Incompatible Changes
This is a list of changes that may require intervention in the form of changes to scripts or your development environment. Our intent is that all other changes should not affect existing scripts.
Note that setting config.script_version
will cause many of
these changes to be reverted, at the cost of losing access to recent
features.
Incompatible changes to the GUI are documented at Incompatible GUI Changes, as such changes only take effect when the GUI is regenerated.
8.3.0 / 7.8.0
Box_reverse and Box_align The box_reverse
property now no longer adjusts the box
alignment. To adjust the box alignment, set the box_align
property to 1.0, or use:
define config.box_reverse_align = true
To get the 8.2 behavior.
Retained speech bubbles are now automatically cleared away when other say, menu, or call screen
statements are invoked. This is controlled by the bubble.clear_retain_statements
variable.
To disable this, add to your game:
define bubble.clear_retain_statements = [ ]
How ATL sets the child from parameters The rules as for how and when ATL transforms get their child set, based upon the parameters they accept and the arguments they are passed, has slightly changed. It is unlikely to have any impact on existing games, especially if you were only using documented features.
The old_widget parameter taking a value from a positional argument does not set the child anymore. That was an undocumented misuse of ATL Transitions.
transform t(old_widget): ... t("eileen") # will no longer have a child set to the "eileen" image
A child keyword argument being passed to a transform having a child parameter now sets the child, just as it would in a transform with no child parameter, or if the child parameter got a value from a positional argument. The documentation was ambiguous about this.
transform t1(child): ... transform t2(delay=1.0): ... t1(child="eileen happy") # will now have a child set to the "eileen happy" image, but previously didn't. t2(child="eileen happy") # the child is set, as before. t1("eileen happy") # the child is set, as before.
Character Callbacks have been changed to take a large number of additional arguments, as documented at Character Callbacks. This should not require changes as character callbacks should have been written to ignore unknown keyword arguments, but if not the character callbacks may need to be updated.
Window Statement The window show
annd window hide
statements
no longer disable the window auto
flag. If you'd like to do this, then
either use the new window auto False
statement, or change your game
to include:
define config.window_functions_set_auto = True
When a window show
occurs after window hide
, Ren'Py will look forward
to the next say statement to determine the type of thr window to show. Previously,
it looked back to the last say statement. To revert this change, include:
define config.window_next = False
String Munging Munging of names beginning with __ but not containing a second instance of __ will now occur inside a string just like it does in the rest of a script. What this means is that:
$ __foo = 1 "Add one and __foo and you get [1 + __foo]."
will be rewritten to:
$ _m1_script__foo = 1 "Add one and _m1_script__foo and you get [1 + _m1_script__foo]."
To disable this, in a file named 01nomunge.rpy in your game directory, write:
define config.munge_in_strings = False
Cropping Outside the Bounds of a Displayable The behavior of cropping a
displayable with a box larger than the displayable has changed. As of this
release, values passed to Crop()
, crop
, corner1
and
corner2
are not bound by the original boundaries of the displayable.
In 8.2.x and 7.7.x releases of Ren'Py, the behavior was to crop the right/bottom of the displayable, but unconstrain the left/top. This behavior can be restored by adding to your game:
define config.limit_transform_crop = True
Before 8.2 and 7.7, the behavior was to crop the right/bottom of the displayable if the value was a float, and leave left/top unconstrained. This behavior can be restored by adding to your game:
define config.limit_transform_crop = "only_float"
8.2.2 / 7.7.2
Fill and Frames In certain cases in 8.2.1 and earlier, the xfill
and yfill
style properties could cause Frames, Windows, and Buttons to shrink in size. Now, only expansion in
size is allowed. To revert this, add:
define config.fill_shrinks_frame = True
8.2.1 / 7.7.1
*Vertical Text Vertical text had been improved in the harfbuzz shaper, with the text now being rendered in the correct place. This may cause position changes, but since the previous version was wildly incorrect, no compatibility define is provided.
