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fix: prefab processor dirty up port (up port) (#3103)
* fix NetworkPrefabProcessor now marks the default NetworkPrefabsList ScriptableObject asset as dirty if there are new imports OR deletions. * update adding changelog entry * update adding pr number to entry
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com.unity.netcode.gameobjects/CHANGELOG.md

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@@ -19,6 +19,7 @@ Additional documentation and release notes are available at [Multiplayer Documen
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### Fixed
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- Fixed issue where `NetworkPrefabProcessor` would not mark the prefab list as dirty and prevent saving the `DefaultNetworkPrefabs` asset when only imports or only deletes were detected.(#3103)
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- Fixed issue with nested `NetworkTransform` components clearing their initial prefab settings when in owner authoritative mode on the server side while using a client-server network topology which resulted in improper synchronization of the nested `NetworkTransform` components. (#3099)
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- Fixed issue with service not getting synchronized with in-scene placed `NetworkObject` instances when a session owner starts a `SceneEventType.Load` event. (#3096)
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- Fixed issue with the in-scene network prefab instance update menu tool where it was not properly updating scenes when invoked on the root prefab instance. (#3092)

com.unity.netcode.gameobjects/Editor/Configuration/NetworkPrefabProcessor.cs

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@@ -132,7 +132,7 @@ bool ProcessDeletedAssets(string[] strings)
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// Process the imported and deleted assets
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var markDirty = ProcessImportedAssets(importedAssets);
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markDirty &= ProcessDeletedAssets(deletedAssets);
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markDirty |= ProcessDeletedAssets(deletedAssets);
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if (markDirty)
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{

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