feat: build profile for The Lewdest House; panoramas as GPU hints, live2d-only init branches, drag/at syntax
The build (fingerprint of its scripts) skips third-party code written against Ren'Py's render API (colour picker demo, Kinetic Text Tags, cps_preview) and waives its one missing test screen. Converter: xpan/ypan/matrixtransform/matrixanchor are skipped like other GPU hints, `if renpy.has_live2d()` in an init block keeps only its else branch, `crop(...)xpos` and `crop (1, 2, 3, 4)` parse, `drag` is a screen container, `at icon["at"]` becomes a dynamic entry, and the whitelist gains Matrix, Move, absolute and the no-op helpers. The game now passes the strict check and converts fully (3272 files, 288 MB). Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
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@@ -12,6 +12,8 @@ NATIVE_CLASSES: dict[str, dict] = {
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"Gallery": {"methods": ("button", "image", "display", "make_button", "Action", "unlock", "unlock_image", "condition")},
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# parallax picture that drifts against the mouse (screens: ``add TrackCursor("bg.png", 20)``)
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"TrackCursor": {"methods": ()},
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# the Preferences screen's text-speed preview (the game's copy draws slowly through renpy.Render)
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"PreviewSlowText": {"methods": ()},
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# Feniksdev's colour picker; the native class keeps the chosen colour and slot, the game draws its own UI
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# Ren'Py's own MusicRoom, which games subclass; the player ships the playlist logic (musicroom.ts)
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"MusicRoom": {"methods": ("add", "is_unlocked", "get_playlist", "Play", "Stop", "TogglePause", "Next",
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