8.2.0 / 7.7.0
Stringified annotations and the aborted future of PEP 563 Since Ren'Py
version 8.0.2, Python code in Ren'Py 8 was always compiled using the
from __future__ import annotations
directive, with no possible opt-out
for creators.
Given that this change will most likely not be implemented by default in future versions of Python, we rolled that change back.
In order to keep using the annotations
future for stringified annotations,
you can add the following line at the top of your files:
rpy python annotations
Text Changes Ren'Py uses harfbuzz for shaping, which may produce different glyphs than would have been produced differently, and may change the spacing of text. The positioning of vertical text has also been changed by harfbuzz rendering.
To revert this changes, include in your game:
style default:
shaper "freetype"
Ren'Py will automatically use an Emoji font when required. To disable this, add:
style default:
emoji_font None
Interpolation Changes Interpolations in strings are now treated as Python expressions, this results in mostly equivelent behaviour when interpreting fields except when item getters are in use. For example:
# Previously
e "[player[money]]" #=> player['money']
# But now
e "[player[money]]" #=> player[money]
To revert this behaviour, add the following to your game:
define config.interpolate_exprs = False
To help other developers work while you're migrating your game to the new behavior, there is a fallback mode that will first try the new behavior, and then fall back to the old behavior if the new behavior fails. To enable this, add the following to your game:
define config.interpolate_exprs = "fallback"
Polar Coordinate Changes Ren'Py now enforces that the angles given to
the angle
and 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 angle
and anchorangle
with ATL, if a direction
is not supplied, the shortest arc will be used, even if it passes through 0.
There is not a compatibility define for these changes, as they are unlikely to affect the visible behavior of games in practice.
Empty ATL Blocks Forbidden Previously, Ren'Py would allow an empty ATL block. Now it will report that a block is required. You'll need to change:
show eileen happy:
"..."
to:
show eileen happy
"..."
In the unlikely case that you have an empty ATL block.
Box Reverse The 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
box_reverse
was enabled. This can change the sizes of some displayables.A hbox that has
box_wrap
set will wrap from top to bottom, rather than bottom to top. A vbox withbox_wrap
set will wrap from left to right, rather than right to left.
The goal of these changes is to make the behavior of box_reverse more useful for laying out interfaces in right-to-left languages. To revert these changes, add to your game:
define config.simple_box_reverse = True
build.itch_channels That variable was always documented as a dict but was mistakenly implemented as a list of tuples. It's now truly a dict. If you were using list operations on it, you'll need to change your code:
# formerly
$ build.itch_channels.append(("pattern", "channel"))
$ build.itch_channels.extend([("pattern", "channel")])
define build.itch_channels += [("pattern", "channel")]
# now
$ build.itch_channels["pattern"] = "channel"
$ build.itch_channels.update({"pattern": "channel"})
define build.itch_channels["pattern"] = "channel"
define build.itch_channels |= {"pattern": "channel"}
New position type The new position()
type has been added to the list
of position types. As a result, it can be returned by the
renpy.get_placement()
function at any time, even in cases when it
previously returned another type or if you don't use the new type anywhere in
your game.
To prevent this, add to your game:
define config.mixed_position = False
Drag Group Add Changes Adding a displayable to a DragGroup
now
adds it above the other displayables in the group, rather than below them.
To change this, add to your game:
define config.drag_group_add_top = False
Translate Statements and config.statement_callbacks Translate statements
(including internal statements that Ren'Py automatically generates) will no
longer cause config.statement_callbacks
to be called.
Transitions Use Child Placements If the child of a transitions provides placement information, that will be used by the transition itself. This only makes sense when the transition is used by an ATL transition, and both the old and new children provide the same placement information.
To disable this, add to your game:
define config.transitions_use_child_placement = False
Containers Pass Transform Events 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.
