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locks; strict;
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desc
@@


1.45
log
@revbump for x264
@
text
@# $NetBSD: Makefile,v 1.44 2025/11/04 14:01:56 wiz Exp $

DISTNAME=	renpy-8.3.7-source
PKGNAME=	${PYPKGPREFIX}-${DISTNAME:S/-source//}
PKGREVISION=	2
CATEGORIES=	games
MASTER_SITES=	https://www.renpy.org/dl/${PKGVERSION_NOREV}/
EXTRACT_SUFX=	.tar.bz2

MAINTAINER=	ryoon@@NetBSD.org
HOMEPAGE=	https://www.renpy.org/
COMMENT=	Visual Novel Engine written in Python
LICENSE=	mit

PYTHON_VERSIONS_INCOMPATIBLE=	310 314

USE_LANGUAGES+=	gnu99

DEPENDS+=	${PYPKGPREFIX}-future>=1.0.0:../../devel/py-future
DEPENDS+=	${PYPKGPREFIX}-six-[0-9]*:../../lang/py-six
DEPENDS+=	${PYPKGPREFIX}-pefile-[0-9]*:../../sysutils/py-pefile
DEPENDS+=	${PYPKGPREFIX}-requests-[0-9]*:../../devel/py-requests
DEPENDS+=	${PYPKGPREFIX}-ecdsa-[0-9]*:../../security/py-ecdsa
DEPENDS+=	${PYPKGPREFIX}-rsa-[0-9]*:../../security/py-rsa

.include "../../lang/python/pyversion.mk"
.if ${PYTHON_VERSION} > 312
DEPENDS+=	${PYPKGPREFIX}-legacy-cgi-[0-9]*:../../www/py-legacy-cgi
.endif

USE_TOOLS+=	pax
PYSETUPSUBDIR=	module
EGG_NAME=	Ren_Py-${PKGVERSION_NOREV}.23091805

PLIST_SUBST+=	PYTHON_VERSION=${PYTHON_VERSION}

RENPY_DEPS_INSTALL+=	${BUILDLINK_PREFIX.SDL2}
RENPY_DEPS_INSTALL+=	${BUILDLINK_PREFIX.freetype2}
RENPY_DEPS_INSTALL+=	${BUILDLINK_PREFIX.zlib}
RENPY_DEPS_INSTALL+=	${BUILDLINK_PREFIX.ffmpeg6}/${BUILDLINK_LIBDIRS.ffmpeg6}

MAKE_ENV+=	RENPY_DEPS_INSTALL=${RENPY_DEPS_INSTALL:ts;:S,;,::,g:Q}
MAKE_ENV+=	RENPY_CYTHON=cython-${PYVERSSUFFIX}

INSTALLATION_DIRS=	bin ${RENPY_DIR}

REPLACE_PYTHON=		renpy.py launcher/game/tkaskdir.py

RENPY_DIR=		share/renpy

UNAME_M!=		uname -m
RPYC_DIRS=		. the_question tutorial

pre-configure:
	cd ${WRKSRC} && find . -name '*.py[co]' -print -delete

post-install:
# For runtime permission denied errors.
.for m in ${RPYC_DIRS}
	cd ${WRKSRC} && \
		PYTHONPATH=module/build/lib.${LOWER_OPSYS}-${OS_VERSION}-${UNAME_M}-cpython-${PYPKGPREFIX:S/^py//} \
		${PYTHONBIN} ./renpy.py ${m} compile
.endfor
	cd ${WRKSRC}; ${FIND} doc gui launcher renpy sdk-fonts the_question \
		tutorial \
		-type f \! -name '*.orig' -print | \
		pax -rw ${DESTDIR}${PREFIX}/${RENPY_DIR}
	${INSTALL_SCRIPT} ${WRKSRC}/renpy.py ${DESTDIR}${PREFIX}/${RENPY_DIR}
	cd ${DESTDIR}${PREFIX}/bin && \
	${ECHO} '#!${SH}' > renpy && \
	${ECHO} '${PYTHONBIN} ${PREFIX}/${RENPY_DIR}/renpy.py "$$@@"' >> renpy && \
	${CHMOD} 755 renpy

