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# Full Changelog

## Ren'Py 6.13

### Text Rewrite

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.)

### DirectX Support

On Windows systems that have the February 2010 DirectX update installed, Ren'Py will use DirectX via the ANGLE adaptation layer, in preference to OpenGL or software rendering. The ANGLE layer is used by popular web browsers such as Firefox and Google Chrome. This allows hardware rendering to be used on systems with built-in graphics, 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.

### Other Changes

- 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:

  - Menus
  - Transforms
  - Creator-Defined Displayables

  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.

## Ren'Py 6.12.2

This release contains the following changes:

- ATL Transforms with parameters compile correctly.
- MultipleTransition works in conjunction with pauses.
- The mouse is shown when a quit action is run while a movie is playing.
- A fix for a lockup that occured when the user entered the game menu while a transition was running.
- RENPY_SCALE_FAST works again.
- Ren'Py compiles with newer versions of ffmpeg.
- Skipping ends when the game restarts.
- Fixed a problem with texture upload that made games noticeably slower.
- Choose a better default size for windows on small monitors, like netbooks.
- xfill and yfill now work for vbox and hbox, respectively.
- Click-to-continue fixes.
- Side image fixes.
- Documentation fixes.

Thanks to David Gowers and zhangning for contributing patches to this release.

## Ren'Py 6.12.1

### Image Attributes

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.

### Error Handling

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:

- Rollback
- Reload
- Ignore
- Open Traceback
- Quit

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.

### Other

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:

- launchpad bug 734137 - Timers do not participate in rollback.
- launchpad bug 735187 - Ren'Py get stuck when using {nw}. (Thanks to Franck_v for tracking this down.)

## Ren'Py 6.12.0

### Android Support

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:

- The OpenGL renderer has been extended to support OpenGL ES.
- For performance reasons, much of the display system has been rewritten in the Cython language. This also should improve performance on other platforms.
- Support was added for the Android lifecycle. Ren'Py automatically saves when the android device suspends, and reloads (if necessary) upon resume.
- We added the concept of Screen Variants. This allows a single game to have multiple interfaces - such a mouse interface for computer platforms, and a touch interface for Android-based smartphones and tablets.
- We built a system that allows one to package a game separately from Ren'Py. This allows one to build packages without having to set up the Android NDK (you'll still need the Android SDK, Java, Python, Ant, and a lot of patience).

### New Widgets and Displayables

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:

- Windows being repositioned by the user.
- Card games.
- Inventory systems.
- Drag-to-reorder systems.

### Image Prediction

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.

### Screens

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

### Other Improvements

Ren'Py 6.12 includes a number of other improvements:

- We've continued writing the new manual. Notably, we have rewritten the documentation for displayables.
- When taking a screenshot, `config.screenshot_callback` is called. The default implementation of this function notifies the user of the location of the screenshot.
- The `Solid()` and `Frame()` displayables are now tiny and no longer take up (much) space in the image cache.
- We now create a log.txt file, which replaces the old opengl.txt, and can log other subsystems.
- Several missing properties have been added to the screen language.
- Ren'Py now treats filenames as if they were case-insensitive. This means that filename mismatches on Linux should no longer be a problem.

### Bug Fixes

- launchpad bug 680266 - Ensures that dynamic displayables update before Transforms that use them.
- launchpad bug 683412 - Do not crash if a shader fails to compile.
- Fixed a bug that caused Ren'Py to crash when the system volume was lowered to 0, but not muted.
- Fixed a bug that prevented `Render.canvas()` from working with the OpenGL renderer.

## Ren'Py 6.11.2

### New Features

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.

### Software Update

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.

### Behavior Changes

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.

### Bug fixes

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.

## 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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