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- You can load and show Assets (Textures) - AssetManager was changed to support more "User Friendly" asset - handling with paths instead of handles (EditorAssetManager still - uses AssetHandles under the hood) - Fixed Path when getting name without extension, when there's no - slash in string - Fixed images getting fliped when rendered with RmlUi (The solution - is not good, because it happens in shader) - RmlUi uses BeeEngines logging
- Changed the way documents should be loaded - Added "public" additional api for rmlui - Changed hot reloading for Rml and Rcss - Added example files to example project
- Added UTF32String conversion - Added AsString() to CharTypedEvent
- Removed useless files from example project - Rewrote SetScore in ExampleProject to use RmlUi - Added Hot Reload Buttons for RmlUi to Editor UI - Fixed not working localization for RmlUi text - Fixed hot reloading for Rml files - Implemented UI_SetText function in ScriptGlue - Fixed Documents not being unloaded properly in ScriptGlue
And emitting of events from RmlUi
- Texture2D, Font, Prefab and Scene got .Get(string name) method - They can be loaded with name - Loading assets by name without extension works for EditorAssetManager - BeeCoreTrace compiles only in Debug mode - Fixed crash when loading asset via RmlUi and it's name is incorrect - Fixed crash when dealing with Rml documents from C#, and document doesn't exist
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A Game UI implementation. https://github.com/mikke89/RmlUi is a retained mode GUI library, written in C++ specifically for games and game engines, you can connect you own renderer, font system, input system, etc, so the library handles only the "parse files and build geometry for ui" part. It uses html (rml) and css (rcss) with custom extensions such as data bindings (useful specifically for games). This enables custom, declarative ui, that is fast and not resource intensive (doesn't have all the bloat from web technologies)