This release contains a bevy of updates to UX and Uno libraries, including new state machine behaviours, animators and important ground work for the long-awaited 3d elements.
- We’ve found a reproducible hard freeze when interacting with system dialogs while using the OS X fullscreen mode. Unfortunately we were unable to include a fix for this in the current release, so fullscreen mode has been disabled at the present time. We apologise for the inconvenience.
Fixes and improvements
- Fixed invalid program exception when changing projects on OS X introduced last version
- A number of fixes to the user interface, particularly the “create new project” wizard.
- A new
StateGroupsystem has been introduced to create state based animations.
Nothingis an animator that doesn’t do anything except take up space in the animation timeline. This can be used to extend the length of your animation, effectively adding a delay at the end of the animation. This is useful if you wish to delay the animation when played backwards. Both
DurationBackcan be specified for
Trigger.BypassWhen a trigger is activated during rooting, or otherwise gets an initial state, it uses a bypass mode. This causes the animators to jump to their target state without actually playing the animation over time. There are times when this behaviour is not desired and you’d like to always have the animation played to the initial state. For this you can set Trigger.Bypass=“Never”. All bypass operations will be treated as normal playback.
- 3d elements and transforms
Fuse.Gesturesto be consistent with other gestures
Fuse.Elementsto Fuse to be part of
IActualSizeand correct a defect in the Translation transform
Propertyvalue is called
Targetnow to be consistent with other animators
- The various
PhysicsFloatsubclasses have been removed, just use
Clicked, DoubleClicked, ClickedArgs, ClickedHandlermoved from
Fuse.Gestures. This makes it consistent with other gestures.