mirror's glass; maintainer report 2026-10-12). Windows: stand in front of a bathroom mirror with mirrors on and check there is one reflection. Install with install.ps1 (Windows) or install.sh (Linux, macOS) from this release, or unpack the zip into the game folder by hand (README; 1109 manifest entries). sha256 0944b8edc8a307ff66fd29f9895f02a88bc1e68add4062437226bdbc79b82012
Build 42.21 (4a0e9546ec) from 0f29f52e
Prebuilt class overrides for Windows, Linux and macOS, built 2026-10-11 from 0f29f52 for game revision 4a0e9546ec (Build 42.21). Fixes ambient occlusion staying behind after a double gate is opened or closed (Workshop report): with ambient occlusion on and "Windows in chunk texture" on, the shading of the closed gate stayed on the ground beside the opened leaves (and the other way round) until a zoom out and back in. Each chunk's ambient occlusion is shaded with its neighbours' shapes, but a change only re-shaded its own chunk; now a chunk whose objects change also re-shades the neighbours whose shared edge changed (aoBorderRefresh, on by default). Before / after video: docs/media/gate-ao-fix.mp4. Install with install.ps1 (Windows) or install.sh (Linux, macOS) from this release, or unpack the zip into the game folder by hand (README; 1109 manifest entries). sha256 a39f9519a54693616045fbdc97d5da40fe59cbf56bd50ddaf57bdad6126767a3
Build 42.21 (4a0e9546ec) from fa374127
Prebuilt class overrides for Windows, Linux and macOS, built 2026-10-11 from fa37412 for game revision 4a0e9546ec (Build 42.21). Fixes the player character blinking darker for one frame on every square they walk onto (with sun shadows and entity shadows on, the defaults of the Enhancements): the player was drawn before the frame's character shading was computed, so the first frame on each new square read stale values. The shading is now computed before the players draw. Install with install.ps1 (Windows) or install.sh (Linux, macOS) from this release, or unpack the zip into the game folder by hand (README; 1108 manifest entries). sha256 490ccf601d10dfff0387b5ab1f2f7bc5b536ba8dd7d31a34c6e58287d5668ede
Build 42.21 (4a0e9546ec) from 659d3bd3
Prebuilt class overrides for Windows, Linux and macOS, built 2026-10-11 from 659d3bd for game revision 4a0e9546ec (Build 42.21). Mods installed by copying classes into the game folder (Better Car Physics zombie folder) work again with the AOT cache: the cache jar now carries them. Since the previous release Windows players reached the cache mode for the first time and such mods ran their stock classes ("Better Car Physics: Not installed"). Install with install.ps1 (Windows) or install.sh (Linux, macOS) from this release, or unpack the zip into the game folder by hand (README; 1108 manifest entries). sha256 b2808e7ac5be45ba19d9081bcb81de93148b3d5f08338048ada4acca54c03b0c
Build 42.21 (4a0e9546ec) from 4f5175e5
Prebuilt class overrides for Windows, Linux and macOS, built 2026-10-11 from 4f5175e for game revision 4a0e9546ec (Build 42.21). Puddle ripples get real raindrop rings and car wakes. Rain now rings puddles and wet ground with real drop rings at random spots instead of the game's grid of clipped half rings, and costs less than the game's own rings (20-33 us a frame at 5K on an RTX 4090, 36 us on a Radeon 890M). Cars leave a continuous wake in the puddles they drive through (two tyre grooves filling back in and waves running out of them, ~0.013 ms while driving through water). Both come with Puddle ripples (Enhancements, off by default) and have their own settings: raindrops (flipbook, field, sim, cells, texture, or the game's) and car wakes (trail, kelvin, particles, sim, rings). Install with install.ps1 (Windows) or install.sh (Linux, macOS) from this release, or unpack the zip into the game folder by hand (README; 1108 manifest entries). sha256 36a907af114a9a6ba8039a5226dc85f5e75a29bbd4820890bb4dd8340f210b9c
