This release adds a Spanish translation of the launcher and the template game.
This release adds the new renpy.get_mouse_pos() function, which retrieves the mouse position if a mouse is supported.
Android support has now been integrated into the Ren'Py launcher. While for size reasons RAPT is still a separate download, once RAPT has been placed inside the Ren'Py directory, the launcher will allow you to:
The launcher can now launch Ren'Py in modes that simulate Android phones, tablets, and television-based consoles.
Ren'Py includes support for television-based Android consoles, such as the OUYA. It includes support for detecting the OUYA specifically, and choosing a variant as appropriate.
This release adds some video playback support to the Android port. While limited to full-screen video and codecs that the Android platform supports (which unfortunately have little overlap with desktop Ren'Py), this may be enough to enable cutscene movies.
Ren'Py now includes a new set of screen variants, with "large", "medium", and "small" reflecting the visual size of devices (televisions are considered to be small because they're far away), while "touch", "tv", and "pc" reflect the input devices involved.
Android now supports displaying vertical text.
The low-level load/save API has been overhauled. It's now possible to access save slot information directly, instead of having to scan all save slots to find the one you want. New functions include renpy.list_slots(), renpy.newest_slot(), renpy.slot_mtime(), renpy.slot_json(), and renpy.slot_screenshot().
At a higher level, there is a new FileNewest() function that's true for the newest save slot. FilePageNext() and FilePagePrevious() now support a wrap argument that causes them to wrap around a defined number of screens.
There is now support for adding arbitrary JSON information to save files. This allows per-save information (like the path you're on in a VN, date and amount of money in a sim, or party composition in an RPG) to be accessed from the save and load screens.
JSON information is created by config.save_json_callbacks, and can be accessed through the low-level renpy.slot_json() or high-level FileJson() functions.
When possible, Ren'Py now stores save files with the game, as well as in a user-global save directory. This means that if a Ren'Py game is placed on a USB drive or shared on a network, the saves will be available on multiple computers. (When save files are available in both places, the newest file wins.)
When a save file on a network share is updated, Ren'Py will automatically rescan the contents of that file, and restart the current interaction. (This will update the save and load screens, making the file available to be loaded.)
Ren'Py will no longer auto-save while at the main menu.
Persistent data is also stored in both locations. When the persistent data is not identical, it will be merged. By default, the most recently updated value for each field will be used. In some cases (for example, a set of endings the player has reached), this is not the correct behavior. The new renpy.register_persistent() can be used to register different merge behavior.
This release adds support for playing voice without having to fill the script with voice statements. This support consists of two new pieces of functionality:
There are also several new voice-related preferences. The "voice sustain" preference determines if voice is sustained through multiple interactions. The "wait for voice" preference determines if auto-forwart mode waits for the voice to finish before advancing.
The image gallery now can display a navigation overlay with next, previous, slide show, and return buttons. The creator can choose if these buttons display the images associated with a single button, or advance between multiple buttons.
The Music Room includes the ability to play a random track, and to determine if the tracks are shuffled, looped, or if play is confined to a single selected track.
Ren'Py now renders portions of font characters that leave the character bounding box. This prevents text (especially hinted and anti-aliased text) from being cut off, but may lead to apparent placement problems for fonts with very inaccurate bounding boxes.
The Ren'Py launcher has been translated into Japanese. The language used by the launcher can be switched from the preferences screen.
There is now a Japanese language template game, which defaults to a Japanese font and has a translated interface.
Much of the documentation has been translated to Japanese. The Japanese translation can be found at:
The Ren'Py documentation has been improved. The following pages have been added or migrated from the old wiki-based documentation.
Many other documentation pages have been improved and edited.
The default quick menu now includes rollback and fast skip functionality. (This functionality is contained in the template screens.rpy, and may need to be copied into your game.)
The default yes_no screen now answers no when the user right-clicks. (This functionality is contained in the template screens.rpy, and may need to be copied into your game.)
The fast skipping function now stops when it visits seen text.
The build.destination variable can be used to select the directory in which Ren'Py places files when building a distribution.
