* test
* new docs
* adjust CheckForHookFunction to expect two hooks
* update example
* update example
* update example
* update test
* update example
* SyncVar.set: store value in oldValue variable
* SyncVar.set: pass old value to hook too
* TODO
* SyncVar deserialize store value in oldValue variable (for simple types)
* SyncVar deserialize: pass old value to hook too (for simple types)
* add test for GameObject type
* fix comment
* SyncVar deserialize: set value before calling hook
* add TODO
* SyncVar.set: set value before calling hook
* replace tests
* GO test
* SyncVar deserialize: move oldvalue code higher up so it applies to GO/NI too
* syntax
* SyncVar deserialize: pass oldValue to hook (GO/NI types)
* SyncVar deserialize: set netid before calling hook (GO/NI types)
* update comment
* update comment
* update comment
* shorter
* comment, TODO
* put oldValue code into separate cases again
* fix SyncVarEqual comparing the same two __goNetId values
* get rid of tmpValue
* fix weaver tests
* remove TODO
* SyncVar deserialize simple types: get rid of tmpValue here too
* remove tests
* move comment
* add comment
* fix: #1278 - only call initial state SyncVar hooks on clients if the SyncVar value is different from the default one.
* initialState test for an if
* !initialstate
* getting there
* closer
* works but incompatible stack heights message
* better comments
* better
* not needed
* syntax
* rename
* incompatible stack height fixed
* update comment
* remove first todo
* SAVE PROGRESS
* compare go/ni too
* whitespace
* update comments
This allows non-player objects that have been assigned authority to the client to be moved around by the client and their positions updated from that client appropriately when clientAuthority is also true.
fix: FinishLoadSceneHost calls FinishStart host which now calls StartHostClient AFTER server online scene was loaded. Previously there was a race condition where StartHostClient was called immediately in StartHost, before the scene change even finished. This was still from UNET.