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You may need to update Live2D to continue to use it in Ren'Py 8.5.3 or later. Ren'Py Stores as Python Packages Ren'Py now treats Ren'Py stores as Python packages, as was documented but not implemented. This means imports can work from other stores. For example: init python in store.substore1: A = 42 init python in store.substore2: B = 37 init python: from store.substore1 import A from store.substore2 import B Note that such imports assign names, but do not create aliases. Updating A in the main store will not change its value in substore1, and vice versa. Parse Error Improvements Parse errors are now reported at the end of each priority level (libs, then the game, then mods). Within a priority level, parse errors in filenames that begin with a number (like 01statement.rpy or 01lib/statement.rpy) are reported before parse errors in files that begin with letters. This change is meant to allow parse errors in files defining creator-defined statements to be reported before parse errors in the game script caused by the use of a statement that is not properly defined. This allows creators to more easily identify and fix problems with their creator-defined statements. Fixes and Changes renpy.pause() now always pauses for at least one frame. Previously, it could avoid pausing after rollback. There have been several improvements to dragging viewports that cure situations where the viewport could be dragged without the mouse button being held down. Automatic detection of language on macOS should work in more situations. The new config.mesh_oversample variable can be configured to control how much a mesh texture can be oversampled by, preventing additional blurriness when scaled up. This defaults to 1.0 (disabled) in this version, but this will change in Ren'Py 8.6. The new config.say_menu_text_filters list of functions supplements the existing config.say_menu_text_filter function. An issue that could cause Ren'Py to corrupt data in a very specific case has been fixed. The issue would occur when a Python finally or except block would run as the stack was unwound after a load, and it would restore old data inappropriately. This is an unlikely error, but could happen in Python-heavy games. Several low-probability crashes and memory leaks have been fixed. Anisotropy is now disabled when nearest_neighbor sampling is used, preventing blurriness. The default value of the synchro_start parameter to renpy.audio.register_channel(), which controls if music waits for queued music on other channels to be played, is now the default loop value of the channel, in all cases. The value of mouse_visible is now properly restored when exiting the game menu. The say behavior (used by dialogue) no longer lets you dismiss dialogue if the screen is grabbed by another displayable, such as a viewport being dragged. The camera statement is now documented to propagate transform state. (This was always true, but was not documented.) The nestled and nestled-close click-to-continue indicators now detect and respect RTL languages. Nestled and nestled-close click-to-continue indicators are now rendered at 0 width in all circumstances. This prevents a class of issues that could occur with NVL-mode, retained bubbles, and other configurations. This is equivalent to rendering the text without a click-to-continue indicator, and then placing the CTC indicator next to the end of the rendered text. (This is similar to how {w}, {p}, and extend were already handled.) Translations A Portuguese translation of the Ren'Py tutorial has been added. An Italian translation of the Ren'Py tutorial has been added. The Persian translation of the Ren'Py tutorial has been updated. Features When defining styles used by ruby text or style text tags, more style properties can be set to None to use the value from the parent text. As of this version, the following properties may be set to None: antialias, axis, black_color, bold, color, font , font_features, hinting, instance, italic, size , and textshader. Due to that change, When using ruby text, you may now set font None, and the font will be inherited. For example: style ruby_style is default: size 12 yoffset -20 color None # Use the same color as the parent text. font None # Use the same font as the parent text. The mouse_visible variable now has a new "always" value, which makes the mouse always visible. This is useful for games that need to force the mouse to be shown for minigame purposes. Support has been added for a system-installed copy of the VSCodium text editor. This is a libre build of the same source code that makes Visual Studio Code. The Transform.unique() method has been added, which marks a transform as unique. This prevents the transform from being copied when added to a displayable, which allows the transform to maintain state across multiple uses, or be referenced from outside its function argument. 8.5.2 Fixes Fixes an issue where each time Ren'Py checked to see if rollback is possible, one level of rollback would be consumed. 8.5.1 Fixes Ren'Py will now properly compute the auto-forward time for text ending with the no-wait ({nw}) text tag, followed by extend, as in: e "This is {nw}" extend "more text." Ren'Py now unwinds the call stack before performing a rollback or load. This prevents issues with caused except and finally blocks being executed after a rollback, which could lead to the rolled-back data being changed. Ren'Py now skips files and directories beginning with a dot (e.g. .hidden.rpy) when scanning the filesystem. These files often have special meaning on unix and mac platforms. Speech bubble dialogue is only retained at the end of a sequence of pauses, not every time. Mouse Changes/Fixes Ren'Py now cycles through a set of possible mouse cursor names when determining which cursor to use. This includes the cursor based on the displayable (eg. button), the screen type (eg. gamemenu), and the default. MouseDisplayable now allows a mouse cursor to be None, to use the system cursor. Ren'Py now merges MOUSEMOTION events that occur in rapid succession at a lower level, making the game more responsive when faced with mice that produce many events per frame. Other Changes There is now a text safe mode that will display text with text-tag errors, when the config.safe_text is set. This variable defaults to True in released games, and False in developer mode. Ren'Py now includes a cut-down version of the brotli python module. This version supports the decompress method and Decompressor object, but leaves out the Compressor object. It's intended to allow requests to handle brotli-compressed responses. Playing a voice line now stops ongoing self-voicing playback. The new config.tlid_only_considers_say variable prevents non-say statements, such as the voice statement, from contributing to translation identifiers. (Translation identifiers are used for other things as well, like tracking speech bubbles.) This variable defaults to False, but will become True in Ren'Py 8.6. Setting this to true has the potential to change Translation identifier if your game uses voice statements. The bubble.area_property variable has become documented. This controls how the area of a speech bubble is supplied to dialogue. It's now documented how to supply the area as an argument to the bubble screen for further control. There is a new "interact_done" character callback, which is called after each interaction ends. 8.5.0 Live2D Web Ren'Py now supports Live2D models on the web platform. This support includes both launcher support for installing the Cubism SDK for Web, and support in Ren'Py for loading Live2D models in the web environment. Automated Testing Ren'Py now includes a testing framework that makes it possible to define and run automate tests of games and of Ren'Py itself. The testing framework is designed to perform automated functional testing - for example, clicking through a predefined sequence of dialogue and choice, and making sure the game reaches the end without crashing, even when the game or engine is changed. The testing framework is intended to be run in an environment with working GUI support - most notably, working OpenGL is required, as the testing framework exercises the full engine, including the portions of the engine that render the game. Testing can be run from the launcher, or from the command line using the test command. The 'Run testcases' command is only present if at least one testcase exists in the game. The Tutorial is a good project to use to see automated testing in action. Local Labels Local labels have been relaxed so that they can be declared with any global label. It's now possible to have in chapter_1_part_1.rpy: label chapter_1: label chapter_1.part_1: # ... And then in chapter_1_part_2.rpy: label chapter_1.part_2: # ... Steam Support Ren'Py now uses and requires Steamworks SDK 1.62. When config.automatic_steam_timeline is set, Ren'Py will now use save_name to set the game phase. (It's best to consider save_name to be a chapter name). Previously, it would annotate timeline states instead of game phases. Font and Unicode Support Ren'Py now supports the WOFF2 font format, a modern and highly-compressed font format. Support for the older WOFF format has been made official. The config.font_name_map and config.font_replacement_map variables may be useful to creators that wish to replace TrueType fonts with WOFF2 fonts. Ren'Py's unicode support has been updated to include support for Unicode 17 characters. The emoji font used by Ren'Py has been updated to include 435 more glyphs, with other glyphs having been updated. (This includes most Unicode 16 emoji, but not unicode 17 emoji.) Gui Default Changes There have been multiple changes to how the gui namespace interacts with the default statement, designed to make how Ren'Py behaves match how it was documented to behave. As of this release, gui variables set with default... * ... are set when the game starts or restarts. * ... can be changed in python blocks. * ... retain the last set value when the language changes. * ... are saved and loaded like other variables. These changes only apply to variables that are initially set with default. All variables in the gui namespace should be set with one of default or define. Pygame_SDL2 Removal Ren'Py no longer depends on the pygame_sdl2 project. To support future development, such as a port to SDL3, most of pygame_sdl2 has been merged into Ren'Py as the renpy.pygame package. For compatibility's sake, renpy.pygame is importable as pygame or pygame_sdl2, though: import renpy.pygame as pygame is now the recommended way to import pygame-like functionality. This change simplifies the Ren'Py build process. On Linux, it's now possible to create a build of Ren'Py for development purposes using the uv tool. Other Changes Ren'Py's support for 32-bit ARM platforms is now built using 16 KB pages, which prevents the Play Console from producing a warning. Multiline input displayables now support the use of the up arrow and down arrow keys to move the cursor to the next and previous line. As this works using the character offset, it will work best with monospaced fonts. The thumb_align property is now a style property rather than a keywork property, and is supported in styles. When exporting dialogue, Ren'Py will detect the special extend character and include the prior character's name in the exported dialogue line. The xmaximum and ymaximum properties can now increase the size offered to a displayable beyond what is offered by its container. The screen statement now requires a block. It always was documented as requiring a block, but this was not enforced. Setting config.tracesave_screenshot makes it possible to control if a screenshot is taken when a traceback save is made. The new before_load special label and config.before_load_callbacks make it possible to change what is displayed and what sounds are played as a load happens. The new config.locale_to_language_map variable is a dictionary mapping locale strings to language names, allowing config.enable_language_autodetect to be customized more easily. Movie() displayables now allocate channels dynamically when the movie is playing. Previously, each Movie would allocate a channel when the movie was created, which could lead to large amounts of memory in use to store the channels and associated buffers. The init_priority argument to the renpy.register_statement() function can now be a function that returns the init priority, rather than an integer. Ren'Py will no longer attempt to load .rpy files beginning with a dot (e.g. .hidden.rpy), as these are hidden files on unix-like platforms. When running the execute_init or execute_default functions in a creator-defined statement, renpy.get_filename_line() will return the statements's filename and line number. The renpy.filename_line_override() context manager makes it possible to override the filename and line number returned by renpy.get_filename_line(). The config.images_directory variable has been superseded by config.image_directories, which is a list of directories that Ren'Py searches for images. The new config.context_callbacks variable makes it possible to define multiple callbacks that are called when a new context is entered. The game.zip file produced by the web platform no longer contains .py files. Ren'Py will now prompt you to close other Ren'Py games before an upgrade. This addresses problems on Windows that could be caused by launcher files in use by games that are running during the upgra Support for RTL languages is now enabled by default, so it is no longer necessary to set config.rtl. The new config.adjust_audio_amplitude allows a global adjustment of the amplitude of all audio played through Ren'Py. Fixes A crash caused by improperly stored video textures has been fixed. Alpha premultiplication is now properly performed on image-based fonts, allowing proper alpha blending of these fonts. Several problems editing the script (manifesting in in the interactive director and the add from to calls command) hav been fixed. An issue with the scaling of oversampled videos has been fixed. 