- State<T> + Track<T>( initial ) on both GooPanel and Cell. Auto-dirtying state for mutation outside event handlers (timers, network, polls): writing a different Value marks the owner dirty, no manual Rebuild()
- Each.Of( items, builder ) / Each.Of( items, keyOf, builder ) plus a Children.Add overload for it: keyed list building inline in a Children = { ... } initializer instead of a separate AddRange call
- Children.Add( in T? child ): nullable-child overload, the conditional-child idiom that replaces AddIf
- Layout.Stack() and Layout.Layer( child ) with overloads for Container, Sector, Arc, and Polygon
- Hud.ScrollArea, Hud.DismissScrim, Hud.FillRect: factories for the three most common test case patterns (bounded-height scroll triple, invisible dismiss click-catcher, absolute left-anchored fill bar)
- Controls.Slider optional palette params: trackColor, fillColor, thumbColor
- Viewport.CenterOn( world, screenPoint ): pin a world position to a given screen point
- Perf: opt-in live pipeline profiler (Perf.Enabled, Report(), Reset())
- Cell.Mount no longer allocates when seed and configure are both null.
- Variant application is gated on raw inputs: identical variant inputs skip the StringBuilder and rgba string work, so per-frame style writes on variant-carrying panels no longer pay a CSS build per pass
- Removed Children.AddIf( condition, child ). Replace with the new nullable Add: children.Add( cond ? child : null )
- Native reactive UI particles via Hud.Particles / ParticleField
- GPU SDF arbitrary-polygon shapes (points-texture packing), plus a stable-identity AddRange overload for keyed lists Position/offsets, PointerEvents and BorderRadius exposed on Scene, Svg and Web panels
- Controls.Popover(open, trigger, content, anchor, onDismiss, gap, key) helper for controlled anchored popover (Top / Bottom / Left / Right / BelowStart) with click-away light-dismiss - adjacent to the engine's Sandbox.UI.Popup and BasePopup
- Unified the shape surface onto GPU SDF: Sector, Arc and Polygon all render via SDF. Included ui_shape.shader for this functionality
- All shapes gained HoverBackgroundColor + TransitionMs, with outline-accurate true mouse enter/leave gating across every Stateful panel
- Style resolution is now last-declared-wins (was first-wins)
- Deleted the unused HitShapes CPU library
- Please make sure if you are using this, update your code: Controls.DisabledOpacity moved to Container.DisabledOpacity
- Applier.cs pointer-events not clearing All, returning mouse input to the user
- hover / active background workaround for engine bug
- Goo.PointerDrag - frame-polled move/resize drag
- Container.SwallowClick - fixes click-bubbling
- Container.Disabled - Pointer off and reduced opacity
- LayoutTransition - GlideState -- unified animation state system
- expanded Image blob - positioning, Border, Radius, ImageRendering
- Text.Style, UniformValue.Time, motion token
- Cell.Mount - replaces hand-rolling _seeded guards
- damper Tick(dt) - all 9 damper types now have Tick delta time
- KeyTracker.Pressed rising-edge query
- Hover/ActiveBackgroundColor on same container fixed
- ZIndex fix - paint order should adhere to Z values now
- AnimationGate API - replaced with more coherent animation system
- ShaderEffect refactor: construct from a shader path with an indexer uniform bag.
- Uniforms accept per-frame functions and a built-in clock:
- Hud.Overlay() - full-screen HUD root column layout, pointer-through (does not swallow game input)
- Hud.Fill() - absolute layer, pointer-through; the standard Hud for shader effects
- Hud.Scrim(color) - edge-pinned tinted backdrop for modals. PointerEvents left to the caller so it can toggle on open/close
- Hud.Wallpaper(texture, path) - background image layer by texture or by path
- Hud.Anchored(anchor, content, padding) - pins content to a screen corner or edge center, pointer-through
- Hud.Spacer() - flex-grow gap that pushes siblings apart
- Hud.Divider(color) - 1px full-width horizontal rule. low-alpha white by default.
- Controls.Button(...) ready-made button and Children.AddIf(condition, child)
- Container.Disabled forces pointer-off and dims, per node, applied after state variants.
- Container.SwallowClick stops a click from bubbling
- PointerDrag frame-polled move/resize helper, UI-scale correct via Current(panel)
- PaddingX/Y
- MarginX/Y
- BorderTopRadius
- BorderBottomRadius
- BorderLeftRadius
- BorderRightRadius
- All 9 animation dampers gain Tick(dt).
- KeyTracker.Pressed(name) rising-edge query.
- Text.Style takes a TextStyle bundle for one-shot font blocks.
- Cell.Mount<TCell>(key, seed, configure): seed runs once at first mount, configure every rebuild.
- Image gains a positioning subset and defaults BackgroundRepeat to NoRepeat, stopping ObjectFit.Contain tiling
- ShaderEffect materials are created on the main thread (fixes a render-thread crash)
- Disabled styling is applied after state variants so it wins over hover/active.
- Theme motion tokens (MotionFast/Base/Slow) are ints, removed casts.
- goo updated to 275570:
- TextEntry primitive
- TextEntry auto-grow default to 2.5x with override
- TextEntry character limiting, regex matching behavior, character limits
- Separate click routing for left/right/middle click
- Scroll behavior implemented
- Added a "viewport" primitive allowing for pan/zoom "infinite" canvases
- Fixed pointer events for children being null instead of none, preventing pop-ups from appearing when mousing over the text itself
- Fixed stylesheet bleed reconciliation
- Fixed nullable warnings and suppressed some noisy CS warnings
- Cleaning the repo of examples -- will author examples a different way (~6MB to ~500kb)