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LDLib

LDLib

by KilaBash • Downloads: 0 • Followers: 0
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LDLib2

A modern Minecraft modding library for UI, rendering, synchronization, persistence, and in-game editors.

GitHub stars CurseForge downloads Modrinth downloads Latest Maven version NeoForge License

Documentation | Java Integration | UI Guide | Discord | CurseForge | Modrinth


LDLib2 is a complete rewrite of the original LDLib, redesigned around modern Minecraft and NeoForge development. It gives mod authors a higher-level foundation for building UI, in-game tools, renderer-backed content, synchronized data, and persistent runtime systems without rebuilding the same infrastructure in every project.

Feature Highlights

LDLib2 UI Build Minecraft screens with Taffy-powered layout, LSS stylesheets, reusable components, XML definitions, data bindings, RPC events, and HUD overlays. Data synchronization and persistence overview Data Synchronization and Persistence Annotate fields with @Persisted, @DescSynced, and RPC helpers to generate NBT IO, codecs, dirty-field sync, and packet flow with minimal boilerplate.
Node Graph Toolkit editor Node Graph Toolkit Create in-game graph editors with nodes, ports, wires, variables, subgraphs, blackboards, undoable commands, and resource-backed graph assets. LDLib2 in-game UI editor In-game Editor Framework Build Unity-, Blender-, or Blockbench-style tools with dockable views, project files, resource browsers, inspectors, history, settings, and custom editor panels.
Generated Configurable property editor Configurable Turn annotated Java objects into inspector-ready property panels, including ranges, selectors, lists, resource locations, search fields, undo history, and persistence. LDLib2 XEI integration Rendering and Integrations Use LDLib2's shader, texture, model rendering, scene, and editor utilities together with common modding workflows such as JEI, REI, EMI, KubeJS, and Java plugin entry points.

For a full walkthrough, see the UI Getting Started guide.

Links

License

LDLib2 is licensed under the LGPL-3.0 license.

All Versions

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Name Game version Platforms Published Downloads Actions
26.2
Neoforge
9h ago 1
26.1.x
Neoforge
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1.21.x
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26.3
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26.1.x
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1.21.x
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## v26.2.2.42
  • Added popping an editor window out into its own OS window
  • Added global search and using a folder as a resource provider in the asset browser, and search and sort in resource grids
  • Added project types deciding how their files open and adding their own entries to the asset browser's menu
  • Added dropping another view's drag payload on an asset browser folder, for an editor to write it there as a file
  • Added undo and redo for adding, removing, pasting and moving elements in the UI editor
  • Added debugging a running UI editor simulation with the UI debugger, by F12 inside it or from the target picker
  • Added Ctrl+A to select all in the graph view
  • Added window dialogs remembering the size they are resized to, and fitting themselves to the screen
  • Added translating an enum's selector entries by <enum class>.<CONSTANT> keys
  • Added configurators remembering the field they edit, taking menu entries from the groups around them, and drawing a value as overridden
  • Improved the file dialog with a path to jump to and the system folder picker (thanks @spawner1145)
  • Improved shortcut commands to bubble from the focused element up to the view that handles them, so copy, paste and undo still reach a view whose child has the focus (thanks @spawner1145)
  • Improved the gizmo so a right-click cancels a drag, and the trackball no longer turns as soon as it is pressed
  • Improved the asset browser to stop rebuilding for other folders' providers or twice per change, and to find a resource's entry without reading every one listed before it
  • Improved UI test runs to play in a game directory of their own, emptied first, so a developer's run/ neither affects them nor collects what they leave behind
  • Fixed a disabled panel, such as a read-only inspector, still letting its fields, pickers, dialogs, paste and reordering change values, while foldouts, scrolling and selection keep working
  • Fixed renaming a resource to a name its provider cannot store deleting the resource, and a removed file resource being read back when one was made again under its path
  • Fixed the asset browser losing track of a folder spelled differently from its root, of providers added or removed elsewhere, and of the path of a resource dragged out of a folder with no provider
  • Fixed graph and UI editor tabs showing the file's type suffix and not following a rename made elsewhere or undone
  • Fixed a node defined inside another node's definition taking the outer node's later ports and options
  • Fixed an option that changes a node's ports or options leaving the inspector with the old ones
  • Fixed a graph's own variable declaration type being discarded when its variables were read back
  • Fixed menus staying 120 wide, with longer entries cut off or spilling out
  • Fixed lines drawn into a scene smaller than the window coming out thinner than their width
  • Fixed pasting into a text field taking only text copied inside the game, not from other applications