To disable this, add to your game:
define config.containers_pass_transform_events = set()
Say Screens Are Supplied the Replace Event. Say screens are now supplied the "replace" (rather than "show") transform event for the second and subsequent pauses.
To disable this, add to your game:
define config.say_replace_event = False
Re-showing A Screen No Longer Cancels a Hide Event Previously, if a screen was hidden and re-shown, a hide or replace transform event associated with the same screen would be cancelled, and the hiding or replaced screen would instantly disappear. Now, the event will be allowed to run to completion.
To disable this, add to your game:
define config.screens_never_cancel_hide = False
8.1.1 / 7.6.1
Android Key Migration 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. In the Play Console, this produced an error message like:
You uploaded an APK that is not signed with the upload certificate. You must use
the same certificate. The upload certificate has fingerprint:
SHA1: ...
and the certificate used to sign the APK you uploaded has fingerprint:
SHA1: ...
While this can be cause by other problems (like simply using entirely incorrect keys), one potential fix is:
In your project's base directory, rename
bundle.keystore
tobundle.keystore.bak
.In your project's base directory, copy
android.keystore
tobundle.keystore
.
Then rebuild and re-upload your bundle.
8.1.0 / 7.6.0
Conflicting properties The former default input screen, which may have found its way into your game, contains conflicting style properties. The fix for that is as follows:
+define config.check_conflicting_properties = True
screen input(prompt):
style_prefix "input"
window:
vbox:
- xalign gui.dialogue_text_xalign
+ xanchor gui.dialogue_text_xalign
xpos gui.dialogue_xpos
xsize gui.dialogue_width
ypos gui.dialogue_ypos
text prompt style "input_prompt"
input id "input"
Speech Bubbles Adding bubble support to an existing game requires adding files and script to the game. The Speech Bubbles documentation includes the required changes.
Live2D Ren'Py now requires Live2D Cubism 4 SDK for Native R6_2 or later. It may refuse to run if an older version is used.
Texture Memory Ren'Py now accounts for texture memory more precisely.
In general, games can raise config.image_cache_size_mb
by 33%, and
use the same amount of memory.
Audio Fadeout When audio is stopped or changed using play
, there is now
a default fadeout of 0.016 seconds, to prevent pops. This is controlled by
the config.fadeout_audio
variable. To disable the fadeout:
define config.fadeout_audio = 0.0
Fading is now logarithmic, which sounds smoother to the human ear as it matches the way ears perceive sound. To revert to the old linear fades:
define config.linear_fades = True
Translate None Ren'Py will now produce an error when encountering an explicit
translate None
statement that does not translate strings, styles, or python.
These should be rare, in practice. The recommended change is to replace:
translate None start_abcd1234:
e "This is a test"
with:
e "This is a test" id start_abcd1234
This change can also be reverted with:
define config.check_translate_none = False
Keymap The keymap has changed substantially, which means that if your game changes the default keymap - usually a bad idea - it will need to be updated to reflect the new keysyms.
File Search Ren'Py will now only look for image files in game/images, rather than all files. To look for all files in game/images, use:
define config.search_prefixes += [ "images/" ]
The paths that are searched consider the purpose of the file, rather than the
type or extensions. So renpy.loadable("dlc.jpg")
won't look for game/images/dlc.jpg.
If you'd like to find that file, write renpy.loadable("images/dlc.jpg")
. If you'd
like to search for a file that can be in either game/ or game/images, write
renpy.loadable("dlc.jpg", "images")
.
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.
If you'd like to use your own keys, configure your game, edit android.json
to set update_keystores to false, and then edit local.properties
and
bundle.properties
in rapt/project
to point to your own keystore files.
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.
Dialogue history 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. During the statement, the dialogue is shown with a kind of "current".
In rare cases, your game might have relied on the old behavior. If so, it can be disabled with:
define config.history_current_dialogue = False
Steam appid 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.