There is a new NullAction that can be used when one wants a button to be sensitive to hover and unhover, but not performing a useful action on click.
ConditionSwitch is now much faster.
Ren'Py will deal with files with insane timestamps by giving them the current time.
This release includes many bugfixes. Some of the more important are:
This release includes improvements for the Android platform:
The GL2 shaders Ren'Py uses have been simplified in the (usual) case where no clipping is occuring. This leads to a noticable speed improvement on Android, and potentially other platforms as well.
An issue with Drag-and-drop has been fixed. Thanks go to Kinsman for contributing this fixe.
The Skip() action now triggers the skip indicator. It also supports a new fast parameter, which causes skipping to the next menu.
This release includes various minor changes to improve compatibility with very old Ren'Py games. (It now runs the Ren'Py 5 demo.)
This release adds two new features:
It also fixes the following issues:
This release fixes a compile problem that prevented Ren'Py 6.14.x and Ren'Py 6.15.0-3 from running on most 64-bit Linux systems.
Image prediction has become more fine-grained, and can take place while the screen is animating.
The new build.exclude_empty_directories determines if empty directories are include or excluded from the distribution. It defaults to true, previously the default was platform-dependant.
Ren'Py now includes a comprehensive translation framework. This framework includes support for using a single language selection to change dialogue, menus and other interface text, images and files, styles and styles.
The dialogue translation support allows lines of dialogue to be split and combined at the translator's discretion. As most Ren'Py statements are allowed inside the new translation blocks, it's possible to use logic (like conditions) to tailor the translations to your language.
The launcher includes a new "Generate Translations" button, which - as part of a sanctioned translation where the full script is present - will generate empty translation files for a new language.
Ren'Py 6.15 includes multiple changes to better support the Japanese language.
The tutorial game has been translated to Japanese, with the language being selectable from the preferences menu.
The tutorial was translated by Koichi Akabe.
Support for vertical writing has been added to Ren'Py. Consisting of the vertical style property for text, and the new box_reverse property on hboxes, this support makes it possible to display dialogue, menus, and other text in a vertical orientation.
Vertical text support was written by Koichi Akabe.
The line-breaking algorithm has been updated to match Unicode 6.2. In addition, three new "languages" have been added. The new "japanese-strict", "japanese-normal", and "japanese-loose" languages (based on the line-break options in the CSS3 Text module) allow greater control of how Ren'Py breaks lines with small kana and other special characters.
Linebreaking can be further tailored using the new renpy.language_tailor() function, which can change the linebreaking class of a character.
The new debug console makes it possible to interactively run Ren'Py script and Python statements, and immediately see the results. The console is available in developer mode or when config.console is True, and can be accessed by pressing shift+O.
The console can be used to:
The console was originally written by Shiz, C, and delta.
Screens now take named parameters, similar to the way that labels and transforms take named parameters. It's now possible to write:
screen top_text(s, size=36):
text s xalign 0.5 size size
and:
show screen top_text("It works!")
Ren'Py now includes support for replaying scenes. A scene replay can be invoked from anywhere in Ren'Py (for example, from a main menu or game menus screen, even when the game has started). When the replay ends, Ren'Py will return to the location the replay was invoked from, even if that location is in a screen or in python code. Rollback works inside a replay, but saving and loading is disabled.
The Replay() action begins a replay. The renpy.end_replay() ends a replay if one is in progress, and is ignored otherwise.
There have been several improvements to the voice playback system. The new config.voice_filename_format variable makes it possible to use only part of the filename in a voice statement. The new voice_tag parameter to Character(), in conjunction with the SetVoiceMute() and ToggleVoiceMute() actions, makes it possible to selectively mute particular characters' voices. The new VoiceReplay() action makes it possible to replay the current voice.
There were a few launcher improvements in this release.
The Macintosh version of Ren'Py now requires a 64-bit capable processor, and Mac OS X 10.6 or newer.