## v26.1.2.42
  • Added popping an editor window out into its own OS window
  • Added global search and using a folder as a resource provider in the asset browser, and search and sort in resource grids
  • Added project types deciding how their files open and adding their own entries to the asset browser's menu
  • Added dropping another view's drag payload on an asset browser folder, for an editor to write it there as a file
  • Added undo and redo for adding, removing, pasting and moving elements in the UI editor
  • Added debugging a running UI editor simulation with the UI debugger, by F12 inside it or from the target picker
  • Added Ctrl+A to select all in the graph view
  • Added window dialogs remembering the size they are resized to, and fitting themselves to the screen
  • Added translating an enum's selector entries by <enum class>.<CONSTANT> keys
  • Added configurators remembering the field they edit, taking menu entries from the groups around them, and drawing a value as overridden
  • Improved the file dialog with a path to jump to and the system folder picker (thanks @spawner1145)
  • Improved shortcut commands to bubble from the focused element up to the view that handles them, so copy, paste and undo still reach a view whose child has the focus (thanks @spawner1145)
  • Improved the gizmo so a right-click cancels a drag, and the trackball no longer turns as soon as it is pressed
  • Improved the asset browser to stop rebuilding for other folders' providers or twice per change, and to find a resource's entry without reading every one listed before it
  • Improved UI test runs to play in a game directory of their own, emptied first, so a developer's run/ neither affects them nor collects what they leave behind
  • Fixed a disabled panel, such as a read-only inspector, still letting its fields, pickers, dialogs, paste and reordering change values, while foldouts, scrolling and selection keep working
  • Fixed renaming a resource to a name its provider cannot store deleting the resource, and a removed file resource being read back when one was made again under its path
  • Fixed the asset browser losing track of a folder spelled differently from its root, of providers added or removed elsewhere, and of the path of a resource dragged out of a folder with no provider
  • Fixed graph and UI editor tabs showing the file's type suffix and not following a rename made elsewhere or undone
  • Fixed a node defined inside another node's definition taking the outer node's later ports and options
  • Fixed an option that changes a node's ports or options leaving the inspector with the old ones
  • Fixed a graph's own variable declaration type being discarded when its variables were read back
  • Fixed menus staying 120 wide, with longer entries cut off or spilling out
  • Fixed pasting into a text field taking only text copied inside the game, not from other applications

## v2.2.42
  • Added popping an editor window out into its own OS window
  • Added global search and using a folder as a resource provider in the asset browser, and search and sort in resource grids
  • Added project types deciding how their files open and adding their own entries to the asset browser's menu
  • Added dropping another view's drag payload on an asset browser folder, for an editor to write it there as a file
  • Added undo and redo for adding, removing, pasting and moving elements in the UI editor
  • Added debugging a running UI editor simulation with the UI debugger, by F3 inside it or from the target picker
  • Added Ctrl+A to select all in the graph view
  • Added window dialogs remembering the size they are resized to, and fitting themselves to the screen
  • Added translating an enum's selector entries by <enum class>.<CONSTANT> keys
  • Added configurators remembering the field they edit, taking menu entries from the groups around them, and drawing a value as overridden
  • Improved the file dialog with a path to jump to and the system folder picker (thanks @spawner1145)
  • Improved shortcut commands to bubble from the focused element up to the view that handles them, so copy, paste and undo still reach a view whose child has the focus (thanks @spawner1145)
  • Improved the gizmo so a right-click cancels a drag, and the trackball no longer turns as soon as it is pressed
  • Improved the asset browser to stop rebuilding for other folders' providers or twice per change, and to find a resource's entry without reading every one listed before it
  • Fixed the mod jar bundling a pre-release Kotlin standard library instead of the one it is built against
  • Fixed a disabled panel, such as a read-only inspector, still letting its fields, pickers, dialogs, paste and reordering change values, while foldouts, scrolling and selection keep working
  • Fixed renaming a resource to a name its provider cannot store deleting the resource, and a removed file resource being read back when one was made again under its path
  • Fixed the asset browser losing track of a folder spelled differently from its root, of providers added or removed elsewhere, and of the path of a resource dragged out of a folder with no provider
  • Fixed graph and UI editor tabs showing the file's type suffix and not following a rename made elsewhere or undone
  • Fixed a node defined inside another node's definition taking the outer node's later ports and options
  • Fixed an option that changes a node's ports or options leaving the inspector with the old ones
  • Fixed a graph's own variable declaration type being discarded when its variables were read back
  • Fixed menus staying 120 wide, with longer entries cut off or spilling out
  • Fixed lines drawn into a smaller viewport coming out thinner than their width

