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[pygame] Pygame 2.0.2.dev2 - Drumroll release



💐💐😉😊💐💐
Cheer Up! 🍵
🍂 )) 🍂
🍂┃ (( * ┣┓ 🍂 we have a python3 -m pip install pygame==2.0.2.dev2
🍂┃*💗 ┣┛ 🍂
🍂┗━━┛ 🍂
🎂 For YOU 🍰
💐💐😌😊💐💐

Hello internet strangers. We’re back with a new release, packed with tons of mundane bug fixes and unexciting improvements! It’s been a while since the last release, but in that time pygame development has been moving ahead. This release, 36 contributors (25 new ones!) contributed over 75 pull requests. Since 2.0.1, over 200 files were edited, with more than 16,000 lines added, and more than 7,000 lines deleted.

This is a development pre-release, so we can test out new release machinery. Probably we will do a couple more dev pre-releases, but we hope to have a full 2.0.2 release soon. There's a bunch of PRs still open that we want to help resolve and merge in before that.



                    So grab a beverage, 
                    and doom scroll our release notes,
                    we prepared just for you,
                   (&& those other interweb weirdos)



Bug Fixes 🐛

Artisanal source code like ours has the best intentions, but there's nothing like computers to bamboozle our best efforts. It used to be actual bugs climbing inside the pipe organs programmed to play and the looms programmed to weave, but these days that excuse doesn't really work. Our bad.

Bugs in this 1910 Jacquard loom would be actual bugs

New contributor @mhollands fixed an issue where arcs wouldn’t fully draw in #2480
arc drawing image

(See more the video at https://www.youtube.com/watch?v=1PBd3VJrfDw if you're interested)

@ankith26 fixed

@Starbuck5 fixed:

@MightyJosip fixed duplicate entries in display.list_modes() in #2470

@robertpfeiffer fixed

Sysfont fixes

One module in particular has come a long way in this release — sysfont. Thanks to @Starbuck5

As well as working better on windows and mac... Before, if you requested "Cambria," pygame would silently give out Cambria bold.
before

Now, Cambria is Cambria
after

(Of course you can still request bold from SysFont and it will hook you up, at least for Cambria)

New Features

@dr0id added

projected = v3.project(v3) This is useful for collision detection in finding the components in a certain direction (e.g. in direction of the wall). For a more detailed explanation see Wikipedia <https://en.wikipedia.org/wiki/Vector_projection>_.

The .touch attribute is for events that were generated by a touch input device, and not a real mouse. You might want to ignore such events, if your application already handles finger events.

@robertpfeiffer added an exclude argument to pygame.event.get(), allowing inverse filtering, in #2512, with a test in #2546.

@MyreMylar worked on

@Starbuck5 added

Internal / Portability

New contributor @Muxelmann fixed the path to homebrew in #2636, fixing some pygame issues on M1 Mac!

New contributor @odidev and @illume added aarch64 wheel build support, along with a docker file, and github actions tests for it in #2610 and #2675

New contributor @fniephaus made a compatibility fix for GraalPython in #2580

@MyreMylar updated the sse2neon header to make it build alpha blitter on arm in #2425

@ankith26 and @illume added github actions, disabled travis builds except arm64 in #2507 and #2600. This was crucial to keep pygame development functional after the shutdown of travis-ci.org.

@Pierre-Sassoulas used their pylint expertise to keep pygame’s code base clean and functional in #2509, #2579, and #2634.

@Starbuck5 added Python 3.10 support in #2586, updated functions to return bools rather than ints in #2534, and moved to SDL 2.0.16 on Windows in #2670.

@illume moved to SDL 2.0.16 on Linux, as well as many other dependency updates, in #2676

Docs

                                       _________________________
                                     =(__    ___       __     __)=
                                       |                       |
                                       |                       |
                                       | python -m pygame.docs |
                                       |                       |
                                       | A large number        |
                                       | documentation fixes   |
                                       | were made in this     |
                                       | release.              |
                                       |                       |
                                       |__    ___   __    _____|
                                     =(_________________________)=

@llindstrom, @Pierre-Sassoulas, and @Starbuck5 corrected incorrection information in: #2485, #2582, #2654. @robertpfeiffer added to the TEXTINPUT documentation in #2456.

New contributors @SplatRT, @bambalamm, @deek80, @NKID00, @MaukWM, and @shawnbyday all cleaned up the documentation with grammar and typo fixes, in: #2431, #2437, #2519, #2555, #2583, #2644. @Starbuck5 contributed to this worthy goal in #2590

New contributor @Grimmys and @Starbuck5 worked on the documentation build system, upgrading it from Sphinx 1 to Sphinx 3, hiding the obsolete Overlay and cdrom modules from the top bar, and adding the --fullgeneration flag to setup.py docs. #2513, #2511, #2617, #2624.

New contributor @Taffer added a page to showcase all of pygame’s named colors, in #2559. When it is live, it will be at https://www.pygame.org/docs/ref/color_list.html.

New contributor @kaiec noticed that SDL_Image, pygame’s image loading backend, supports more than we had documented, so updated the documentation accordingly, in #2619. (We support WebP and SVG, who knew?) New contributor @duthades continued this by adding tests for the new image formats in #2656.

Finally, new contributor @ayushbisht2001 added a nice logo to the README in #2441, sprucing it up nicely.

Type Hints

Typehints got some neat updates in this release as well, so that you can code with pygame in your favourite IDE and you get that sweet auto-correct/autocomplete and type-checking to catch bugs even before they are reported!

New contributor @jakebailey made tons of good typehint fixes in #2537, the most important ones being, correctly exporting submodules in a way that typehints are recognized for the submodules, and generic types used in annotations being fixed to include the missing type params, among other fixes.

New contributors:

@MyreMylar Add str and RGBA tuple types to freetype/font type hints in #2462, and Correct blits typehint sequence arg to cover blit inputs in #2482

@ankith26 and @zoldalma999 overhauled many incorrect uses of Optional in #2678

Examples

New contributor @jonozw added a needed pg.quit() for IDLE compatibility in the stars example (#2560). Many other examples needed this too, so another expeditious new contributor (@AnudeepGunukula) swept through and made sure it was on every example in #2643.

@MightyJosip fixed a crash in the mask example in #2606.

New contributor @mljli improved the aliens example in #2608, new contributor @njbradley improved the font_viewer example in #2655 (it’s cool check it out), and @Starbuck5 overhauled the chimp example in #2651.

Experimental super secret _sdl2 things

TODO: this section is supposed to be top secret! No one is supposed to know about these new APIs yet, except people wanting to give feedback and live dangerously. So I guess bikers, and skydivers can know about this stuff?

@galexandreg added blend_mode, color tuples, origin=None, to _sdl2.Image in #2426 and draw_blend_mode to Renderers in #2520

@Starbuck5 added prototype docs to the _sdl2.video system in #2533. They will be live at https://www.pygame.org/docs/ref/sdl2_video.html.

@zoldalma999 did lots of work getting the SDL2 controller system ported in #2423.

Thank Yous





(Special thanks to Ankith & Charlie for sending this release out)