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chore: Hotfix - bump 1.0.2 and run tests (#2182)
Bump version to 1.0.2 and update changelog
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com.unity.netcode.gameobjects/CHANGELOG.md

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@@ -7,18 +7,10 @@ The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/)
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Additional documentation and release notes are available at [Multiplayer Documentation](https://docs-multiplayer.unity3d.com).
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## [Unreleased]
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### Fixed
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- Implicit conversion of NetworkObjectReference to GameObject will now return null instead of throwing an exception if the referenced object could not be found (i.e., was already despawned) (#2158)
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- Fixed warning resulting from a stray NetworkAnimator.meta file (#2153)
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- Fixed ClientRpcs always reporting in the profiler view as going to all clients, even when limited to a subset of clients by `ClientRpcParams`. (#2144)
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- Fixed RPC codegen failing to choose the correct extension methods for `FastBufferReader` and `FastBufferWriter` when the parameters were a generic type (i.e., List<int>) and extensions for multiple instantiations of that type have been defined (i.e., List<int> and List<string>) (#2142)
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- Fixed throwing an exception in `OnNetworkUpdate` causing other `OnNetworkUpdate` calls to not be executed. (#1739)
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## [1.0.2] - 2022-09-XX
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## [1.0.2] - 2022-09-12
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- Fixed issue where `NetworkTransform` was not honoring the InLocalSpace property on the authority side during OnNetworkSpawn. (#2170)
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- Fixed issue where `NetworkTransform` was not ending extrapolation for the previous state causing non-authoritative instances to become out of synch. (#2170)
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- Fixed issue where `NetworkTransform` was not continuing to interpolate for the remainder of the associated tick period. (#2170)
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- Fixed issue during `NetworkTransform.OnNetworkSpawn` for non-authoritative instances where it was initializing interpolators with the replicated network state which now only contains the transform deltas that occurred during a network tick and not the entire transform state. (#2170)

com.unity.netcode.gameobjects/Components/NetworkTransform.cs

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// that can be invoked when ownership changes.
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if (CanCommitToTransform)
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{
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var currentPosition = InLocalSpace ? transform.localPosition : transform.position;
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var currentRotation = InLocalSpace ? transform.localRotation : transform.rotation;
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// Teleport to current position
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SetStateInternal(transform.position, transform.rotation, transform.localScale, true);
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SetStateInternal(currentPosition, currentRotation, transform.localScale, true);
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// Force the state update to be sent
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TryCommitTransform(transform, m_CachedNetworkManager.LocalTime.Time);

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": "1.0.1",
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"version": "1.0.2",
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"unity": "2020.3",
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"dependencies": {
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"com.unity.nuget.mono-cecil": "1.10.1",

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