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Changes since 0.24.0
App drawer
Opens when the mouse comes near the edge instead of on a 10px strip. The zone scales with the screen (2rem: 32px at 1080p, 43px at 1440p) and is adjustable up to 10rem.
Zone can be limited to the top, middle or bottom third of the edge, with an optional dwell.
Three ways to open: hover, "Click at edge" or "Hotkey only".
Hotkey to toggle the drawer (unbound by default, Delete unbinds).
"Close after" sets how long it waits before closing.
"Always open" pins the drawer; PIN button in the header does the same.
Can sit on the left edge.
Width, top/bottom insets, scale and opacity are settings.
Motion: slide, fade or none.
Red edge line lights up when the mouse gets near; shown for 4 s after every HUD load. Can be set to always or off.
The zone is drawn as a red box while the drawer options are open, and the drawer stays open meanwhile.
Mouse leaving the game window to another monitor no longer opens the drawer.
Triple screen (experimental) and Edge offset settings.
App list scrolls when it is longer than the panel.
Hidden HUD closes the drawer; dragging a panel to the edge does not open it; clicking outside closes it unless it is pinned.
The hotkey closes a pinned drawer and unpins it.
Opened with the hotkey, it waits for the mouse to reach it before closing by itself.
All settings clamped on apply; Reset to defaults in the pane, ACEUIAppLoader.drawer.resetSettings() from the dev console.
New README troubleshooting entry: "The drawer is there but I can't open it".
Logs [drawer] built: right, zone 2rem (43px), 1rem = 21.33px, viewport 2560x1440, trigger hover once per load.
Windows
Windows left open through Escape/resume or a restart come back, on the page they were opened on.
A window closed by hand stays closed.
Each page keeps its own list, so a window used on a menu page no longer wipes the HUD's.
Settings windows
Panes can be wider, use 2 or 3 columns, show choices as pills, toggles as chips, hints in a footer, and hide rows that don't apply. Opt-in; old panes unchanged.
Range settings can show a unit ("2 rem", "350 ms").
Key settings can be unbound.
UI Capabilities Probe 0.5.0
New "Pointer & screen" category.
Model recorder: logs what the HUD telemetry models do over a session (rec: lines). Keeps going through Escape/resume and game restarts until switched off.
Fixes
An app whose start-up threw stayed marked as running and could not be started or stopped again.
A toggle setting with a non-boolean stored value read as on.
Settings panes wrote "Trying to set display property to invalid value!" to the game log every time they opened.
Log check: a preset-list retry that succeeds is a note; the give-up line on the HUD is a failure; each HUD load is checked on its own; app names listed once.
A panel with no parent element no longer throws.
A drawer switch flipped right after a game start no longer wipes the other saved switches.
The headless test runner can no longer hang after a timeout and leave a browser running.
For app authors
settings.define(app, specs, layout): width, hints: "footer", title. Sections: columns: 2|3, flow: "chips". Choice: segmented, labels. Range: unit. Key: empty. Any spec: when(app). See docs/ui.md.