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fix: NetworkAnimator not synchronizing changes to layer weights (#2399)
* fix
This resolves the regression bug where layer weight updates were not being synchronized if no state transition was occurring.
* test
Adding test to verify layer weight changes are updated for connected clients and that late joining clients are synchronized to the updated weight value.
* test manual
Adding small manual test adjustment to verify the change in a layer weight is synchronized.
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@@ -21,6 +21,7 @@ Additional documentation and release notes are available at [Multiplayer Documen
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- Network prefabs are now stored in a ScriptableObject that can be shared between NetworkManagers, and have been exposed for public access. By default, a Default Prefabs List is created that contains all NetworkObject prefabs in the project, and new NetworkManagers will default to using that unless that option is turned off in the Netcode for GameObjects settings. Existing NetworkManagers will maintain their existing lists, which can be migrated to the new format via a button in their inspector. (#2322)
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### Fixed
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- Fixed issue where changes to a layer's weight would not synchronize unless a state transition was occurring.(#2399)
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- Fixed issue where `NetworkManager.LocalClientId` was returning the `NetworkTransport.ServerClientId` as opposed to the `NetworkManager.m_LocalClientId`. (#2398)
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- Fixed a UTP test that was failing when you install Unity Transport package 2.0.0 or newer. (#2347)
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- Fixed issue where `NetcodeSettingsProvider` would throw an exception in Unity 2020.3.x versions. (#2345)
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