The theme this week is improving our new Foreground / Background layer feature and doing incremental UX polish elsewhere. If you haven't checked out Foreground / Background yet, now's a great time to take a look.
Foreground / Background Layers
- Thumbnails for experiences did not previously contain renders of Foreground / Background layers, so those of you with incredibly sharp eyesight (the core audience of those thumbnails) weren't getting the full picture.
- Copy / Paste would lose Foreground and Background layers. Let's talk about Copy / Paste for a second. It works really well on the platform. Like, shockingly well. Stuff like copying a massive artboard with images and complex effects from one browser tab to another works better than you would think it should. It's like magic. We broke that magic for Foreground and Background layers, but we've now unbroken it.
- We also fixed Copy / Paste of the new "Next Scene" and "Prev Scene" interaction targets. Oh, and if you haven't seen that feature yet, check it out. It's great for creating multi-scene carousels.
- We also fixed Copy / Paste of the new "Next Scene" and "Prev Scene" interaction targets. Oh, and if you haven't seen that feature yet, check it out. It's great for creating multi-scene carousels.
"Stop Guessing What Image Size We Want"
- A few months back, we added a feature to automatically scale down large images when you pasted them into Canvas. At the time, we were observing that folks were dropping in super large images far wider than scenes and then scaling them down to fit. So we figured we would help out a bit by just kinda guessing that you would prefer them to be smaller. We'll sanitize the user feedback a bit and just say we appear to have been wrong about that. Now, whatever you paste in will have its full resolution and you can sort it out.
Fix Width Detection for Variants
- It's fairly common that you design scenes with elements that intentionally overflow the bounds of the scene. Say, you want to use one of those massive images and trust the scene to clip it to match a 768px breakpoint or whatevs. If those elements were in a frame, though, we were treating the width of that frame as the breakpoint. This is fixed: we now use the width of the scenes, and only the scenes, to determine the breakpoints of a variant.
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