8.4.1 Fixes Ren'Py will no longer report "Leaking texture: 0" warnings, which could be spurious in some cases. On the web platform, textures are reloaded when the browser window is resized, preventing the textures from appearing transparent or black. Playing a movie on the web platform no longer causes Ren'Py to produce a stream of warnings. The gui.SetPreference() action once again rebuilds the styles after the preference is set. The config.dissolve_shrinks option, which provides backwards compatibility for AlphaDissolve transitions and AlphaBlend() displayables with mismatched child sizes, now works as intended. Copying translations between games now works correctly. This is especially important for transferring translations from the launcher to newly-created games, ensuring new non-English games are set up properly. Diagnostic print statements that could appear when playing movies on the web platform have been eliminated. The pixellate transition now functions as expected. Features Ren'Py now scans for templates in subdirectories of the projects directory. Ren'Py now supports Python's importlib.resources module. This provides a way to load the resources in a Python package, even if that Python package is stored in an RPA archive or an Android APK or asset pack. Other Changes The lint check for when translation functions are called with the wrong number of arguments was too slow, to be included in lint, and so this check has been removed for the time being. Support for right-to-left languages is now enabled by default. When loading a Python module or package from disk, Ren'Py will now set the __file__ attribute to the absolute path of the module or package. This reverts a change made in Ren'Py 8.4.0, which set the __file__ attribute to the path relative to the game directory. When loading a module from an RPA archive or Android APK, this changes to a relative path starting with $game. This change is meant to help more pure Python packages work with Ren'Py, but we recommend that you do not rely on the __file__ attribute in your code, and use importlib.resources instead. It's now possible to revert the audio volume drop caused by the constant power panning change in Ren'Py 8.1. (This can also be worked around by adjusting mixer volumes.) 8.4.0 Requirement and Dependency Changes Ren'Py now requires Windows 10 or later to run. This means that it will no longer run on Windows 7, 8, or 8.1. Ren'Py now targets Ubuntu 20.04. This also means it targets the "soldier" version of the Steam Linux Runtime. Ren'Py is no longer built for 32-bit ARM Linux. This drops support for the Raspberry Pi 3, and very old Chromebooks. Ren'Py is still being built for 32-bit ARM Android. Ren'Py will now prefer the gles2 renderer on ARM Linux devices, such as the Raspberry Pi. The Android version of Ren'Py is now being built with 16KB pages, for future Android devices that will require 16 KB page support. Python 3.12 Ren'Py now uses Python 3.12 on all platforms. This makes avilable several years of Python improvements. To finds all of them, please see: * What's New in Python 3.10 * What's New in Python 3.11 * What's New in Python 3.12 One of the most visible changes caused by this is that Ren'Py will now report the location of Python errors at sub-line granularity, rather than at line granularity. In tracebacks, the portions of a line that contribute to an error will be colored or underlined. Performance Improvements Script Loading The internal respresentation of the game script has been changed to reduce the amount of memory used and to improve loading time, by only representing data that varies from the default. For a large game where initial startup is dominated by script loading, this improved the time it takes to load the script by 50%. Persistent Data The persistent data format has been changed to use numeric hashes of visited script locations, rather than the full script location. These hashes can be saved and loaded much more quickly, which improves game performance when the persistent data is large. OpenGL Drawing Ren'Py's OpenGL drawing code has been changed to remove allocations of matrix objects, and to reduce the amount of math that needs to be done in many cases. This can improve performance when drawing scenes with large numbers of drawing operations, as those scenes can be CPU-bound. Similarly, the OpenGL drawing code has been changed to avoid the repeated allocation of dictionaries that contain shader variables. Live2D When rendering Live2D models, Ren'Py will avoid doing unproductive work to create Renders for layers that are not visible, and masks that are not used. This can improve performance when using Live2D models with many layers. Shaders Ren'Py's GLSL shader support now allows uniforms of types int, bool, ivec2, ivec3, ivec4, and bvec2, bvec3, bvec4, in addition to the support for float, vec2, vec3, vec4, mat2, mat3, mat4 and sampler2D that Ren'Py has always had. Ren'Py's GLSL shader support now allows one-dimensions arrays of uniforms of scalar and vector types, but not arrays of matrices or samplers. Ren'Py now can supply separate model to world (u_model), world to camera view (u_view), and camera view to viewport (u_projection) matrices to shaders. These matrices are supplied as uniforms. There are also a u_projectionview matrix that combines u_projection and u_view, and the existing u_transform matrix is all three. Breaking these out allows OpenGL shaders to support lighting. Ren'Py's GLSL shader support now supports performing operations on the underlying data before passing it to a uniform. For example, if u_color is an RGBA uniform, u_color__premul is that color, premultiplied by its alpha channel. Other suffixes get the resolution of a texture, and can perform inverse, transpose, and inverse transpose operations on matrices. Inside Transforms, Ren'Py now supports uniforms of type sampler2D. These are textures that are set up to sample textures. These transforms can be supplied a displayable or a string that becomes a displayable. GLTF Model Loading Ren'Py now has a minimal ability to load 3D models defined in the GLTF format, using the Open Asset Importer library. Models can be loaded using the GLTFModel displayable. Right now, the GLTFModel loading only supports loading the mesh and textures of a model. There's no support for animation or other features of GLTF. What's more, the default Ren'Py shaders only show the base colors, and a custom shader is required to handle the other portions of physical-based rendering (PBR) that GLTF supports. The current GLTFModel support is is likely useful for people who want to use 3D backgrounds in their games, but may require a skilled developer to position the model in 3D space. It's also intended for developers that want to experiment and contribute insights and development back to Ren'Py. A future release will include more tools for working with objects in three dimensions. Optional Mipmaps Mipmaps are smaller versions of an image that are used when Ren'Py scales an image down. Using mipmaps prevents the image from becoming jagged when scaled down, but generating mipmaps takes time and can cause the game to use more memory. Ren'Py now leaves the decision of if to create mipmaps to the developer, who knows if the game will scale down an image. By default, Ren'Py will create mipmaps for all images it loas. A new mode will only only create mipmaps when the display is scaled down to less than 75% of the virtual window size. This is suitable for games that do not scale down images, but for which the window size may be smaller than the virtual window size. To enable this new mode, set config.mipmap to "auto". Mipmaps will automatically be created for images loaded for the purpose of Live2D or GLTFModel, as these are likely to be scaled down. Mipmaps can be created for specific images by providing True to the mipmap parameter of Image (). Libs and Mods Ren'Py now includes support for two more special directories, game/libs and game/mods. These directories are intended to receive third-party libraries and mods, respectively. When the file game/libs/libs.txt exists, script files inside game/libs have the first directory removed, if any, and are loaded in unicode order by the path not including that directory. Similarly, when the file game/mods/mods.txt exists, script files inside it are loaded in unicode order by the path, not including that directory. Note that load order is relatively unimportant in Ren'Py - it's mostly used with Creator-Defined Statements. Init priorities levels have been changed to recommend that games use init priorities of -99 to 99, and libraries and mods use from -999 to -100 and 100 to 999. When present, the libs and mods directories are showing in the launcher. The libs directory is created automatically when the game is created. The mods directory can be created manually if a creator wants to support mods. The goal of this change is to make it easier to distribute third-party libraries and mods. Instead of needing to be merged with the player's script, a library can be placed under game/libs, and will provide full functionality there. .rpe and .rpe.py files are also searched in the libs directory. Layered Images The variant and prefix properties, which accepted any value but evaluated it (as a string) only at init time, now accept an unquoted image name component (digits, letters and underscores, no space or dash, may start with a digit). In places where the syntax allowed the at keyword, it now allows an at transform: block. In places where a displayable is expected, it is now possible to use an image: block, and to define an ATL image, like an anonymous Image Statement with ATL Block. The new when property introduces a more straightforward boolean condition syntax, replacing the if_any, if_all and if_not properties which remain supported for backwards compatibility. The new syntax removes the need for lists and quoting. To convert to the new syntax, you can replace: if_any ["a", "b"] if_all ["c", "d"] if_not ["e", "f"] with the more concise: when (a or b) and c and d and not (e or f). The multiple groups may now be anonymous, and should from now on be defined with the multiple keyword placed in lieu of the group name. This makes their behavior more consistent and easier to understand. The behavior of named multiple groups is unchanged, but they should not be used going forward. The attribute statement now takes the variant property, unless it is inside a group with a variant, or it is directly assigned a displayable. This allows native support for cases which previously required a multiple group with a variant, or an attribute_function manipulation. Automatic Oversampling Ren'Py will now automatically look for oversampled version of images, and use those if the game is scaled up. As an example, take loading "eileen happy.png". When the game is scaled to more than 100% of it's virtual size, when loading "eileen happy.png", Ren'Py will also look for "eileen happy@@2.png", and load that if it exists. When scaled to more than 200%, it will look for "eileen happy@@4.png", "eileen happy@@3.png", and "eileen happy@@2.png". If none of these exist, it will use "eileen happy.png". Ren'Py also supports oversampling and automatic oversampling for movies played using Movie and renpy.movie_cutscene(). This works similarly to images, with respect to filenames. Accessibility The shift+A accessibility menu has been redesigned. It's now smaller, so that the bottom of the game (usually including dialogue) is visible, allowing the effects of the menu to be seen more immediately. It also has been broken up into multiple pages, to allow for new options to be added. Ren'Py can now force audio to mono, allowing sounds contain information on only the left or right channel to become audible on both. This can be enabled through the shift+A accessibility menu, the "force mono" Preference(), or the preferences.force_mono variable. Ren'Py now includes a preference to allow the user to adjust font kerning. This is exposed through the accessibility menu, the "font kerning" Preference(), and the preferences.font_kerning variable. Launcher The launcher now supports games being placed into folders, which can be collapsed and expanded. To put a game in a folder, create a directory underneath the projects directory, and move the game into that directory. The launcher's "Console output" option now works on the Macintosh platform. Building an update will now produce a public_key.pem file, containing key material that can be shared with the world. When building a downloader game, this file should be copied to the base directory of the downloader game. This is the public key that will be used to verify the download. When creating a new game, Ren'Py will now include a .gitignore file that contains a default set of files to ignore. It's possible to customize the Ren'Py launcher to select the files and directories that are available to click on. Text Ren'Py now supports OpenType font layout features, which can control things like ligaturization and other settings. These features are controlled by the font_features style property, and the features text tag. A problem with mark positions on ligatures has been fixed. This mainly affected Arabic, but applies to all text. Note that this fix is only available when using the Harfbuzz shaper. The reading_order style property has been added so that a preference for the directionality of text may be expressed when config.rtl is True. Setting it to "wrtl" (weak right-to-left) will cause directionally neutral lines to be displayed right-to-left (previously they would always be displayed left-to-right). This is mostly to support punctuation-only dialogue lines in RTL language games and translations. Finally, a regression in how bidirectional text embedding was handled when using the Harfbuzz text shaper introduced in 8.3.7 has been fixed. Text containing runs of both LTR and RTL characters will now render with the correct directionality for the individual runs again. Traceback Saves If possible, Ren'Py now creates saves when an uncaught exception occurs, containing both the game state and the traceback. These saves are stored in slots with the name _tracesave-1 to _tracesave-10. and have the traceback accessible through the json metadata. The new renpy.get_save_data() function allows you to retrieve the data for a particular save slot, without loading the save. This can be used with a traceback save to retrieve the game data without loading into an error state. Features The nearest transform property now works as documented, allowing nearest neighbor texture interpolation to be disabled when set to False. The new HasSideImage() function returns the presence or absence of a side image before the side image itself is determined, making it useable in the say screen for layout. The new config.web_unload_music variable controls whether music is unloaded when downloaded as part of progressive downloading. The new config.clear_history_on_language_change variable controls whether history is cleared when the language is changed. MixerValue() now