- 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