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* fix: using animator override controller breaks parameters
* animator tests
* addred trigger reset test
* added hash version of tests
* perf improvement idea from Noel
* changelog
Copy file name to clipboardExpand all lines: com.unity.netcode.gameobjects/CHANGELOG.md
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@@ -9,11 +9,11 @@ Additional documentation and release notes are available at [Multiplayer Documen
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## [Unreleased]
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### Added
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- First set of tests for NetworkAnimator - parameter syncing, trigger set / reset, override network animator (#7135)
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### Changed
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### Fixed
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- Fixed an issue where sometimes the first client to connect to the server could see messages from the server as coming from itself. (#1683)
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- Fixed an issue where clients seemed to be able to send messages to ClientId 1, but these messages would actually still go to the server (id 0) instead of that client. (#1683)
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- Improved clarity of error messaging when a client attempts to send a message to a destination other than the server, which isn't allowed. (#1683)
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- Fixed NetworkList to properly call INetworkSerializable's NetworkSerialize() method (#1682)
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- Fixed The NetworkConfig's checksum hash includes the NetworkTick so that clients with a different tickrate than the server are identified and not allowed to connect (#1728)
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- Fixed OwnedObjects not being properly modified when using ChangeOwnership (#1731)
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- Improved performance in NetworkAnimator (#1735)
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- Fixed display over "always sync" network animator parameters even when an animator controller override is in use (#1735)
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