.include "../../converters/fribidi/buildlink3.mk"
.include "../../devel/py-cython/buildlink3.mk"
.include "../../devel/py-game_sdl2/buildlink3.mk"
.include "../../devel/zlib/buildlink3.mk"
.include "../../graphics/glew/buildlink3.mk"
.include "../../graphics/png/buildlink3.mk"
.include "../../lang/python/application.mk"
.include "../../lang/python/egg.mk"
.include "../../multimedia/ffmpeg6/buildlink3.mk"
.include "../../mk/bsd.pkg.mk"
@


1.44
log
@py-renpy: not for Python 3.14

AttributeError: module 'ast' has no attribute 'Str'
@
text
@d1 1
a1 1
# $NetBSD: Makefile,v 1.43 2025/10/23 20:37:13 wiz Exp $
d5 1
a5 1
PKGREVISION=	1
@


1.43
log
@*: recursive bump for pcre2

Running an old binary against the new pcre doesn't work:
/usr/pkg/lib/libpcre2-8.so.0: version PCRE2_10.47 required by /usr/pkg/lib/libglib-2.0.so.0 not defined
@
text
@d1 1
a1 1
# $NetBSD: Makefile,v 1.42 2025/10/09 07:57:39 wiz Exp $
d15 1
a15 1
PYTHON_VERSIONS_INCOMPATIBLE=	310
@


1.42
log
@*: remove reference to (removed) Python 3.9
@
text
@d1 1
a1 1
# $NetBSD: Makefile,v 1.41 2025/07/04 09:08:34 wiz Exp $
d5 1
@


1.41
log
@*: mark more py-cython dependencies as needing Python>=3.11
@
text
@d1 1
a1 1
# $NetBSD: Makefile,v 1.40 2025/05/11 14:08:33 ryoon Exp $
d14 1
a14 1
PYTHON_VERSIONS_INCOMPATIBLE=	39 310
@


1.40
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 <from 1.0 to 6.0>).

: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 <audio_filters>` 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 <textshaders>`, 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 <shader-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 <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 <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.<mixer>. 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 <ruby-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 <munge-8.3.0>`

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 <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 <variable-fonts>` 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 <retained-bubbles>` 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 <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 <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.
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@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
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d5 1
@


1.31
log
@*: revebump for new brotli option for freetype2

Addresses PR 57693
@
text
@d1 1
a1 1
# $NetBSD: Makefile,v 1.30 2023/05/06 19:09:28 ryoon Exp $
d3 1
a3 1
DISTNAME=	renpy-8.0.3-source
a4 1
PKGREVISION=	2
d14 3
a16 1
PYTHON_VERSIONS_INCOMPATIBLE=	27
d22 2
d27 1
a27 1
EGG_NAME=	Ren_Py-${PKGVERSION_NOREV}.22090809
d32 1
a32 1
RENPY_DEPS_INSTALL+=	${BUILDLINK_PREFIX.ffmpeg5}/${BUILDLINK_LIBDIRS.ffmpeg5}
d56 2
a57 2
	cd ${WRKSRC}; ${FIND} doc launcher renpy sdk-fonts \
		tutorial update \
d61 4
a64 1
	cd ${DESTDIR}${PREFIX}/bin && ${LN} -fs ../${RENPY_DIR}/renpy.py .
d74 1
a74 1
.include "../../multimedia/ffmpeg5/buildlink3.mk"
@


1.30
log
@*: Recursive revbump from audio/libopus 1.4
@
text
@d1 1
a1 1
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d5 1
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PKGREVISION=	1
@


1.29
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
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d5 1
@


1.28
log
@*: Recursive revbup from graphics/freetype2
@
text
@d1 1
a1 1
# $NetBSD: Makefile,v 1.27 2022/01/10 21:34:30 wiz Exp $
d3 1
a3 1
DISTNAME=	renpy-6.18.3-source
a4 1
PKGREVISION=	6
d14 7
d23 1
a23 1
EGG_NAME=	Ren_Py-${PKGVERSION_NOREV}.761
d25 1
a25 3
PYTHON_VERSIONS_ACCEPTED=	27 # not yet ported

