# Fuse beta release 0.1.2348

**URL:** <https://forums.fusetools.com/t/fuse-beta-release-0-1-2348/6431>\
**Category:** General\
**Created:** [May 18, 2015, 1:03pm UTC](https://forums.fusetools.com/t/fuse-beta-release-0-1-2348/6431 "2015-05-18T13:03:28Z")\
**Posts on this page:** 1\
**Page:** 1

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**Author:** ![Andreas\_Ronning](https://yyz1.discourse-cdn.com/flex035/user_avatar/forums.fusetools.com/andreas_ronning/32/303_2.png) [@Andreas\_Ronning](https://forums.fusetools.com/u/Andreas_Ronning)\
**Post date:** [May 18, 2015, 1:03pm UTC](https://forums.fusetools.com/t/fuse-beta-release-0-1-2348/6431/1 "2015-05-18T13:03:28Z")

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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.

## Regressions

- 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.

# Fuse libs

## New features

- [A new `State` and `StateGroup` system has been introduced to create state based animations.](https://www.fusetools.com/developers/api/fuse/triggers/stategroup)
- `Nothing` is 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 `Duration` and `DurationBack` can be specified for `Nothing`.
- `Trigger.Bypass` When 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](https://github.com/fusetools/changeblog/wiki/3d-elements-and-transforms-%2815-May-2015%29)

## Changes

- `WhileEdgeSwiped` moved from `Fuse.Triggers` to `Fuse.Gestures` to be consistent with other gestures
- `ResizedArgs` moved from `Fuse.Elements` to Fuse to be part of `IActualSize` and correct a defect in the Translation transform
- Introducing `EdgeNavigation` to replace `WhileEdgeSwiped`
- PhysicsProperty
  - The `Property` value is called `Target` now to be consistent with other animators
  - The various `PhysicsFloat` subclasses have been removed, just use `PhysicsProperty`

- `Clicked, DoubleClicked, ClickedArgs, ClickedHandler` moved from `Fuse.Triggers` to `Fuse.Gestures`. This makes it consistent with other gestures.