Sticky layers This release introduces the concept of sticky layers which help automatically manage tags being placed on layers other than their default. In the rare case that a game requires multiple of the same tag, to be displayed at the same time, on different layers then this may not be desirable.
To disable sticky layers entirely, add to your game:
define config.sticky_layers = [ ]
Alternatively, to prevent only specific layers from being sticky, update
their definitions to include sticky=False
:
init python:
renpy.add_layer("ptfe", sticky=False)
Lenticular bracket ruby text This release of Ren'Py introduces lenticular bracket ruby text, an easier way of writing ruby text. If a game included a literal 【, it needs to be doubled, to "【【", to quote it properly. (This is only strictly necessary when the text is succeded by a full-width vertical bar, but works always.)
To disable lenticular bracket ruby text, add to your game:
define config.lenticular_bracket_ruby = False
Constant stores. This release of Ren'Py introduces constant stores, and makes some of the built-in stores constant. Constant stores should not change outside of the init phase. The following stores are constant:
_errorhandling _gamepad _renpysteam _warper audio achievement build director iap layeredimage updater
If your game changes a variable in one of these stores, outside of the init, the store can be set to non-constant with (for example):
define audio._constant = False
Mixer volumes now must be specified using a new format, where 0.0 is -40 dB (power) and 1.0 is 0 dB (power). To use the old format, where the samples were multiplied by volume ** 2, use:
define config.quadratic_volumes = True
Alternatively, you can determine new default volumes for config.default_music_volume
,
config.default_sfx_volume
, and config.default_voice_volume
variables. If any
of these is 0.0 or 1.0, it can be left unchanged.
At Transform and Global Variables An at transform block that uses a global variable is not re-evaluated when the variable changes. This matches the behavior for ATL that is not in screens.
The recommended fix is to capture the global variable into a local, by changing:
screen test():
test "Test":
at transform:
xpos global_xpos
to:
screen test():
$ local_xpos = global_xpos
test "Test":
at transform:
xpos local_xpos
This change can be reverted with:
define config.at_transform_compare_full_context = True
8.0.2 / 7.5.2
A modal screen now blocks the pause
statement and renpy.pause`()
function from timing out. This was the indended behavior, but didn't work
in some cases. This change can be reverted with:
define config.modal_blocks_pause = False
The default games no longer filter Ruby/Furigana text tags from the history.
This requires the line in screens.rpy that sets gui.history_allow_tags
to be changed to:
define gui.history_allow_tags = { "alt", "noalt", "rt", "rb", "art" }
This change is only required if your game uses Ruby/Furigana text tags.
8.0.0 / 7.5.0
The "Windows, Mac, and Linux for Markets" distribution has been changed to no longer prefix the contents of the zip file created with the directory name and version number. If you'd like to retain the old behavior, add to your game:
init python:
build.package("market", "zip", "windows linux mac renpy all", "Windows, Mac, Linux for Markets")
For the noalt text tag to work with history, you'll need to edit
screens.rpy to make sure that gui.history_allow_tags
contains
"noalt". The defaultfor this variable is:
define gui.history_allow_tags = { "alt", "noalt" }
(This change was necessary in 7.4, but only documented now.)
The behavior of Ren'Py changed sometime in the 7.4 series, such that
rollback through a load behaved correctly, and reverted the changes
performed in the after_load
label, and by config.after_load_callbacks
.
(The previous behavior was undefined, with some changes reverted and some not,
leaving the game in an inconsistent state.) If your game has to migrate
data after a load, it's now recommended to call renpy.block_rollback()
to prevent the changes from being rolled back.
The config.narrator_menu
variable now defaults to True. It's been
set to true in the default screens.rpy for some time. In the unlikely event
it was false in your game, restore the old behavior with:
define config.narrator_menu = False
The sound and voice channels are now stopped when ending the main menu. To revert to the prior behavior (only the movie channel was stopped), add to your game:
define config.main_menu_stop_channels = [ "movie" ]
Screens called by call screen
no longer support roll forward by default.
