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Fix jitter issue with stationary non-authority objects
Fixed jitter issue with NetworkTransform.UseHalfFloatPrecision on non-authority instances.
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com.unity.netcode.gameobjects/CHANGELOG.md

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@@ -27,7 +27,7 @@ Additional documentation and release notes are available at [Multiplayer Documen
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### Fixed
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- Issue where objects using `NetworkTransform.UseHalfFloatPrecision` appeared to jitter on non-authority instances while they were stationary or coming to rest, even though the authority was not moving them.
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- Issue where objects using `NetworkTransform.UseHalfFloatPrecision` appeared to jitter on non-authority instances while they were stationary or coming to rest, even though the authority was not moving them. (#4129)
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- Issue with not being able to spawn initially disabled in-scene placed objects. (#4093)
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- Issue with pre-instantiated network prefab instances being marked as in-scene placed. Now pre-instantiated network prefabs are dynamically spawned. (#4093)
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- Issue where a user could spawn runtime created `NetworkObject` that has a GlobalObjectIdHash of zero. These are not valid instances and will no longer be allowed to spawn. (#4093)

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