HudAnchors.Bind — bind {Name} X / {Name} Y under [HUD Positioning]
HudAnchors.BindKeys — bind custom key names
HudReposition.Bind / HudHandle.EnableReposition — register, sync anchors on SettingChanged, auto-unregister on destroy
HudHandle.DisableReposition / HasReposition
Notes
Drag mode (F9), overlay, and auto-detect remain in ModSettingsMenu
Consumer mods can delete their copied HudRepositionClient.cs and use the library API instead
UISlider / UIProgressBar were already present; no changes in this release
1.1.6
Fixes
Input caret — UIInputField now enables customCaretColor, sets a readable caret width, and uses a standard blink rate so focused fields show a clear blinking insertion line
1.1.5
Fixes
Dropdown layering — open option lists reparent to the root canvas and use override sorting (UITheme.DropdownSortingOrder) so they paint above later siblings and are not clipped by scroll masks
Dropdowns flip above the trigger when there is not enough room below
API
Added UIDropdown.IsOpen for consumers that track open state after reparent
1.1.4
Fixes
Quit-to-menu / lobby reload — HUD handles parented to the player reticle no longer stay "alive" as stale C# wrappers after scene unload. HudHandle.IsAlive / HudHandle.IsValid let consumers detect teardown and rebuild
HudHandleLife marks handles dead immediately when Unity destroys the root (player despawn / scene unload)
HudVisibility prunes dead handles every tick and resets hide-state cache on scene unload
GearActionBar host is invalidated on scene unload and ticked from the library plugin (no longer depends on a single consumer calling Tick)
UITheme font cache cleared on scene unload so destroyed in-scene TMP fonts are not reused
UIText accessors no-op safely when the underlying TMP was destroyed
API
HudHandle.IsAlive — true while the Unity GameObject still exists