See the changelog for the problems it can
cause. Roll forward can be enabled on a per screen basis with the roll_forward property,
or for all screens with:
define config.call_screen_roll_forward = True
Key and timer statements no longer take up space inside a vbox or hbox, and the showif statement does not take up space when its child is hidden. To revert this change:
define config.box_skip = False
The focus_mask
style property now defaults to None for drag displayables.
This improves performance, but means that the displayable can be dragged by
transparent pixels. To revert this, the focus_mask property can be set to True
for individual drags, or globally with:
style drag:
focus_mask True
Both options reduce performance.
The outline_scaling
style property now defaults to "linear". This means
the window scaling factor is applied to the outline size, and then rounded to an
integer. This can cause multiple outlines of similar sizes to disappear. To revert
this, the outline_scaling property can be set to "step" for individual text elements,
or globally with:
style default:
outline_scaling "step"
The crop_relative
transform property now defaults to True instead of False.
Absolute numbers of pixels to set the cropping should be expressed with ints or
absolute
numbers. To revert to the former default behavior, which casts floats to
an absolute number of pixels, use:
define config.crop_relative_default = False
However, be warned that like most things documented only on this page, this will
conflict with - and cannot be used at the same time as - some other new features.
This setting applies to crop
, and also now to corner1
and
corner2
.
The platform-specific directories inside lib/ have had name changes. The
lib/windows-x86_64
directory is now lib/py2-windows-x86_64
. This
change helps support the development of the Python 3 powered Ren'Py 8.
These directories are not documented, and may change between Ren'Py
versions, but we do guarantee that sys.executable
is set.
Vpgrids cannot be overfull anymore, and can only be underfull if the
allow_underfull
property is passed, or if config.allow_underfull_grids
is
set to True.
The way layered images place their children, and how children
with variable size are sized, has changed. Instead of taking into account the available
area in the context the layeredimage is displayed, it now presumes the size of the
screen is available, unless an explicit size has been given with xsize
,
ysize
or xysize
. To revert to the old behavior, where a layeredimage
can display differently in different contexts, you can use:
define config.layeredimage_offer_screen = False
Or you can also toggle it for specific layeredimages by passing them the
offer_screen
property.
The function
statement in ATL will only block catch-up in cases where it
executes more than once. To revert to the old behavior, where ATL would block
at a function, use:
define config.atl_function_always_blocks = True
7.4.11
Ren'Py will now run a button's unhovered property even when focus is changed by default, such as when a screen is shown or unshown. To revert to the old behavior, use:
define config.always_unfocus = False
7.4.9
Ren'Py will now interpret floating point numbers given to a Transform's
xsize
or ysize
properties as a size relative to the area
available to the Transform. To revert this change:
define config.relative_transform_size = False
The order in which Ren'Py's self-voicing reads out layers, screens, and displayables in screens has changed so that screens and displayables closest to the player are read first. To revert to the old order:
define config.tts_front_to_back = False
7.4.7
When xminimum
and xmaximum
are both floats, the
minimum is interpreted as being a fraction of the available area. This
means that xsize
will have the expected result when being
given a float. This may cause some displayables to change size. To revert
this change:
define config.adjust_minimums = False
An ATL displayable will now start its animation when it first appears, rather than when the screen itself is shown. To revert this change:
define config.atl_start_on_show = False
Input carets now blink by default. To change this:
define config.input_caret_blink = False
7.4.6
The change regarding the layer at list in 7.4.5 was reverted. The new camera
statement defaults to the new semantics, while leaving show layer
alone.
