Can a connection create objects?
Send network destroy even if DestroyImmediate is called
Ownership authority flags
Let GameObject have [Sync] too (test)
Reorder enum, add [Expose]
Change up logic for can create objects - only check if we have a source
Default CanCreateObjects to true for now (this is current behavior)
Initial implementatior for ownership authority
Use NetworkAccessor for changing ownership authority. (Temp? Depending on review) don't use TL for set prop for Sync Vars
Initial implementation of Rpc authority
Remove a test log
CodeGen static array for attributes on a CodeGenerator method/prop now marked as [SkipHotload] and readonly, so they do update when changed
Make it CanSpawnObjects
CanSpawnObjects settable only by the host