suports the step and force_step parameters. The lint report can be configured to expand character aliases to names by setting config.lint_show_names to True. config.voice_callbacks allows you to define callbacks that are called when voice lines are played or stop. Grids now support right_to_left and bottom_to_top properties, which control the order in which the grid is filled. Character's ctc_position argument now takes a new value screen-variable. This places the click-to-continue indicator in a screen variable, which allows it to be positioned inside the screen. This is intended for use with speech bubbles, to allow the click-to-continue indicator to be positioned inside the speech bubble. The new renpy.lex_string() function makes it possible to create a Lexer for an arbitrary string. The SpriteManager and SnowBlossom() displayables now support the animation parameter, which can be used to prevent resetting when the displayable is reshown. The SnowBlossom() displayable now supports the distribution parameter, which controls the distribution of how the particles are created, allowing the particles to be created in the center or sides of the screen. The Gallery class now supports separate transitions when entering a sequence of images, going between images, and exiting the sequence of images. Screens now support python-style docstrings, which are used when a string is included as the first line of the block. Ren'Py does not do anything directly with dosctrings, but the raw string can be accessed using renpy.get_screen_docstring(). The Confirm action and renpy.confirm() function now pass additional keyword arguments (not beginning with _) to the confirm screen. The screen language use statement now takes an as clause, which can be used to capture a variable named main from the screen. This is intended to be used like the as clause of screen language displayables, which captures the displayable into a variable. Custom screen language statement also support the as clause. The reset transform now resets all properties of a Transform. Transform now takes a reset property, which controls whether the transform is reset when it is used, as opposed to being given properties by other transforms that share a tag. The new renpy.seen_translation(), renpy.mark_translation_seen(), and renpy.mark_translation_unseen() functions make it possible to determine if a translation has been seen. Audio filesname can now include a volume clase, like " sunflower-slow-drag.ogg". This sets the relative amplitude of the track, similar to the volume clause of the play and queue statements. The new config.keep_screenshot_entering_menu variable determines if a screenshot taken with FileTakeScreenshot is kept when entering a menu context. The thumb_offset style property now can take a tuple giving different offsets for the two sides of a bar. The new thumb_align style property controls how a thumb is aligned with the bar. The input displayable now takes an arrowkeys property, which controls whether the arrow keys can be used to move the cursor in the input, or are used to move the focus between displayables. The config.translate_additional_strings_callbacks callbacks make it possible for a game to offer additional to be added to translation files. (For example, strings from third-party libraries or data files.) The ___() (triple underscore) function makes it possible translate a string, and then apply text interpolation to the result. Interpolations occur in the scope of that the function is called from. The triple underscore function also marks the string contained inside for translation. The config.persistent_callback callback makes it possible to update persistent data when it is loaded. Starting from this release persistent._version will also be set to the current version of the game in any newly created persistent data. This can be used with the callback to migrate persistent save data. Changes The renpy.get_renderer_info() function now returns a dictionary containing information about user's GPU and graphics driver, when available. Lint now reports when the translation functions (_(), __(), ___(), and _p()) are called with the wrong number of arguments. When Ren'Py loads a Python module from the game/ directory, __file__ is set to the relative path of the module. Ren'Py now support showing the same Live2D displayable on multiple layers, with multiple tags, or both. Transform now has an attribute, original_child, that gives the child of the transform before the function was called. The behavior of mesh_pad has been changed when left or top padding is present. Previously, this would offset the child by the padding amount. Now, the child remains in the same place, with the padding added to the left and top of the child. From the Python typing module, the names Callable, Any, Self, Literal, cast, overload, final, and override are imported into namespaces. These become reserved names in Ren'Py, and should not be used as names in newly-developed projects. A regression that kept "Add From to Calls" from working has been fixed. On the web platform, Ren'Py will now preload automatic voice lines, ensuring the files can play immediately, even if not fully cached on the player's device. Text inputs (renpy.input() and the input displayable) disable non-required text ligatures, so that ligaturization doesn't change when the caret moves. Ren'Py will disable the screensaver (and hence, the system going to sleep) when auto-forward mode is active. A creator-defined statement that defines a label will now call config.label_callbacks when run. The "Click to play the video." screen used on some web platforms is now translatable. CTC indicators inside retained speech bubbles will now be cleared when the player clicks past the dialogue. In some circumstances, Ren'Py will reuse tuples containing immutable values (float, int, bool, complex, str, bytes, and other immutable tuples), which can reduce memory usage and improve performance. This may lead to these immutable tuples having the same object identity when previously they would not have. By default, Ren'Py now only creates mipmaps for textures if the display is scaled down to less than .75 of virtual window size. This is suitable for games that do not scale down images. To enable mipmapping again, set config.mipmap to True. Ren'Py no longer triggers and autoreload when a file that had not existed comes into existence. This behavior had been inconsistent, working in some places but not others, required Ren'Py to spent time scanning for files that do not exist. Ren'Py now considers a dialogue statement to have been seen if a statement with the same translation identifier has been seen. For size reasons, the lists of seen dialogue and translations now store a 64-bit integer hash of the statement name or translation id. The show expression statement has changed so that show expression "bg washington" is equivalent to show bg washington. Previously, the expression would be used as a tag, which would rarely be correct. If a displayable is given instead of a string, a tag will be generated. One the web platform, renpy.emscripten is the emscripten module, making it available without needing to import it. You should still check that renpy.emscripten is true before using it. When config.nearest_neighbor is true, image fonts are scaled using nearest neighbor scaling, rather than the default bilinear scaling. The "Image Attributes" screen also indicates if transforms are applied to a layer, as it can be hard to determine otherwise. Ren'Py now also searches for .rpe and .rpe.py files in the new libs directory. renpy.get_renderer_info() now also include GPU vendor and device name as well as driver version. @ text @$NetBSD: patch-module_setup.py,v 1.5 2025/05/11 14:08:33 ryoon Exp $ * png from pkgsrc is libpng16.so --- module/setup.py.orig 2025-02-23 12:22:19.115359800 +0000 +++ module/setup.py @@@@ -89,7 +89,7 @@@@ include("pygame_sdl2/pygame_sdl2.h", dir include("hb.h", directory="harfbuzz") library("SDL2") -library("png") +library("png16") library("avformat") library("avcodec") library("avutil") @ 1.5 log @games/py-renpy: Update to 8.3.7 Changelog: 8.3.7 / 7.8.7 Live2D Fixed an issue where Expressions with a fadeout time of 0 would not hide properly. Fixed an issue where Ren'Py would incorrectly size Live2D clipping masks. As this problem only affected layers that used clipping, this would often manifest as eyes being missing. Live2D fading now uses cosine easing, as the Cubism Native SDK does. Arabic Text Shaping (As these changes require the Harfbuzz text shaper, the changes are only available in Ren'Py 8.) When :var:`config.rtl` is set to True and Harfbuzz is enabled, Ren'Py will unmap Arabic presentation forms and allow harfbuzz to fully shape Arabic text. This allows Ren'Py to work with fonts that do not contain Arabic presentation forms directly, but instead use ligaturization. An issue with Harbuzz's adjustments of vertical positions has been fixed. This improves the positioning of text where ligatures control the vertical positioning of the text. While this affects some Arabic fonts, it also may improve the location of marks in other fonts. Changes Vertex and fragment functions created with :func:`renpy.register_shader` are now placed after the variables defined by the shaders, making it possible to use uniforms in the functions. Displayables embedded in slow text (most notably, nestled click-to-continue indicators) are now timed from when the displayable is revealed, rather than when the text block itself is show. This means that the first frame of CTC animations will always be seen. Fixes Ren'Py will no longer change the position of newly-created maximized windows. Problems caused by registering an audio channel more than once have been fixed. Multiple say statements can now contain image attributes, like other say statements. Temporary image attributes are only supported in the last say statement in a multiple group. Games made with Ren'Py 8.0 and 8.1 will have Python compiled with from __future__ import annotations, matching how Python in those versions was originally compiled. :class:`SpriteManager` will no longer merge instances of a displayable that maintains internal state, like transforms. This is more correct, but slightly less efficient. The language is now set when the game starts or is loaded, ensuring that translate python blocs are always run in the game context. Text shaders now respect :propref:`slow_cps_multiplier`. 8.3.6 / 7.8.6 Fixes Revert a change that prevented certain saves from loading. 8.3.5 / 7.8.5 Changes Cyrillic characters are no longer used by the OpenDyslexic font in accessibility mode, as some of the characters are wrong in the version of OpenDyslexic that Ren'Py uses. When laying out text, nestled CTC (click-to-continue) indicators that are not at the end of the text are considered to be of 0 size. This prevents the text from jumping around. When laying out text with nestled CTC indicators, extend is taken into account. A modal screen stops being modal as it begins hiding. Ren'Py will now create pseudo-glyphs for the all textshaders, not just textshaders applied to text with outlines. Ren'Py will now consider multiple dialogue when displaying empty windows. Gles2 is now the default renderer on arm-linux, even if OpenGL is available. When a file no_launcher_links.txt exist in the Ren'Py base directory, the launcher will disable all links to renpy.org, for environments where direct links to external sites are not suitable. Displayables given to imagemaps are offered a full screen's worth of space when being rendered. Previously, the amount of space given to these displayables was undefined. The itch butler tool is now downloaded from itch's new CDN. Fixes Non-moving children of a MoveTransform are now wrapped to ensure the child's timeline remains consistent. A crash during reload when the speech bubble editor is displayed has been fixed. Ren'Py now displays all outline offsets when using textshaders. A crash caused by changing audio filters on the web platform has been fixed. A font in a translation directory can now override a font in the game directory. A crash during video playback on the web platform has been fixed. Mouse coordinates passed to displayables embedded in text are now correct. 8.3.4 / 7.8.4 Fixes Python Builtins (like len) are now always available during string interpolation. Animated presplash images now take precedence over static presplash images, matching the documentation. There have been a number of fixes related to dragging of viewports and drag displayables. Movies are stopped when returning to a channel from a context. An issue where autosave could hurt performance by causing interaction restarts has been fixed. Ren'Py now uses the previous window type when running the nvl hide statement. A displayable that does not support keyboard focus will now be ignored during keyboard focus computations. An issue that could cause :ref:`sl-input` to not be masked properly when the contents of the input was a space was fixed. An issue preventing Android and iOS keyboards from being shown when the window was empty has been fixed. An issue that could cause the image cache to be managed incorrectly has been fixed. An incorrect build prevented the web version of Ren'Py from working properly, on Ren'Py 7.8.3. This has been fixed. Other Changes Displayables rendered for imagemaps are offered (:var:`config.screen_width`, :var:`r images, but makes non-image displayables behave more consistently. The ATL "update" event, which was issued in rare circumstances, has been removed. The new :func:`renpy.get_statement_name` function returns the name of the currently executing Ren'Py st each time the movie is shown. The :var:`config.nvl_adv_transition` no longer forces the dialogue window to be hidden. Screens that are used by another screen are now updated properly if the interaction restarts before the screen is first rendered. Thass:`Model` now creates meshes as described in the documentation when no textures are supplied. The image attributes screen now quotes image and displayable names. An issue with rollback not restarting music has been fixed. Underlines and strikethroughaping. Ren'Py now ensures that IMEs are activated on the primary window when the game starts, rather than on a presplash window. Bars no longer lose the selected_hover prefix when adjusted using keyboard or game controller. Rounding errors during pixel perfect text positioning have been fixed. These errors could cause text to jump 1 pixel during dissolves. The rarely-used gl_anisotropic transform property