### Improvements

*   Added R8 and RG16 Texture formats, and RGBAUShort and RG16 Render Texture formats.
*   Added support for the 5th generation iPad.
*   Added a timeout property to UnityWebRequest. This gives coarse grain control over timeouts for webrequests.
*   Updated Oculus to version 1.14.

### Fixes

*   ([898383](https://issuetracker.unity3d.com/product/unity/issues/guid/898383/)) - 2D: Fixed an issue where SpriteUtility.GetSpriteUvs returned invalid Uvs.
*   (898900, [868921](https://issuetracker.unity3d.com/product/unity/issues/guid/868921/)) - Android: Fixed assertion failures of GLES calls without valid context on debug and development builds.
*   (890531) - Android: Fixed the build process when using Gradle so that checks for signed applications are performed at the beginning of the build process, instead of at the end.
*   ([900109](https://issuetracker.unity3d.com/product/unity/issues/guid/900109/)) - Animation: Fixed animation root motion layering.
*   (896498) - Animation: Fixed DeoptimizeTransformHierarchy crashing when a GameObject with a SkinnedMeshRenderer was attached to an exposed bone.
*   ([893042](https://issuetracker.unity3d.com/product/unity/issues/guid/893042/)) - Animation: Fixed incorrect animated color values when in linear color space.
*   (none) - Animation: Improved build and AssetBundle data determinism for Human components.
*   ([890644](https://issuetracker.unity3d.com/product/unity/issues/guid/890644/)) - Build Pipeline: Fixed AssetBundle statistics that are printed to the editor log when building AssetBundles.
*   ([895452](https://issuetracker.unity3d.com/product/unity/issues/guid/895452/)) - Build Pipeline: Fixed issue with Scene AssetBundles that would cause multiple builds with the same Scene to generate different results.
*   (none) - Editor: Fixed issue where Mesh and Model previews would not render in the Inspector window.
*   ([903620](https://issuetracker.unity3d.com/product/unity/issues/guid/903620/)) - Editor: Fixed issue with NullReferenceException when deleting the last remaining quality setting.
*   ([817640](https://issuetracker.unity3d.com/product/unity/issues/guid/817640/)) - Editor: Fixed SerializedObject.maxArraySizeForMultiEditing not being respected when using default property drawer.
*   (901529) - Editor: Fixed issue where color picker would crash on Metal.
*   (908964) - Editor: Fixed issue with Xcode project; queueDebuggingEnabled is now included.
*   ([903397](https://issuetracker.unity3d.com/product/unity/issues/guid/903397/)) - Fixed issue where profiler would crash when the active frame was out of view.
*   ([905640](https://issuetracker.unity3d.com/product/unity/issues/guid/905640/)) - Fixed TextureImporter to allow newly-imported textures to have their AssetBundle name/variant set.
*   (873026) - GI: Fixed a crash when creating Reflection Probes from OnWillRenderObject.
*   (none) - GI: Inverse squared falloff in progressive lightmapper.
*   (815031) - GI: Fixed an issue where a certain combination of GI settings and multiple Scenes being additively loaded would make baked light maps vanish.
*   (883844) - GI: Added support for negatively scaled Meshes in the progressive lightmapper. This now allows you to mirror Meshes using negative Transform values.
*   ([890651](https://issuetracker.unity3d.com/product/unity/issues/guid/890651/)) - GI: Added support for quads in progressive lightmapper.
*   ([867797](https://issuetracker.unity3d.com/product/unity/issues/guid/867797/)) - Graphics: Disabled directional shadows when Screen Space Shadows (Edit > Project Settings > Graphics) is set to No Support but Cascaded Shadows is enabled in the Tier Settings.
*   (893187) - Graphics: Fixed issue where, when Scene is set to Validate Albedo mode, Unity would render Baked GameObjects and other GameObjects in the Scene as planes.
*   ([771031](https://issuetracker.unity3d.com/product/unity/issues/guid/771031/)) - Graphics: Fixed a crash that occurred when Texture.GetPixels or Texture.SetPixels were used with invalid input parameters.
*   (909607) - Graphics: Fixed clear artifacts appearing on Metal when only the UI camera was used in the Scene.
*   ([767050](https://issuetracker.unity3d.com/product/unity/issues/guid/767050/)) - Graphics: Fixed inconsistent initialization in ComputeScreenSpaceShadowMap.
*   ([885051](https://issuetracker.unity3d.com/product/unity/issues/guid/885051/)) - Graphics: Fixed rendering of multiple cameras and depth being ignored when setting camera viewports to be different to each other.
*   ([888704](https://issuetracker.unity3d.com/product/unity/issues/guid/888704/)) - Graphics: Fixed crash that occurred while turning off occlusion culling with high shadow distance.
*   ([905659](https://issuetracker.unity3d.com/product/unity/issues/guid/905659/)) - IL2CPP: Applied a fix to prevent the following exception occuring on some projects during runtime: 'NotSupportedException: IL2CPP encountered a managed type which it cannot convert ahead-of-time. The type uses generic or array types which are nested beyond the maximum depth which can be converted'.
*   (none) - iOS: Fixed broken microphone permissions when camera is not used in app.