7.4.5
Games produced with this version use the model-based renderer by default. To disable the model-based renderer, use:
define config.gl2 = False
Reverted in 7.4.6
The scene
statement no longer clears the layer at list. To clear the
layer at list, use:
show layer master
Where "master" is the name of the layer. Alternatively, the old behavior can be restored with:
define config.scene_clears_layer_at_list = True
7.4.3
It is now possible to click to dismiss transitions introduced with
renpy.transition()
, and places that use it like the with
clause
of say or call screen
statement. To prevent this, use:
define config.dismiss_blocking_transitions = False
7.4.1
Pause with a delay now uses renpy.pause()
rather than with Pause(...)
.
This means that the user will have to click to bypass multiple pauses in a row.
To revert to the old behavior, use:
define config.pause_with_transition = True
7.4
Mobile platforms now use hardware, rather than software, video playback. To restore the old behavior, use:
define config.hw_video = True
Ren'Py will now only show side images if with at least one attribute in addition to the image tag. To disable this, use:
define config.side_image_requires_attributes = False
While setting config variables, like config.mouse
, outside of the init
phase was never supported, it will not work in 7.4. Consider using the
default_mouse
variable to set a custom mouse cursor, instead.
7.3.3
Callbacks registered with config.start_callbacks
are now run
after default
statements in all cases. To restore the old behavior
(where callbacks were run before default
statements during game
but not replay start), use:
define config.early_start_store = True
When given to a viewport or vpgrid with scrollbars, the minimum, xminimum, and yminimum side properties now apply to the side containing the scrollbars and viewport, and not solely the viewport.
To work around this, either use viewport_minimum
, viewport_xminimum
,
and viewport_yminimum
, or include:
define config.compat_viewport_minimum = True
7.3.0
Screen language now produces the error "a non-constant keyword argument ... is not allowed after a python block." when it encounters screens similar to the following:
screen test():
default a = 0
button:
$ a = 1
action Return(a)
text "Test"
This is because the property action is run before the python assignment, meaning this was returning 0 when clicked, not 1. To disable this check, add
define config.keyword_after_python = True
to a file named 01compat.rpy in your game's game directory. However, your game will have the old behavior.
The order in which children of the side
layout are drawn is now
taken from the control string. To revert to the old fixed order, use:
define config.keep_side_render_order = False
The interface of config.say_attribute_transition_callback
has
been changed in an incompatible way, to allow sets of old and new tags
to be given. To revert to the old interface, use:
define config.say_attribute_transition_callback_attrs = False
It's mode parameter has also been slightly changed, and will now return
a value of both
when both a permanent
and temporary
attribute transition is occuring.
7.2.2
config.say_attribute_transition_callback
has been changed to
accept a new argument, the image being displayed.
7.1.1
Ren'Py's window auto function will now determine if dialogue or a caption is associated with a menu statement, and will attempt to hide or show the dialogue window as appropriate. A "Force Recompile" is necessary to include the information that enables this feature. While it should work with older games, this can be disabled and the old behavior restored with:
define config.menu_showed_window = True
define config.window_auto_show = [ "say" ]
define config.window_auto_hide = [ "scene", "call screen" ]
While not technically an incompatible change, there is a recommend change to the history screen. Please see the changelog entry for details of how to update your game.
7.1
When an image is not being show, say-with-attributes now resolves a side image, rather than just using the attributes given. To disable this, add:
define config.say_attributes_use_side_image = False
7.0
Ren'Py now defines automatic images at init 0, rather than at a very late init level. To revert to the prior behavior, add to your game:
init -1:
define config.late_images_scan = True
The Dissolve()
, ImageDissolve()
, and AlphaDissolve()
transitions now default to using the alpha channel of the source
displayables, as if alpha=True
was given. To revert this change, add:
define config.dissolve_force_alpha = False
Showing a movie sprite that is already showing will now replay the movie. To revert to the previous behavior:
define config.replay_movie_sprites = False
6.99.13
The size of a hyperlink is now inherited from the size of the enclosing text. To disable this, add:
define config.hyperlink_inherit_size = False
The {nw} text tag now waits until voice and self-voicing are finished before it continues. To disable this behavior, add:
define config.nw_voice = False
ATL Transforms now show at least one frame whenever a pause or interpolation occurs. When a game doesn't expect this, it can show up as a series of rapidly displayed single frames. This can be disabled with:
define config.atl_one_frame = False
The show layer at statement now persists the state of a transform like any other ATL transform. This can lead to a behavior change in which, for example, an offset persists between multiple show layer at statements. To disable this, write:
define config.keep_show_layer_state = False
While not an incompatible change, renpy.list_files()
has been
changed to sort its output in a standard order. The causes Ren'Py
to commit to behavior that had been ambiguous. For example, when
multiple files in the images directory had the same name, Ren'Py
would pick one at random. (The file picked could change from
system to system.) Now, the same file is chosen wherever Ren'Py
is run.
