* WebSocket-based data transfer system
* Move resource downloads/uploads to the new transfer system
Should drastically increase the permitted practical size
* Transfer impl for Lidgren
* Async impl for receive stream
* Use unbounded channel for Lidgren
* Add metrics
* More comments
* Add serverside stream limit to avoid being a DoS vector
* Fix tests
* Oops forgot to actually implement sequence channels in NetMessage
* Doc comment for NetMessage.SequenceChannel
* Release notes
* Removed IBaseSession, pushed all members down to ICommonSession.
* Pulled all members of client IPlayerSession into ICommonSession.
Marked client IPlayerSession as obsolete, use the base ICommonSession.
* Restricted setter access for properties in ICommonSession, only engine should be setting them.
* Fixed ping implementation on server.
* Moved AttachedEntityUid to ICommonSession.
* Added a shared IPlayerManager and pulled some common properties down to it.
* Added a shared player Filter class that holds a set of recipients in a networked call. Very useful for selecting recipients in a shared context.
* Removed the Interfaces folder.
* All objects inside the GameObjects subfolders are now in the GameObjects namespace.
* Added a Resharper DotSettings file to mark the GameObjects subfolders as not providing namespaces.
* Simplified Robust.client.Graphics namespace.
* Automated remove redundant using statements.