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| 1 | +Patch 5.4.5p1 |
| 2 | +Released: 27 March 2017 |
| 3 | + |
| 4 | +Improvements |
| 5 | + |
| 6 | + (815861) - UI: CanvasRenderer::OnTransformChanged will not be called when object is inactive. |
| 7 | + |
| 8 | +Fixes |
| 9 | + |
| 10 | + (837483) - Android: Acquire context on focus before notifying player. |
| 11 | + (743739, 887242) - Android: Fixed a crash in WebStreamDecomp after a long sequence of reading asset bundles. |
| 12 | + (870185) - Animation: Fixed root rotation when importing a humanoid animation that used the "Copy From Other Avatar" feature. |
| 13 | + (879675) - Core: Fixed job system ending up with high CPU usage in certain circumstances eg. using UnityWebRequest.Send() in Editor after exiting Play mode. |
| 14 | + (none) - Editor - Other: Editor internal resources can now be rebuilt in 5.4. |
| 15 | + (728324) - Graphics: D3D9 - Make sure that internal resolves don't result in a drawn pixel – i.e single white pixel when using deferred mode. |
| 16 | + (890915) - Graphics: Fixed a crash in GetBuildUsageTagFromAssets that was triggered by pro0ject that had ShaderVariants. |
| 17 | + (864237) - Graphics: Fixed an issue with Assert "Texture aux property (unity_SpecCube0_HDR) should never be a built-in name!". |
| 18 | + (863954) - Graphics: Fixed forward-only objects being rendered into Depth/DepthNormals textures multiple times when they had multiple submeshes and deferred shading was used. |
| 19 | + (849424) - Graphics: On DirectX, avoid presenting a fresh-black frame whilst performing screen resizing. |
| 20 | + (863625) - Graphics: Set the ambient probe for the deferred reflections pass to fix a difference between graphics jobs and non-graphics jobs rendering. |
| 21 | + (870973) - IL2CPP: Fixed a race condition on iOS during method initialization. |
| 22 | + (861046) - iOS: Added support in order to enable auto-rotation while broadcasting using ReplayKit. |
| 23 | + (875180) - iOS: Removed extra notification sent on application launch. |
| 24 | + (none) - Metal: Fixed an issue with setting DontCare load flag when running multithreaded. |
| 25 | + (883312) - Physics: Fixed a crash caused by changing the value of the configuredInWorldSpace flag on a Joint attached to an inactive GameObject. |
| 26 | + (888302) - Scripting: Fixed a coroutine crash in Coroutine::CompareCoroutineEnumerator. |
| 27 | + (881103) - Shaders: Fixed an internal error on a GLSL shader compiling corner case. |
| 28 | + (750307) - Shaders: Fixed advanced blend operations by requiring the shaders to be decorated with UNITY_REQUIRE_ADVANCED_BLEND(mode) declaration. |
| 29 | + (863256) - Sprites: Fixed an issue where OverrideGeometry on instantiated sprites produced differing results in the Editor and Standalone. |
| 30 | + (none) - Tizen: Resolved a crash that occurred when an app tried to exit. |
| 31 | + (873678) - UI: Fixed an occasional masking issue when using deferred rendering path on Linux. |
| 32 | + (856734) - UI: Fixed a curve preview crash not updating when points changed but bounds did not. |
| 33 | + (856381) - UI: Fixed scrollrect performance being slow when it had a lot of content. |
| 34 | + (880565) - UnityWebRequest: Fixed Editor freeze when exiting play mode with active UnityWebRequest with custom download handler script. |
| 35 | + (876027) - UnityWebRequest: Fixed high CPU when WebRequest with custom download handler script was aborted. |
| 36 | + (879749) - UnityWebRequest: Fixed redirect in editor when not in play mode. |
| 37 | + (850239) - VCS: Fix for editor not checking out scene file before first write in freshly loaded project. |
| 38 | + (886841) - VR: Fixed a subtle timing bug on Rift that could cause a minor view stuttering in certain situations. |
| 39 | + |
| 40 | +Revision: 3a377daef261 |
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