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fix: shield charge trigger reset & reuse cooldown populated [MTT-4100] (#742)
* reuse time added to shield buff action * resetting charge trigger when stopped * changelog addition
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version https://git-lfs.github.com/spec/v1
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oid sha256:c99ae90cda110563ebb4407b6b96e8922fd07b0ba644605b749e7c88a77fe0c8
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size 1416
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oid sha256:9d624e9a34d75bc544bd662ffd2d3404d4d8c4367d40bf2feb3aa0ac9497668d
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size 1444

Assets/Scripts/Gameplay/Action/ConcreteActions/ChargedShieldAction.cs

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parent.serverAnimationHandler.NetworkAnimator.SetTrigger(Config.Anim2);
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parent.serverAnimationHandler.NetworkAnimator.ResetTrigger(Config.Anim);
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//tell the animator controller to enter "invincibility mode" (where we don't flinch from damage)
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if (Mathf.Approximately(GetPercentChargedUp(), 1f))
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{

CHANGELOG.md

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* Some NetworkBehaviours are disabled instead of being destroyed (#718) - This preserves the index order for NetworkBehaviours between server and clients, resulting in no indexing issue for sending/receiving RPCs.
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* Scene Bootstrapper: future proofing bootstrap scene so we don't rely on Startup's path. MTT-3707. (#735)
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* Better instructions for host listen IP. (#738) Most useful cases are usually 127.0.0.1 and 0.0.0.0.
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* Tank's shield charge animation not getting stuck due to multiple invocations. (#742)
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## [v1.3.0-pre] - 2022-06-23
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