6.99.12.3
Ren'Py will no longer search for system-installed fonts when in developer mode. If you game was using a system installed font, the font file should be copied into the game/ directory. (But please make sure that this is compatible with the font file's license.)
6.99.11
The order of execution of style
and translate
statements has
changed, as documented in the changelog. To
revent this change, add the code:
define config.new_translate_order = False
Note that reverting this change may prevent the new GUI from working.
The config.quit_action
variable has changed its default to one
that causes the quit prompt to be displayed of the in-game context. To
revert to the old behavior, add the code:
define config.quit_action = ui.gamemenus("_quit_prompt")
Ren'Py now enforces maximum sizes given to buttons and windows. To disable this behavior, add the code:
define config.enforce_window_max_size = False
6.99.9
Ren'Py now plays interface sounds on a channel named "audio", that
supports multiple sound playback at once. This channel might not have
the same settings as a customized sound channel. The audio channel
settings can be changed by adjusting config.auto_channels
,
or the sound channel can be used by adding the code:
define config.play_channel = "sound"
6.99.2
Ren'Py will now scan the an image directory (the directory named images underneath the game directory) for images, and define them based on their filename. To disable this behavior, use the code:
init python:
config.image_directory = None
6.18
The show screen
and call screen
statements may now evaluate their
arguments as part of the screen prediction process. If evaluating the
arguments to a screen causes side effects to occur, the show screen
or call screen
statements should be given the new nopredict
clause, which prevents prediction.
Screens now participate in transitions – transitions now go from the old
state of the screen to the new state. To disable this, set
config.transition_screens
to false.
Ren'Py no longer uses structural equality to transfer state (for example,
the state of a transform) when a screen replaces a screen with the same
tag. Instead, the use statement now supports an id
property, which can be used to explicitly transfer state.
6.16
The meaning of the loop parameter to MusicRoom()
has changed. To
get the old behavior, set both loop and single_track to true.
6.15.7
Ren'Py now expects auto-forward mode to be controlled by the "auto-forward" Preference()
.
To have it controlled by the auto-forward mode slider, set config.default_afm_enable
to
None.
6.14
Previously, Ren'Py moved archived files into the archived/ directory. It would search this directory automatically when running a game or building archives. One-click builds make this unnecessary, and files in archived/ should be moved back into the game directory.
MoveTransition()
has changed its interface. The old version of
MoveTransition can be accessed as OldMoveTransition, if you don't want
to rewrite your code. (The changes only matter if you use factories with
MoveTransition.)
Transform()
has changed its behavior with regards to
asymmetrically scaled and rotated images. It's unlikely the old
behavior was ever used.
6.13.8
Old-style string interpolation has been re-enabled by default. If you wrote code (between 6.13 and 6.13.7) that uses % in say or menu statements, you should either write %% instead, or include the code:
init python:
config.old_substitutions = False
6.13
The changes to text behavior can affect games in development in many ways. The biggest change is the introduction of new-style (square-bracket) text substitutions, and the elimination of old-style (percent-based) substitutions. These changes can be reverted with the code:
init python:
config.old_substitutions = True
config.new_substitutions = False
New- and old-style substitutions can coexist in the same game, by setting both variables to True.