## v26.3.2.41
  • Hello 26.3

## v26.2.2.41.a
  • Fixed OBJ Model with model state
  • Making Scene PIP copiable

## v26.2.2.41
  • Added a configurable keymap framework for the editor, with rebindable chords, key contexts and a settings page
  • Added auto layout to the graph's contextual menu, with layered, grid and force-directed algorithms, and placemats arranged either as one box or from the inside out
  • Added selectable wire route styles — curved, octilinear, orthogonal and straight
  • Added a Get/Set choice when a variable is dropped on a graph that can write one
  • Added canAuthorLiteral, so the item library defaults to the supported types a literal can be authored of
  • Added authored tooltips to port builders, matching option builders
  • Added a node option API for keeping an option out of the inspector, the opposite of showInInspectorOnly
  • Added an lss sprite wrap mode, kebab-case enum values and rect corner segments
  • Improved graph snapping to take a node by whichever of its four edges is nearest, and to line it up with the edges and centres of nearby elements behind a guide
  • Improved the graph view to remember its snapping and wire style per graph type
  • Improved the resource view's tab strip to be resizable, wrapping, reorderable by drag and placeable on any of the four sides, remembered per editor
  • Improved the graph toolbar tooltips to show the chord each action is bound to
  • Improved a read-only graph to still offer the wire style picker, which decides how the graph is drawn rather than what it holds
  • Fixed the game crashing when a UI element was clipped away to nothing, which 26.2's render pass rejects where the old one drew nothing
  • Fixed a contextual menu with two separators losing the one in its middle
  • Fixed a code editor letting the keys it acts on bubble on to the container's shortcuts, and swallowing Ctrl+Tab to type an indent
  • Fixed a client being unable to join a server that does not have LDLib (thanks @TcatHeBlueCreper)
  • Fixed dragging several elements at once changing the spacing between them
  • Fixed a ResourceProvider crash
  • Fixed the item stack configurator crashing on a null stack, which the block state one already survives
  • Fixed minimizing an editor window without an id crashing the game
  • Fixed every editor sharing one recent projects list instead of keeping its own project types
  • Fixed a search box offering only the value already chosen until a character was typed
  • Fixed a focused text field letting the keys it types bubble on to the container's shortcuts
  • Fixed a loaded constant keeping the type it was saved under instead of following its pin's declared type
  • Fixed a freshly opened graph drawing its wires at the layer's old offset until a node was dragged
  • Fixed the headless test harness disabling the early window on machines that have a display

## v26.1.2.41
  • Added a configurable keymap framework for the editor, with rebindable chords, key contexts and a settings page
  • Added auto layout to the graph's contextual menu, with layered, grid and force-directed algorithms, and placemats arranged either as one box or from the inside out
  • Added selectable wire route styles — curved, octilinear, orthogonal and straight
  • Added a Get/Set choice when a variable is dropped on a graph that can write one
  • Added canAuthorLiteral, so the item library defaults to the supported types a literal can be authored of
  • Added authored tooltips to port builders, matching option builders
  • Added a node option API for keeping an option out of the inspector, the opposite of showInInspectorOnly
  • Added an lss sprite wrap mode, kebab-case enum values and rect corner segments
  • Improved graph snapping to take a node by whichever of its four edges is nearest, and to line it up with the edges and centres of nearby elements behind a guide
  • Improved the graph view to remember its snapping and wire style per graph type
  • Improved the resource view's tab strip to be resizable, wrapping, reorderable by drag and placeable on any of the four sides, remembered per editor
  • Improved the graph toolbar tooltips to show the chord each action is bound to
  • Fixed a client being unable to join a server that does not have LDLib (thanks @TcatHeBlueCreper)
  • Fixed dragging several elements at once changing the spacing between them
  • Fixed a ResourceProvider crash
  • Fixed the item stack configurator crashing on a null stack, which the block state one already survives
  • Fixed minimizing an editor window without an id crashing the game
  • Fixed every editor sharing one recent projects list instead of keeping its own project types
  • Fixed a search box offering only the value already chosen until a character was typed
  • Fixed a focused text field letting the keys it types bubble on to the container's shortcuts
  • Fixed a loaded constant keeping the type it was saved under instead of following its pin's declared type
  • Fixed a freshly opened graph drawing its wires at the layer's old offset until a node was dragged
  • Fixed the headless test harness disabling the early window on machines that have a display

