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v50.0.0

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breaking: NetworkBehaviour.SyncVar/GameObject/NetworkIdentity/Network…

…BehaviourEqual functions made internal.

-> avoid tests exposed workarounds
-> prepares for SyncField<T>

v49.4.0

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NetworkBehaviour.HasSyncObjects: internal is enough

v49.3.1

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explain SyncVar hook guard

v49.3.0

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feat: Implemented ChangeOwnerMessage (MirrorNetworking#2924)

* Implemented ChangeOwnerMessage
- Separates ownership change from Spawn message
- NetworkIdentityTests updated

* commented log

v49.2.1

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fix: Obsolete SyncObject Flush method (MirrorNetworking#2931)

* fix: Obsolete SyncObject Flush method

* fixed test

v49.2.0

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feature: Tanks demo health bars to test [SyncVar]s

v49.1.0

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perf: NetworkServer.Broadcast O(N) spawned iteration removed. dirty b…

…its for spawned without observers are now cleared when adding the first observer instead (MirrorNetworking#2923)

* change test to add observer

* perf: NetworkServer.Broadcast O(N) 'remove dirty bits for all spawned entities without observers' loop removed. AddObserver clears them instead if we had no observers before.

* don't need this anymore

* set syncobj.recording

* oops

* not a TODO anymore

* fix test

* fix test

* fix test

* fix tests

* fix test

* fix tests

v49.0.2

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fix: Clear hasAuthority when Unspawning (MirrorNetworking#2927)

* fix: Clear hasAuthority when Unspawning

* Added UnSpawnAndClearAuthority test

v49.0.1

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NetworkBehaviour.IsDirty: OR both bitmasks instead of comparing separ…

…ately.

v49.0.0

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fix broken test from rename