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- Ren'Py Visual Novel Engine v6.11.0 documentation

# Full Changelog

## Ren'Py 6.11.1

### New Features

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.

### Fixes

`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 6.11.0

### OpenGL Support

Ren'Py will now take advantage of a computer's OpenGL hardware acceleration, if supported. This OpenGL support has several user-visible changes:

- The window containing a Ren'Py game can be resized or maximized, using standard window controls. When the window's aspect ratio does not match the game's aspect ratio, black bars will be added.
- Displaying in full-screen mode should not change the monitor's resolution. This will prevent the game from being distorted when displayed on a monitor with a different aspect ratio.
- Unless disabled in the video driver configuration, Ren'Py will use vertical blank synchronization, eliminating image tearing.
- GPU rendering is used, which should make drawing the screen faster in most circumstances.

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.

### Screens and Screen Language

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.

### Transform Changes

- 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.

### Other Changes

- 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:

  - pos - takes a pair, and uses it to set xpos and ypos.
  - anchor - takes a pair, and uses it to set xanchor and yanchor.
  - align - takes a pair, and uses it to set xalign and yalign. (And hence xpos, ypos, xanchor, and yanchor.)
  - area - take (x, y, height, width) pair, and tries to set properties such that the displayable will be placed inside the rectangle. This sets the xpos, ypos, xanchor, yanchor, xfill, yfill, xminimum, yminimum, xmaximum, and ymaximum properties.

- 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:

  - 520276 - ctc does not appear when cps interrupted
  - 526297 - im.Rotozoom()s crash when Ren'Py is scaled down. (Thanks to Spiky Caterpillar for the bug report and fix.)
  - 543785 - Launcher bug on select Projects Directory
  - 583112 - rollback while a movie displayable is shown leaves a video frame onscreen
  - 595532 - Wrong text in tutorial game. (Thanks to Viliam Búr.)

- The following other bugs were fixed:

  - Renamed the internal show and hide methods of Displayable, so those names can once again be used by user-defined displayables.
  - Rewrote MultipleTransition (which is used by Fade) to fix some problems it was exhibiting.
  - Take the condition parameter to Character into account when determining if an nvl clear occurs before the next interaction.

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