193,508 Commits over 4,079 Days - 1.98cph!
Fixed presents spawning in water / on bases
Added xmas.spawnattempts convar (defaults to 5 per present)
AI and player units are separated in squad editor now.
Finally found and fixed the bug that caused clicking your units in a career match directly after using squad editor to make them explode.
Removed upkeep cost from barricades
Fixed issue with flamethrower trap
cut out and split up sea edge
Console command codegen (client compile fix)
moved window garland pivot up 1 unit (model only)
moved window garland pivot up 1 unit
Another round of NRE checks for ValidateObjectReferences
Fixed window garland socket clusterfuck (mesh pivot point needs updating)
Network++
Snowman meshes and textures
Added BuildingGradeDecay to doors and frame inserts
Clear both client and server building managers when disconnecting in the editor while running client and server
Added decay delay convars for upkeep (all default to 0)
Added BuildingGradeDecay (for deployables to decay at the same rate as a certain building tier)
Another null check for ValidateObjectReferences
Presumably fixed NRE in ValidateObjectReferences
SquadEditorPlacingState now only allows you to modify your own team's units
More squad editor career mode fixes
Fireplace models/LODs/Colliders/Gibs/Prefab
made grass light the same colour as grass again so we could use it to paint out grass from edges of cliffs
more career squad editor stuff
LeagueFixture can now hold a squad setup per team + serialize them.
squad editor can now load a squad per team.
Christmas lights can no longer be picked up if building blocked
Squad editor can now be started in a career editor mode, which blocks exit, auto hides map list and gets passed the next player LeageuFixture.
Small culling toggle correction
small culling toggle correction
adjusted requirements for some items
reindeer/santa hat protection values
candy cane lickable
xmas enabled
xmas loot table balance
Open/close sounds only play for the local player
Lots of new deployable placement sounds
Lots of new deployable interaction sounds
Tweaks to some interaction sounds from last week