* Fix Scene Handling
Line 361: Passing false prevents the switch to offline scene...pass true instead to forceReload paramater.
Line 588: Never assume Network Manager is in Scene 0 of Build Settings...it often is not.
* Reverted GetActiveScene
Will make separate PR
* Added code to unwind DontDestroyOnLoad
* Fixed typo in comment
* Removed the unwinding of DDOL
* [TargetRPC] optional connection parameter for easier usage while still allowing for previous usage
* allow for parameterless targetrpc too
* syntax
* Add Helpers.ReaderParameters change from HLAPI 2019.2 package just to be sure
* move weaver into assets folder
* disable tests for now
* asmdef
* add logs
* Use UNET's WeaverRunner code, slightly modified to find Mirror assembly
* Use UNET's 2019.2 package Weave function changes
* compiler messages error checked moved into separate function
* fix typo
* syntax
* replace 'var'
* rename
* replace var
* fix log
* update comment
* syntax
* rename to assemblyPath. no need for an extra variable.
* remove extra variable
* fix typo
* remove old code
* don't use .Contains to find Mirror dll. that's crazy. would fail for all DLLs in Mirror folder.
* look for 'this' assembly separately
* separate unityEngine assembly search
* add comment
* move null check up
* move null check upwards
* move outputDirectory down
* check process result properly
* use our previous way to find unity engine dll
* rename to unityEngineCoreModuleDLL again
* improve output directory construction
* move unityengine dll finding upwards
* move foundThisAssembly down, where it is used
* add comments
* split dependency code into separate functions
* add TODO
* store this assembly in a variable
* split dependency search depending on if we found assembly or not
* move usesMirror logic into if and out of 'not found' else
* syntax
* improve order
* GetNonDynamicAssemblyDirectories helper function
* check File.Exists instead of exception
* improve comment
* rename HlapiRuntimeAssemblyName to MirrorAssemblyName
* reuse MirrorAssemblyName
* remove telepathy check
* rename to MirrorRuntimeAssemblyName
* add MirrorWeaverAssemblyName
* reuse name consts
* don't use contains to check if assembly depends on Mirror
* add actions for testing again
* make CompilationFinishedHook public so it can be used by tests
* fix typo
* Mirror.Tests.asmdef references weaver asmdef
* reenable tests
* pass error handlers to Weaver Processing for tests to work
* add empty line
* persistent scene ids
* never assign scene ids at runtime
* fix warning
* fix 'sceneid is never assigned to' warning in play mode
* simplify bitwise operation
* set dirty even if only scene index byte changed
* improve log message
* assign build index byte in OnPostProcessScene to also work with unopened scenes and build index changes
* add comment
* improve log
* Add sceneid not set check
* Only PostProcess the objects from this scene.
* Interrupt build if there is an unopened scene that still needs sceneId assignments. This makes it 100% fail safe.
* improve comment and error message
* clear build index byte before or-ing into it
* Fixed animator bandwidth problem.
* Renamed xShadowCopy to lastXParamters, renamed val to be consistent with the reading value names, renamed newValue to newIntValue to be consistent with newFloatValue and newBoolValue.
* Removed Debug.log which slipped by.