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Burst: Fixed issue for UWP to avoid an AssemblyResolutionException for types within Windows. Burst: Fixed multi-threaded compilation support when building a standalone player. CompressBounds is called. cs and default imported assets folders and unknown files. Only bind the messenger when the VS editor is selected.{/INSERTKEYS}{/PARAGRAPH} Burst: Fixed Issue with sizeof on a struct defined in another assembly and would return the size of a pointer type instead of a real struct layout. Burst: Fixed wrong MethodImpl MethodImplOptions. Burst: Fixed compatibility issues between burst and older linux distros. GetDependencies from a ScriptedImporter running in an Asset Worker. Burst: Fixed an issue preventing player builds to succeed when burst compilation is disabled. Build Pipeline: Fixed an issue where BuildPlayer could accept a mismatched combination of BuildTarget and BuildTargetPlatform. Burst: Fixed error handling and messages infrastructure. IsDirectoryCreated error is now not thrown when a project is built successfully for tvOS Apple TV: If no Apple TV icons are set for specific sizes and a higher resolution icon is available it will be downscaled for that slot like for other platforms Asset Import: Fixed an issue where Avatars from Models with a slash in their node names were not displaying correctly in the AvatarMask and OptimizeGameObject inspectors. Audio: DSPGraph: Fix mixing when multiple audio output jobs are attached to the default output. Asset Pipeline: Native plugins are imported together with scripts. Android: Fixed Android Vulkan black screen issue for certain Adreno and drivers Android: Fixed artifacts on Adreno when rendering with colorMask 0 with Vulkan Android: Fixed ASTC HDR format detection for some Adreno 6xx devices that don't support the format. Burst: Fixed wrong multi-LLVM versions support. sceneSaving callback with an invalid Scene struct Shaders: Fixed shader compiler process crash when trying to show compiled code for a compute shader that fails compiling. Graphics: Fixed a crash when using the Inspector to select a different Mesh for a SkinnedMeshRenderer. Build Pipeline: Reduce amount of garbage collection performed inside the ContentBuildInterface. Asset Import: Fixed incorrect colors when importing a PNG file with a file gamma value of 1. Burst: Fixed issue with debugging source locations that were no longer generated for standalone players. Build Pipeline: Fixed building in batchmode fails for first time after removing file from project. Burst: Fixed a potential StackOverflow when compiling a standalone player that can occur for nested jobs declared within a parent class that has generic parameters. Graphics: Fixed compute skinning with GraphicsJobs when using Vulkan or Metal Graphics: Fixed incorrect uploading of builtin shader parameters such as view, proj, viewProj matrices in some rare situations. Tile Palette window is now updated with Prefab view changes. Burst: Bugfixes to the Burst Inspector UI. ImportAsset on assets with dependencies. Asset Pipeline: Fixed an issue where there could be a pending compilation and domain reload after project load. CurrentCulture returns Culture. Sleep is called on the main thread right after the scene is loaded. Burst: Fixed issue ldflda opcode when the input on the stack is a value and not a pointer. BakeMesh would not manage calls from multiple threads correctly. UI is now rendered with multiplied alpha in the shader. Burst: Fixed issue with calli not being handled correctly. Burst: Fixed a NullReferenceException happening in a call stack involving CecilExtensions. Burst: Fixed burst compilation toggle behaviour which previously had unpredictable results. CompileFunctionPointer not working in a standalone player if Burst was disabled via standalone player build settings. time if Thread. {PARAGRAPH}{INSERTKEYS}Linux: Having same case-insensitive named assets causes infinite import looping Linux: Selection frame drawn in Scene view when a GameObject is selected while Alt and left mouse buttons are pressed MacOS: [Mac] Many artifacts can be seen in Scene View when Scene Light is enabled and HDR is on with Metal API and Mac OS X Fixed in Scripting: [SerializeReference] Polymorphic instances are always recreated when applying any inspector value change Scripting: [SerializedField] fields produce "Field is never assigned to WebGL: Using XElement. animation package. Editor: Fixed not being able to build with Linear Color Space after resetting Player Settings This has already been backported to older releases and will not be mentioned in final notes. Burst: Fixed potential deadlock between Burst and the Asset Database