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Converting UGUI to be DOTS compliant

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# TODO * [ ] Update the CHANGELOG * [ ] Update the credits * [ ] Completely update the wiki * [ ] Update the [Samples repository](https://github.com/InitialPrefabs/UGUIDots.Samples) * [...

Right now text is represented as unicode characters in a `DynamicBuffer()`. One way to copy a string to the DynamicBuffer is to do the following: ```cs fixed(char* ptr = "some_string")...

enhancement

Use a BlobAsset to store Font Glyphs. Font Glyphs are known at edit time and are predetermined by the designer or dev. Instead of converting and parsing it to a...

enhancement

```cs NullReferenceException: Object reference not set to an instance of an object UnityEngine.Rendering.CommandBufferPool+c.b__4_0 (UnityEngine.Rendering.CommandBuffer x) ``` There should be a check for when I release the CommandBuffer if you never...

bug

I need to revisit scaling because it's not reliable when you rescale the resolution. See gif below: ![scaling](https://user-images.githubusercontent.com/9100688/82715594-db1b9480-9c61-11ea-9f8e-af9fde0aa677.gif)

bug

Now that the input system is verified as a solution for 2020.1 - might be best for me to start supporting it and finalizing integration with UGUIDOTS.

enhancement

* [x] Fill effect * [ ] Background blur effect * [ ] Emissive lit shader for bloom * [x] Translation based shaders * [x] Radial Fill Shader

enhancement

With runtime conversion possibly not the ideal workflow, it would be a good idea for me to support subscenes very soon. One of the issues I've been running into is...

help wanted
question

I think the easiest way to look at this is to see the draw order and how it works with TMP Buttons and compare how it works.

bug

Tests need to be regressively added for all runtime systems. There is currently a test fixture in UGUIDots.Core.Tests that can be used for "unit testing" the systems.

good first issue