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chore: validate 1.12.2 (#3215)
* update Updating package and changelog. * test Changing what log message type we are expecting. * test Forgot to update message.
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com.unity.netcode.gameobjects/CHANGELOG.md

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@@ -6,20 +6,14 @@ The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/)
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Additional documentation and release notes are available at [Multiplayer Documentation](https://docs-multiplayer.unity3d.com).
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## [Unreleased]
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### Added
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## [1.12.2] - 2025-01-17
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### Fixed
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- Fixed issue where `NetworkVariableBase` derived classes were not being re-initialized if the associated `NetworkObject` instance was not destroyed and re-spawned. (#3217)
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- Fixed issue where a spawned `NetworkObject` that was registered with a prefab handler and owned by a client would invoke destroy more than once on the host-server side if the client disconnected while the `NetworkObject` was still spawned. (#3202)
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- Fixed issue where `NetworkRigidBody2D` was still using the deprecated `isKinematic` property in Unity versions 2022.3 and newer. (#3199)
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- Fixed issue where an exception was thrown when calling `NetworkManager.Shutdown` after calling `UnityTransport.Shutdown`. (#3118)
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### Changed
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- Changed the `NetworkTimeSystem.Sync` method to use half RTT to calculate the desired local time offset as opposed to the full RTT. (#3206)
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## [1.12.0] - 2024-11-19
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com.unity.netcode.gameobjects/Tests/Runtime/Transports/UnityTransportTests.cs

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@@ -547,7 +547,7 @@ public IEnumerator DoesNotActAfterShutdown([Values] AfterShutdownAction afterShu
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{
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m_Server.DisconnectRemoteClient(m_Client1.ServerClientId);
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LogAssert.Expect(LogType.Assert, "DisconnectRemoteClient should be called on a listening server");
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LogAssert.Expect(LogType.Warning, $"{nameof(UnityTransport.DisconnectRemoteClient)} should only be called on a listening server!");
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}
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else if (afterShutdownAction == AfterShutdownAction.DisconnectLocalClient)
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{

com.unity.netcode.gameobjects/package.json

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"name": "com.unity.netcode.gameobjects",
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"displayName": "Netcode for GameObjects",
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"description": "Netcode for GameObjects is a high-level netcode SDK that provides networking capabilities to GameObject/MonoBehaviour workflows within Unity and sits on top of underlying transport layer.",
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"version": "1.12.0",
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"version": "1.12.2",
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"unity": "2021.3",
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"dependencies": {
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"com.unity.nuget.mono-cecil": "1.10.1",

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