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Release 0.1.3 Prep (#66)
* update to 0.1.3 GDK Core * update pinned * update changelog; * increment versions
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CHANGELOG.md

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## Unreleased
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## `0.1.3` - 2018-11-26
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### Added
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- `MetricsSendSystem.cs` now sends metrics for Frames Per Second (FPS) and Unity heap usage.
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### Changed
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- Improved the method of calculating load and FPS.
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- Upgraded to GDK for Unity version `0.1.3`
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## `0.1.2` - 2018-11-02
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gdk.pinned

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0.1.2
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0.1.3

workers/unity/Assets/Fps/Scripts/Config/FpsEntityTemplates.cs

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using System;
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using System.Collections.Generic;
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using System.Linq;
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using Improbable;
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using Improbable.Gdk.Core;
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using Improbable.Gdk.Guns;
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using Improbable.Gdk.PlayerLifecycle;
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using Improbable.Gdk.StandardTypes;
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using Improbable.PlayerLifecycle;
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using Improbable.Worker.Core;
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namespace Fps
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{

workers/unity/Assets/Fps/Scripts/MetricSendSystem.cs

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using System;
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using Improbable.Gdk.Core;
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using Improbable.Worker;
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using Improbable.Worker.Core;
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using Improbable.Worker.CInterop;
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using Unity.Entities;
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using UnityEngine;
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workers/unity/Assets/Fps/Scripts/SetupLogic/ConnectionController.cs

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using Improbable;
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using Improbable.Gdk.Core;
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using Improbable.Gdk.GameObjectRepresentation;
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using Improbable.PlayerLifecycle;
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using Improbable.Worker;
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using Improbable.Worker.Core;
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using Improbable.Worker.CInterop;
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using UnityEngine;
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namespace Fps

workers/unity/Assets/Fps/Scripts/SetupLogic/SimulatedPlayerCoordinatorWorkerConnector.cs

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using UnityEngine;
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using System.Collections.Generic;
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using System.Threading.Tasks;
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using Improbable.Worker;
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using Improbable.Gdk.Core;
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using Random = UnityEngine.Random;
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public class SimulatedPlayerCoordinatorWorkerConnector : WorkerConnectorBase

workers/unity/Assets/Fps/Scripts/SetupLogic/WorkerConnectorBase.cs

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using System.Threading.Tasks;
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using Improbable.Gdk.Core;
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using Improbable.Worker.Core;
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using Improbable.Worker.CInterop;
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using UnityEngine;
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namespace Fps

workers/unity/Assets/Fps/Scripts/SimulatedPlayer/SimulatedPlayerManager.cs

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using Improbable.Gdk.GameObjectRepresentation;
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using Improbable.Worker;
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using Improbable.Gdk.Core;
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using Improbable.Gdk.GameObjectRepresentation;
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using UnityEngine;
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public class SimulatedPlayerManager : MonoBehaviour

workers/unity/Assets/Fps/Scripts/SimulatedPlayer/SimulatedPlayerProxyManager.cs

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using Improbable.Gdk.GameObjectRepresentation;
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using Improbable.Worker;
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using Improbable.Gdk.Core;
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using Improbable.Gdk.GameObjectRepresentation;
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using UnityEngine;
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public class SimulatedPlayerProxyManager : MonoBehaviour

workers/unity/Packages/com.improbable.gdk.guns/Systems/ServerShootingSystem.cs

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// Send command to entity being shot.
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var modifyHealthRequest = HealthComponent.ModifyHealth.CreateRequest(
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new Improbable.Worker.EntityId(shotInfo.EntityId),
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new EntityId(shotInfo.EntityId),
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new HealthModifier()
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{
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Amount = -damage,

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