now works. The :propref:`keyboard_focus_insets` property now works as documented. A rounding issue that could cause :propref:`bar_invert` to stop working has been fixed. Ren'Py will render a displayable a second time if :propref:`box_wrap` is True, to ensure that the displayable is offered the correct amount of space when wrapped to a second line. In rare cases, this could change layout. Controller events can now cause Ren'Py to focus a displayable with default_focus set. Previously, these events weren't considered inputs by the focus system. There have been a number of fixes to the way Ren'Py handles dragging a viewport filled with buttons. A drag may now contain a draggable viewport, allowing a window to be more directly emulated. Other Changes Android bundles now use install-time assets packs, rather than fast-follow packs, to ensure that all assets are available when the game is run. An :class:`AlphaMask` will now cause mask transformations to restart each time it is shown. Displayables zoomed down to 0 pixels big will no longer get focus. The "always" option to _renpysteam.keyboard_mode is no longer supported. If given, the "once" mode is used, requiring the player to explicitly request the Steam Deck keyboard when required. The number of frames that Ren'Py passes through the rendering pipeline before switching to powersave mode has been increased to 12, to ensure that frames make it through compositors in a timely manner. Ren'Py locks the image cache less, which should prevent some frame drops when loading images. Synchronized start of audio/video no longer occurs on movie channels unless explicitly requested. When rolling back to a point where a looping :class:`Movie` was showing, the looping movie will be played again if it had been stopped. A :class:`Movie` will only stop movies that it has played, rather than any movie on the associated channel. When :func:`renpy.set_audio_filter` is called with immediate false, the filter will be applied when the queued file is played, rather than at some indeterminate time in the future. The :class:`Frame` displayable is no longer adjusted to be pixel perfect, preventing visual glitches. When using text shaders to display text with outlines, Ren'Py will create pseudo-glyphs. These pseudo-glyphs cover the start and end of each line, and are used to ensure the outlines will be shown. 8.3.2 / 7.8.2 Fixes Fixed a build issue with 8.3.1 and 7.8.1 that prevented the Android version of Ren'Py from starting properly, making games unplayable. 8.3.1 / 7.8.1 Fixes Image keywords (zorder, behind, at, onlayer, and transform) may not occur in an expression, like a list after at. Using local shader variables by name in {shader} tags now works. Textshaders now work with very large sizes and numbers of characters. Lint avoids checking non-files as files. The show_done character callback is now called and documented. The web version of Ren'Py now saves persistent data when the screen is idle for .33 seconds. The path to game.zip in a web build can now be configured by editing the generated index.html. The web version of Ren'Py now defers calls to FS.syncfs, preventing errors that could be caused by files being rapidly renamed. By default, synchronized start of audio now only occurs on looping channels, like music channels. The default can be changed on a channel-by-channel basis by supplying synchro_start to :func:`renpy.music.register_channel`. Other Changes The new :func:`renpy.stop_skipping` cancels slow and fast skip. Fast-skipping when slow-skipping (or vice versa) now cancels skipping. On PC, Ren'Py will disable fullscreen when opening a URL. Ren'Py now correctly clips displayables that are positioned at negative offsets to the parent, provided the displayable does not exit the clip rectangle. :class:`AudioData` now explicitly supports video, and supports properties inside angles (like ). :var:`config.font_transforms` is now documented. This allows you to define new font transforms for accessibility purposes. The multiple argument to Character is now supplied to :doc:`character_callbacks`. 8.3.0 / 7.8.0 Audio Filters This release adds an :doc:`audio filter system ` to Ren'Py, providing a way of processing the sound coming out of audio channels. The audio filter system is based on webaudio, and includes the following filters: Biquad, a way of implementing Lowpass, Highpass, Notch, Peaking, Lowshelf, Highshelf, and Allpass filters. Comb, a delay line with filtering and feedback. Delay, a delay line without the feedback. Mix, a way of mixing two audio streams. Sequence, a way of applying more than one filter to audio. WetDry, a way of filtering a stream with a wet and dry control. Reverb, a way of applying artificial reverb to the audio. Text Shaders This release adds support for :doc:`text shaders `, which are OpenGL shaders that are applied to text, using information that is provided by the rendering system. The big advantage of this is it now becomes possible to change the way Ren'Py shows slow text to something else. For example, the dissolve text shader causes characters to dissolve in from left to right, rather than showing all at once. Text shaders are able to process the color of the text, including the alpha channel. Text shaders can also adjust the position of the text - for example, the jitter shader causes text to bounce around. Text shaders can be introduced using the {shader} text tag, using the :propref:`textshader` style, or using the :var:`config.default_textshader` variable. A text block should either use text shaders or not - mixing is not supported. Custom text shaders are supported using the :func:`renpy.register_text_shader` function. These have access to new uniforms and attributes that are appropriate to text display. Other Shader Changes Shaders part can now access :ref:`shader part local variables ` to prevent conflicts between variables used by different shader parts. While used mostly with text shaders, shader part local variables are available for all shaders to use. The new :var:`config.shader_part_filter` variable can be used to filter the shader parts that are used. This makes it possible to implement preferences that turn on and off shader parts as required. Two new :ref:`model uniforms ` have been added, u_drawable_size and u_virtual_size, making it easier to project gl_Positions in shaders to coordinates that are used elsewhere in Ren'Py. Visual Studio Code The Ren'Py Language Visual Studio Code extension is now maintained by the Ren'Py project. As part of this, if you have a Visual Studio Code installed, the launcher will prompt you to install the new extension. Launcher Changes Under Navigate Script, the TODOs button now has a count of TODOs next to it. Under Navigate Script, the files view now has a checkbox that allows a creator to filter out translation files. Window Statement Changes There have been changes to the window statement: window show and window hide no longer disable the automatic window management that Ren'Py does. Instead, these statements will immediately show or hide the window, without changing automatic window management. The new window auto False statement will disable automatic window management, and the new window auto True statement will re-enable it. (The existing window auto statement will also work, but window auto True is preferred.) The intent behind this is to make window hide more useful, as it can be used to hide the window for effects without disabling automatic window management. When a window show occurs after window hide, Ren'Py will look forward to the next say statement to determine the type of the window to show. Previously, it looked back to the last say statement. Screenshots and Paper Dolls Taking a screenshot now hides the notify screen, so multiple screenshots do not leak the path to the previous one. This controlled by :var:`config.pre_screenshot_actions`. The new :func:`renpy.render_to_file` and :func:`renpy.render_to_surface` functions make it possible to capture displayables (including trees of displayables, like layered images) and save that to a file or a pygame_sdl2 Surface. Steam Ren'Py's Steam support has been updated to use the latest version of the Steam DLL. There is now support for the Steam Timeline, part of the Steam Game Recording system. This support is controlled by the :var:`config.automatic_steam_timeline` variable. When true, the default, :var:`save_name` is mirrored to the steam Timeline, as is the menu/laying state. It's possible to add additional events to the timeline using :var:`achievement.steamapi.add_timeline_event`. (Remember to check that achievement.steam is not None before calling this function.) Wrapped methods of the Steamworks API are documented on the :doc:`achievement` page. Android Ren'Py now targets Android 15 (API level 35), though versions down to Android 5 may still work. Features The new anymod keysym prefix makes it possible to bind to a key while ignoring the meta, alt, and ctrl key modifiers. The translation identifier screen (accessed through shift+D) is now the translation info screen, and now includes information about the line being executed. If a language is selected, the screen will also show the line being translated, and the text of the say statement being translated. :doc:`cds` can now take an ATL block, which is supplied to the execute function as a keyword argument giving an ATL transform. It's also possible to define a creator-defined statement that optionally takes an ATL block, or a block of script statements. It is now possible to supply :ref:`menu arguments ` to :func:`renpy.display_menu`, and the new :class:`renpy.Choice` class makes it possible to supply arguments to each item in the menu. The layer that bubbles appear on is now controlled by :var:`bubble.layer` and :var:`bubble.retained_layer`. Retained speech bubbles are now automatically cleared away when other say, menu, or call screen statements are invoked. This is controlled by the :var:`bubble.clear_retain_statements` variable. The :func:`renpy.get_ongoing_transition` function has been added. This returns the transition that is currently being applied to the top level or a layer. The :var:`config.translate_ignore_who` variable makes it possible to ignore certain characters for the purpose of translations. The :class:`Hide` action and :func:`renpy.hide_screen` actions now take an immediately keyword argument, which prevents 'on hide' handlers in the screens from running. :doc:`character_callbacks` are now given information about the line of dialogue and the segment of the line that is being shown. The :func:`renpy.call_in_new_context` and :func:`renpy.invoke_in_new_context` functions take an option _clear_layers keyword argument. When given, this controls which layers will be cleared when changing to the new context. The default volumes of mixers are now set by using the default statement with preferences.volume.. For example, the default volume of the music mixer can be set with default preferences.volume.music = 0.5. This also supports creator-defined mixers. Please see :ref:`mixer-defaults` for more information. The :class:`ui.adjustment` class now takes a new raw_changed property, which takes the adjustment and the new value, before it's clamped. This can be used to perform actions when the adjustment scrolls out of range. The :class:`SplineMatrix` class has been added, which makes it possible to transform matrices in a non-linear way. The Input displayable now takes an action property, which is an action that runs when the user presses enter with the text input active. :ref:`Ruby/Furigana text ` can now inherit its color from the parent text, by setting :propref:`color` to None. Transform now supports the :tpref:`fps` property, which quantizes time inside the transform to a particular number of frames per second. Where appropriate, Bar Values now take min and max parameters, which can be used to define a range that is not zero-based. Other Changes The notification screen is now hidden before a screenshot is taken. The :tpref:`crop` transform property now always takes the size of the crop box, even if bigger than what is being cropped. The hspace and vspace text tags now respect window scaling. Lint will now report obsolete image manipulators. The :func:`renpy.open_file` function now returns an io.BufferedReader object when encoding is None, allowing the .peek method to be used. Ren'Py will load .rpe.py files from :var:`config.renpy_base` directory and the project's game directory, and execute the file before the game starts. Ren'Py will now load .rpe files from the :var:`config.renpy_base` directory as well as the project's game directory. Files ending with .rpe or .rpe.py are excluded from the build process. Images can now be oversampled at the directory level. ATL polar coordinates now support the radius being a negative number. The displayable inspector (Shift+Alt+I) now shows a displayable's id if it has one. Displayables now have an id field, that contains the id given in screen language. The :var:`config.clear_log` variable has been added, which controls whether the dialogue log (:var:`config.log`) is cleared each time Ren'Py starts. Munging of names beginning with __ now takes place inside strings, to allow munged names to be used inside substitutions. This should be fairly transparent, but for a discussion of the implications see :ref:`incompatible changes ` The :func:`renpy.fetch` function can now take user-specified headers that are supplied as part of the HTTP/HTTPS request. Bar Values that set values (like :class:`DictValue`, :class:`FieldValue`, :class:`VariableValue`, :class:`ScreenVariableValue`, and :class:`LocalVariableValue`) now take a min and max parameters, which can be used to directly set the bar's endpoints. The :propref:`keyboard_focus_insets` style property makes it possible to have keyboard focus work with overlapping buttons, by artificially reducing the size of the buttons to remove the overlap, when determining keyboard focus. The synchro_start option (documented as part of :func:`renpy.music.play`) is now True by default in that function, and in the play statement. The implementation of :ref:`synchro start ` has changed to make understanding it easier, while retaining the same behavior in most cases. The web version of Ren'Py now supports loading video from origins other than the origin of the game, if the video origin allows for it. 8.2.3 / 7.7.3 This release fixes an issue that prevented 8.2.2 and 7.7.2 from being built properly. 