### Improvements

*   Runtime-Other: Added diagnostic option to cmdline arguments -debugallocator \[1/2\] which helps to identify memory access issues in the engine on Windows and OSX x64 platforms.
*   WebSocket: Improved memory allocation and socket writing procedure (fixed not expected connection closing)

### Fixes

*   ([796242](http://issuetracker.unity3d.com/issues/android-slash-audio-android-app-stops-playing-audio-at-all-if-another-app-takes-audio-focus)) - Android: Abandon/Request audio focus on pause/resume.
*   ([789398](http://issuetracker.unity3d.com/issues/delay-playing-audio-on-gearvr)) - Android: Audio - Fixed audio latency in GearVR regression.
*   ([746248](http://issuetracker.unity3d.com/issues/exporting-google-android-project-runs-unnecessary-steps-dexing-etc-dot)) - Android: Buildpipe - Don't check for passwords if exporting project.
*   ([746248](http://issuetracker.unity3d.com/issues/exporting-google-android-project-runs-unnecessary-steps-dexing-etc-dot)) - Android: Buildpipe - Don't merge manifests if exporting project.
*   (781657) - Android: Buildpipe - Remove mdb files from release build.
*   (790236) - Android: Editor - Fixed an issue where it was impossible to push to devices running Android N Preview.
*   ([802824](http://issuetracker.unity3d.com/issues/android-changing-resolution-screen-dot-setresolution-results-in-surfaceflinger-error)) - Android: Fixed the issue of game freezing when changing resolution with Screen.SetResolution.
*   ([786289](http://issuetracker.unity3d.com/issues/crash-on-some-mobile-when-using-argb32-temporary-render-textures-from-unity-5-dot-2-1)) - Android: Fixed high memory usage of RenderTexture.GetTemporary.
*   ([751102](http://issuetracker.unity3d.com/issues/android-crash-on-instantiating-unityplayer-without-activity)) - Android: Fixed a crash related to the main context not being an Activity.
*   ([793738](http://issuetracker.unity3d.com/issues/hebrew-is-not-recognized-on-android-by-application-dot-systemlanguage)) - Android: Fixed an issue where Indonesian and Hebrew weren't properly recognized by SystemInfo.
*   (none) - Android: Fixed deployment to devices with unknown OpenGL ES target.
*   ([782985](http://issuetracker.unity3d.com/issues/andorid-slash-plugins-java-dot-lang-dot-nosuchmethoderror-when-invoking-public-static-method-with-androidjavaobject)) - Android: JNI - Throw correct exception when method not found by reflection.
*   (696580) - Android: Tegra 2: Application no longer crashes if UnitySendMessage is called during initialization.
*   ([795931](http://issuetracker.unity3d.com/issues/2d-default-sprite-shader-source-does-not-work-with-etc-plus-alpha-split-on-android-device)) - ETC1: Fixed ETC1 variant getting stripped out from android build.
*   ([793780](http://issuetracker.unity3d.com/issues/cacheserver-cache-server-fails-to-validate-a-prefab-that-is-created-automatically-from-script)) - Fixed an issue where Cache Server failed to validate prefab created from script.
*   (none) - Graphics: Fixed potential memory leak with timesliced realtime reflection probes.
*   (797495) - IL2CPP: Implemented Process.GetCurrentProcess on some platforms and provide a useful error message where it was not possible to implement.
*   (800301) - IL2CPP: Prevented a possible deadlock on PS4.
*   ([802618](http://issuetracker.unity3d.com/issues/ipv6-ios-exception-when-try-to-access-socket-dot-localendpoint)) - IL2CPP: Support IPv6 addresses for LocalEndPoint and RemoteEndPoint properties of the .NET Socket class.
*   ([792932](http://issuetracker.unity3d.com/issues/appending-ios-project-with-il2cpp-backend-rebuilds-it-instead)) - iOS: Enabled incremental build for il2cpp by default for old projects.
