The zombie PathFinder system has been completely reworked. Previously, the PF process was extremely expensive and still failed to produce reliable paths.
The new system first finds a path using a 2D navigation map with the A* algorithm. Once the path has been generated, it is processed against the 3D collision geometry.
This new approach is significantly more efficient and is currently about 98% reliable. There are still a few situations where zombies may clip through walls:
1. Since animations are processed every frame, an animation that moves the zombie may be applied before the collision check, which runs at determined intervals.
2. When a collision object is extremely close to the zombie, the system may interpret the zombie as being stuck inside the object. To prevent this, collisions that are too close are intentionally ignored.
Overall, this is a big improvement for the zombie PF.