Ren'Py has also changed the default line-wrapping behavior. While the new behavior should never increase the number of lines in a paragraph, it may change which words fall on each line. To restore the old behavior, add the code:
init python:
style.default.layout = "greedy"
style.default.language = "western"
A bug with negative line_spacing was fixed. This fix can cause blocks of text to shrink in height. To revert to the old behavior, use:
init python:
config.broken_line_spacing = True
Finally, the new text code may lead to artifacts when displaying slow
text, especially in conjunction with a negative line spacing. Consider
adjusting line_overlap_split
to fix this.
6.12.1
Image names have changed from being static names to being
attribute-based. This can lead to image names that were previously
distinct becoming ambiguous. To disable attribute-based image names,
set config.image_attributes
to False.
Showing an image without providing a transform or ATL block will now
continue the previous transform that the image was using. This means
that a moving image may continue moving once it has changed. To revert
to the old behavior, set config.keep_running_transform
to False.
The image argument to Character()
has changed meaning. While
the old meaning was unsupported in the screens-based environment, it
can be restored for compatibility purposes by setting
config.new_character_image_argument
to False.
6.12.0
The definition of the items parameter of the Choice and
nvl_choice
screens has changed. The nvl_choice
screen is
deprecated in favor of the NVL screen.
Screens may be invoked at any time, in order to allow for image prediction, unless they have a predict property of False. When the predict property is not False, screens should not cause side effects to occur upon their initial display.
For performance reason, Ren'Py now ignores the position properties of
ImageReferences. This means that the position properties of
style.image_placement are now ignored. To revert to the old behavior,
set config.imagereference_respects_position
to True.
6.11.1
MoveTransition has been modified to respect the xoffset and yoffset parameters of the displayables it is moving. The factory functions that are used for movement now take xoffset and yoffset parameters. While the built-in movement factories take these parameters without problem, user-defined factories may need to be upgraded to use or ignore these additional parameters.
6.11.0
The transform specified by the
config.default_transform
variable is used to initialize the transform properties of images shown using the show and hide statements. The default value of this transform setsxpos
andxanchor
to 0.5, andypos
andyanchor
to 1.0.This represents a change in the default value of these style properties, which were previously uninitialized and hence defaulted to 0.
By including the
reset
transform in ATL transforms, these properties can be reset back to 0. Alternatively, one can stop using the default transform, and revert to the old behavior, using the code:init python: style.image_placement.xpos = 0.5 style.image_placement.ypos = 1.0 style.image_placement.xanchor = 0.5 style.image_placement.yanchor = 1.0 config.default_transform = None
If a transform does not define one of the position properties
xpos
,ypos
,xanchor
, oryanchor
, that property will be taken from the transform's child, if the defines that property.This makes it possible to have one transform control a displayable's vertical motion, and the other control the horizontal. But this is incompatible with previous behavior, and so can be disabled with the
config.transform_uses_child_position
variable.init python: config.transform_uses_child_position = False
6.10.0
The default positions (left, right, center, truecenter, offscreenleft, and offscreenright) are now defined as ATL transforms. This means that showing an image at such a position will cause the position to be remembered. If you do not want this behavior, you need to redefine these positions, by adding the code:
define left = Position(xalign=0.0) define center = Position(xalign=0.5) define truecenter = Position(xalign=0.5, yalign=0.5) define right = Position(xalign=1.0) define offscreenleft = Position(xpos=0.0, xanchor=1.0) define offscreenright = Position(xpos=1.0, xanchor=0.0)
6.9.2
To migrate your game from Ren'Py 6.9.2 or later, copy the directory containing your game into your projects directory. You can choose a projects directory by clicking "Options", "Projects Directory" in the Launcher. Please see the Ren'Py 6.9.2 release notes for information about migrating from older releases.