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Summer update

List of changes:

Unit changes:
- Visual changes to the Pak 40
- Visual changes to the M5 AT
- Visual changes to the American gunslinger
- Fixed Pz II L having the wrong model when selling unit
- Enabled movement for both faction’s machine gunners
- Disabled firing for both faction’s machine gunners while repositioning
- Snipers now have standing up and walking animation and will be prone again when the destination has been reached
- Disabled firing for both factions’ snipers while repositioning
- Fixed American Machine gunner having 360 degrees line of sight, it is now using the appropriate 30 degrees
- Fixed American Machine gunner showing 90 degrees line of sight while being placed, it is now 30 degrees
- Removed sandbag for the American Machine gunner
- Towers have increased range the higher they up they are from the path, encouraging unit placements on overlooking positions
- Enabled rotation for both AT guns, these units can be manually rotated in place but not moved
- Underlying movement changes for all units (everything visually should be the same)
- Fixed Strongest Targeting option incorrectly selecting units, it should now choose the strongest unit
- Made unit targeting more efficient
- Lowered M4A1 Sherman Upgrade 2's damage from 66 to 65
- Increased vertical targeting distance as certain units had issues firing when very high up

Additional Units:
- Added 2 new units, the M8 Greyhound for the American faction and the Sd. Kfz. 234/2 Puma for the German faction

Crash/Bug fixes:
- Fixed some potential issues that may cause crashes with units targeting
- Fixed game hanging/freezing whenever a tank made it through defenses to the end of the map
- Setup some measures to prevent crashes on Forest 5 (still need more data on crashes)
- Fixed enemy units moving after death whilst being burned by a flamethrower

Pending damage:

Units account for pending damage preventing multiple units from firing at a unit that's about to be dead, this means that units grouped up together will be doing significantly more damage, although overkilling an enemy can still happen, so we recommend a mixture of targeting set to Strongest and First.

Slow-attacking units, like tanks, will not fire at the enemy if it's already queued up enough damage to be considered dead in X seconds.
Preventing an issue where all your tanks fire at the first appearing enemy, when there are many more behind them that haven't gone into range just yet.

Units that attack fast will ignore pending damage on singular enemies as time to kill can have an impact in certain circumstances.

Maps:
- New collision preset for buildable objects
- Fixed collisions with certain static meshes on most maps, now allowing units to be placed on top of them such as on tops of bunkers
- Lowered the number of waves in Desert 2 to make it easier
- Added a new desert map

Range:
Per 1uu(unreal unit) above the path ~.286 range is added.
If relocating, the range will be updated immediately when issuing a movement command.
A tower placed level or below the path will keep its default range, no penalties are given.

UI:
The top left Unit Stats in-game has been reworked:
When you hover a unit, you will now see their stats (Country, DMG, RNG, APS, PEN, DMG Dealt)
When you click them, there will only be their name and level and the buttons to control them, which include Upgrading, Attack Priority, Movement, and Selling.
Fast Forward and Pause buttons have been moved to the top right in HUD.
Main menu text buttons have been made into icons.
Miscellaneous UI changes.