Finally got wise & moved away from TextList & implemented panel clipping with UIDragPanelContents & UIDraggable Panel.
My use case: logging NPC dialog into a UILabel with UIDragPanelContents on it, that the player can go & look at from a menu, scrolling back to see all the text that's been read to them.
I'm not sure if I'm implementing this correctly, but it seems that in order for the text to scroll properly with mousewheel + mouse click n' drag, there needs to be a box collider on the UILabel that is as long/high as the eventual label will be.
Is this correct? If so, is having a say 4000 unit high box collider any cause for concern?
I have a feeling I'm missing something basic here, it just feels kludgy to have to do it this way, even if it does work.
P.S. I have the new Scroll Bar widget implemented just fine, it's just also nice for mouse users to be able to flick/scroll around in there too.
Cheers!
