Thanks for keeping up with fixes and PRs in this library! We're currently using a github: specifier in our package.json to get the latest & greatest, since recent changes haven't been published to npm. No big deal -- it works!
Created this issue to track the npm-publish effort, but then got to thinking -- what is needed to get this library to 1.0.0 proper?
It's hugely popular, so it's no surprise that the issues are a bit out-of-hand.. and dependencies like gesture-handler can be tricky to get set up, so it's hard to tell what is a feature request, actual bug, or 'advice' style questions that belong on stackoverflow.
So, is there anything us the community can help with? Any blockers on your mind that are keeping this in alpha?
Thank you @osdnk !
Edit: 1.0.0-alpha.19 has been released. Thank you!
What users can make new npm releases?
Pretty sure it's just osdnk cutting releases.
Also -- looks like 1.0.0-alpha.19 was released to npm since this issue was opened. Thank you! I'll leave this open for the 1.0 meta-discussion, but feel free to close it out as well.
Thanks for this issue!
From our point of view, the snap logic is not user-friendly enough when comparted to the native component. The drag is unnatural, especially with larger devices. There is a PR (#163) in the works and from our initial tests it works better, but maybe we should add them as a prop too.
Further, we're not able to use a virtualized flatlist. We have disabled the scroll-to-dismiss where we use a flatlist for now, there is also a PR (#121) and an issue for it (#20).
@davidgovea I think also for V1 it'd be super useful to have a callback when the current snap point changes! I know we've the callback to handle specific cases on different animation levels, but it works when we need to do something on case 1 and 0, it's pretty hard to intercept when we reached a snap point in the middle :(
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@davidgovea I think also for V1 it'd be super useful to have a callback when the current snap point changes! I know we've the callback to handle specific cases on different animation levels, but it works when we need to do something on case 1 and 0, it's pretty hard to intercept when we reached a snap point in the middle :(