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It can all be resolved with a small hack which I'm not going to use personally. If you put your List<T> in a seperate ScriptableObject class and...
Nope, same issue with LinkedList. I'm going to try to write my own serializer now and force it on top of unity's assets. I'll have a look and see...
Dear lord this problem is nagging the hell out of me... I'm trying with LinkedList<T> now.