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v6.3.0

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feat: websocket can now receive port and encryption setting from uri (M…

…irrorNetworking#1283)

v6.2.0

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feat: telepathy can receive port from uri (MirrorNetworking#1282)

* feat: telepathy can receive port from uri

* Use configured port if the url does not have one

v6.1.1

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fix: Don't set asset id for scene objects

Fixes this warning:
```
SetDynamicAssetId object already has an assetId <68fb15ce5f2e7eb44a8ac123d853b91a>
UnityEngine.DebugLogHandler:Internal_Log(LogType, String, Object)
UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[])
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:LogError(Object)
Mirror.NetworkIdentity:set_assetId(Guid) (at D:\Unity\Projects\TestUmmorpg\Assets\uMMORPG\Plugins\Mirror\Runtime\NetworkIdentity.cs:165)
Mirror.ClientScene:ApplySpawnPayload(NetworkIdentity, SpawnMessage) (at D:\Unity\Projects\TestUmmorpg\Assets\uMMORPG\Plugins\Mirror\Runtime\ClientScene.cs:470)
Mirror.ClientScene:OnSpawn(SpawnMessage) (at D:\Unity\Projects\TestUmmorpg\Assets\uMMORPG\Plugins\Mirror\Runtime\ClientScene.cs:529)
Mirror.<>c__DisplayClass35_0`1:<RegisterHandler>b__0(NetworkConnection, SpawnMessage) (at D:\Unity\Projects\TestUmmorpg\Assets\uMMORPG\Plugins\Mirror\Runtime\NetworkClient.cs:400)
Mirror.<>c__DisplayClass7_0`1:<MessageHandler>b__0(NetworkMessage) (at D:\Unity\Projects\TestUmmorpg\Assets\uMMORPG\Plugins\Mirror\Runtime\MessagePacker.cs:163)
Mirror.NetworkConnection:InvokeHandler(Int32, NetworkReader, Int32) (at D:\Unity\Projects\TestUmmorpg\Assets\uMMORPG\Plugins\Mirror\Runtime\NetworkConnection.cs:271)
Mirror.NetworkConnection:TransportReceive(ArraySegment`1, Int32) (at D:\Unity\Projects\TestUmmorpg\Assets\uMMORPG\Plugins\Mirror\Runtime\NetworkConnection.cs:325)
Mirror.NetworkClient:OnDataReceived(ArraySegment`1, Int32) (at D:\Unity\Projects\TestUmmorpg\Assets\uMMORPG\Plugins\Mirror\Runtime\NetworkClient.cs:149)
UnityEngine.Events.InvokableCall`2:Invoke(ArraySegment`1, Int32)
UnityEngine.Events.UnityEvent`2:Invoke(ArraySegment`1, Int32)
Mirror.TelepathyTransport:ProcessClientMessage() (at D:\Unity\Projects\TestUmmorpg\Assets\uMMORPG\Plugins\Mirror\Runtime\Transport\TelepathyTransport.cs:79)
Mirror.TelepathyTransport:LateUpdate() (at D:\Unity\Projects\TestUmmorpg\Assets\uMMORPG\Plugins\Mirror\Runtime\Transport\TelepathyTransport.cs:106)
```

v6.1.0

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feat: new way to connect using uri (MirrorNetworking#1279)

* feat: new way to connect using uri

* set the host name when starting by url

v6.0.1

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fix: ReplacePlayer now calls OnStartLocalPlayer (MirrorNetworking#1280)

* fix: ReplacePlayer now calls OnStartLocalPlayer

fixes MirrorNetworking#962

* fix: replace player cannot steal another player

v6.0.0

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breaking: SyncList.Callback passes old and new entries instead of onl…

…y passing one entry which is sometimes the old, sometimes the new entry. This is more consistent and it's very useful to know the previous value in a hook for OP_SET and OP_DIRTY. (MirrorNetworking#1273)

* feature: SyncList.Callback passes old and new entries instead of only passing one entry which is sometimes the old, sometimes the new entry. This is more consistent and it's very useful to know the previous value in a hook for OP_SET and OP_DIRTY.

* update tests

* update docs

v5.1.8

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SyncDictionary: remove unused OP_DIRTY operations

v5.1.7

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fix: Additive scene can respawn objects safely (MirrorNetworking#1270)

* fix: Additive scene can respawn objects safely

* Update Assets/Mirror/Runtime/NetworkIdentity.cs

Co-Authored-By: MrGadget <[email protected]>

v5.1.6

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fix: set authority when replacing the player

v5.1.5

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Revert "fix: replacing the player does not mean giving up authority (M…

…irrorNetworking#1254)"

This reverts commit a2c273e.