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- Mirror is now full source - no more DLL's
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- Transports are now components: TCP, UDP, WebGL, Steam
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## Version 1.3 -- 2019-Jan-01
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- Added: HelpURL attirbutes to components
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- Added: Automatic targetFramerate for headless builds
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- Added: ByteMessage to Messages class
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- Fixed: Connectiing state can be cancelled properly
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- Fixed: NetworkTransformBase interpolation applied to client's own object
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- Fixed: Objects are spawned with correct rotation
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- Fixed: SceneId assignment
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- Fixed: Changed syncInterval wasn't saved...it is now
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- Fixed: Additive Scene loading
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- Changed: Transport class now dispatches Unity Events
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- Changed: NetworkServer.SendToClientOfPlayer uses NetworkIdentity now
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- Changed: NetworkServer.SendToObservers uses NetworkIdentity parameter now
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- Changed: NetworkServer.SendToReady uses NetworkIdentity now
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- Changed: NetworkServer.DestroyPlayerForConnection uses NetworkIdentity.spawned now
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- Changed: NetworkConnection.Dispose uses NetworkIdentity.spawned now
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- Changed: NetworkReader.ReadTransform uses NetworkIdentity.spawned now
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- Changed: NetworkTransform reimplemented -- physics removed, code simplified
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- Removed: NetworkClient.hostPort (port is handled at Transport level)
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- Removed: NetworkServer.FindLocalObject (Use NetworkIdentity.spawned\[netId\] instead)
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- Removed: ClientScene.FindLocalObject (Use NetworkIdentity.spawned\[netId\] instead)
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