8.2.2 / 7.7.2 Accessibility The accessibility menu can be accessed on touch screens by making a large ⋀ gesture. That is, press, move a large distance up and right, move a large distance down and right, and then release. There is a limited amount of self-voicing support for Android and iOS, largely limited by the nature of touch-screen focus. Dialogue will be read out, as will interface elements that become focused, but right now it's hard to focus an element without activating it. NVL-Mode and Window The interaction of window auto and nvl mode, especially :var:`config.nvl_adv_transition` and :var:`config.adl_nvl_transition`, has been improved. The major change is that the latter transitions will now only occur if the window has not been shown or hidden, preventing double interactions from occurring. The (rarely used) nvl hide and nvl show statements now set the flag used by window auto, preventing the window from being shown wince in a row by these statements. Fixes Two issues that could cause the Android version of Ren'Py to lock up if the window lost focus have been fixed. The force parameter to :func:`renpy.alt` now works as documented. The :propref:`xfill` and :propref:`yfill` properties can no longer cause a window to shrink. An issue where fonts with an incorrect line height would not work with the harfbuzz text shaper has been fixed. List slicing is now allowed inside string interpolation. For example, The first ten are: [long_list[:10]] will now work. Ren'Py will now generate translations for strings in _ren.py files. Ren'Py now checks that achievement names are strings. An issue with weakref pickling on Ren'Py 7 has been fixed. The rpy statement is now considered to be always reachable. The launcher no longer plays a stream of silence while it is running. When building a small games as an Android App Bundle, fast-forward packages were incorrectly included. This has been fixed. Other The Traditional and Simplified Chinese translations have been updated. Hovered handlers now run when a displayable is assigned thew default focus. The attribute_filter callback of :class:`Live2D` is now always run. The sound channel now fades out audio over the course of 16ms, just like the music channel does. It is possible to have two :class:`Live2D` displayables using the same model but different default_fade times. The new :var:`config.log_events` variable controls whether Ren'Py logs pygame-style events, for debugging. The new :var:`config.python_exit_callbacks` lets you specify a list of callbacks that can be used to de-initialize Python modules just before Ren'Py shuts down. The :var:`config.raise_image_exceptions` variable has been documented. It controls if Ren'Py will raise an exception when an image name is unknown, or display a warning instead. The :var:`config.raise_image_load_exceptions` variable controls whether Ren'Py raises an exception when an image fails to load, or displays a warning instead. The :var:`config.raise_image_load_exceptions` and :var:`config.raise_image_exceptions` variables are set to False when the player ignores an error. When :var:`config.log_event` is true or RENPY_LOG_EVENTS is in the environment, Ren'Py will log most pygame-level events that happen. When filtering text tags (with :func:`renpy.filter_text_tags` or places that call it), the axis tag is now handled correctly. The statement callback system (:var:`config.statement_callbacks`) has been documented. The modes system (renpy.mode, config.mode_callbacks, etc) have become undocumented. This was likely not used by any game, and has been replaced by :var:`config.statement_callbacks`. Mode callbacks still work, but shouldn't be used by new games. 8.2.1 / 7.7.1 Text The Harfbuzz text shaper now reads more information using Harfbuzz. This will generally yield the same results, with small exceptions, such as the underline being in a slightly different place. Vertical text handling under the harfbuzz text shaper has been fixed to properly place the text. Porting those changes to the freetype shaper is not possible, so the freetype shaper no longer supports vertical text. See :propref:`vertical` for more information. Updater An issue with the updater that caused it to fail to sign updates when run on a Windows system has been fixed. The updater now forces the webserver to use the identity encoding, which improves compatibility with some web servers. The updater also times out if the server does not respond to a request within 10 seconds. Live2D Ren'Py will now automatically guess the size of the live2d textures, and adjust the maximum texture size the live2d library uses to match it. Ren'Py will avoid many render-to-texture operations when showing Live2D. Fetch The :func:`renpy.fetch` function now works during the image phase and during an interaction, as well as outside an interaction. The :func:`renpy.fetch` function now takes a params argument, which specifies parameters that will be added to the URL. Other Changes When a textbox is replaced (using {w}), a replaced event is generated, rather than hide. Adding a new displayable with default_focus set will cause the displayable to be focused, if the keyboard or gamepad is used, even if the interaction does not restart. It's now possible to build an iOS app from the command line without installing rapt (Android support). The renamed and newly-documented :var:`config.max_texture_size` variable make it possible to set the maximum texture size used by Ren'Py. This isn't useful for 2D textures, but may make sense for textures used by :class:`Model`. :doc:`template_projects` are no longer required to have the same files as a standard Ren'Py project. Other Fixes An issue that could cause an Android device to reach a black screen when resuming from pause has been fixed. Ren'Py will now run from a directory with : in the name, on Linux and other platforms where that's legal. The use of :var:`config.layer_transforms` will no longer reset the timelines of transforms set with camera or show layer at. Lint no longer crashes when the a LayeredImage use a variable that isn't set. A crash when :tpref:`blur` was less than 0 has been prevented, by clamping the blur value. An issue that caused drags to block saving has been fixed. 8.2.0 / 7.7.0 Harfbuzz Integration Ren'Py now uses the Harfbuzz library to perform text shaping. On all versions of Ren'Py, Harfbuzz is used to supply additional information to the freetype authinter. On Ren'Py 8, Harfbuzz is also used to shape text, reordering and selecting glyphs based on the context they're in and the language of the text provided. This is required to support scripts that require complex text shaping, such as Brahmic/Indic scripts. (You'll need to provide a font that supports the appropriate language.) The new :propref:`shaper` style property controls the shaper used to text, for compatibility with older versions of Ren'Py. Emoji-Related Text Improvements Next, Ren'Py has gained the ability to render fonts that use the COLRv0 standard to provide color glyphs. Ren'Py ships with a font that contains the Twiemoji images, which covers a majority of the Emoji in use (but not all of them). Ren'Py will automatically switch to the Emoji font when it encounters Emoji characters in text. The supported characters are those in the Emoji 15.1 standard. Ren'Py 8 with Harfbuzz shaping is required to render joining sequences of Emoji, including things like gender and skin-tone modifiers, so you'll need Ren'Py 8 to have those work. This switching occurs when a font tag is not being used. The new :propref:`emoji_font` and :propref:`prefer_emoji` style properties control Emoji font selection. Fundamentally, you can include Emoji into your game by typing it into your script as character dialogue. For example: e "I'm feeling 😃 today." Variable Fonts Ren'Py now supports OpenType variable fonts. These are fonts that use one or more axes of variability to change how the font is rendered. For example, a font may have the "weight" axis, which controls how bold the font is, and the "width" axis, which controls how wide the font is. Variable font support required Ren'Py 8 and the harfbuzz shaper to work. To support variable fonts, Ren'Py has added the :propref:`instance` and :propref:`axis` style properties, and the :tt:`instance` and :tt:`axis` text tags, as well as the :func:`renpy.variable_font_info` function. See the :ref:`variable fonts documentation ` for more information. Font Hinting There is a new :propref:`hinting` mode "auto-light", that performs autohinting in the vertical but not horizontal direction. The new :var:`config.font_hinting` variable makes it possible to enable font hinting on a per-font basis, while the style system can be used to control hinting per-use. For example: define config.font_hinting["MyFont.tff"] = "bytecode" enables bytecode hinting for MyFont.ttf. Text Interpolation Improvements Interpolations in strings are now treated as Python expressions, rather than simple fields. While not identical, this concept will feel familiar to those that have worked with Python f-strings. This allows for some logic to be incorporated directly: default exp = 1000 label start: e "I am level [exp // 225]!" # Will show "I am level 4!" When a variable is interpolated into a string, and the interpolation namespace exists, that namespace will be searched for the values to interpolate. For example, define t = "Not shown." define interpolate.t = "Shown." label start: e "[t]" # Will show "Shown." Speech Bubble Improvements The speech bubble feature that was added in Ren'Py 8.1 now has a new way to retain speech bubbles, so that the bubbles pop up one at a time, and remain displayed on the screen until explicitly cleared, similar to dialogue in motion comics. See the :ref:`speech bubble documentation ` for more information. The new :var:`bubble.properties_callback` variable can be given a function that filter the list of bubble property names based on the image tag that's speaking. This makes it possible to have bubbles that are specific to some but not all characters. Several changes work together to make it possible to apply a transform that animates speech bubble show and hide. An example of this is included in the :ref:`bubble-screen` documentation. Position types and ATL interpolation ATL interpolations, which are statements such as linear 1. xpos .6 (and have nothing to do with text interpolation), now accept interpolation between positions of different types. This allows the following, which was previously documented against and didn't work: transform mixed: xycenter (520, 300) easein 3. align (.0, .0) label muxed: show a at Transform(pos=(.5, .6)) "..." show a at Transform(pos=(520, 150)) As part of the implementation of this new feature, there is a new :term:`position` type, called :class:`position`, which enables you to provide both a absolute and a relative component to place or size a displayable. For example, you can now tell something to be xsize position(-10, .5), and the displayable will make the displayable take half of the horizontal space offered to it, minus 10 pixels. Developer Tools There is a new "Skip splashscreen" option in Options section of the launcher preferences. When checked, this will cause games launched to skip the splashscreen label when starting. A new 'Show Filename and Line' option is available from the shift+D developer menu. When enabled, this will cause the filename and line number of the current statement to be displayed. Clicking on the filename and line will open the file in the default text editor, at the given line, if possible. Data Actions The :ref:`data-actions` are now presented and explained in a more condensed manner. These actions have been reimplemented using a data manager that describes what to do with the data (Set-, Toggle-, Cycle-, Increment-) and a data accessor that describes the kind of data to change (-Variable, -ScreenVariable, -LocalVariable, -Field, -Dict). There are two new managers: The Cycle- actions (CycleVariable, CycleLocalVariable, CycleField...) take a list of values and each time the action is run (i.e each time the button is clicked), the target value is set to be the next element in the list. The Increment- actions (IncrementVariable, IncrementDict, IncrementField...) add a certain value (by default, 1) to the target value. These can also be used to decrement the field. The :class:`LocalVariableValue` bar value and :class:`LocalVariableInputValue` input values have been added, for completeness. HTTPS/HTTP Fetch Ren'Py now has better support for :doc:`fetch`, using the new renpy.fetch function. While the Requests library still remains supported on Desktop and Mobile, (it's used internally by Ren'Py), the new fetch function: Support GET, POST, and PUT requests for HTTPS and HTTP URLs. Supports fetching from the web platform, subject to the rules of the web platform. Will not block the game while downloading. Can take data as either bytes or objects that be encoded to JSON. Can return data as bytes, as string, or objects decoded from JSON. Accessibility The new :scpref:`group_alt` property available on screen language displayables allows the creator to specify text that is spoken the first time one of a group of related displayables is spoken. The new :scpref:`extra_alt` property available on screen language displayables allows the creator to specify text that is spoken when the '?' key is pressed, to provide additional information about the displayable. Both of these properties are inherited by the children of the displayable, unless they are overridden by a more specific value in the child. The new :func:`renpy.alt` function can be used to speak text using the self-voicing system. __future__ in python Ren'Py now allows creators to pass __future__ compiler directives for Python code run in Ren'Py. This is done using the rpy python xxx statement at the top of the .rpy file(s) on which you want them to apply, where xxx is the name of the future feature. For example: rpy python annotations Translation Improvements For most dialogue, Ren'Py will now create one third the number of objects to support translations. This helps reduce startup time and reduce memory usage. In addition, Ren'Py can now defer loading translations until a translation is needed. This can improve startup time when the game is large and many languages are present. Deferred translation loading is disabled by default. The documentation on :ref:`deferred-translations` explains how to enable it and caveats that apply. Scene, Show, and Hide Transition The new scene, show, and hide transitions makes it possible to automatically perform a transition after sequences of scene, show, and hide statements that are not followed by a with statement, or a window show