@pieai/swimmer-ui-kit 2.2.0 → 2.3.0

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package/CHANGELOG.md CHANGED
@@ -3,6 +3,51 @@
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  All notable changes to `@pieai/swimmer-ui-kit`.
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  Format: [Keep a Changelog](https://keepachangelog.com); versioning: semver.
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+ ## 2.3.0 — 2026-09-11
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+
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+ Minor: additive, plus one token value change on the default liquid fill.
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+
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+ ### Added
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+
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+ - **`scaleY` on `LiquidGroup.Item`.** The two scale axes can now disagree, which
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+ is what squash and stretch needs. A body that spreads sideways as it is pushed
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+ down is made of something; one that scales uniformly is a thing getting
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+ smaller.
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+
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+ - **`wobbly` transition preset.** Damping ratio 0.24 against `bouncy`'s 0.48, so
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+ a pressed body crosses its rest shape three or four times instead of once —
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+ the difference between 「it bounced」 and 「it is made of something」. `press`
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+ and `settle` use it.
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+
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+ - **A Liquid surface section in `GameUiPreview`.** The showcase had a section
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+ for the WebGL metal CTA, which no product uses, and none for the surface that
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+ actually ships — so the only way to see a liquid button was to know which
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+ screen of which product happened to render one.
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+
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+ ### Changed
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+
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+ - **The default liquid fill is `--game-ui-accent-pale`, not
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+ `--game-ui-surface-raised`.** `surface-raised` is the right fill for a flat
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+ secondary button and the wrong one for a liquid body: the whole point of this
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+ surface is a shape you can see, and a near-white shape on a cream panel has no
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+ shape at all. It was invisible next to its own flat twin while every coloured
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+ tone read clearly. A product that wants the old fill sets
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+ `--game-ui-liquid-surface-fill` back.
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+
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+ - **The button lip is shallower at compact density.** Height reads as height
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+ because there is room around it; four solid bands stacked close together in a
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+ 34px row read as ruled lines instead of as four keys.
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+
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+ ### Not shipped
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+
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+ A jelly material — four lighting terms, hue-preserving sheen, luminance-scaled
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+ headroom — was built, reviewed against the 2.2.0 look, and rejected: it read as
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+ too abrupt on a coloured body, and the existing single specular pass was better.
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+ The motion from that work is what shipped. The material is in the history at
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+ `ab3d706` if a surface ever wants it, and the two measured dead ends behind it
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+ are worth keeping: multiplying the fill by a diffuse term darkens a brand colour
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+ to ceramic, and adding white light at gel strength desaturates it to cream.
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+
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  ## 2.2.0 — 2026-09-11
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  Minor, not major: nothing published is removed or renamed, and no `--game-ui-*`
package/dist/index.d.ts CHANGED
@@ -2503,6 +2503,12 @@ export declare interface LiquidItemProps extends Omit<HTMLAttributes<HTMLDivElem
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  x?: number;
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  y?: number;
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  scale?: number;
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+ /**
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+ * Vertical scale, when it should differ from `scale`. A body that squashes
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+ * wider as it gets shorter reads as jelly; one that scales uniformly reads
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+ * as a thing getting smaller.
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+ */
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+ scaleY?: number;
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  /** Spring preset/config or an explicit duration/easing pair. */
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  transition?: Transition;
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  /** Delay before this item starts its group-clock transition, in ms. */
@@ -2649,6 +2655,6 @@ declare type Transition = TransitionPreset | SpringConfig | {
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  ease?: string;
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  };
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- declare type TransitionPreset = 'snappy' | 'smooth' | 'bouncy';
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+ declare type TransitionPreset = 'snappy' | 'smooth' | 'bouncy' | 'wobbly';
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  export { }