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v45.2.0

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 feat: Expose NetworkEarlyUpdate/NetworkLateUpdate (see MirrorNetwork…

…ing#2826)

v45.1.0

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feat: Prevent Nested Network Managers (see MirrorNetworking#2867)

v45.0.0

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breaking: NetworkIdentity.spawned split into NetworkServer/Client.Spa…

…wned (MirrorNetworking#2877)

* breaking: NetworkIdentity.spawned split into NetworkServer.Spawned / NetworkClient.spawned.
WIP: 1 failing test

* clear spawned in NetworkClient.Shutdown

* MirrorTest doesn't need to clear spawned anymore. NetworkClient/NetworkServer.Shutdown already do.

* InterestManagement: use NetworkServer.spawned

* NetworkServer: use NetworkServer.spawned

* Match/SceneInterestManagement: use NetworkServer.spawned

* InterestManagementTests: use NetworkServer.spawned

* NetworkIdentity.OnStartServer: use NetworkServer.spawned

* NetworkClient: use NetworkClient.spawned everywhere; and modify OnHostClientSpawn

* NetworkIdentity.spawned: throw if server/client not active to make it more obvious why tests fail

* NetworkBehaviour GetSyncVar functions: use NetworkClient.spawned

* adjust test

* adjust test

* adjust test

* CreateNetworkedAndSpawn functions that return client object too

* adjust test

* adjust test

* adjust test

* adjust test

* adjust tests

* adjust test

* adjust test

* adjust test

* adjust test

* adjust test

* adjust test

* adjust test

* adjust test

* adjust test

* adjust test

* adjust test

* NetworkReader.ReadNetworkIdentity adjusted

v44.0.4

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fix: NT Base OnDrawGizmos only when playing (MirrorNetworking#2876)

* fix: NT Base OnDrawGizmos only when playing

* Update NetworkTransformBase.cs

Co-authored-by: vis2k <[email protected]>

v44.0.3

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Consistant naming of NetworkManager object in example scenes

v44.0.2

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stepsize 10 is enough

v44.0.1

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Simplify NetworkManager.isNetworkActive (MirrorNetworking#2843)

* fix: Obsolete NetworkManager.isNetworkActive
Use NetworkServer.active and/or NetworkClient.active instead.
Fixes MirrorNetworking#2842

* Cleaned up after conflicts

* Moved invocation of OnDisconnectedEvent handler to before setting of connectState

* Now without obsolete

* Commented Debug lines

* Uncommented another debug line

* Removed conflicted code

* removed debug line

* fixed debug msg

* reverted changes to debug lines

* moved change to separate PR

v44.0.0

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breaking: perf: SnapshotInterpolation.Compute: removed final boxing a…

…llocation. Snapshot.Interpolate is now a Func<T>.

v43.5.4

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perf: SnapshotInterpolation.GetFirstSecondAndDelta: return <T> instea…

…d of Snapshot to avoid boxing

v43.5.3

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syntax