transition. This is controlled by the new :var:`_scene_show_hide_transition` variable, and documented at :ref:`scene-show-hide-transition`. Android The Android build system has been updated to use recent versions of Gradle and the Android Gradle Plugin. This means that Ren'Py now supports and requires Java 21, the most recent long-term support version of Java. A series of changes have been made to Ren'Py to allow games larger than 2GB to be be downloaded to a Android or iOS device. How to do this is documented at :doc:`downloader`. It fundamentally involves creating two games - a very short one that is downloaded to the device, and a larger game that is downloaded to the device when the short game is run. The user-visible version on android is now taken from :var:`build.version`, which defaults to :var:`config.version`. Assets you place in the :file:`rapt/prototype` project will be placed into the built project. The files produced by the Android build process will include the version number in their name, making it easier to distinguish between builds. Web The way Ren'Py goes fullscreen on the web platform has been changed, to improve compatibility with both desktop and mobile web browsers. Ren'Py now covers the game with a transparent div at start, to help the browser detect a click and allow audio to be played. It will proxy the click to the game and hide the div once this detection is finished. The :doc:`fetch` function is now supported on the web platform, allowing web pages to make HTTPS and HTTP requests, subject to the same rules (CORS) as other web pages. Updater The :doc:`Ren'Py Updater ` has been rewritten to use a new format, and is implemented entirely in Ren'Py. That makes it compatible with more web hosts, and for the first time it support https. The updater will create a signing key when it is first run, and will sign generated updates with that key. When the updater is run, it will check that the updates are run with that key. This means it is no longer extra work to produce a secure update. Translations There is a new Danish translation of the launcher and The Question. Many other translations have been updated. Features The new :var:`config.layer_transforms` variable allows you to supply a list of transforms that will be applied to each layer, or to the combination of all layers in :var:`config.layers`. The new :class:`Continue` action will load the last save (by default, including autosaves and quick saves). This is intended for use from the main menu to continue the game, especially a linear visual novel. The new :propref:`ruby_line_leading` style property controls additional line leading on lines that contain ruby text (furigana). This will generally use less space than the existing :propref:`line_leading` property. It is now possible to reset the preferences to their default values by calling :func:`Preference` with "reset" as the argument. The new :class:`defaultdict` class, which exists in the default Ren'Py namespaces, is similar to Python's collections.defaultdict, while participating in rollback. The new :class:`MultiRevertable` class makes it possible to define a class that is both a revertable object and a revertable data structure (like list, set, or dict.) The new :var:`config.pass_controller_events` and newly-documented :var:`config.pass_joystick_events` variables allow the game to access controller and joystick events directly. The new :var:`renpy.get_screen_variable` and :var:`renpy.set_screen_variable` functions make it possible to access screen variables, especially in :class:`Action` subclasses. The new :var:`build.time` variable is set to the time the game was built. The new :var:`build.info` variable lets you store information at build time, and read it back in the distributed game. When the top left pixels of :ref:`presplash ` image is transparent, the presplash will be displayed in a window that uses 1-bit transparency. The new :func:`EditFile` action attempts to open a file and line in a text editor. The virtual dpi of an SVG file can be set with the new dpi parameter to :func:`Image`. The new :func:`CopyToClipboard` action copies text to the clipboard. The new :func:`renpy.confirm` function provides a way of using the confirmation screen from within Python. The new :func:`renpy.reset_all_contexts` function removes all contexts from the stack, and creates a new context that continues at the next statement. It can be used to fully reset the game upon load or when an error happens. The new :func:`renpy.last_say` function returns information about the last say statement to run. The new :func:`iap.request_review` function allows the game to request that the player review the game on Google Play and the Apple App Store. The new :var:`gui.history_spacing` variable controls the spacing between history entries in newly created games. The :tt:`nw` text tag can now take a value, which is a number of seconds to wait before the line containing the tag is automatically dismissed. The common construct "{w=2}{nw}" can now be written as "{nw=2}". :class:`Movie` now takes a keep_last_frame parameter. When true, this causes a non-looping movie to display its last frame after the movie ends. The jump expression statement can now take a local label name of the form ".local_name". Previously, only "global_name" or "global_name.local_name" were allowed. :ref:`creator-defined-sl` can now copy all properties from other screen language statements. The new :func:`renpy.invoke_in_main_thread` function can be used by a Python thread to invoke a function in the main Ren'Py thread. (Most Ren'Py functions can only be called from the main thread.) Launcher Changes The launcher now supports :doc:`template_projects`. These are indended for use by projects that replace the default GUI. If a template project is selected when creating a new project, Ren'Py will copy the template project and update the name and translations, but will not make other changes to script files and images. The launcher has been slightly redesigned to reduce the amount of whitespace, allowing more options to appear on some screens while still providing room for translations. A :doc:`cli` has been documented, making it possible to build Ren'Py projects from the command line. Other Changes Hide and replace transform events that are applied to screens are now always allowed to run to completion, even if the same screen is shown again. This makes it possible to use transform events with screens that may be shown again immediately, like the say or bubble screens. Containers (including fixed, hbox, vbox, side, grid, viewport, and vpgrid) now pass some transform events (hover, idle, insensitive, selected_hover, and selected_idle) to their children, meaning that children of a button can have their own transforms to respond to those events. :func:`persistent._clear` will re-run default statements that update persistent variables, making it possible to avoid persistent becoming entirely de-initialized. The pixel transparency test used by :propref:`focus_mask` will now only involve the GPU if inside the bounding box of non-transparent pixels, improving performance in some cases. Ren'Py now uses the GL2 renderer by default on all platforms, and ignores the config.gl2 variable. This is because of issues with the old GL renderer that are not present in the GL2 renderer. On ancient hardware, it's still possible to use the GL renderer by pressing shift+G and enabling it directly. On PC platforms (Windows, Mac, and Linux), when the game window moves, its position is stored. The window's position will be restored when the game is run again, if: The layout of the player's monitors hasn't changed. The window is fully contained on the player's monitors. Otherwise, the window will be centered on the primary monitor. On controllers (including the Steam Deck), the function of the B button has changed to show and hide the game menu. The previous behavior of the B button, selecting a button's alternate function, has been moved to X. The non-default hardware video playback path has been removed from android and ios. This path hadn't been the defaults since 2020, as it supported a subset of the video formats Ren'Py supports. Ren'Py now enforces that the angles given to the :tpref:`angle` and :tpref:`anchorangle` properties are in the range 0 to 360 degrees, inclusive of 0 but not of 360. Previously, angles outside this range gave undefined behavior, now the angles will be clamped to this range. A 360 degree change will no longer cause motion, but will instead be treated as a 0 degree change. When animating :tpref:`angle` and :tpref:`anchorangle` with ATL, if a direction is not supplied, the shortest arc will be used, even if it passes through 0. Ren'Py will now produce an error when an ATL block is present, but the block is empty. (For example, show eileen happy: with no indented lines following it.) To make it more useful for making interfaces compatible with right-to-left languages, the :propref:`box_reverse` style property has changed its behavior in two ways: Space is offered to displayables in the order the displayables are presented in the screen, where previously the space was offered in reverse order when :propref:`box_reverse` was enabled. This can change the sizes of some displayables. A hbox that has :propref:`box_wrap` set will wrap from top to bottom, rather than bottom to top. A vbox with :propref:`box_wrap` set will wrap from left to right, rather than right to left. When a file causes an autoreload, Ren'Py will check the directory containing the file and all parent directories for git lock files. The autoreload will be deferred until the lock files are removed when the git operation completes. AV1 movies that contained an previously-unsupported colorspace conversion could cause Ren'Py to crash, and now will play properly. The websockets package is now included in Ren'Py 8. This can be used to connect to websockets-based APIs from the desktop and mobile (but not web) ports of Ren'Py. As the package depends on Python 3, it's not included in Ren'Py 7. @ text @d1 1 a1 1 $NetBSD: patch-module_setup.py,v 1.4 2023/11/23 15:41:21 ryoon Exp $ @ 1.4 log @py-renpy: Update to 8.1.3 * deve/py-game_sdl2 does not support Python 3.12. Mark incompatible with Python 3.12 too. * Support Cython 3. No performance consideration. * Please ignore permission error when your project will be initialized via GUI. Changelog: 8.1.3 / 7.6.3 Changes Ren'Py now considers config.gl2 to be true on macOS. This is because there are several fixes for window resizing on newer versions of macOS in the gl2 renderer that are not present in the gl renderer. MMX acceleration for video playback has been re-enabled on Windows and Linux. The way the Steam Deck keyboard is shown has changed. They keyboard is now show, once, when a text input is displayed. By default, the keyboard is shown at the top of the screen, and the keyboard will only be shown once. If it's hidden (for example, the Steam button is pressed), the player needs to hit Steam+X to show it. This works around issues with the Steam Deck. The 32-bit windows Live2D library will be installed into Ren'Py 7. You may need to reinstall Live2D to get this library. Fixes An issue that prevented keys from being bound to text (for example, keysyms like "r" rather than "K_r") has been fixed. There have been several documentation fixes. An issue with rollback not working at the start of the game has been fixed. 8.1.2 / 7.6.2 Changes There have been many documentation improvements. When using renpy.classify(), a directory will now match patterns that do not end with /. (For example, "renpy.app" will match the renpy.app directory). ATL has been changed to use a deep compare to determine if a transform should be continued or restarted. This means a transform will restart if global variables it uses are changed. The styles of a viewport's children will not change when it gains drag focus. This was rarely used, and the style change could cause drags to be slow or to miss. Load will now roll the game back to the statement after the last statement that interacted to the user. (Previously, it would roll back to the start of the current statement.) This makes rollback on load match other rollbacks. The _autosave variable now takes precedence over forced autosaves, including those on quit and at choice menus. PYTHON* variables are filtered from the environment when launching a Ren'Py project from the launcher. In self-voicing mode, Ren'Py will try to ensure that self-voicing notificatons are fully spoken to the player, even if the notification window fades away. Self voicing now speaks screens closer to the player before those further away from the player. Frame() will ensure that the frames it draws are at least one pixel in size in both dimensions. renpy.pause() can now roll forward to calls and jumps from screens. On the web browser, the "display" : "window" preference now disables fullscreen mode. It is now possible to bind mouse buttons to skipping. Fixes Problems with the web port entering fullscreen mode have been fixed. The Ren'Py 8 launcher can now launch games on Windows systems where the path to Ren'Py is not representable in the system encoding. The functionality to import Python from the game/ directory has been improved to better comply with Python's PEP 302. GamepadExist() now works as documented. As a byproduct of this fix, the gamepad screen will be displayed in Help when in developer mode. An issue analyzing nested comprehensions in screen has been fixed, fixing a case where nested comprehensions could cause default variables to not be available. Viewport inertia continues even if the interaction restarts during the animation. The if_changed clause to play (and renpy.music.play()) now considers and preserves looping. VS Code launch has been fixed on Linux. Several crashes on the web port of Ren'Py 7 have been fixed. Movie functions now ensure the relevant channels exist before playing. This can fix issue caused by loading a Movie from a save file. 8.1.1 / 7.6.1 Android When creating keys for Android, Ren'Py will now use the same key for APKs and Play Bundles, as for new games it's not necessary to use different keys. (For existing games, Ren'Py will continue to use the existing separate keys.) We've received reports of games uploaded to the Google Play as bundles having their APKs rejected for having different keys. This was caused by an old release of Ren'Py that used the APK key for bundles. A solution to this problem is documented in incompatible changes. Fixes Web audio now treats the end time as a time, not a duration. An issue with that prevented audio volumes and pan from participating in rollback has been fixed. Fix an issue where Live2D could select an image despite all of the required attributes not being present. Support for start, end, and loop times in videos has been restored. Hotspots can no longer be const when the images used by the imagemap the hotspots come from are not const. An issue with non-resizable windows on macOS has been fixed. An issue with linting fonts in the font directory has been fixed. In some cases, when a class that inherited from the object class was changed to no longer inherit from the object class, Ren'Py would crash. Ren'Py now diagnoses this error, and config.ex_rollback_classes lets you suppress the error. The error is only shown to developers, and is otherwise silently ignored. Other Changes Ren'Py will disable text input methods when text editing is not possible, which makes it possible to use the space key to advance the game even if an input method that uses the space key is active. The "system cursor" Preference() now applies to config.mouse_displayable, when it used to only disable config.mouse. ATL Transitions now use the animation timebase. This is generally the same behavior as before, until the interaction restarts, in which case the transition would often incorrectly restart. Ren'Py will produce an error if an object that inherited from store.object in an old save is loaded, and no longer inherits from store.object, which would break rollback. Preferences no longer have defaults, meaning all preferences can be changed using the default statement. The absolute type, used to represent absolute amounts of pixels, now ensures the result of mathematically operations with integers and floats remain absolutes. This fixes a class of problems where operations performed on absolutes could produce the incorrect type, leasing to layout problems. Live2D now checks for a motion after evaluating an attribute_filter, and does not sustain the previous motions if a new motion is present. 