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| 1 | +Patch 2017.1.0p3 |
| 2 | +Released: 11 August 2017 |
| 3 | + |
| 4 | +Fixes |
| 5 | + |
| 6 | + (930987) - Animation: Fixed a regression that was preventing Math symbols from being evaluated in the Animation window's input field. |
| 7 | + (930335) - Animation: Fixed a glitch that was causing a stuttering in the Animation curve when rotating a GameObject in the Animation window. |
| 8 | + (927443) - Animation: Fixed a crash that was caused during the assignment of an incomplete AnimatorController stored in an AssetBundle. |
| 9 | + (920973) - Asset Bundles: Fixed an issue where IK float values weren't blending. |
| 10 | + (885275) - Build Pipeline: Fixed an assert and potential crash when building projects with Materials or Shader Variant Collections which reference missing shaders ie deleted. |
| 11 | + (918761) - Collab: Added softlocks to project browser in single-column mode. |
| 12 | + (923508) - Collab: Fixed update, immediately cancel, update again, crash. |
| 13 | + (694728) - Graphics: Fixed incorrect shadows appearing in the scene view when visualizing occlusion culling. |
| 14 | + (811757) - Graphics: Fixed runtime crash when modifying skinned mesh and GPU Skinning is enabled. |
| 15 | + (909148) - Graphics: Fixed "Tiled GPU perf. warning: RenderTexture color surface was not cleared/discarded doing..." in Unity when emulating OpenGL ES 2.0 or 3.0. |
| 16 | + (903537) - Graphics: Fixed lighting rendering when using multiple cameras and at least one camera renders to a RenderTexture. |
| 17 | + (909569) - Graphics: Fixed importing of single channel uint16 textures. |
| 18 | + (911910) - Graphics: Fixed an issue which after clearing occlusion data occlusion view volumes were still visible. |
| 19 | + (911654) - Graphics: Fixed a crash when instancing is enabled on specific Material. |
| 20 | + (878317) - Graphics: Fixed a rare crash caused by recursive rendering ie. Camera.Render() or Water rendering. |
| 21 | + (912603) - Graphics: Fixed sRGB flag returning false on the LDR target texture from a HDR to LDR image effect in a linear project. |
| 22 | + (913612) - Graphics: Fixed Nav Mesh Preview in Scene View being affected by lighting. |
| 23 | + (910659) - Graphics: Fixed an issue where lights did not render correctly when using a camera with a RenderTexture and non-fullscreen viewport. |
| 24 | + (910036) - Graphics: Fixed rendering issues when using a camera with a RenderTexture and non-fullscreen viewport. |
| 25 | + (920547) - Graphics: Fixed memory leak in Texture2DArray and CubeMapArrayTexture. |
| 26 | + (919058) - IL2CPP: Fixed a crash in QueryComponentByType when animation was used with engine code stripping enabled and there was no Sprite Renderer component in any scene in the build. |
| 27 | + (916064) - Mono: Restored the "Use micro mscorlib" stripping option for Android. |
| 28 | + (927637) - Physics: Fixed an issue where ContactPoint2D.normalImpulse and ContactPoint2D.tangentImpulse were always zero when accessing via callbacks. |
| 29 | + (908903) - Shaders: Vulkan - fixed a rare incorrect shader generation on expressions with write masks. |
| 30 | + (923506) - Timeline: Fixed View Settings in Timeline getting reset when going into Play Mode. |
| 31 | + (926701) - Timeline: Fixed inconsistencies in root motion position between Editor and Player. |
| 32 | + (911008) - UWP: Fixed the issue where locking the mouse in UWP player would cause wrong values returned from Input.GetAxis() on the next Update. |
| 33 | + (929988) - WebGL: Fixed compilation crashing with node on windows 7 64 bits. |
| 34 | + (934502) - WWW: Return null from WWW.error if there's no error, now. This was causing issues in Android when attempting to display information fetched from Facebook. |
| 35 | + (923806) - XR: Fixed an issue where stereo Convergence setting had no actual impact. |
| 36 | + (918634) - XR: Added VRUsage parameter to GetTemporary(). This fixes an issue with blitting to a temporary renderTexture. |
| 37 | + |
| 38 | +Revision: 0f0686ba7d25 |
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