## v2.2.41
  • Added auto layout to the graph's contextual menu, with layered, grid and force-directed algorithms, and placemats arranged either as one box or from the inside out
  • Added selectable wire route styles — curved, octilinear, orthogonal and straight
  • Added a Get/Set choice when a variable is dropped on a graph that can write one
  • Added canAuthorLiteral, so the item library defaults to the supported types a literal can be authored of
  • Added authored tooltips to port builders, matching option builders
  • Added an lss sprite wrap mode, kebab-case enum values and rect corner segments
  • Improved graph snapping to take a node by whichever of its four edges is nearest, and to line it up with the edges and centres of nearby elements behind a guide
  • Improved the graph view to remember its snapping and wire style per graph type
  • Improved the resource view's tab strip to be resizable, wrapping, reorderable by drag and placeable on any of the four sides, remembered per editor
  • Fixed a client being unable to join a server that does not have LDLib (thanks @TcatHeBlueCreper)
  • Fixed dragging several elements at once changing the spacing between them
  • Fixed a ResourceProvider crash
  • Fixed the item stack configurator crashing on a n**u**ll stack, which the block state one already survives

## v2.2.40
  • Added a configurable keymap framework for the editor, with rebindable chords, key contexts and a settings page
  • Added a node option API for keeping an option out of the inspector, the opposite of showInInspectorOnly
  • Improved the graph toolbar tooltips to show the chord each action is bound to
  • Fixed minimizing an editor window without an id crashing the game
  • Fixed every editor sharing one recent projects list instead of keeping its own project types
  • Fixed a search box offering only the value already chosen until a character was typed
  • Fixed a focused text field letting the keys it types bubble on to the container's shortcuts
  • Fixed a loaded constant keeping the type it was saved under instead of following its pin's declared type
  • Fixed a freshly opened graph drawing its wires at the layer's old offset until a node was dragged
  • Fixed the headless test harness disabling the early window on machines that have a display

## v1.0.52.a
  • Added javac -parameters for kjs
## v1.0.52.a
  • Added javac -parameters for kjs
## v26.2.2.39
  • Added six themes — dusk, carbon, mint, plum, paper and latte — one design over four dark palettes and two light
  • Added moving the UI debugger into its own window, and inspecting any window from it
  • Added parallel UI test runs across several client processes
  • Added headless UI test runs
  • Added free movement and uniform scaling from the transform gizmo's centre box
  • Added planar scale handles that scale the two axes they span
  • Added read-only graph viewing and a copy-to-provider dialog
  • Added a reusable ItemLibraryPanel split out of the node graph's item library
  • Added ITransform so the scene gizmo can drive anything with a transform
  • Added more builtin lss
  • Improved the JEI integration to use only JEI's public API, so a JEI update no longer breaks it
  • Improved the rotation gizmo with screen and trackball handles, and rings that are easier to grab
  • Improved the rotation gizmo to draw only the near half of each ring, over a faint ball outline
  • Improved the planar handles by moving them further out from the centre
  • Improved OS-level windows with always-on-top and remembered bounds
  • Improved the item library to recommend same type ports first
  • Improved the two-way ScrollerView to swap the scroll wheel's axes with shift
  • Improved the parallel and multi-process test runs to come up on the backend -PgraphicsBackend pinned
  • Fixed a UI in its own window being clipped to the game window's size
  • Fixed a UI test run stopping at NeoForge's mod loading warning screen, which any mod in the runtime can raise
  • Fixed the transform gizmo's size and picking under an orthographic camera
  • Fixed a scene click being broadcast to every interactable instead of the nearest one
  • Fixed an option being invisible in the inspector
  • Fixed a recipe slot always reporting itself to JEI as render-only, ignoring its IngredientIO
  • Fixed a tooltip in a floating window being kept inside the game window
  • Fixed builtin UI resources not being openable
  • Fixed JEI leaking into the published pom as a runtime dependency
  • Fixed datagen crashing because it reached for a Minecraft instance it never has
  • Fixed a class-path failure reporting the previous run's result as a pass
  • Fixed a test selection that matched nothing reporting a passing run