*   ([803206](http://issuetracker.unity3d.com/issues/www-calling-www-dot-dispose-causes-a-crash-on-ios)) - iOS: Fixed crash when calling WWW.Dispose.
*   ([790853](http://issuetracker.unity3d.com/issues/il2cpp-not-all-files-get-removed-and-increase-game-file-size)) - iOS: Removed unneeded il2cpp files that increase build size.
*   ([794783](http://issuetracker.unity3d.com/issues/freezes-editor-importing-obj-file)) - Model Importer: Fixed a crash when importing .obj and .fbx files with malformed or duplicate vertex data.
*   ([763536](http://issuetracker.unity3d.com/issues/ios-mono-does-not-support-a-specific-security-certificate-when-trying-to-it-using-webclient-api-on-ios)) - Mono: Added MD4, SHA384 and SHA512 signature verification to X.509 certificates.
*   (793415) - Mono: Handle marshaling properly of a class with a fixed size array field and a base class with multiple fields.
*   (none) - Multiplayer: Cleaned up the connection containing StateUpdate channel can cause crash.
*   ([761566](http://issuetracker.unity3d.com/issues/unet-calling-networkdiscovery-dot-stopbroadcast-and-networkserver-dot-reset-crashes-editor)) - Multiplayer: Fixed: Calling NetworkDiscovery.StopBroadcast() and NetworkServer.Reset() crashes editor.
*   (794054) - Multiplayer: NetworkTransport.SetBroadcastCredentials crashes unity.
*   ([788808](http://issuetracker.unity3d.com/issues/relaiblefragmented-client-should-stop-sending-messages-manager-dot-send-returns-false-until-old-messages-are-acknowledged)) - Multiplayer: ReliableFragmented channel can drop data.
*   ([760104](http://issuetracker.unity3d.com/issues/unet-webgl-networkclient-dot-sendbychannel-called-on-client-crashes-the-server)) - Multiplayer: WebSockets: Fixed crash on NetworkClient.SendByChannel call.
*   ([774657](http://issuetracker.unity3d.com/issues/hlslcc-interlockedadd-on-rwbyteaddressbuffer-crashes-the-compiler), [768041](http://issuetracker.unity3d.com/issues/shadercompiler-opengl-internal-error-communicating-with-compiler-process-when-unused-features-are-not-skipped), [794455](http://issuetracker.unity3d.com/issues/glcore-shaders-visual-artifacts-using-custom-water-shader)) - OpenGL: Fixed various shader translation (for GLCore/GLES3) issues. Atomic operations on RWByteAddressBuffers, vertex-to-fragment inputs not being float4/half4 sized, geometry shaders where first input is not a SV\_POSITION, tessellation shaders that were making some drivers not happy.
*   ([707886](http://issuetracker.unity3d.com/issues/standalone-osx-player-built-from-the-command-line-doesnt-have-the-correct-app-icon)) - OSX: Fixed icons in batch mode builds.
*   ([787233](http://issuetracker.unity3d.com/issues/osx-opengl2-x64-player-crashes-on-objc-release), [793518](http://issuetracker.unity3d.com/issues/osx-x64-player-crashes-in-screen-selector-when-pressing-enter)) - OSX: Fixed infrequent crashes in Screen Selector.
*   ([696234](http://issuetracker.unity3d.com/issues/ssl-failure-with-www-32bit-os-x-player)) - OSX: Fixed SSL protocol support on 32-bit OSX standalone.
*   (776115) - tvOS: Fixed support for default font of Unity (Arial).
*   ([800964](http://issuetracker.unity3d.com/issues/hard-exc-bad-access-crash-from-asyncoperation)) - UnityWebRequest: Hard EXC\_BAD\_ACCESS crash from AsyncOperation.
*   (none) - UnityWebRequest: Make headers case insensitive, in order to better match RFC 2616 semantics.
*   ([791362](http://issuetracker.unity3d.com/issues/websocket-library-you-use-prints-a-star-star-star-sending-new-pending-truncated-star-star-error-when-queue-becomes-full-and-disconnects-clients)) - WebSockets: Make Incoming buffer configurable: ConnectionConfig.WebSocketReceiveBufferMaxSize param.

Revision: f55402cb6571