The file layout of Ren'Py games has been somewhat altered. With the exception of small launcher programs, all platform-dependent binaries are under the lib/ directory. Ren'Py itself has now been placed in the renpy/ directory. The common/ directory has been moved to renpy/common/, as it's considered an integral part of Ren'Py.
Ren'Py now uses renamed but otherwise unmodified python binaries on all desktop platforms. (Previously, it used platform-specific binaries.) Portions of the library are shared between the desktop builds.
A running Ren'Py process on Linux will now be named after the game, rather than having python as a name.
Among others, the following bugs were fixed:
The Ren'Py launcher has been rewritten. Some of the improvements are:
A new visual design by Doomfest of the Dischan visual novel team.
The launcher now includes direct access to open the script and game directories, and common script files.
The launcher includes Script Navigation support. Clicking the name of a label, define, transform, screen, or callable will open the editor to the location where that name is defined.
Script navigation also provides access to individual script files.
The launcher now supports one-click project building. Instead of using multiple steps to build a project, a single click will now cause the launcher to:
The launcher can now use the Ren'Py updater to update Ren'Py, and to download editors.
For most users, Ren'Py recommends the use of the Editra editor. We have developed an Editra plugin that communicates with the Ren'Py launcher and supports the editing of Ren'Py script.
While still in beta, Editra is a fast and light editor with good code editing support. Editra also includes a spell-checker that can be enabled, and applies to dialogue and other strings.
If Editra is selected by the user, and it is not installed, Ren'Py will automatically download it.
The jEdit editor remains supported, and is preferred for use with languages (like Chinese, Japanese, and Korean) that Editra doesn't support fully. If selected, Ren'Py will download jEdit automatically.
Ren'Py also supports editing files through system-specific file associations. (This support will not send the cursor to the correct line, however.)
Ren'Py includes an updater that can update Ren'Py and individual Ren'Py games by downloading changes from a properly-configured web server with a small number of update files uploaded to it.
The updater uses zsync to download the minimal set of changes between the local files on disk and the files stored on the server. A single set of files on the server supports updating from all prior versions of a project.
Ren'Py includes a default updater interface that can be further configured by interested users.
This release changes the behavior of transforms to make them more correct and easier to use.
The xzoom and yzoom properties are now applied before, rotation. This means that the shape of the image will remain consistent as the image is rotated. Previously, the image to change shape as it was rotated.
The xzoom and yzoom properties may now be negative, with negative zoom values causing the images to be flipped. The positioning code now takes this into account, and positions a flipped image properly.
Thanks to Edwin for contributing these changes.
The new renpy.fix_rollback() function allows the game to fix choices, even if they are made in rollback mode. The user can roll back and roll forward, but is restricted to making the choices he made the first time through the game.
Thanks to Edwin for contributing fix_rollback.
Rolling forward now works through a jump out of a call screen statement.
Ren'Py's video playback support has been partially rewritten to improve robustness, speed, and framerate stability. These improvements should reduce the number of frame drops Ren'Py performs, and should also prevent Ren'Py from locking up if too many frames are dropped.
Ren'Py now supports the WebM video format.
When config.developer is true, Ren'Py keeps an internal log of image loads.
This log can be access by showing the _image_load_log screen. This screen displays the name of an image file for a few seconds after that image has been loaded. The name is in white if the image was loaded by the image predictor, and pink if Ren'Py was unable to predict the image.
Two screen functions have been added, and two screen actions have been changed:
Taken together, these changes make it possible to create a list of save slots where the user is able to add new slots to the list.
Ren'Py now supports multiple stores - multiple namespaces in which python code can be run. Variables in these stores are saved, loaded, and rolled-back in the same way that variables in the default store are.
Stores are accessed by supplying an in-clause to a python block. For example:
init python in stats:
def reset():
"""
Code to reset the statistics.
"""
User-created stores are placed into the "store" package, with the default store being the package itself. Names can be imported between packages.:
init python:
from store.stats import reset
init python in stats:
from store import ToggleField
Note that stores do not affect the order in which init python blocks are run. A name must be defined in a block before the one that imports that name.
Linux support has been changed.
