### Improvements

*   Cluster Rendering : Improvement on cluster networking layer and reduced instability while using cluster input.

### Fixes

*   (788040) - Android: Buildpipe - Don't make use of preview SDK tools installed.
*   (786918) - Android: Buildpipe - Fixed AAPT errors on project export.
*   ([765396](http://issuetracker.unity3d.com/issues/exporting-google-android-project-fails-when-processing-arr-files)) - Android: Buildpipe - Fixed AAR plugin and resource issues on exported projects.
*   ([779338](http://issuetracker.unity3d.com/issues/navigation-buttons-stay-visible-after-volume-button-was-pressed-on-specific-android-devices)) - Android: Fixed immersive mode switching off on some KitKat devices when pressing volume buttons.
*   ([779877](http://issuetracker.unity3d.com/issues/empty-app-crashes-on-android-devices-when-built-on-mac-in-non-dev-mode-from-unity-5-dot-4)) - Android: Fixed potential crash when using WWW without having Internet permission (also affects use of Unity Analytics).
*   (none) - Android: Fixed potential race condition in atomic access on ARM processors.
*   (689644) - Animation: Fixed scale value getting zeroed when removing scale curve components in AnimationWindow.
*   ([762739](http://issuetracker.unity3d.com/issues/compress-assets-on-import-setting-ignored-when-switching-platform)) - AssetBundles: Fixed Compress Assets On Import setting ignored when switching platform
*   (734216) - AssetBundles: FIxed CreateFromMemory not working with "." in filenames.
*   ([790345](http://issuetracker.unity3d.com/issues/new-installed-unity-will-report-timeout-error-in-commandline-activiation)) - Editor: Fixed New installed Unity command line activation issue.
*   ([776528](http://issuetracker.unity3d.com/issues/odr-memory-not-cleaned-properly-when-ondemandresourcesrequest-is-disposed)) - iOS: Fixed memory leak when using On Demand Resources.
*   ([783713](http://issuetracker.unity3d.com/issues/glcore-editor-ui-is-black-text-is-not-visible-font-is-distorted-on-opengl-3-and-amd)) - MacOSX Editor: Fixed UI text rendering on Radeon HD 4000 series and older AMD GPUs.
*   ([763638](http://issuetracker.unity3d.com/issues/gles-since-5-dot-3-default-shader-precision-statement-inserted-in-wrong-place-before-number-extension)) - OpenGL: Fixed mislocated fragment shader default float precision. Now also basing the default precision on actual HW capabilities.
*   ([784880](http://issuetracker.unity3d.com/issues/opengl-calling-graphics-dot-blit-after-waitforendofframe-stops-the-game-slash-player-view-from-updating)) - OpenGL: Fixed rendering when Graphics.Blit is being called after WaitForEndOfFrame.
*   (none) - OpenGL: Shader compiler: Added unused global uniform pruning.
*   ([780831](http://issuetracker.unity3d.com/issues/glcore-hlsl2glsl-using-uniform-naming-t0-or-other-generated-ones-results-in-error)) - OpenGL: Shader compiler: Avoid temp name collisions.
*   ([782514](http://issuetracker.unity3d.com/issues/gl-shader-doesnt-receive-parameter-from-the-script)) - OpenGL: Shader compiler: Fixed shader translation bugs.
*   ([773226](http://issuetracker.unity3d.com/issues/onwillrenderobject-offscreen-rendering-from-within-onwillrenderobject-breaks-billboard-particles)) - Particles: Fixed a case where if OnWillRenderObject renders, it breaks the main scene.
*   ([788023](http://issuetracker.unity3d.com/issues/shuriken-visual-artifacts-and-popping-effect-when-particles-overlap-each-other)) - Particles: Fixed batching issues when using multiple cameras in the same position.
*   ([780257](http://issuetracker.unity3d.com/issues/force-applied-by-area-slash-point-effector-is-multiplied-by-the-number-of-colliders-even-when-force-target-is-rigidbody)) - Physics2D: Fixed a problem where both AreaEffector2D and PointEffector2D scaled-up forces for each additional collider on a rigidbody.
*   (none) - Physics2D: Fixed a problem where constantly changing an Effector2D collider would mean that no contacts were ever processed stopping the effector from working.
*   ([754351](http://issuetracker.unity3d.com/issues/prefabs-onwillsaveassets-doesnt-work-for-prefabs-when-applying-any-changes-made-to-it)) - Prefabs: Implemented OnWillSaveAssets callback when applying prefabs.
*   ([764711](http://issuetracker.unity3d.com/issues/crash-in-ui-canvasrenderer-synctransform-when-playing-scene-after-editing-script)) - UI: Fixed issue with crash due to dirty renderer being in the dirty list after being destroyed.
*   (none) - VR: Fixed an issue with incorrect Render Texture size being used. Most notable with deferred rendering.
*   (none) - VR: VRFocus now respects RunInBackground. Run In Background value of true will now disable rendering if VRFocus is lost.
*   (none) - Wii U: Fixed issues causing known crashes.
*   (none) - Windows Store: Fixed an assert happening during mesh compression.
*   (789538) - Windows Store: Fixed Build & Run for Universal 8.1 solution.
*   ([789439](http://issuetracker.unity3d.com/issues/tiles-short-name-is-limited-to-13-chars-instead-of-40)) - Windows Store: The maximum amount of characters for short name for tiles will be 40 now.

Revision: 9eb825cf2ca3