### Improvements

*   DX11: Improved texture upload performance for compressed, floating point ant RGBA32 formats. (812350)
*   Networking: Ping implementation for ipv6.
*   VR: Update Oculus to version 1.7
*   VR: Update Oculus GearVR to version 1.7.1

### Fixes

*   ([800914](http://issuetracker.unity3d.com/issues/assert-thrown-when-applying-changes-in-sprite-editor-after-creating-multiple-sprites), [802831](http://issuetracker.unity3d.com/issues/sprite-atlassing-importing-a-psd-as-an-advanced-single-sprite-results-in-importer-dot-getnpotscale-equals-equals-textureimporter-knpotkeep)) - 2D: Fixed an assert message "importer.GetNPOTScale() == TextureImporter::kNPOTKeep" showing when creating sprites in Advance mode. Creating sprites now ignores TextureImporter's non power of two settings if the texture is already a power of two.
*   (811963) - Android: Audio - Fixed glitches on GearVR when Best Latency is selected.
*   ([811880](http://issuetracker.unity3d.com/issues/android-calling-handheld-dot-playfullscreenmovie-crashes-on-some-android-devices)) - Android: Fix for crash on returning from Handheld.PlayFullScreenMovie.
*   ([769505](http://issuetracker.unity3d.com/issues/animation-throws-internal-error-found-a-curve-with-both-quaternion-and-euler-bindings-curves-should-have-only-one-or-the-other)) - Animation: Fixed an issue where having animations with a mixed number of bones in a controller, and having Write Defaults to false would throw errors.
*   ([763293](http://issuetracker.unity3d.com/issues/android-local-assetbundles-do-not-load-on-android)) - AssetBundles: Fixed AssetBundle.LoadFromFile usage with Application.streamingAssetsPath on Android.
*   (none) - Core: Added support for loading serialized files stored with 5.5.0a4.
*   ([793567](http://issuetracker.unity3d.com/issues/exceptions-in-onpostprocessbuild-scripts-do-not-fail-the-build)) - Editor: Exceptions from PostProcessBuild callbacks now introduce errors to the build.
*   ([808080](http://issuetracker.unity3d.com/issues/editor-crashes-when-replacing-prefab-with-alt-button-pressed)) - Editor: Fixed crash when trying to connect a GameObject to a prefab with no root GameObject set.
*   ([793679](http://issuetracker.unity3d.com/issues/assigning-null-to-nullable-type-assigns-default-value-on-ios)) - Graphics: Don't re-upload textures to the graphics device when a quality change is requested and the pixel data is unavailable. This applies to textures loaded from asset bundles unloaded with AssetBundle.Unload (false).
*   ([791721](http://issuetracker.unity3d.com/issues/wsa-il2cpp-socket-dot-asyncconnect-doesnt-work)) - IL2CPP/Windows Store: Allow non-blocking sockets to work properly on 64-bit builds.
*   (819647) - IL2CPP: Corrected some calls to HasValue on nullable types, which could return true when the nullable does not have a value.
*   ([818966](http://issuetracker.unity3d.com/issues/il2cpp-android-build-fails-to-compile-with-il2cpp)) - IL2CPP: Generate proper C++ code for some cases involving array parameters passed by reference.
*   ([815722](http://issuetracker.unity3d.com/issues/il2cpp-dot-exe-throws-stackoverflowexception-during-build-process)) - IL2CPP: Prevent a stack overflow during code conversion which can occur for mutli-dimensional arrays with generic types.
*   (818102) - IL2CPP: Rename the types.h file to be il2cpp-string-types.h to avoid the possibility of is conflicted with a user-defined header file.
*   ([369773](http://issuetracker.unity3d.com/issues/unity-uses-absolute-paths-and-not-relative-paths-for-storing-build-directory)) - iOS: Building from GUI now uses a project relative path if the location is under the project folder
*   ([790724](http://issuetracker.unity3d.com/issues/splash-image-custom-splash-image-does-not-appear-in-windows-build-when-the-projects-name-includes-specific-characters)) - Kernel:Fixed rounding error so Mathf.MoveTowardsAngle always reaches target angle.
*   ([735709](http://issuetracker.unity3d.com/issues/linux-standalone-icon-displayed-as-white-square-in-launch-bar)) - Linux: Fallback to NET\_WM\_ICON for setting custom player icon.
*   ([810289](http://issuetracker.unity3d.com/issues/starting-a-server-cashes-on-libwebsocket-service-fd)) - Networking: Fixed starting a server cashes on libwebsocket\_service\_fd.
*   (820523) - OS X: Fixed HTTPS support for WWW/UnityWebRequest when Mac App Store receipt validation is on.
*   ([770034](http://issuetracker.unity3d.com/issues/buildplayer-buildpipeline-dot-buildplayer-fails-on-osx-when-building-for-osx-if-a-splash-screen-is-specified-in-player-settings)) - OSX: Fixed a crash when building for OSX in certain circumstances to do with paths to splash screen and icon.
*   ([808187](http://issuetracker.unity3d.com/issues/undoing-hierarchy-leads-to-m-transformdata-dot-hierarchy-equals-equals-null-assert-followed-by-a-crash), [790220](http://issuetracker.unity3d.com/issues/undo-duplicates-items-in-the-nested-prefab-with-error-message-roottransform-equals-null), [816014](http://issuetracker.unity3d.com/issues/the-editor-crashes-when-creating-a-prefab-undoing-the-action-and-trying-to-rename-the-prefab)) - Prefabs: Fixed some issues and crashes related to undo-ing the creation of prefabs and prefab connections.
*   (none) - Tizen: Fixed a problem with UnityPluginLoad() not working.
*   (none) - UI: Fixed issue with OnPointerEnter event firing after touch ends.
*   (none) - VCS: Stop a C++ method being called during C# constructor and serialization (which is a scripting warning as it is unsafe to do this).
*   ([806810](http://issuetracker.unity3d.com/issues/vr-different-particle-shader-transparency-between-editor-and-build)) - VR: Fixed different particle shader transparencies between editor and build when splash screen is active.
*   ([801951](http://issuetracker.unity3d.com/issues/splash-image-custom-splash-image-does-not-appear-in-windows-build-when-the-projects-name-includes-specific-characters)) - Windows Standalone: Custom image will be correctly shown in screen selector dialog when building to directory with non-english letters.
*   ([803319](http://issuetracker.unity3d.com/issues/unity-thinks-finger-is-still-pressed-after-dragging-it-out-of-the-window-and-releasing-it-using-a-touchscreen-device)) - Windows Standalone: Fixed a regression where "touch up" events would be lost when occurring outside window bounds.

Revision: 38355027a8f3