Many libraries that Ren'Py depends on have been updated. Some of the changes that have occured are:
The renpy.call() function allows - with major and important caveats - a call to a Ren'Py label to begin from inside python code. Such a call immediately terminates the current statement.
When an action is expected, nested lists of actions can be given. The lists are flattened and the action executed.
Added the OpenURL() action, which opens a URL in a web browser.
Added the config.gl_resize variable, which determines if the user can resize OpenGL windows.
Ren'Py's handling of command line argments has been rewritten. Most notably, lint is now invoked with the:
renpy.sh <gamename> lint
command. (Which also works with renpy.exe.)
Ren'Py can now dump information about the game to a json file when starting up. The information dumped can assist other tools in providing launcher-like code navigation.
The little-used remote control feature has been removed from Ren'Py.
The config.gl_resize variable now controls resizing of a game running in GL mode.
Documentation fixes (by SleepKirby and others).
The NVL-Mode tutorial has been ported to Sphinx (by Apricotorange).
Ren'Py now defaults to reporting errors with sound and music files when config.developer is True.
The new RAPT tool makes it far easier to package a Ren'Py game for Android. It can semi-automatically set up an Android build environment on your system, build a package, and install that package on your Android device.
To fix some editor-related problems, backported the 6.14 editor system. This changes how editors are configured. Please see Text Editor Integration for a description of the new system.
The new config.save_dump variable causes Ren'Py to write out save_dump.txt each time it saves. This file describes the contents of the save, making it possible to figure out what's causing an overly large save file.
Worked around a bug in Mesa that can cause crashes on certain Linux systems.
Fixed the following bugs in Ren'Py.
Side images can now be limited to showing a single character, or only showing characters that are not on the screen. See config.side_image_tag and config.side_image_only_not_showing.
Added config.python_callbacks, a list of python functions that are called at the end of each python block.
Ren'Py now tests the video card it is running on for functionality. If it can't draw textured rectangles to the screen, it will proceed to a different renderer.
Old-style string interpolation is now enabled by default, alongside new-style string interpolation.
Ren'Py is now compatible with libpng 1.5. Thanks to James Broadhead for the patch.
Fixed the following bugs:
Text display has been rewritten from scratch. In addition to supporting many new features, the new implementation of Text is much faster at text layout and display, and contains much cleaner code.
Some of the new features that are now supported by the text display system are:
Interpolation of variables enclosed in square brackets. It's now possible to write code like:
"You scored [score] out of a possible [max_score] points."
The new string interpolation takes place on all text that is displayed, rather than just say and menu statements. When used as part of a screen, interpolation has access to screen-local variables.
PEP 3101-style string formatting is supported, which means that this syntax can be used to display fields and items, as well as variables.
Kerning support was added, both as the kerning style property and the k text tag.
Support for ruby text (also known as furigana), via the rt and rb text tags, and the ruby_style style property.
The new space and vspace text tags make it easy to whitespace into the text.
The new cps text tag controls the speed of text display.
By default, Ren'Py uses the unicode linebreaking algorithm to find points at which a line can be broken. This algorithm should correctly break lines that contain a mix of western and eastern languages. Since that algorithm is incorrect on some Korean texts, Ren'Py also implements a korean-with-spaces variant, that only breaks runs of Korean text at whitespace. These algorithms can be selected by the language style property.
Ren'Py now uses the Knuth-Plass linebreaking algorithm to choose the points at which it actually splits lines. This algorithm attempts to minimize the unevenness of all lines except the last. Ren'Py also supports a nobreak mode, which allows one to create a Text larger than the screen without it being automatically wrapped. These can be selected using the layout style property.
The new newline_indent style property determines if Ren'Py adds indentation after a newline in text.
The new line_leading style property inserts space above a line of text. (Ruby text can be placed into this space.)
Text can be automatically translated before it is displayed. (This support will be improved in a future major release.)
On Windows systems that have the February 2010 DirectX update installed, Ren'Py will use DirectX via the ANGLE adaptation layer, if OpenGL 2.0 or later is not found. The ANGLE layer is used by popular web browsers such as Firefox and Google Chrome. This allows hardware rendering to be used on netbooks, where drivers often support DirectX far better than OpenGL.
