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Changed how the Scene Id of scene network objects is assigned. Now, it's only set once when the object is first created. And it's no longer an ascending value, it's a unique (within the object's scene) random value in the range of int.MinValue and int.MaxValue, excluding -1, which is used as the invalid id. The ascending id still exists, but now is called Runtime Scene Id, and it's only set at runtime and used internally by Netick.
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