If any player happen to remove a tree in multiplayer games, other players can see the trees disappearing etc even when they have no vision over area under question.
Fog of war is ignored when it comes to tree removal.
Gameplay wise this bug is more important than it seems to be, especially on maps heavily covered with trees, or gamemodes with special rules (like Nuclear War). On Nuclear War it hints the placements of enemy buildings (in the past players used to bulldoser trees off for some extra building space, so their bases don't get removed with a single shot); on maps like The Abyss it may give away potential attacks.
When I choose to stay with americans on 12 mission, the cutscene starts when americans go to russian base, when they reach the river, there is no information about retreat, people are going on the east side of river but american tanks are attacking russians and win, game dosen't give to player control. If you stay longer it will play other dialog lines and even Powell will give support troops.
I have a lot of mods installed and quite often after loading one I'm wondering which one I actually loaded. And because of that I have to go back to mod selection menu and search which is selected. In main menu in bottom-right corner there is shown mod version so you already have it partially done but it would be even better if you would add mod name to it as well.
Currently we can only set a room password when it is created. When you have enough people, you may lock the room not letting anyone in. This causes problems for streamers who cannot get into rooms for spectating as they cannot bypass the lock and unlocking the room results in the room getting flooded by other people.
As we discussed - Adding a lock-bypass password would solve this issue as you could set the password midway.
You could probably even merge the two features, making a password-locked room be the same as creating a room and immadietely locking it with a password.
It would be really nice to be able to see, how much time passed on missions. Something in the style of the siberite bomb enable countdown in multiplayer except counting from 0 to infinity and being toggle-able in the options menu.
When you load a save/start a game and change the speed in the first couple seconds, the change does not get registered. It does not matter whether you are slowing down or speeding up the game. To resolve it, you have to reaply the change later.
Ite issue exists in multiplayer aswell.
Also the rabbit and turtle buttons used to be clickable and changed the game speed, now only the bar can be used.
When switching between medal rewarding screen\exp reward screen and debriefing, music is reseted. If actual music class is still victory music, then it's still playing in debriefing screen, instead of switching on preparation (2) class after the end of victory music (normal, pre-SGUI music behaviour). If victory music ends before switching on debriefing screen, preparation class music plays as normal.