At startup, Ren'Py will test the graphics capabilities of the computer it is running on. If the software render is being used, or the game renders at an unacceptably slow speed, Ren'Py will display a warning message to the user. The warning message includes a link to a page on renpy.org that explains how to update the graphics drivers.
This version of Ren'Py will only use the software renderer if both DirectX and OpenGL are incapable of rendering Ren'Py games. Screen-scaling in the software renderer has been replaced by a simpler but slower version.
Ren'Py now includes a style preference system. This system allows styles to be changed after the init phase has finished. These changes are saved with the persistent data. Among other things, style preferences allow a game to offer the user the option to change the font, size, and color of dialogue text.
Support has been added for screen-based image galleries and music rooms. This support consists of a classes that provides actions that make it easy to present the user with graphics and music. The creator is responsible for creating screens that use the supplied actions.
The default screens.rpy file, used when a new game is created, contains support for a "quick menu". This menu adds buttons to screens that allow the user to quick save, quick load, save, toggle skipping, toggle auto-forward mode, and access the preferences menu.
Ren'Py includes 5 new themes, and a number of new color schemes.
Several new actions have been added. The SelectedIf() action allows the creator to control if a button is displayed in the selected state. The SetMixer() action allows a mixer to be set to a specific value. The Rollback() and RollForward() actions allow the creator to bind rollback to buttons.
The behavior of the xfill and yfill style properties was accidentally changed in the 6.12 series. It has been returned to the historical behavior.
The Dissolve() and ImageDissolve() transitions now take a time_warp parameter.
The Frame() displayable now allows the user to specify the left, top, right, and bottom borders independently.
The caret style property allows the user to customize the caret of an input widget.
The renpy.displayable() function has been exposed to the user.
Timers can now take a list of actions, rather than just a single callable.
Three transforms were added to the default library: top, topleft, and topright.
Ren'Py can now load files (including images, music, and fonts) from an Android package.
User-defined statements can now take a block, which the statement is responsible for parsing.
Wrote documentation for:
Several indexes were added to the documentation, and the style was updated.
Ren'Py now uses the libjpeg-turbo library, for faster jpeg loading. Ren'Py now uses libav 0.7.1, for improved compatibility with movie formats.
Removed support for the iLiad platform.
PowerPC support has been removed from the main Ren'Py distribution. It's available as a download from the Ren'Py web site.
Thanks to Aleema for contributing the new themes and color schemes.
This release contains the following changes:
Thanks to David Gowers and zhangning for contributing patches to this release.
The process of showing images is now attribute-based. Image names now consist of a tag, and zero or more attributes. When showing an image, the order of attributes is no longer important - it's now possible to define an image using one set of attributes, and show it using those attributes in a different order.
Attributes are also "sticky". This means that we attempt to preserve as many attributes as possible when showing a new image.
For example, say we had the following images:
image eileen beach happy = "eileen_beach_happy.png"
image eileen beach woozy = "eileen_beach_woozy.png"
We can now show the first image using the command:
show eileen happy beach
Since the order of attributes no longer matters, this will show the "eileen beach happy" image. If we follow this with the show statement:
show eileen woozy
the image "eileen beach woozy" will be shown. (Assuming no other images exist. If the image "eileen happy woozy" existed, an ambiguity error would occur.)
When an image tag is shown without any attributes, then the current attributes are retained. Now, one can write:
show eileen at right
to display Eileen on the right side of the screen, without changing the attributes supplied to an image.
Say Attributes. Image attributes can be updated as part of a say statement. A character can be given an image argument, giving the name of an image that character is linked to. As part of the say statement, image attributes can be given before the dialogue string. These attributes are given to the linked image.
For example, if we define a character using the code:
define e = Character('Eileen', image="eileen")
the code:
e woozy "I think I'm getting too much sun."
is equivalent to:
show eileen woozy
e "I think I'm getting too much sun."
whenever an image with the tag eileen is being shown.