RENPY_DEPS_INSTALL+=	${BUILDLINK_PREFIX.SDL}
d28 1
a28 1
RENPY_DEPS_INSTALL+=	${BUILDLINK_PREFIX.ffmpeg2}/${BUILDLINK_LIBDIRS.ffmpeg2}
d39 3
d46 7
a52 1
	cd ${WRKSRC}; ${FIND} doc launcher renpy template the_question \
d61 1
a61 1
.include "../../devel/py-game/buildlink3.mk"
a62 1
.include "../../graphics/freetype2/buildlink3.mk"
d64 1
d67 1
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.include "../../multimedia/ffmpeg2/buildlink3.mk"
@


1.27
log
@py-renpy: convert to egg.mk
@
text
@d1 1
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d5 1
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PKGREVISION=	5
@


1.26
log
@*: revbump after fontconfig bl3 changes (libuuid removal)
@
text
@d1 1
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d5 1
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PKGREVISION=	4
d53 1
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.include "../../lang/python/distutils.mk"
@


1.25
log
@Use correct path to cython.
@
text
@d1 1
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d5 1
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PKGREVISION=	3
@


1.24
log
@Changed PYTHON_VERSIONS_INCOMPATIBLE to PYTHON_VERSIONS_ACCEPTED; needed for future Python 3.8
@
text
@d1 1
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d27 1
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MAKE_ENV+=	RENPY_CYTHON=cython${PYVERSSUFFIX}
@


1.23
log
@Revbump after updating graphics/glew
@
text
@d1 1
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d19 1
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@


1.22
log
@fix some whitespace, mostly introduced in the previous
python 3.4 / 3.5 removal commit.
@
text
@d1 1
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d5 1
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PKGREVISION=	2
@


1.21
log
@Omit mentions of python 34 and 35, after those were removed.

- Includes some whitespace changes, to be handled in a separate commit.
@
text
@d1 1
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d19 1
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@


1.20
log
@extend PYTHON_VERSIONS_ for Python 3.7
@
text
@d1 1
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d19 1
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PYTHON_VERSIONS_INCOMPATIBLE=	34 35 36 37 # not yet ported
@


1.19
log
@Recursive bumps for fontconfig and libzip dependency changes.
@
text
@d1 1
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d19 1
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@


1.18
log
@revbump after x264-devel update
@
text
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d5 1
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1.17
log
@Follow some redirects.
@
text
@d1 1
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d5 1
@


1.16
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.
@
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d10 1
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HOMEPAGE=	http://www.renpy.org/
@


1.15
log
@Recursive bump for libvpx shlib major change.
@
text
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DISTNAME=	renpy-6.16.5-source
a4 1
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d6 1
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MASTER_SITES=	http://www.renpy.org/dl/6.16.5/
d15 2
d18 1
a18 3
PYSETUPSUBDIR=	module
EGG_NAME=	Ren_Py-${PKGVERSION_NOREV}.525
PYTHON_VERSIONS_INCOMPATIBLE=	34 35 36 # not yet ported as of 6.16.5
d23 1
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RENPY_DEPS_INSTALL+=	${BUILDLINK_PREFIX.ffmpeg010}/${BUILDLINK_LIBDIRS.ffmpeg010}
d26 1
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INSTALLATION_DIRS=	bin
d46 1
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.include "../../multimedia/ffmpeg010/buildlink3.mk"
@


1.14
log
@Add python-3.6 to incompatible versions.
@
text
@d1 1
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@


1.13
log
@Recursive revbump from multimedia/libvpx uppdate
@
text
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@


1.12
log
@Remove python33: adapt all packages that refer to it.
@
text
@d1 1
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@


1.11
log
@Extend PYTHON_VERSIONS_INCOMPATIBLE to 35
@
text
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@


1.10
log
@Recursive revbump from multimedia/libvpx
@
text
@d1 1
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@


1.9
log
@Recursive revbump from pkgsrc/multimedia/libvpx.
@
text
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@


1.8
log
@Recursive revbump following MesaLib update, categories g through n.
@
text
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@