## v26.1.2.39
  • Added six themes — dusk, carbon, mint, plum, paper and latte — one design over four dark palettes and two light
  • Added free movement and uniform scaling from the transform gizmo's centre box
  • Added planar scale handles that scale the two axes they span
  • Added headless UI test runs
  • Added more builtin lss
  • Improved the rotation gizmo to draw only the near half of each ring, over a faint ball outline
  • Improved the planar handles by moving them further out from the centre
  • Fixed the transform gizmo's size and picking under an orthographic camera
  • Fixed a scene click being broadcast to every interactable instead of the nearest one
  • Fixed an option being invisible in the inspector
  • Fixed JEI leaking into the published pom as a runtime dependency
  • Fixed datagen crashing because it reached for a Minecraft instance it never has
  • Fixed a class-path failure reporting the previous run's result as a pass

## v2.2.39
  • Added six themes — dusk, carbon, mint, plum, paper and latte — one design over four dark palettes and two light
  • Added free movement and uniform scaling from the transform gizmo's centre box
  • Added planar scale handles that scale the two axes they span
  • Added headless UI test runs
  • Added more builtin lss
  • Improved the rotation gizmo to draw only the near half of each ring, over a faint ball outline
  • Improved the planar handles by moving them further out from the centre
  • Fixed the transform gizmo's size and picking under an orthographic camera
  • Fixed a scene click being broadcast to every interactable instead of the nearest one
  • Fixed an option being invisible in the inspector
  • Fixed JEI leaking into the published pom as a runtime dependency
  • Fixed parallel test shards each running everything, and sizing scenarios differently from a serial run
  • Fixed a class-path failure reporting the previous run's result as a pass
## v2.2.39
  • Added six themes — dusk, carbon, mint, plum, paper and latte — one design over four dark palettes and two light
  • Added free movement and uniform scaling from the transform gizmo's centre box
  • Added planar scale handles that scale the two axes they span
  • Added headless UI test runs
  • Added more builtin lss
  • Improved the rotation gizmo to draw only the near half of each ring, over a faint ball outline
  • Improved the planar handles by moving them further out from the centre
  • Fixed the transform gizmo's size and picking under an orthographic camera
  • Fixed a scene click being broadcast to every interactable instead of the nearest one
  • Fixed an option being invisible in the inspector
  • Fixed JEI leaking into the published pom as a runtime dependency
  • Fixed parallel test shards each running everything, and sizing scenarios differently from a serial run
  • Fixed a class-path failure reporting the previous run's result as a pass
## v2.2.38.a
  • Added JEI latest APIs support
## v26.1.2.38
  • Added moving the UI debugger into its own window, and inspecting any window from it
  • Added parallel UI test runs across several client processes
  • Added read-only graph viewing and a copy-to-provider dialog
  • Added a reusable ItemLibraryPanel split out of the node graph's item library
  • Added ITransform so the scene gizmo can drive anything with a transform
  • Improved the JEI integration to use only JEI's public API, so a JEI update no longer breaks it
  • Improved the rotation gizmo with screen and trackball handles, and rings that are easier to grab
  • Improved OS-level windows with always-on-top and remembered bounds
  • Improved the item library to recommend same type ports first
  • Improved the two-way ScrollerView to swap the scroll wheel's axes with shift
  • Updated JEI to 29.34.0.90 and NeoForge to 26.1.2.100
  • Fixed a recipe slot always reporting itself to JEI as render-only, ignoring its IngredientIO
  • Fixed a tooltip in a floating window being kept inside the game window
  • Fixed builtin UI resources not being openable
  • Fixed a test selection that matched nothing reporting a passing run

