1 change in this update

Fixed

1 change
  • PanelComponent Height and Width fix

4 changes in this update

Added

1 change
  • TextShadow for Text, TextEntry, and Container

Improved

2 changes
  • BoxShadow and TextShadow now accept ordered Shadows stacks. A single Shadow or Shadow[] still assigns directly

  • Inset BoxShadow entries are ignored and report one warning per process

Fixed

1 change
  • Shadows.None cancels inherited text shadows despite an engine cascade bug

3 changes in this update

Added

2 changes
  • Added GooTokenScope for defining reusable tokens directly in the inspector.

  • Supports color, length, float, integer, boolean, string, and texture tokens.

Fixed

1 change
  • Fixed invalid font-size warnings caused by compact length controls painting before layout.

Added

4 changes
  • Text rich mode through new Text(content, true) or IsRich = true

  • Markdown support for emphasis, strong text, strikethrough, links, headings, lists, quotes, inline and fenced code, and line breaks, while preserving engine-supported inline HTML

  • Generic mounted text-file loading through Text.Path; file extensions do not select plain or rich rendering

  • Skins.NineSlice(string path, ...) with lazy mounted-file loading, path caching, and retries after failed loads

Improved

2 changes
  • Nine-slice diagnostics now warn about missing sources, zero rendered borders, and source slices that consume the texture center

  • Nine-slice documentation now clearly distinguishes source-image slice pixels from the rendered border size

4 changes in this update

Added

3 changes
  • Virtualization: Virtual blob (Virtual.List/Grid/Custom factories) over the engine's BaseVirtualPanel

  • GooVirtualList: fiber-backed list rows with panel recycling. Persistent fiber per row, pooled panels, rediff on item change

  • GooVirtualGrid: same recycle machinery (extracted into abstract GooVirtualPanel) plus engine GridLayout math

Fixed

1 change
  • Arrow key names in KnownKeys.cs fixed

Improved

2 changes
  • Style apply resolves declared fields in a single pass instead of re-scanning the style list per property. Per-frame property resolution was a bit too bulky so the intermediate "good enough" fix for this is to create a scratch area instead of iterating all properties. This makes field resolution 5-14x faster and roughly halving the total cost of applying a changed style. In reality, these changes are measures in nanosecond on the CPU, but worth addressing sooner rather than later when something breaks

  • ShaderEffect re-checks shader source at most once per second, so live shader edits refresh the uniform schema without restarting.

Fixed

1 change
  • The Overflow shorthand no longer gets wiped by per-axis writes during style apply, so Overflow actually clips/scrolls. OverflowX/OverflowY not affected

Removed

1 change
  • TextEntry paste workaround removed. The engine's fixed paste path supersedes it with MaxLength truncation and emoji replacement

Added

8 changes
  • 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())

Improved

2 changes
  • 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

1 change
  • Removed Children.AddIf( condition, child ). Replace with the new nullable Add: children.Add( cond ? child : null )

Added

3 changes
  • 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

Improved

3 changes
  • 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)

Removed

1 change
  • Deleted the unused HitShapes CPU library

Known Issues

1 change
  • Please make sure if you are using this, update your code: Controls.DisabledOpacity moved to Container.DisabledOpacity

2 changes in this update

Fixed

2 changes
  • Applier.cs pointer-events not clearing All, returning mouse input to the user

  • hover / active background workaround for engine bug

Added

9 changes
  • 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

Improved

2 changes
  • Hover/ActiveBackgroundColor on same container fixed

  • ZIndex fix - paint order should adhere to Z values now

Removed

1 change
  • AnimationGate API - replaced with more coherent animation system

Added

24 changes
  • 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

Improved

3 changes
  • 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.

11 changes in this update

Added

7 changes
  • 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

3 changes
  • 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

Removed

1 change
  • Cleaning the repo of examples -- will author examples a different way (~6MB to ~500kb)