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Commit 85fcb49

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Jamie Brynes
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Fix the PrefabPreprocessor (#1438)
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CHANGELOG.md

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- Added support for multiple annotations in Code Writer API. [#1427](https://github.com/spatialos/gdk-for-unity/pull/1427)
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- Prevent building workers with Unity Editor compile errors. [#1425](https://github.com/spatialos/gdk-for-unity/pull/1425)
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### Fixed
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- Fixed a bug where the entity list in the Worker Inspector does not refresh when switching to a worker with no entities checked out [#1432](https://github.com/spatialos/gdk-for-unity/pull/1432)
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### Changed
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- Upgrade to Worker SDK v14.7.0. [#1434](https://github.com/spatialos/gdk-for-unity/pull/1434)
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### Fixed
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- Fixed a bug where the entity list in the Worker Inspector does not refresh when switching to a worker with no entities checked out [#1432](https://github.com/spatialos/gdk-for-unity/pull/1432)
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- Build targets which are marked as 'Build', but not 'Required' are now properly skipped if build support is not installed. [#1435](https://github.com/spatialos/gdk-for-unity/pull/1435)
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- The `PrefabPreprocessor` will now correctly find and preprocess your prefabs. [#1438](https://github.com/spatialos/gdk-for-unity/pull/1438)
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## `0.3.8` - 2020-07-20
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workers/unity/Packages/io.improbable.gdk.core/Representation/Editor/PrefabPreprocessor.cs

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private static void PreprocessPrefabs()
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{
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var resolvers = AssetDatabase.FindAssets("t:EntityLinkerDatabase")
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var resolvers = AssetDatabase.FindAssets($"t:{typeof(EntityRepresentationMapping)}")
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.Select(AssetDatabase.GUIDToAssetPath)
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.Select(AssetDatabase.LoadAssetAtPath<EntityRepresentationMapping>)
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.SelectMany(mapping => mapping.EntityRepresentationResolvers)

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