## v2.2.38
  • Added moving the UI debugger into its own window, and inspecting any window from it
  • Added parallel UI test runs across several client processes
  • Added read-only graph viewing and a copy-to-provider dialog
  • Added a reusable ItemLibraryPanel split out of the node graph's item library
  • Added ITransform so the scene gizmo can drive anything with a transform
  • Improved the rotation gizmo with screen and trackball handles, and rings that are easier to grab
  • Improved OS-level windows with always-on-top and remembered bounds
  • Improved the item library to recommend same type ports first
  • Improved the two-way ScrollerView to swap the scroll wheel's axes with shift
  • Fixed a tooltip in a floating window being kept inside the game window
  • Fixed builtin UI resources not being openable
  • Fixed a test selection that matched nothing reporting a passing run
## v26.2.2.37
  • Fixed the resource selector dialog resetting the GUI scale to auto
  • Added wire reroute points to the node graph toolkit
  • Added MultiPlayer test for dedicated server + clients.
  • Fixed cross modular animations
  • Improved editor asset browser qol

## v26.1.2.37
  • Fixed the resource selector dialog resetting the GUI scale to auto
  • Added wire reroute points to the node graph toolkit
  • Added MultiPlayer test for dedicated server + clients.
  • Fixed cross modular animations
  • Improved editor asset browser qol

## v2.2.37
  • Fixed the resource selector dialog resetting the GUI scale to auto
  • Added wire reroute points to the node graph toolkit
  • Added MultiPlayer test for dedicated server + clients.
  • Fixed cross modular animations
  • Improved editor asset browser qol
## v2.2.36.a
  • Fixed APIs compatibility
## v26.2.2.36
  • Fixed missing update packet
  • Moved JEI calls to use APIs
  • Improved view container APIs

## v26.1.2.36
  • Fixed missing update packet
  • Moved JEI calls to use APIs
  • Improved view container APIs

## v2.2.36
  • Fixed missing update packet
  • Moved JEI calls to use APIs
  • Improved view container APIs
## v26.2.2.35
  • Improved Auto Tests in the background without taking focus or the physical mouse
  • Added DataBindingBuilder hooks
  • Improved graphview api
  • Routed UIElement modifier checks through a swappable key state source
  • Added level of detail and an adaptive grid to the graph view
  • Added an in-client UI test harness
  • Added hosting a ModularUI in its own OS-level window
  • Added dock pane maximize, tab context menus and floating editor views
  • Added UI test scenarios for pane maximize and floating windows
  • Cached directory listings and made the file tree follow the file system
  • Moved the asset browser grid onto the single-pass directory listing
  • Rendered scenes into the surface being drawn on rather than the game window
  • Added capturing a floating window's own framebuffer in the UI test harness
  • Added project icon
  • Improved Clipped UI elements against the render target's pixel
  • Fixed Closed the gui renderers a floating window and a visual layer leaked
## v26.1.2.35.a
  • Improved Clipped UI elements against the render target's pixel
  • Fixed Closed the gui renderers a floating window and a visual layer leaked
## v26.1.2.35
  • Improved Auto Tests in the background without taking focus or the physical mouse
  • Added DataBindingBuilder hooks
  • Improved graphview api
  • Routed UIElement modifier checks through a swappable key state source
  • Added level of detail and an adaptive grid to the graph view
  • Added an in-client UI test harness
  • Added hosting a ModularUI in its own OS-level window
  • Added dock pane maximize, tab context menus and floating editor views
  • Added UI test scenarios for pane maximize and floating windows
  • Cached directory listings and made the file tree follow the file system
  • Moved the asset browser grid onto the single-pass directory listing
  • Rendered scenes into the surface being drawn on rather than the game window
  • Added capturing a floating window's own framebuffer in the UI test harness
  • Added project icon
## v2.2.35
  • Improved Auto Tests in the background without taking focus or the physical mouse
  • Added DataBindingBuilder hooks
## v2.2.34
  • Improved graphview api
  • Routed UIElement modifier checks through a swappable key state source
  • Added level of detail and an adaptive grid to the graph view
  • Added an in-client UI test harness
  • Added hosting a ModularUI in its own OS-level window
  • Added dock pane maximize, tab context menus and floating editor views
  • Added UI test scenarios for pane maximize and floating windows
  • Cached directory listings and made the file tree follow the file system
  • Moved the asset browser grid onto the single-pass directory listing
  • Rendered scenes into the surface being drawn on rather than the game window
  • Added capturing a floating window's own framebuffer in the UI test harness
  • Added project icon
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