if burst is being used when building the database. Burst: Fixed a potential NullReferenceException when editing Burst AOT settings for standalone players. A fix for the Unity editor is being developed. This might effect some UI that is rendered to a render texture but will also be proper. Asset Pipeline: Fixed indeterministic results when calling AssetDatabase. timeSinceLevelLoad and Time. Burst: Fixed issue with function pointers being corrupted after a domain reload that could lead to unexpected function pointer calls. This would happen if script compilation detects that a compilation is needed. bytes to always return raw byte data previously was sometimes attempting to do UTF8 conversion roundtrip. Android: Correctly handle non-ASCII characters when strings are saved in or loaded from PlayerPrefs. Burst: Fixed an issue that prevented burst from resolving functions on platforms when it's statically linked such as iOS. Asset Pipeline: Fixed for rare access violation in non-primary artifacts from ScriptedImporters. Tooltip shows full path to the keystore. Build Pipeline: Fixed main thread stalling when loading asset bundles asynchronously. Android: Copy mapping file from the correct location. Burst: Fixed issue with a potential NullReferenceException when building a player for UWP. Editor: Fixed inspector errors when unselecting a shader include file. Burst: Fixed issue with BurstCompiler. Audio: Fixed assertion failures when exposing an audio group's send level to scripts. sortingLayer always returned the default Layer when Raycast hit a GameObject with a Tilemap Renderer 2D component. Asset Pipeline: Fixed editor sometimes getting stuck compiling scripts while opening a project. Burst: Fixed issue with a TypeLoadException related when trying to load PDB. Burst: Fixed compilation requests being lost when using asynchronous compilation. Audio: DSPGraph: Fixed error when disposing AudioKernel resources from an IAudioOutputJob. DetailedBuildReport flag that can be passed to BuildPipeline. Audio: DSPGraph: Fixed occasional crash when disposing leaked node allocation. Some stability fixes may require package updates. Bad legacy importer behaviour, but it is currently supported. Burst: Fixed issue with a potential ArgumentException The output byte buffer is too small happening in the Editor when Burst is trying to compile a function that is producing a large log error. Android: Updated to latest frame pacing code from Google. CodeEditor: Added support for solution folders. Audio: DSPGraph: Fixed crash when exiting play mode. Audio: DSPGraph: Fix shutdown crash when trying to execute audio output hook dispose jobs. Invariant on Android. BuildPlayer in order to get more information in the returned BuildReport object, including intermediate BuildSteps details and a list of scenes using the assets in the build. Burst: Deleted burst entry from isolation tests exemption list. NoOptimization on functions. Android: Fixed a video player seek bug when using Vulkan. Android: Added WebCamKind support for Android based on focal length equivalent. Audio: DSPGraph: Fix native connection disposal in audio output job's again. Android: When "Installed with Unity recommended " is selected in Editor Tools Preferences window, don't change editor preferences value to embedded path. Audio: Fixed issue where a Timeline Audio track with no audio source acts as 3D spatial blended audio source. Burst: Fixed function pointers to work in standalone player. Burst: Fixed issue on iOS where standalone player builds could fail, depending on number of burst-able functions found. Burst: Fixed AssemblyResolveException when loading a project with dependent packages that are using Burst in static initializers or InitializeOnLoad. The introduced delay is ms. Preview of Final Fixes 2D: Allowed the Tilemap Renderer in Individual Mode to batch with other Sprite Renderers with matching batching criteria. Rebind after destroying AnimatorControllerPlayable. Plugins: Fixed XboxOne native extension dll to fail gracefully if required dll's are not found Plugins: Improved error messages when unable to load PS4 native extension Prefabs: Fixed 'Cannot edit components on prefab' popup appears multiple times when multiple prefabs are selected and moving component Prefabs: Fixed Constraint Setting foldout gets closed automatically while editing properties under Scale Constraint on a Prefab Asset. zip generation when building apk or aab. UI: Fixed a issue where ToggleGroups would validate their state before all Toggles were registered depending on scene instantiation This is a change to a UI: Fixed issue with transparent UI and render textures. Burst: Fixed multiple issues with JIT cache.