fix: NetworkIdentity component bitmask shifting overflows #3941
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Thanks to EnragedOxygen on Discord for tracking this one down!
Turns out you need to be very explicit with typing otherwise c# will default to int.
This will cause the component dirty mask to overflow for any components > 32, which causes weird issues since it will cancel each other out (both the bitmask creation and the following IsDirty(componentIndex) overflow)
This will lead to serialization on the component index < 32 and > 32 (so index 33 would deserialize for both 1 and 33), but only sometimes
Generally in real games this would show up as a size mismatch which is how EnragedOxygen discovered it
I've done a quick project wide search for any other occurences, but it seems like everywhere else is typed correctly