1.7
log
@Mark packages that are not ready for python-3.3 also not ready for 3.4,
until proven otherwise.
@
text
@d1 1
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d5 1
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PKGREVISION=	1
@


1.6
log
@Fix egg name.
@
text
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PYTHON_VERSIONS_INCOMPATIBLE=	33 # not yet ported as of 6.16.5
@


1.5
log
@recursive bump from x264-devel builld number change (i.e. API change).
@
text
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EGG_NAME=	Ren_Py-${PKGVERSION}.525
@


1.4
log
@Update to 6.16.5:

Ren'Py Updated to 6.16.5

17 Dec 2013 01:00

Ren'Py 6.16.5 has been updated. The update can be downloaded from:

    http://www.renpy.org/release/6.16

Here's the history of updates to Ren'Py 6.16:

6.16.5.525: December 17, 2013
    This release adds back a missing file that is required to launch
    jEdit.
6.16.4.524: December 16, 2013
    This release fixed Android building support, the Replay function,
    and the scanning of save games. It also includes a number of
    improvements to the documentation.
6.16.3.502: November 29, 2013
    This release fixes a problem that could cause excessive texture
    memory usage. It also improves Android support in several ways,
    making it possible for Ren'Py games to appear in the tablet
    section of Google Play.
6.16.2.490: November 21, 2013
    This release adds new Spanish translations of the launcher and
    template game. It adds a new function that gets the mouse
    position, and fixes bugs, typos, and usability flaws in the
    launcher and Ren'Py proper.
6.16.1.409: November 9, 2013
    This release includes a number of bug fixes related to translation
    and running in non-ASCII directories, including a fix to the
    updater. It also includes documentation improvements.

Ren'Py 6.16 Released
6 Nov 2013 01:00

Ren'Py 6.16 has been publicly released. It can be downloaded from:

    http://www.renpy.org/release/6.16

Here's the release announcement:

On behalf of the Ren'Py team, I'm pleased to announce Ren'Py 6.16
"In the Arena". This release brings with it:

    Improved Android support, including the ability to build APKs
    from the launcher, support for Expansion APKs, and support for
    televison-based consoles like the OUYA.
    The ability to associate JSON information with a save file,
    and access that information in the load and save screens.
    Save file synchronization when Ren'Py is run from a shared
    directory.
    Support for a creator dumping the text of the game script, and
    for automatically playing appropriately-named voice files.
    Improvements to the gallery (including a new navigation overlay)
    and the music room (such as shuffle, loop, and single-track
    toggles.)
    A Japanese translation of the launcher, template, and documentation.

As well as a number of minor improvements and bugfixes.

This release has been brought to you by:

    javimat
    kyouryuukunn
    Koichi "vbkaisetsu" Akabe
    Daniel Luque
    Tom "PyTom" Rothamel

With thanks to antoinentx for improving support for international
directories, and everyone who contributed ideas, bug reports, and
feedback to Ren'Py development.
@
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1.3
log
@Deal with different library path of ffmpeg010 to fix build.
@
text
@d1 1
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# $NetBSD: Makefile,v 1.2 2013/10/24 12:43:52 ryoon Exp $
d3 1
a3 1
DISTNAME=	renpy-6.15.7-source
a4 1
PKGREVISION=	1
d6 1
a6 1
MASTER_SITES=	http://www.renpy.org/dl/6.15.7/
d10 1
a10 1
HOMEPAGE=	http://www.renpy.org/dl/6.15.7/
a15 1
PYDISTUTILSPKG=	yes
d17 2
d29 1
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REPLACE_PYTHON=		renpy.py
d50 1
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.include "../../lang/python/extension.mk"
@


1.2
log
@Use devel/py-game instead.
@
text
@d1 1
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d20 6
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MAKE_ENV+=	RENPY_DEPS_INSTALL=${BUILDLINK_PREFIX.SDL}::${BUILDLINK_PREFIX.freetype2}::${BUILDLINK_PREFIX.zlib}
@


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
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d5 1
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.include "../../games/py-pygame/buildlink3.mk"
@