Build 42.21 (4a0e9546ec) from 38f3ce58
Prebuilt class overrides for Windows, Linux and macOS, built 2026-10-11 from 38f3ce5 for game revision 4a0e9546ec (Build 42.21). Fixes distorted characters with mods that replace the player body mesh (Tomb's Player Body, reported with Spongie's Character Customisation): the animation clip cache keyed each clip on the body mesh's name only, so it served clips numbered for the vanilla skeleton. The cache key now holds the mesh's skeleton; every install re-imports its animations once on the first boot of this build. Install with install.ps1 (Windows) or install.sh (Linux, macOS) from this release, or unpack the zip into the game folder by hand (README; 1101 manifest entries). sha256 f480852e2f717931b4e217ea5d3184deff8a75e998d8c65cc9a5eecb1901bfaf
Build 42.21 (4a0e9546ec) from a4cd3038
Prebuilt class overrides for Windows, Linux and macOS, built 2026-10-11 from a4cd303 for game revision 4a0e9546ec (Build 42.21). Windows fixes from the 2026-10-11 Windows test: the G1 collector and heap settings now really apply on Windows (the launcher JSON is held open by the game, so the settings are written in place, and the Windows JSON's per-OS-version vmArgs are reached); the in-game uninstall helper waits for the game to quit and removes every file; Uninstall-PZ-Optimization.cmd no longer ends with 'The batch file cannot be found'; HDR on Windows reads the frame from the back buffer (black screen after a screenshot); per-frame worker joins yield instead of sleeping a whole millisecond on Windows (pixel lighting's frame cost there fell towards the Linux level). Linux and macOS behave as before (regression runs on the desktop, the flip and the Mac: no change beyond run-to-run noise). Install with install.ps1 (Windows) or install.sh (Linux, macOS) from this release, or unpack the zip into the game folder by hand (README; 1101 manifest entries). sha256 975c9fc995e1f7b6781b22b731cad7b086fb0bd3d97648b5936ec4f3c463b1f9
Build 42.21 (4a0e9546ec) from fd0b6930
Prebuilt class overrides for Windows, Linux and macOS, built 2026-10-10 from fd0b693 for game revision 4a0e9546ec (Build 42.21). Adds puddle ripples (Options > PZ Optimization > Visuals > Water and puddles, off by default, next launch): characters, animals and vehicles moving through a puddle ring it, as real water (an iWave simulation's own impulse response: trains of rings that spread, cross and bend the puddle's reflection; car wheels leave a wake; stronger in rain). Costs about 0.01 ms of GPU a frame on an RTX 4090 and 0.02 ms on a Radeon 890M with ~190 rings on screen, and ~0.006 ms of game thread in a 450-zombie horde (a 160 rings/s budget). Everything else is unchanged from the f7b8838 release. Install with install.ps1 (Windows) or install.sh (Linux, macOS) from this release, or unpack the zip into the game folder by hand (README; 1100 manifest entries). sha256 0a9840da9cf2b69edfc7511e031f302dbdff4c228c2232eba98116395b4991d0
Build 42.21 (4a0e9546ec) from f7b8838f
Prebuilt class overrides for Windows, Linux and macOS, built 2026-10-10 from f7b8838 for game revision 4a0e9546ec (Build 42.21). Sliding glass doors: the sliding leaf now reflects like the fixed pane beside it, and people standing in front of two glass panes of one wall show in them again (with Mirrors and windows on; before, a person before a sliding door's leaf and its fixed pane showed in neither). With the AOT cache, PZ_Controller's own classes load again (its aiming reticle and mouse pick did nothing under the cache mode). Install with install.ps1 (Windows) or install.sh (Linux, macOS) from this release, or unpack the zip into the game folder by hand (README; 1090 manifest entries). sha256 d11f8ff84de8e2ad509e42fd5ed5e7ba1e36b1b01093c0146f60839ca866ddcd