Side Image. This release features a new implementation of Side Images, which allows side images to be defined like other images, and allows side images to be integrated with screens easily.
Sticky Transforms. Finally, showing an image without providing a transform or ATL block will now continue the previous transform that an image with that tag was using. Previously, it caused those transforms to stop.
Ren'Py now has a new exception handing framework. Instead of always crashing when an error occurs, Ren'Py will now display the error message on the screen, and give the user the following choices, as appropriate to the situation:
When an editor is defined, Ren'Py will allow the user to click on a filename and line number to open that line in the editor.
The framework is used to handle exceptions and parse errors.
When in OpenGL mode, Ren'Py now remembers the window size between sessions. (This can be disabled using config.save_physical_size, and it may make sense to do so if your game is using the pre-screen preferences system.) Choosing the "Window" display preference now resizes the window to 100% of normal size.
Added the xcenter and ycenter position and transform properties. These set the position of the center of a displayable.
The renpy.vibrate() function allows Ren'Py to ask Android devices to vibrate.
The hyperlink style, callback, and focus functions have now been moved to the hyperlink_functions style property. This allows the functions to be changed on a per-style basis.
Indentation errors are now reported on the indented line, and not the line preceding the erroneous indentation.
Added the SetScreenVariable() and ToggleScreenVariable() actions. These allow screen-local variables to be changed.
Ren'Py now attempts to elide personal information from filenames. Where possible, filenames are reported relative to the base or Ren'Py base directories, rather than the root of the filesystem.
The new box_wrap style property allows hboxes and vboxes to automatically wrap when they reach the edge of their enclosing area.
Actions now can have an Action.unhovered() method. This method is called when an action supplied as a hovered parameter loses focus.
Added the Tooltip class, which makes it easier to define tooltips as part of a screen.
Added config.debug_text_overflow, which controls the logging of cases where text exceeds its allocated area.
Ren'Py no longer attempts to adjust the system level mixer controls, which means that it's no longer possible to raise the volume from within Ren'Py. Controlling the system volume exhibited bugs on all three platforms, including hard-to-predict volume changes that affect other applications.
Along with the new features, transitions have been documented in the new manual.
Archives are now automatically detected in asciiabetical order. See the documentation for config.archives for more details.
Bug fixes:
Ren'Py now supports the Android platform. This includes support for a large fraction of Ren'Py's functionality, although we were unable to add support for imagedissolves and movie playback. It should be possible to package a Ren'Py game and distribute it through the Android market.
Android support required several changes in Ren'Py:
Added the SpriteManager displayable. This provides a high-performance way of drawing many similar sprites to the screen. This can scale to hundreds of particles, provided those particles are mostly similar to each other.
Added the Mousearea widget. A mousearea allows hovered and unhovered callbacks to occur when the mouse enters and leaves an area of the screen. Since it doesn't participate in the focus system, a mousearea can include buttons and bars.
Added Drag and Drop widgets and displayables. The drag and drop system can support:
Ren'Py is now better at predicting image usage. Along with predicting images used by normal gameplay, it now attempts to predict images that are used by screens one click away from the user. For example, during normal gameplay, it will predict images on the first screen of the game menu. While at the game menu, it will predict the other screens of the game menu, and also the images the user will see when returning to the main menu. This prediction is automatic, but only occurs when using screens.
Screens may be invoked at any time, in order to allow for image prediction, unless they have a predict property of False. This means that displaying a screen should not have side effects. (Most screens only have side effects when a button is clicked or a bar changed - that's still fine.)
Ren'Py now supports hotspot caching for screen language imagemaps. When config.developer is true, Ren'Py will write a PNG file in the game/cache/ directory containing image data for each of the hotspots in the imagemap. If the cache file exists (regardless of the config.developer setting) it will be loaded instead of loading the hotspot images. As the cache file is often much smaller than the size of the hotspot images, it will load faster and reduce image cache pressure, improving game performance. This behavior only applies to screen language imagemaps, and can be disabled with config.imagemap_cache.
