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The BOOM-bardier barrrel #843
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- Fixed issue where objectpools and their holders persited in scene hierarchy - Fixed issue where players would not get ignited by fire mesh projectiles - Added object pooling for trail fire - Adjusted fire particle scaling on fire extension model - Adjusted stickyprojectiles to spawn at oldposition instead for better visuals
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Assets/Scripts/Augment/AugmentImplementations/Hat/MeshProjectileController.cs
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- Add early detonation with fire extension - Add explosive barrel variant with enlarger extension - Add trashuplink detonation targeting - Remove crosshairs when spectating - Fix issue where decals could be placed on AiTargetPosition prefab - Add explosion screen shakes for closing #739 - Add new secret names and loading screen tips
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is prolly fine
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TODO:
Done:
Note:
Dynamites can't be detonated in training grounds until the zooming fix in #879 is merged, but it should work fine in all other situations.