8.1 / 7.6 Documentation Improvements and Fixes There have been many documentation improvements and fixes, many of which are not in the changelog. The documentation now has a new theme, including a dark mode. Ren'Py Sync Ren'Py Sync is a new feature that makes it easier to move save files between devices, using a server that is run as part of the Ren'Py project. For example, when a player has to leave, they can click "Upload Sync" on their computer to upload the saves and get a short code. They can then choose "Download Sync" on the copy of their game on their phone, enter the code, and keep playing as they travel. Ren'Py Sync is designed with privacy in mind - the saves are encrypted, and only a hash of the game title is sent to the server. Ren'Py Sync is enabled by the new UploadSync and DownloadSync actions. Speech Bubble Dialogue Ren'Py now includes a new Speech Bubbles dialogue system. This is a comprehensive system that allows dialogue to be displayed in comic-like speech bubbles, and includes an interactive editor that allows the speech bubbles to be repositions, and the look of a bubble to be changed interactively. Adding bubble support to an existing game requires adding files and script to the game. The bubble documentation includes the required changes. Platform Improvements Web Ren'Py 8.1 can now be used to create games that run inside the web browser. When running inside the web browser, Ren'Py used Python 3.11 (3.9 is used on all other platforms). On Ren'Py 8.1, Ren'Py can be used to create progressive web apps that run inside the browser. Depending on the browser and platforms, it may be possible to install a web game on a device in a manner similar to a native application. Other platforms allow pinning a web app to the home screen. There is a new Preference(), "web cache preload". If enabled, the game will download all game data to the device from the web server. When online, the game will check the downloaded data, and only download newer data if required. When offline, the game will use the downloaded data. Ren'Py can now play back movies on the web platform. Only movies that the browser supports can be played. Macintosh On the Macintosh, Ren'Py now uses a universal binary that can run natively on both Intel and Apple Silicon processors. Android Android has been changed so that the android.keystore file and bundle.keystore file are expected to be found in the project's base directory, and not in the rapt directory. This allows projects to be built with different keys, and helps ensure the same keys are used with multiple Android versions. When the new "Generate Keys" button is pressed, if old keystore files exist, Ren'Py will offer to copy the old files into the project. The android configuration file has been renamed from .android.json to android.json. Ren'Py will automatically create the new file if the old exists. Sticky Layers A sticky layer is defined as one that, when a tag is shown upon it, will be treated as that tag's default layer until it is either hidden, or shown on another sticky layer. In practice, that means showing a tag on a layer other than its default, and assuming that layer is sticky, it will be updated with attributes set via a show or say statement without the need to respecify the layer. The following example assumes that the default layer for eileen is master, and that near is a sticky layer: show eileen onlayer near eileen happy "Hello there!" # will now work, where previously it would not show eileen excited # implicit onlayer near hide eileen # implicit onlayer near show eileen # implicit onlayer master, eileen's default The default for this feature is for the master layer to be sticky, as well as any layers created with renpy.add_layer() unless passed the new parameter sticky=False. Detached Layers & Layer Displayable Detached layers are creator-defined layers which are not automatically added to a scene. They are instead displayed using a new Layer displayable which can be show on other layers. One of the driving factors behind this is that it allows shaders and other transform effects to be applied to a group of tags while still allowing them to operate normally with other systems such as show and say statements. It also also allows the same layer to be shown multiple times, for instance in reflections or several TV showing the same channel. As detached layers don't participate in scene building in the same way as typical layers, they are defined directly in config.detached_layers rather than through add_layer(), and are inherently sticky. New Image Formats and Image Oversampling These releases add support for two new image formats: * The AV1 Image File Format (AVIF) is a new image format that uses modern compression techniques to produce smaller files than JPEG, PNG, or WebP. In many cases, converting images to AVIF will reduce their size without sacrificing image quality. * SVG files are a vector graphics format used on the web. Ren'Py supports a SVG files containing a subset of SVGs capability. (Notably, Ren'Py does not support text in SVG files.) Ren'Py will automatically oversample (or undersample) SVGs when the game is scaled, to ensure the SVGs remain sharp at any resolution, similar to the way it oversamples text. This makes svgs a reasonable choice for interface elemnts that need to remain sharp. This release of Ren'Py also adds support for oversampling raster images, like PNG, JPEG, WebP, and AVIF. For these images, oversampling is done by including an @@ and number in the filename. For example, "eileen happy@@2.png" will be oversampled by a factor of 2. This allows for easier ways of making a remastered version of a game with minimal changes to the code. Image manipulators, which are now obsolete but common in older games, support oversampled images. For raster images, oversampling causes the image file to be loaded at full resolution, but treated as if it was smaller by the oversampling factor. For example, if the image is 1000x1000, and is oversampled by 2, it will be treated as a 500x500 image for the purpose of layout. If the game is scaled up, all of the image data is available to keep the image sharp. Image oversampling can also be used with the new config.physical_width and config.physical_height variables to upgrade the resolution of a game without having to adjust the game's layout. AV1 Video Ren'Py now supports the modern AV1 video format. AV1 is supported in WEBM and MKV containers. AV1 videos should be about 30% smaller than the equivalent quality movie encoded with VP9, the previous best codec. Note that the newer AV1 format requires more CPU to decode. It's possible that some hardware that plays VP9 fluidly will struggle with AV1. Audio Mixer now work on power in decibels, similar to the way the volume controls on audio equipment and computers work. An empty mixer slider represents -40 dB below the maximum volume, while a full bar represents 0 dB, the full volume. This makes the mixers more dynamic. Previously, the volume slider had to be very near the bottom before it had an effect. Now, the volume increases and decreases match the way people perceive loudness. Variables that control the default mixer volumes, such as config.default_music_volume, config.default_sfx_volume, and config.default_voice_volume now work on a scale where 0.0 is -40 dB, and 1.0 is 0 dB. SetCharacterVolume() works in a similar way, as do the new preferences.set_mixer() and preferences.get_mixer() functions. The audio fadein and fadeout functions also work using power. This ensures that the fade is apparent over the course of the entire fadeout or fadein, rather than only at the end. The audio fading implementation has also been rewritten to allow fades of very short lengths. Previously, fading would produce errors if the fade time was too short. The config.fadeout_audio variable (renamed from config.fade_music) controls the default fadeout used when stopping audio, or changing audio using play. (It is not used by queue). The default value is now 0.016 seconds, which eliminates popping sounds that occured when audio was stopped abruptly. Audio panning (renpy.music.set_pan()) is now constant-power, so that panning audio should not change the volume. Draggable Viewports Viewports can now be dragged by the user, even if a button or other displayable inside the viewport is focused. Ren'Py will now detect when the user is dragging, and switch focus to the viewport, allowing the viewport to move. The draggable property of viewports and vpgrids can now take a screen variant like "touch", in which case the viewport will only be draggable if touch is enabled. _ren.py Files - Ren'Py in Python The new _ren.py file format allows Ren'Py script to be embedded in a valid Python file. For example: """renpy init python: """ flag = True is equivalent to: init python: flag = True The purpose of this new format is to allow Python-heavy script files to be edited with Python-specific tools, while still running as Ren'Py script. Constant Stores Ren'Py has the ability to mark a named store as a constant, by setting the _constant variable in that store. If true, variables in that constant store will not be saved, and objects reachable solely from that store will not participate in rollback. The reason to declare a store constant is that there are small per-store and per-variable overheads that are required to support rollback. Declaring a store constant can eliminate these overheads. The following stores are declared to be constant by default: _errorhandling _gamepad _renpysteam _sync _warper audio achievement build director iap layeredimage updater Variables in a constant store can be updated during the init phase, but should not change after the init phase finishes. Lenticular Bracket Ruby Text Ruby text, small text above the main characters used for readings and translations, can now be written be written by enclosing it in full-width lenticular brackets (????), with the full-width or half-width vertical line character (?? or |) separating the bottom text from the top text. For example: e "Ruby can be used for furigana (???????????? ??????????????)." e "It's also used for translations (????????Tokyo??)." In some contexts, the left full-width lenticular bracket (??) must be doubled, to "????", to prevent it from being interpreted as the start of ruby text. For example: e "????This is not | ruby text.??" Accessibility The new config.tts_substitutions variable allows the game to provide substitution rules for self-voicing. That is meant to allow the creator to control pronunciation of words that might be mispronounced by the text to speech engine. For example: define config.tts_substitutions = [ ("Ren'Py", "Ren Pie"), ] Will cause the word "Ren'Py" to be pronounced as "Ren Pie" whenever self-voicing speaks it. Self-voicing now respects the voice volume mixer. Save Token Security Ren'Py now uses tokens to warn users when a save file is moved between devices, to prevent the user from making mistakes described in the security documentation. This works by generating a token the first time Ren'Py is run on a given computer. This token is included in saves and in persistent data. If the token for a different computer is found in a save file, the user is warned and asked if they want to continue. If they choose yes, the user will be asked if they want to automatically accept all saves from that computer. Persistent data is loaded if it's from the current computer, or a computer with an accepted token. The first time a game is run with a version of Ren'Py supporting save tokens, all save files that exist for that game are checked, and if a token does not exist in those files, the token is added. This should prevent prompting during upgrades to Ren'Py 8.1/7.6 or later. There is intentionally no way to disable this feature, as it's important for end-users to be warned about the security issues when possible. New Search Paths Ren'Py will now search for audio files in the game/audio directory, and font files in the game/fonts directory, if not found in the game directory. Images will still be searched for in the game/images directory, but other files will not be found there. New 3D Stage Properties There are several new properties that affect the 3D Stage: point_to Selects the point that the camera is looking at, or has a sprite point at a point or the camera. xrotate, yrotate, zrotate Rotates a sprite or the camera around the given axis. orientation Rotates a sprite or the camera around all three axes at once, using the shortest path on a sphere. Live2D Ren'Py now supports the new features found in Live2D Cubism