This should remove most of the need for renpy.cache_pin(). While not an error, the use of cache pinning can cause unnecessary memory usage when the wrong image is loaded.
Ren'Py now ships with a default set of screens, which are used by the demo and installed by default when a new game is created. You can find them in template/game/screens.rpy, and they can be used by copying that file into your project. These screens are not 100% compatible with the previous layout system - for example, some styles have changed. That's why games must opt-in to them.
The definition of the items parameter of the Choice and NVL screens has changed, and games will need to be updated to work with the new version.
Character arguments beginning with show_ are passed to the Say screen. This allows things like show_side_image and show_two_window to work with screens. The screens we ship support these options.
The new config.imagemap_auto_function variable allows the game-maker to control the interpretation of the auto property of imagemaps and imagebuttons.
The imagemap caching behavior described above applies only to screens.
The FilePageName() and FileSlotName() functions make it easier to name slots
Ren'Py 6.12 includes a number of other improvements:
This release includes four new themes, generously contributed by Aleema. You can see and change to these new themes by clicking the "Choose Theme" button in the launcher.
The jEdit text editor included with Ren'Py has been updated to version 4.3.2, a supported version that should be able to run most plugins.
The maximum default physical size of the Ren'Py window is now 102 pixels smaller than the height of the screen. This should prevent Ren'Py from creating windows that can't be resized since they are much bigger than the screen.
Buttons now only pass key events to their children when they are focused. This allows a screen language key statement to be used as the child of a button, and only activate when the button is focused.
MoveTransition was rewritten to correctly deal with cases in which images changed their order. This may lead to differences in behavior from the old version, where the ordering was undefined.
Fixed launchpad bug 647686, a regression that prevented sounds from looping properly.
Fixed launchpad bug 661983, which caused insensitive hotspots to default to the idle, rather than ground, image when no insensitive image was supplied.
Fixed launchpad bug 647324, where ImageDissolves are rendered as if specified with alpha=True whether or not alpha=True was set.
Fixed a problem that caused the game to start when picking "No" after clicking the (window-level) quit button.
Fixed a problem that prevented AnimatedValue from functioning properly when delay was not 1.0. Thanks to Scout for the fix.
Fixed a problem that caused movies to display incorrectly when the screen was scaled using OpenGL scaling.
Add the AlphaBlend() displayable and the AlphaDissolve() transition. These take two displayables, and use the alpha channel of a third displayable to blend them together. (The third displayable is often an animation, allowing the effect to change over time.)
The new Modes system allows one to invoke callbacks when switching from one type of interaction to another. This can be used, for example, to automatically hide the window before transitions.
Imagemaps created using the screen language now only have a size equal to that of their ground image. (Previously, they took up the entire screen.) This change makes it easier to position an imagemap at a different location on screen, such as the bottom.
Imagemaps now take an alpha argument. If true (the default), hotspots are only focused if the mouse is over a non-transparent part of the idle or hover image. If set to false, the hotspot is focused whenever the mouse is within its boundaries.
Added the renpy.focus_coordinates() function, which returns the coordinates of the currently focused displayable, when possible.
The new renpy.notify() function and Notify() action make it simple to flash small status messages on the screen, such as might be used to notify the user of a completed quicksave or screenshot.
The new HideInterface() action allows the interface to temporarily be hidden, as a screen language action.
The developer menu now includes a command that will list all the files in the game directory.
The urllib and urllib2 modules from the Python standard library are now distributed as part of Ren'Py. These modules allow data to be retrieved from web servers.
The launcher now includes an experimental updater, that makes it easier to update to the latest pre-release. Hitting shift+U at the launcher's main screen will cause Ren'Py to be updated.
MoveTransition() now respects the xoffset and yoffset parameters.
Fixed several bugs with screen-language imagemaps.
Fixed a bug (#626303) that was caused by an incorrect texture unit check. Thanks to tmrwiz for the fix.
Transforms no longer cause a divide by zero exception when the zoom, xzoom, or yzoom properties are 0.
Clockwise and counterclockwise revolution in transforms now works.
Fixed a bug with scaling, that occured when switching between the scaled software and GL renderers.
