@pieai/swimmer-ui-kit 2.6.1 → 2.7.0

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package/CHANGELOG.md CHANGED
@@ -3,6 +3,24 @@
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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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+ ## 2.7.0 — 2026-09-16
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+
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+ Minor: shared optional help for creator-facing products. Existing controls and
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+ their defaults remain compatible.
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+
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+ - Add `GameHelpTip`: one named, 44px, non-submit help trigger for short text.
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+ Hover, keyboard focus and tap/click open the same explanation; Escape and
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+ outside interaction dismiss it. Hovering the explanation keeps it readable.
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+ - Use the maintained `@floating-ui/react` dependency for positioning, collision
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+ avoidance and interaction composition instead of building another popup
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+ engine. Other controls retain their existing native implementations.
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+ - Keep help inside an enclosing native dialog's top layer. It does not portal
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+ into the inert page, move focus into noninteractive text, or close the account
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+ dialog when the user dismisses help.
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+ - Required errors, action labels and cost confirmation must remain visible;
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+ this is not a menu, rich interactive popover or a replacement for instructions
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+ needed to complete an action. Products own the words, not a second help service.
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+
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  ## 2.6.1 — 2026-09-12
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  Patch: production CSS behavior, not a new material or API.
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  - **A cast shadow on the single-body forms.** `LiquidSurface` accepted a
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  `shadow` and no form set one, so every liquid button floated: the flat button
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- standing next to it carries a solid lip *and* `--game-ui-shadow-button`, and
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+ standing next to it carries a solid lip _and_ `--game-ui-shadow-button`, and
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  the liquid one carried neither. `press`, `settle`, `drain`, and the new
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  `swell`, `reach`, `ripple` and `set` now carry two layers each — a tight,
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  barely-offset seat that says the body is touching, and a wide low cast that
@@ -461,7 +479,7 @@ removed member never worked makes the removal correct, not non-breaking.
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  - **The budget warnings were dead in every published build.** Both budget
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  fallbacks — the animation engine's and Melt/dissolve's — were gated on
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- `import.meta.env.DEV`. That flag resolves when *this package* is built, not
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+ `import.meta.env.DEV`. That flag resolves when _this package_ is built, not
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  when the app importing it is, so it was baked to `false` in the artifact and
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  the guard minified to `if (this.budgetWarningEmitted || !0) return;` — an
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  unconditional early return. The kit degraded to static rendering silently,
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  - **The rest of the donor's liquid vocabulary.** `morph.shape` gives the
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  surface a timeline instead of a resize — the mass travels to the new centre,
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  size follows, corners sharpen last. `morph.contentBlur` acts on your content
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- rather than the silhouette, which is what makes text read as sitting *in* the
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+ rather than the silhouette, which is what makes text read as sitting _in_ the
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  liquid instead of on it. `effect="bend"` deforms the body with velocity while
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  staying glued to its content, and publishes `--lg-bend-x/y` plus unitless
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  twins so the content can lean with it. `effect="melt"` runs two images into
@@ -650,7 +668,7 @@ removed member never worked makes the removal correct, not non-breaking.
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  ### Fixed
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  - **Every tooltip was invisible on the night theme.** `.game-ui-tooltip
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- [role='tooltip']` painted `background: var(--game-ui-text)` with
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+ [role='tooltip']` painted `background: var(--game-ui-text)` with
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  `color: var(--game-ui-text-on-dark)`. On light that is a dark chip over a
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  pale page and reads correctly. On night `--game-ui-text` flips to cream, so
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  the chip became cream-on-cream at **1.15:1**. The light theme looking right
@@ -753,7 +771,7 @@ file a bug, because it reads as a design choice rather than a missing step.
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  The sculpted PNGs were never missing — 350 files travel inside the package, in
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  `dist/assets`. What was missing was any route from there to a path the host
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  actually serves. `CLAY_ASSET_BASE_PATH` names an absolute URL on the
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- *consumer's* origin, and nothing copied, exported or explained it. The kit's own
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+ _consumer's_ origin, and nothing copied, exported or explained it. The kit's own
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  Storybook worked throughout, because its assets sit in `public/`.
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  ### Added
package/dist/index.d.ts CHANGED
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  className?: string;
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  }
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+ /** Optional help, not an action menu or a place to hide required information.
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+ * Floating UI owns collision avoidance, hover/focus/click and dismissal. The
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+ * native help button never submits its surrounding form. Inside a native modal
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+ * the portal stays in that modal's top layer, not in the inert document body.
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+ */
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+ export declare function GameHelpTip({ label, children }: GameHelpTipProps): ReactNode;
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+
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+ export declare interface GameHelpTipProps {
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+ /** Accessible name of the help button, in the product's language. */
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+ label: string;
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+ /** Short, noninteractive explanation. Actions and required errors stay visible. */
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+ children: string;
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+ }
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+
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  export declare function GameHistoryPanel({ entries, label }: GameHistoryPanelProps): ReactNode;
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  export declare interface GameHistoryPanelProps {