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Merge branch 'develop-2.0.0' into fix/null-networkvariable-duplicate
2 parents 1dcc4b9 + f227bfe commit 8c4eb83

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com.unity.netcode.gameobjects/CHANGELOG.md

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@@ -10,6 +10,7 @@ Additional documentation and release notes are available at [Multiplayer Documen
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### Added
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- `NetworkTransport.EarlyUpdate` and `NetworkTransport.PostLateUpdate` are now public. For the vast majority of users, there's really no point in ever calling those methods directly (the `NetworkManager` handles it). It's only useful if wrapping transports outside of NGO. (#3890)
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com.unity.netcode.gameobjects/Editor/NetworkManagerRelayIntegration.cs

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com.unity.netcode.gameobjects/Editor/NetworkManagerRelayIntegration.cs.meta

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com.unity.netcode.gameobjects/Editor/Unity.Netcode.Editor.asmdef

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"expression": "",
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"define": "COM_UNITY_MODULES_PHYSICS2D"
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},
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{
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"name": "com.unity.services.relay",
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"expression": "1.0",
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"define": "RELAY_SDK_INSTALLED"
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},
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{
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"name": "com.unity.services.multiplayer",
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"expression": "0.2.0",
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"define": "MULTIPLAYER_SERVICES_SDK_INSTALLED"
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}
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],
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"noEngineReferences": false
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}
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}

com.unity.netcode.gameobjects/Runtime/Transports/NetworkTransport.cs

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/// <summary>
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/// Invoked by NetworkManager at the beginning of its EarlyUpdate
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/// </summary>
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internal void EarlyUpdate()
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public void EarlyUpdate()
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{
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OnEarlyUpdate();
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}
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/// <summary>
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/// Invoked by NetworkManager towards the end of the PostLateUpdate
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/// </summary>
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internal void PostLateUpdate()
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public void PostLateUpdate()
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{
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OnPostLateUpdate();
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}

com.unity.netcode.gameobjects/package.json

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"name": "com.unity.netcode.gameobjects",
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"displayName": "Netcode for GameObjects",
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"description": "Netcode for GameObjects is a high-level netcode SDK that provides networking capabilities to GameObject/MonoBehaviour workflows within Unity and sits on top of underlying transport layer.",
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"version": "2.10.1",
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"version": "2.11.0",
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"unity": "6000.0",
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"dependencies": {
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"com.unity.nuget.mono-cecil": "1.11.4",

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