Marker Layer Z Order in Project Settings > Plugins > Folio: where the marker layer sits among the viewport's widgets, so a HUD can draw under markers. See docs/markers.md
1.11.1
Dedicated servers build Folio without FreeType, as Slate does, so a Linux server target no longer fails at FreeType2.Build.cs. RmlUi is not started on a server; game code using Folio links unchanged
Set CommonUI Settings (formerly Set CommonUI Console Variables) also writes CommonButtonAcceptKeyHandling=TriggerClick to DefaultGame.ini, so CommonButtons take the pad's confirm with the virtual accept click off. See docs/input_and_navigation.md
1.11.0
filter: shader("name args") and backdrop-filter: shader(...) run a GPU pass the game registers with Folio::RegisterShaderFilter; the preview and Studio run UI/filters/<name>.frag in its place. See docs/shader_filters.md
filter: glow(<colour> <radius> <strength>): a halo of any size, where a font effect stops at 0.1em
filter: drop-shadow draws in the engine
display: grid, calc(), and custom properties with var(), through RmlUi patch 0010-calc-var-grid.patch. Run scripts/build_ue_libs.sh for each platform you ship. See docs/layout.md
align-items and align-self accept start and end
folio.Layers.HalfFloat: layers carrying a glow, drop shadow or shader filter are 16-bit float, so dark soft gradients stop banding
folio.Layers.PoolBudgetMB: idle layer targets past the budget are freed, longest idle first
Blur scratch targets keep the layer's format, and a blur wider than the tap cap spreads its taps instead of ending in an edge
IFolioShaderFilter is exported, so a filter written in a game module links
1.10.0
<meta name="folio-interactive" content="false"/> in a document's head turns its input off whatever the host sets, so a HUD's markup keeps it from taking focus; see docs/hosting.md
folio.Input.ForceNonInteractive: turns input off on every screen document, to rule Folio out when input is lost after alt-tab
GetDocumentMeta: reads any <meta> value from a document's head
A change to bInteractive made while folio.Debugger is visible is kept when it hides
1.9.0
<path>: SVG path data drawn as an antialiased stroke and fill, with joins, caps, dashes, arcs, nonzero and even-odd fills and a view box. d binds to data, and the arc and wedge transforms build it from a value. Clicks land only on the drawn shape; see docs/path.md
RmlUi patch 0008-property-id-cap.patch raises the element property limit from 128 to 254. Run scripts/build_ue_libs.sh for each platform you ship
<scale>: a gauge's ticks and numbers along a line or an arc; see docs/scale.md
Verify compares the path and scale screenshots against references in Tools/uipreview/tests/references; --update-references records them again
examples/gauge.rml: a speed dial built from <scale>, arc, wedge and a bound needle
The front page shows data-driven vector gauges; docs/vectors.md opens with which kind of art to use
BindViewModel after a document has loaded replaces a mock model of the same name instead of failing with "Data model name already exists"
docs/hosting.md: bind in a User Widget's On Initialized, since Construct runs after the document loads
1.8.0
<line-graph>: min/max so values stay in their own units, fills (solid, hatch, crosshatch, columns, rows, dots) that fade and take the line's tones, a baseline to fill either side of, points on every value, and smooth and step curves; see docs/line_graph.md
UFolioWidget::bPassThroughEmptySpace: a click on no element goes to the game, so panels can sit over a world the player still clicks; see docs/hosting.md
1.3.2
build_ue_libs.sh: builds with the MSVC toolset UnrealBuildTool picks rather than the newest installed, which failed to link with unresolved __std_* symbols when they differed
1.3.1
build_ue_libs.sh: the engine FreeType path follows --engine-dir, so rebuilding against another engine no longer needs --clean
1.3.0
<line-graph>: a line coloured per point between low, mid and high tones, with a dot on the newest point and an average line; see docs/line_graph.md
World documents drawn after tonemap can set bAfterPostProcessMaterials to draw over the after-tonemap post process materials, so a fade or vignette never covers a menu
World documents report the pad's back button through OnBack
Struct members in bound arrays match regardless of case: packaged builds do not keep FName spelling, so Rows[i].Position could fail to resolve outside the editor
1.2.0
Studio: a project reopens with the documents it last had open
Editor: Set Up Packaging in the Folio toolbar menu stages the UI tree, stylesheets and fonts and cooks Folio's content
1.1.0
border-radius takes percentages and elliptical corners: 50% on a square is a circle, a / b gives the vertical radii, and border-top-left-radius: a b sets one corner
:disabled is set from the disabled attribute on any element, which also takes it out of navigation and clicks
@import and @font-face
Font effect lengths resolve in dp and em
3D transforms render
Layers are sized to what they draw, and unchanged layers are reused between frames
World documents can fade under translucency; hidden ones are skipped in the world pass, and a torn-down one leaves no recordings behind
Sampled texels are re-encoded for after-tonemap world documents
Array rows bind nested structs
Glyph shapes, and reading and setting the active input device
Rebinding binds to each row's own slot and keeps bindings to the page's device
Gradient bakes are shared between shaders
Fixed a generated texture leak
Stamina wheel recipe
Studio: Activity panel, listing what keeps a document from idling
Studio: library components in the Elements palette
Studio: bake every document in a folder to PNG, and choose the canvas background
Studio: documents with a declared size open at 1x scale
Studio: picks up files created or deleted on disk, and remembers collapsed folders per project
Studio: offers to rebuild out-of-date Unreal libraries and uipreview
Studio: copy from the terminal, and its output is kept after a build
Studio: Code completes tags, attributes, RCSS properties and values, classes and bindings, with hover docs and go-to-definition
Studio: Code underlines CSS that RCSS ignores, and renderer and schema problems, on their lines
Studio: Format Document (Alt+Shift+F) for .rml and .rcss, optionally on save, on Enter, on paste or when Code loses focus
Studio: Preferences and Keyboard Shortcuts are under Edit; Ctrl+Shift+, opens Keyboard Shortcuts, and shortcuts with Shift and punctuation can be bound
The Unreal build refuses RmlUi libraries built with other patches
A new RmlUi patch applies to an existing build tree; CMake build folders configured at another path are discarded