The host can detatch a networked object from networking - which is like network destroying it, except it stops networking and becomes a regular snapshot object (host can set NetworkMode to NetworkMode.Snapshot) even after its network spawned.
* Remove remnants of last attempt
* Add tests that checks if prefab source is retained after network spawn
* Stop breaking prefab instances on network spawn
* Serialize & Serialize prefab path in JSON for NetworkObjects
* Fix scene reference gizmos not showing up
* Fix links not pulsing when viewing a graph in play mode
* Fix undo system error when action graph gizmos are selected in scene view
* Fix warning about when a graph can be saved or not
* Fix some SerializedObject.IsValid / SerializedProperty.IsValid implementations
* Fixed errors in console when opening the node creation menu
* Fix possible error when dragging links during play mode
* Fix errors when opening some graphs that reference removed component types
* Strip action graph editor code from engine projects
* Stop generating solutions via -test flag add -generatesolution
* Add TestAppSystem remove Application.InitUnitTest
Avoids some hacks and also makes sure our tests are as close to a real AppSystem as possible.
* Add shutdown unit test
shuts down an re-inits the engine
* Properly dispose native resources hold by managed during shutdown
Should fix a bunch of crashes
* Fix filesystem and networking tests
* StandaloneTest does proper Game Close
* Make sure package tests clean up properly
* Make sure menu scene and resources are released on shutdown
* Report leaked scenes on shutdown
* Ensure DestroyImmediate is not used on scenes
* Fix unmounting in unit tests not clearing native refs
* Force destroy native resource on ResourceLib Clear