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v36.1.0

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feat: Prevent Player Prefab from being added to spawnPrefabs (MirrorN…

…etworking#2678)

* feat: Prevent Player Prefab from being added to spawnPrefabs
This will prevent this unhelpful warning:
`Replacing existing prefab with assetId 'c3ee5d2b-0807-ecb4-f85b-93753624468e'. Old prefab 'Player', New prefab 'Player'`

* added comment

Co-authored-by: MrGadget1024 <chris@clevertech.net>

v36.0.0

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breaking: MessagePacking GetId<T> return value changed to ushort beca…

…use that's what it always is. type safety matters.

v35.1.1

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fix: Added ServerAuthFailed bool to Basic Authenticator

Fixes MirrorNetworking#2621

v35.1.0

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feat: Call ConfigureServerFrameRate For Headless Clients (MirrorNetwo…

…rking#2660)

* feat: Call ConfigureServerFrameRate for headless clients

* code order consistancy

Co-authored-by: MrGadget1024 <chris@clevertech.net>

v35.0.3

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fix: MirrorNetworking#2579 - Weaver skips already weaved assemblies w…

…hen restarting Unity. fixes a bug where GeneratedNetworkCode class would exist twice, while the newer one was missing some writers

v35.0.2

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add comments

v35.0.1

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fix: MirrorNetworking#2517 - NetworkManager.UpdateScene wraps FinishL…

…oadScene in try/catch to guarantee loadingSceneAsync being cleared no matter what. fixes a bug where if FinishLoadScene throws then loadingSceneAsync is never cleared and the code runs every update

v35.0.0

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Updated examples to not sync scale (MirrorNetworking#2661)

Co-authored-by: MrGadget1024 <chris@clevertech.net>

v34.0.3

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fix: MultipleAdditiveScenes disabled Server Batching

This can be enabled again when batching is fixed.
See MirrorNetworking#2651

v34.0.2

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fix: NetworkLoop inserts a fresh PlayerLoopSystem instead of resizing…

… and overwriting partially. fixes undefined behaviour where the previous nativeLoop IntPtrs weren't cleared, possibly still updating a native loop accidentally. See also MirrorNetworking#2652
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