Editor 4.2. To support these features, it should be run with Cubism 4 Sdk for Native R6_2 or later. Live2D is now supported on x86_64 Android. The new Live2D.blend_opacity method makes it possible for a Live2D update_function to change the opacity of the Live2D model. Launcher and Engine Translations Where possible, machine translation has been used to update strings used by the launcher and the engine, to update translations that might not have been updated in many years. If you'd like to improve these translations, you can do so. Edit the .rpy files in launcher/game/tl/language, and send them to us. Please remove the "Automatic translation" lines when you do. The following languages have had their translations automatically updated: * Finnish * French * German * Greek * Indonesian * Italian * Japanese * Korean * Polish * Portuguese * Russian * Simplified Chinese * Turkish * Ukrainian The following translations had manual updates: * French * Portuguese * Spanish * Japanese * Ukrainian More New Features The input displayable can now take multiline input. The new JSONDB system allows a developer to store data in a JSON file that can be saved alongside the game script. For example, a JSONDB is used to store the speech bubble information. The new areapicker displayable provides a way for tools to let the player select an area on the screen. Movie can now take a group argument. If the Movie is in a group, and it has started up, and another Movie in the same group had displayed in the prior frame, the Movie will display the last image of the old Movie. This is intended to allow movie sprites to switch from one to the other seamlessly. The new config.file_slotname_callback variable allows the developer to customize how file slot names are generated. One application of this is allow the developer to apply a prefix to save slots (for example, to select between dlc and non-dlc saves). The new autosave_prefix_callback allows a similar prefix to be given to autosaves. A new tool, accessible through the developer (Shift+D) menu, allows persistent data to be viewed. The interactive director can now create a statement that removes an attribute from an image. The show screen, hide screen, and call screen statements can now take expression, as, onlayer, zorder, and with clauses, which have the same meaning as the corresponding clauses in the show and hide statements. The renpy.include_module() function can now be used to load a rpym file in such a way that its init blocks are interleaved with those from the rest of the game. The new "voice after game menu" preference controls if voice is allowed to continue playing after the game menu is shown. A creator-defined statement can now execute a function at the same time the default statements are executed. This is after the init phase, but before the game starts; when a save is loaded; after rollback; before lint; and potentially at other times. The new config.after_default_callbacks allows callbacks to be run immediately after the default statements are executed. The interactive director now lets you negate an attribute by right clicking on the attribute name. The Text() displayable now takes a new tokenized argument. When true, the Text displayable expects to take a list of tokens taken from a custom text tag. Two new layers are now part of Ren'Py. The "top" layer is displayed above all other layers, and does not participate in transitions. This makes it useful for display information that is always shown. The "bottom" layer is displayed below all other layers. The bottom layer is useful for handling keys in a way that is always active. Ren'Py supports the C90 encoding for Thai fonts, which uses the unicode private area to provide glyphs that are combinations of base characters, vowel marks, and tone marks. This can be enabled by selecting a Thai font that supports the C90 encoding, and then setting language to "thaic90". It's now possible for a mouse keysym to be given modifiers corresponding to the state of keyboard modifiers when the mouse button was pressed. For example, "shift_mouseup_1" will only trigger when mouse button 1 is released while the shift key is held down. Keysyms have been reworked to make it possible to bind to numeric keypad keys (like the arrows and home) when numlock is off, and the keymap has been reworked to make better use of the numeric keypad. Normally, when a displayable or screen with the same tag or name as one that is hiding is shown, the hiding displayable or screen is removed, cancelling the hide transform. The new show_cancels_hide transform property controls this behavior. The console (accessed with shift+O) help command can now take an expression, in which case it display the pydoc documentation for the function or class that expression refers to. The new renpy.get_translation_identifier() function returns the unique identifier for the current line of dialogue, if there is one. The new config.scene_callbacks function contains a list of functions that are called when the scene statement is run or the renpy.scene() function is called. The size text tag now takes multipliers, so it's possible to have: "{size=*2}This is double size{/size} and {size=*0.5}this is half size{/size}." The dismiss displayable now takes a keysym property, specifying what keysym causes the dismiss. The new config.autosave_callback is run after a background autosave finishes. The new renpy.music.pump() function can be called to cause audio changes to take effect immediately, rather than at the start of the next interaction. The main use of this is to allow a sound to be played, and then faded out. (By default, a play followed by a stop causes the track to never be played, and hence never faded out.) The new renpy.clear_attributes() function allows for an image tag to be cleared of all the attributes attached to it. The previous way to do this was to hide and show the image again, which had the consequence of also resetting the placement of the image on the screen. It is not the case with this function. The new config.check_conflicting_properties variable, which is disabled in existing games but enabled in newly created games, enables you to check for conflicting style or transform properties being set concurrently. This is dangerous as the resulting behavior is undefined and may vary between platforms and versions of Ren'Py. The new config.font_name_map variable allows you to name font files or Font Groups, so that it becomes easier to use them in {font} tags. Previously, there was no way to use a fontgroup in a {font} tag. The Scroll Action now takes a delay parameter, so that the scrolling is animated over a short period of time. The new preferences.audio_when_unfocused preference now enables the audio of the game to be paused when the player switches to another window. The screens' for loops now support the continue and break statements. Disabling Dialogue's Monologue Mode is now possible using the rpy monologue none statement at the beginning of the file it should apply to. Other Changes The polar motion properties (around, radius, and angle) will now produce circular, rather than oval motion, with radius using the minimum of the available wdith and height to scale distances expressed as heights. The new anchoraround, anchorradius, and anchorangle properties can position the anchor using polar coordinates. Ren'Py will now produce errors when a screen sets two conflicting properties, like align, and xalign. Previously, the behavior of this was undefined. Lint will now check your game for statements that can never be reached, and will report the statements. Lint will now check your game for translations that are no longer being used, and report those. It's possible to configure the channels used to upload to itch.io using the build.itch_channels variable. Triple quote strings can now be used in most places a single quoted string can. Most notably, this allows triple quoted strings to be used in screens. For example, you can use: screen example(): text """\ line 1 line 2 line 3""" to create three lines in one text displayable. The maximized window state is now stored int preferences, and if a game was maximized when it shut down it will be maximized again when started again. A screen language displayable can now have at transform on the first line: text "Spinny text" at transform: rotate 0.0 linear 2.0 rotate 360.0 repeat It's now possible for a screen language statement to have both an at property and an at transform block, provided the property comes first. Local variables (prefixed with __) may now be used in f-strings. The {nw} tag will wait for self-voicing to complete, when self-voicing is enabled. The selected_insensitive style prefix will now be generated, and selected and selected_insensitive events will be given to transforms when appropriate. Displayables with an id property can now be given the prefer_screen_to_id property, which controls if properties supplied by the screen override the properties supplied by the displayable identifier. The default remains that the displayable identifier overrides the screen. The fadein clause can be used when queuing an audio track. Ren'Py will limit calls to BOverlayNeedsPresent on Steam Deck, preventing a freezing issue. Dialogue is now present in the history list (and hence the history screen) during the statement in which the dialogue is shown. Previously, it was only present at the end of the statement. When config.steam_appid is not set, Ren'Py will delete any existing steam_appid.txt file in the game directory. This is to prevent the wrong app id from being used. Audio volumes are now preserved when muted. (This means that the volume will not drop to 0 when the game is muted.) It is now explicitly documented that non-self-closing tags will be closed at the end of a block of text. This was the behavior of many versions of Ren'Py, but would produce lint warnings. Now, the following is explicitly valid: e "{size+=20}This is big!" Self-voicing and auto-forward mode may now be enabled at the same time. When this is the case, auto-forward will only occur when the dialogue is focused. Ren'Py no longer requires grids or vpgrids to be full - it will now pad these grids with nulls as required. The execute_init argument to renpy.register_statement() now respects the init_priority argument. Previously, all execute_init function ran at init priority 0. The config.label_callback variable has been renamed to config.label_callbacks, and now takes a list of callback functions. A number of documented functions, classes and Actions have seen their signatures (meaning the arguments they take) corrected in the documentation, making them safer to use. Ren'Py used to normalize all whitespace to standard spaces, and now supports non-standard spaces such as \u3000, the full-width ideographic space. @ text @d1 1 a1 1 $NetBSD: patch-module_setup.py,v 1.3 2023/03/10 21:14:39 ryoon Exp $ d5 1 a5 1 --- module/setup.py.orig 2022-09-08 03:49:02.959533000 +0000 d7 2 a8 2 @@@@ -88,7 +88,7 @@@@ include("GL/glew.h") include("pygame_sdl2/pygame_sdl2.h", directory="python{}.{}".format(sys.version_info.major, sys.version_info.minor)) @ 1.3 log @py-renpy: Update to 8.0.3 * Use devel/py-game_sdl2 instead of devel/py-game. Changelog: Too long including: * Many bugfixes. * Support newer Android platforms. * Rewriting backends. @ text @d1 1 a1 1 $NetBSD: patch-module_setup.py,v 1.2 2017/06/24 19:39:47 adam Exp $ a3 2 * Suppot Python 3.11 From: https://github.com/renpy/renpy/commit/72815a4915ecb43999f75ff0aaf78ba66020f9aa a6 9 @@@@ -56,7 +56,7 @@@@ setup_env("LD") setup_env("CXX") import setuplib -from setuplib import android, ios, emscripten, raspi, include, library, cython, cmodule, copyfile, find_unnecessary_gen, generate_all_cython +from setuplib import android, ios, emscripten, raspi, include, library, cython, cmodule, copyfile, find_unnecessary_gen, generate_all_cython, PY2 # These control the level of optimization versus debugging. setuplib.extra_compile_args = [ "-Wno-unused-function" ] a15 10 @@@@ -173,7 +173,8 @@@@ cython("renpy.pydict") cython("renpy.style") # renpy.compat -cython("renpy.compat.dictviews") +if PY2: + cython("renpy.compat.dictviews") # renpy.styledata cython("renpy.styledata.styleclass") @ 1.2 log @Ren'Py 6.18.3 This release adds the showif statement to screen language. The showif statement shows and hides its children based on a condition. When its children are ATL transforms, showif delivers ATL events to manage the show and hide process. Ren'Py's image prediction mechanism now models the return stack, and can predict images through a call and return pair. Previously, a call followed by a return would block image prediction. Ren'Py now predicts that the start label will be called from the main menu. This will help to avoid unpredicted image loads at the very start of a game. The ATL on statement now can take a comma-separated list of event names. The new updater.UpdateVersion() function contacts an update server and determines if an update is available. The new renpy.invoke_in_thread() function runs a function in a background thread, and restarts the interaction when that thread finishes. While in self-voicing mode, the {w} and {p} tags are ignored. The Traditional Chinese and Russian translations have been updated. Bug Fixes --------- Fixed a regression that could cause hiding transforms to skip time. Fixed a bug that would cause the screen language if statement to show children from blocks with a false condition, if those child blocks were run during prediction. Fixed an issue where SetScreenVariable and ToggleScreenVariable were declared as pure functions, but weren't. They now have been reimplemented as pure functions. Fixed an issue where a grab could fail to transfer between interactions, leaving Ren'Py unresponsive. @ text @d1 1 a1 1 $NetBSD: patch-module_setup.py,v 1.1 2013/10/23 11:35:46 ryoon Exp $ d4 2 d7 1 a7 1 --- module/setup.py.orig 2014-08-05 01:19:58.000000000 +0000 d9 2 a10 2 @@@@ -75,7 +75,7 @@@@ include("libswscale/swscale.h") include("GL/glew.h") d12 10 a21 1 library("SDL") d27 10 @ 1.1 log @Import py27-renpy-6.15.7 as games/py-renpy. Ren'Py is a visual novel engine that helps you use words, images, and sounds to tell stories with the computer. These can be both visual novels and life simulation games. The easy to learn script language allows you to efficiently write large visual novels, while its Python scripting is enough for complex simulation games. @ text @d1 1 a1 1 $NetBSD$ d5 1 a5 1 --- module/setup.py.orig 2013-06-08 02:38:29.000000000 +0000 d7 1 a7 1 @@@@ -33,7 +33,7 @@@@ include("libswscale/swscale.h") @