*   ([902650](https://issuetracker.unity3d.com/product/unity/issues/guid/902650/)) - Metal: Fixed GPU hang on A7/A8 devices in some MSAA scenarios.
*   ([898854](https://issuetracker.unity3d.com/product/unity/issues/guid/898854/)) - Mono: Applied a fix to prevent a crash that might occur when deep profiling is enabled in the Unity Editor.
*   (none) - Networking: Fixed possible crash on old Android devices due to alignment problems. Note: this change breaks protocol compatibility with previous 5.6.x builds. You need to recompile and redeploy existing 5.6 projects and builds (5.5.x and older should work without problem).
*   (902663) - OSX: Unity no longer destroys RenderTexture when switching the Standalone player between fullscreen and windowed.
*   ([904810](https://issuetracker.unity3d.com/product/unity/issues/guid/904810/)) - Particles: Fixed performance regression causing Update Jobs to be dispatched slowly on some platforms.
*   ([878740](https://issuetracker.unity3d.com/product/unity/issues/guid/878740/)) - Physics: Fixed a crash that happened when continuously scaling a MeshCollider while activating and deactivating it at the same time.
*   ([892396](https://issuetracker.unity3d.com/product/unity/issues/guid/892396/)) - Physics: Fixed a crash that happened when scaling a Mesh that the physics system (PhysX) failed to process properly (like a convex MeshCollider with too many vertices).
*   ([845868](https://issuetracker.unity3d.com/product/unity/issues/guid/845868/)) - Physics: Fixed a crash that occurred while updating active skinned Meshes.
*   ([901950](https://issuetracker.unity3d.com/product/unity/issues/guid/901950/)) - Physics: Fixed an issue where contacts between Effectors were not correctly evaluated when Effector Collider masks were used.
*   ([865250](https://issuetracker.unity3d.com/product/unity/issues/guid/865250/)) - Physics: Fixed an issue where Physics.ComputePenetration and Physics.ClosestPoint were not returning the correct value when a rotated Collider had its centre offset.
*   ([701504](https://issuetracker.unity3d.com/product/unity/issues/guid/701504/)) - Physics: Fixed an issue where unexpected trigger events were fired to scripts when a degenerate CapsuleCollider was used.
*   (none) - Shaders: Applied improvements to Metal shaders performance when using GroupMemoryBarrier().
*   ([898809](https://issuetracker.unity3d.com/product/unity/issues/guid/898809/)) - UGUI: Fixed crash issues when re-parenting inactive GameObjects.
*   (908073) - UI: Fixed issue where UI Button didn’t update its SelectionState after interact-able value changes.
*   ([886258](https://issuetracker.unity3d.com/product/unity/issues/guid/886258/)) - UI: Removed the extra call to CanvasRenderer.OnTransformChanged when the canvas is set to ScreenSpace.Camera render mode, and the Camera’s Transform is changed.
*   (907048) - Video: Fixed crash on Samsung Android devices with 4.1 OS when stopping playback.
*   (905282) - Video: On Android, applied a fix to prevent garbage collection from being over-used, and fixed an issue where the app would freeze when changing a video clip during playback.
*   (907049) - Video: Fixed issue on Android where H.264 videos above 480p crash on devices with 4.1 OS and Adreno 203 graphics.
*   (907051) - Video: Fixed issue on Android where VP8 videos would not play on Samsung devices with 4.2 or 4.4 OS.
*   (none) - VR: Added support for different eye texture color formats on Oculus Rift.
*   ([899087](https://issuetracker.unity3d.com/product/unity/issues/guid/899087/)) - Windows Store: Fixed a crash when animating scripting objects on .NET scripting backend.
*   (903232) - Windows Store: Fixed a harmless assert which happens when building for Universal 8.1 SDK.
*   ([866141](https://issuetracker.unity3d.com/product/unity/issues/guid/866141/)) - Windows Store: Fixed an out of bounds array access assert in Mesh code.
*   ([897807](https://issuetracker.unity3d.com/product/unity/issues/guid/897807/)) - Windows Store: Fixed Build & Run with VS2017.
*   ([888029](https://issuetracker.unity3d.com/product/unity/issues/guid/888029/)) - Windows Store: Fixed building player when some files (like UnityOverwrite.txt, WSATestCertificate.pfx, project.lock.json) are set to read-only.
*   ([881845](https://issuetracker.unity3d.com/product/unity/issues/guid/881845/)) - Windows Store: Fixed issue where Ctrl+C would delete input field instead of copying it.
*   ([880362](https://issuetracker.unity3d.com/product/unity/issues/guid/880362/)) - Windows Store: Fixed issue where pasting an item in the InputField always pastes the item that was first in the clipboard before launching the player.
*   ([875834](https://issuetracker.unity3d.com/product/unity/issues/guid/875834/)) - Windows Store: Fixed issue where pressing and holding Xbox One controller button A led to false keydown events during the first frame of a Scene.
*   ([892653](https://issuetracker.unity3d.com/product/unity/issues/guid/892653/)) - Windows Store: Fixed serialization when a serializable type derives from another serializable type in another assembly that has a serializable private field.

Revision:74c1f4917542