Hidden screens are no longer considered when assigning default focus.
FieldValues with max_is_zero set to True now work properly. Thanks to SleepKirby for the fix.
Ren'Py will now take advantage of a computer's OpenGL hardware acceleration, if supported. This OpenGL support has several user-visible changes:
Software rendering is still supported, and Ren'Py will automatically fall back to software rendering if it detects an improperly configured video card.
You can test that Ren'Py is in OpenGL mode by attempting to resize the window. If it's resizable, it's OpenGL, otherwise, software rendering is being used.
This release introduces a new screen system, which allows one to use the new screen language to declaratively specify portions of the user interface. The screen language supersedes layouts, overlay functions, imagemaps, and most other means of customizing the out-of-game menus and the in-game screens.
The previous way of customizing the behavior of the game menu, the layout system, had problems, especially when using imagemap layouts. Screens were single-purpose, and it would be difficult to (for example) load a quick-save game from the main menu, without extensive Python code.
The screen system addresses this by providing a pool of functionality, in the form of Actions and BarValues. This makes it possible to pick and choose functionality, and add it to screens as is deemed necessary.
If a transform does not define one of the position properties xpos, ypos, xanchor, or yanchor, that property will be taken from the transform's child, if the defines that property.
This makes it possible to have one transform control a displayable's vertical motion, and the other control the horizontal. But this is incompatible with previous behavior, and so can be disabled with the config.transform_uses_child_position variable.
The new config.default_transform variable allows a transform to specify the initial transform properties of an image that does not have a more specific transform applied to it. Its default value is center, a transform that shows the image at the center-bottom of the screen.
This can lead to a behavior change. When an image is shown, and then shown transforms, the transform will be initialized to the bottom center of the screen, not the top-left. The reset transform can be used to reset the position to the top-left.
Transform (and ui.transform) have been changed so that their arguments can now be prefixed with a style prefix. One can write ui.transform(idle_rotate=30, hover_rotate=90) and have it work.
Added the rotate_pad transform property, which controls how Transform pads rotated displayables. When set to False, _not_ the default, it's now possible to rotate a (100, 50) displayable by 90 degrees, and have the result be (50, 100) in size.
The Ren'Py documentation is in the process of being rewritten. This changelog is now being maintained as part of the Ren'Py documentation.
Added support for composite style properties, that allow several style properties to be set using a single parameter. The new composite style properties are:
ui.add can now take transform properties as keyword arguments. If at least one transform property is present, ui.add will create a transform that wraps the displayable it's adding to the screen.
The new LiveTile() displayable tiles its child, without consuming a large amount of memory to do so.
config.quit_action allows one to specify an action that is run when the quit button (in the corner of the window) is pressed. config.game_menu_action allows one to specify an action that is run when entering the game menu.
The config.screenshot_crop configuration variable controls the area of the screen that it stored when the user presses the screenshot key.
The renpy.music.register_channel() method now has two additional parameters, file_prefix and file_suffix. These are prepended and appended to filenames provided to the registered channel, respectively.
The new renpy.list_files() method returns a list of files in the game directory and archives. This can be used to write your own automatic image loading method, among other things.
The interaction between Character and Text has been rewritten to ensure that text is only tokenized once. This required changing a few of the methods on ADVCharacter and NVLCharacter, so code that inherits from those classes should be checked.
The distribution code has been moved into launcher/distribute.py. This file can be run from the command line to build distributions in shell scripts and other automated processes.
When there are transparent areas on the screen, and config.developer is true, the transparent areas are filled with a checkerboard pattern.
The new input, side, grid, and fixed styles were created, and the corresponding displayables use them by default.
When a style is accessed at init-time, and doesn't exist, we divide it into two parts at the first underscore. If the second part corresponds to an existing style, we create a new style instead of causing an error.
The python compiler has been rewritten to use the python ast module. This should both improve performance, and improve error handling for python syntax.
Because of this change, Ren'Py now ships with and requires Python 2.6.
The following numbered bugs were fixed:
The following other bugs were fixed: