Oh wow, good. It seems that
the character art weirdness I posted about is fixed with this? I recompiled my test demo and it functioned nicely.
Meanwhile in my main project...
There were minor instances where I had to turn "else" into "else:". I dunno how these worked in the first place. I also got errors in my keymap changes because I didn't have the new keybindings, that was easy enough to add them in too.
There was something interesting about extend. To create an effect like menus are displayed at the
end of a message, I do this:
Code: Select all
tay "What do you want to do...?"
menu:
extend ""
# followed by normal menu things
Before, all this would do would create a minor flicker at the end of a message. Now, the extend has the whole message re-type, along with ignore its callback.
ToggleSingleTrack() seems to have been deprecated (returns not defined), and
my work-around is non-functional. However the music screen may be generally broken, as once music starts playing, all hover styles fail to work until click, which may be a sign of other issues. Removing
on "replace"/
on "replaced" that change the music entering/leaving the screen didn't change anything once music was played manually.
Two screens with scrolling viewports appear to run into this error when trying to close them. Removing the
vbar value YScrollValue stops the error.
Code: Select all
While running game code:
File "renpy/common/00barvalues.rpy", line 383, in get_adjustment
raise Exception("The displayable with id %r is not declared, or not a viewport." % self.viewport)
Exception: The displayable with id 'track_list' is not declared, or not a viewport.
Both them look pretty much the same.
Code: Select all
viewport id "track_list":
draggable True mousewheel True
vbox:
for tr in sound_list:
if music_test.is_unlocked(tr.track):
button:
style_group "track"
action music_test.Play(tr.track)
has hbox
frame:
text tr.title
frame:
text tr.artist
else:
textbutton ("{=tgr}? ? ? ?{/=tgr}")
vbar value YScrollValue("track_list")
Readback is non-functional at moment of scrolling up. I don't see any reference to the scene, so I'm not sure what's doing it. (The two references to ui.close don't seem to be the issue.)
Code: Select all
Exception: Spurious ui.close().
Full traceback:
File "renpy/common/00gamemenu.rpy", line 163, in script
$ ui.interact()
File "C:\renpy\renpy\ast.py", line 770, in execute
renpy.python.py_exec_bytecode(self.code.bytecode, self.hide, store=self.store)
File "C:\renpy\renpy\python.py", line 1382, in py_exec_bytecode
exec bytecode in globals, locals
File "renpy/common/00gamemenu.rpy", line 163, in <module>
$ ui.interact()
File "C:\renpy\renpy\ui.py", line 247, in interact
rv = renpy.game.interface.interact(roll_forward=roll_forward, **kwargs)
File "C:\renpy\renpy\display\core.py", line 2145, in interact
repeat, rv = self.interact_core(preloads=preloads, **kwargs)
File "C:\renpy\renpy\display\core.py", line 2393, in interact_core
root_widget.visit_all(lambda i : i.per_interact())
File "C:\renpy\renpy\display\core.py", line 335, in visit_all
d.visit_all(callback)
File "C:\renpy\renpy\display\core.py", line 335, in visit_all
d.visit_all(callback)
File "C:\renpy\renpy\display\core.py", line 335, in visit_all
d.visit_all(callback)
File "C:\renpy\renpy\display\core.py", line 337, in visit_all
callback(self)
File "C:\renpy\renpy\display\core.py", line 2393, in <lambda>
root_widget.visit_all(lambda i : i.per_interact())
File "C:\renpy\renpy\display\screen.py", line 365, in per_interact
self.update()
File "C:\renpy\renpy\display\screen.py", line 511, in update
renpy.ui.close()
File "C:\renpy\renpy\ui.py", line 325, in close
stack[-1].close(d)
File "C:\renpy\renpy\sl2\slast.py", line 129, in close
raise Exception("Spurious ui.close().")
Exception: Spurious ui.close().
I'm not sure, but there could also be a performance fix with quitting to the title, of which I've noticed before. There's an
obvious pause, but the transition no longer trips up.
... er, these
are useful reports, right? :D;;