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Version 4. Keep reading to learn more about these new features! The software will automatically handle priming during material changes while optimizing the tool paths to ensure you are getting the best results from your 3D printer. Each tool will be ready the moment it is needed, resulting in cleaner prints with crisp color definition.
New to Unity? Get started Release notes Features Profiler: Memory profiler makes it posible to view a snapshot of currently loaded game objects and assets, and shows the reason why an object is in memory. Memory usage of a player can also be viewed by connecting to the player from the editor. Simple vs. Complex view type dropdown button in the memory area. Custom Material Editors! A shader can have CustomEditor keyword which points to an editor class that derives from MaterialEditor.
This is useful for setting per material shader keywords from the UI. Per-material shader keywords. You can now set shader keywords on a per material basis. This allows for less work maintaining shaders and turning on and off parts of a shader with keywords. Look for added Display class for an array of connected displays only iOS is properly implemented now – all other platforms will have only one display in there. Mac OS X Standalone: Rendering with shader replacement now supports lighting.
SetTargetBuffers added, allowing you to set buffers to draw to from RenderTexture or from screen; or to share depth buffer between different cameras. Added Transform. PlayScheduled, AudioSource. SetScheduledEndTime Editor: Console can now be filtered by Errors, Warnings, and Logs. Makes shadow edges look a bit nicer, at some performance cost used only when Light has shadows set to “Soft”. API for recording. Can now change AnimatorController at runtime.
Improvements Android: Propagation of native crashes callstack etc. This include native plugins and script callstacks. Added AudioSource. It is now possible to query play position and Microphone read position from a different thread than the main thread. This can be used to lower the latency of processing microphone input, by adaptively regulating playback speed. Scene view can be set to render with shader replacement, SceneView.
CustomEditors can now optionally apply for subclasses of the class they’re editing. Confirmation for losing prefab connection now only comes up once when dragging multiple child objects out of a prefab.
Display Unity version in Project Wizard dialog title. Added depth parameter to GL. Clear, for cases when you want to clear depth buffer to non Added SystemInfo. Improved handling of non-power-of-two texture sizes. This lowers memory usage and greatly improves loading times for NPOT texture sizes.
Setting it to zero turns off the mouse events, improving performance. New icons and other artwork for OS X installers. Device physical architecture is reported more accurately, though in lowercase like ‘armv7s’.
Minor PhysX performance improvements. Total amount of physical memory is reported more accurately. Associate project icon with player window. Implement nographics batch mode. AssetBundles work with Mecanim. Mirror and Cycle offset available on States and BlendTree leafs no need to duplicate animation for mirroring anymore.
Allow multi-editing of Animator components. Context menu to delete States and StateMachines. Transitions are only reorderable in the context of a State. It is now possible to connect to a player by manually typing the IP of the device where the player is running – in case of multiple players on the same IP, it will connect to the player listening on the lowest port which is randomly assigned.
UnloadUnusedAssets has been rewritten. It is around 4x faster than in Unity 4. The unloading is now using precise garbage collection previously it was based on Mono’s built-in GC, which is conservative. Fixes strange corner cases with the old system, where in the worst case it could reload prefabs from disk during unloading. When this tag is present, no shadows will be cast from this object, even if shader has a shadow caster pass somewhere.
Shaders will now use the shadow caster pass of the selected subshader if a shadow pass exists. If no shadow pass exists it will fallback to the default shadow pass. If present, the more user friendly input “labels” are displayed in the Inspector instead of the input “names”. Input groups and HSL adjustments are now presented as foldouts in the Inspector. Less code is embedded in the various Unity players.
Updated Substance engines for all platforms faster rendering, better threading, lower memory consumption. Changes Audio: Play offset is now considered deprecated. It will still work as before, but will output a warning. Instead, users are encouraged to use AudioSource. PlayDelayed delay which takes a delay parameter in seconds instead of a sample count in the arbitrarily chosen reference rate that was used previously.
DestroyImmediate is no longer allowed to be called from within animation events. Keyboard handling extracted to trampoline. Avatar body and skeleton mask has been merged into AvatarMask to simplify the workflow. Any AvatarSkeletonMask set into a layer mask would be lost, you need to manually re assign the mask. CycleOffset is set automatically to 0. In model importer animation tab for humanoid clip, the option Keep Additionnal bone has been removed since you can now choose wanted transform in the Avatar mask.
Static batching no longer supports generating triangle strips. Updated PrefetchSocketPolicy to return true instead of throwing an exception. Added local ref cleanup code to AndroidJNI to support more user based local refs per frame. Added manifest flags to avoid multiple instances of the same application. Added the ability to pass null arguments through the JNI bridge. Added workaround for “Could not reserve enough space for object heap” error.
Added workaround for Tegra shader compiler bug when texture samplers are not reported. Fixed “Unity Remote” accelerometer input. Fixed a crash when returning to main Activity after downloading an OBB, when using development player. Fixed an issue where async updates of the TouchScreenKeyboard. Fixed an issue where the application would consume a significant amount of cpu even though the application was paused.
Fixed an issue where the wrong activity might get launched by the editor. Fixed an issue where webcam textures would take over the entire screen on JB devices.
Fixed cpu detection, some devices reported more cores than was actually present. Fixed error message when current build is aborted by the user. Fixed issue on Adreno with skinning on gles Fixed problem with status bar being hidden even though ‘Status Bar Hidden’ was unchecked. Fixed Touch. Fullscreen video now respects lights-out mode. Made sure correct screen resolution is set before Awake is called on scripts.
Touches outside TouchScreenKeyboard no longer result in a cancelation event. Fixed deadlock in IT playback code. Replacing the AudioClip on an AudioSource no longer affects playback speed if the clips have different sampling rates. Sounds started by PlayOneShot are no longer stopped by Play. Fixed documentation of MonoBehavior stating Awake is not called for disabled behaviours. Fixed render-to-cubemap including point light shadows on DX
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OpenShift Container Platform is a platform for developing and running containerized applications. It is designed to allow applications and the data centers that. NVIDIA PhysX SDK Documentation¶. _images/dzbgbe.me Built August 12, Contents: User’s Guide · PhysX License · Welcome to PhysX. , Beginning of development phase. , Soft feature freeze. Only bug fixes after this point. All feature changes must be.
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New to Unity? Get started Release notes Features Profiler: Memory profiler makes it posible to view a snapshot of currently loaded game objects and assets, and shows the reason why an object is in memory.
Improved Print Time Estimates
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VIDEO: Varnish Cache — Varnish HTTP Cache
In December , FSSC has launched version 4 of its international food safety and quality management system certification Scheme. In the months after. Varnish Cache is a maintenance and stability release of the branch. All users on and are recommended to upgrade to this. OpenShift Container Platform is a platform for developing and running containerized applications. It is designed to allow applications and the data centers that.