<h1>Evennia 1.0 Release Notes<aclass="headerlink"href="#evennia-1-0-release-notes"title="Permalink to this headline">¶</a></h1>
<p>This summarizes the changes. See the <aclass="reference internal"href="Changelog.html"><spanclass="doc std std-doc">Changelog</span></a> for the full list.</p>
<li><p>Main development now on <codeclass="docutils literal notranslate"><spanclass="pre">main</span></code> branch. <codeclass="docutils literal notranslate"><spanclass="pre">master</span></code> branch remains, but will not be updated anymore.</p></li>
<h2>Minimum requirements<aclass="headerlink"href="#minimum-requirements"title="Permalink to this headline">¶</a></h2>
<ulclass="simple">
<li><p>Python 3.10 is now required minimum. Ubuntu LTS now installs with 3.10. Evennia 1.0 is also tested with Python 3.11 - this is the recommended version for Linux/Mac. Windows users may want to stay on Python 3.10 unless they are okay with installing a C++ compiler.</p></li>
<li><p>Twisted 22.10+</p></li>
<li><p>Django 4.1+</p></li>
</ul>
</section>
<sectionid="major-new-features">
<h2>Major new features<aclass="headerlink"href="#major-new-features"title="Permalink to this headline">¶</a></h2>
<ulclass="simple">
<li><p>Evennia is now on PyPi and is installable as <aclass="reference internal"href="../Setup/Installation.html"><spanclass="doc std std-doc">pip install evennia</span></a>.</p></li>
<li><p>A completely revamped documentation at <aclass="reference external"href="https://www.evennia.com/docs/latest">https://www.evennia.com/docs/latest</a>. The old wiki and readmedocs pages will close.</p></li>
<li><p>Evennia 1.0 now has a REST API which allows you access game objects using CRUD operations GET/POST etc. See [The Web-API docs][Web-API] for more information.</p></li>
<li><p><aclass="reference internal"href="../Setup/Channels-to-Discord.html"><spanclass="doc std std-doc">Evennia<>Discord Integration</span></a> between Evennia channels and Discord servers.</p></li>
<li><p><aclass="reference internal"href="../Components/Scripts.html"><spanclass="doc std std-doc">Script</span></a> overhaul: Scripts’ timer component independent from script object deletion; can now start/stop timer without deleting Script. The <codeclass="docutils literal notranslate"><spanclass="pre">.persistent</span></code> flag now only controls if timer survives reload - Script has to be removed with <codeclass="docutils literal notranslate"><spanclass="pre">.delete()</span></code> like other typeclassed entities. This makes Scripts even more useful as general storage entities.</p></li>
<li><p>The <aclass="reference internal"href="../Components/FuncParser.html"><spanclass="doc std std-doc">FuncParser</span></a> centralizes and vastly improves all in-string function calls, such as <codeclass="docutils literal notranslate"><spanclass="pre">say</span><spanclass="pre">the</span><spanclass="pre">result</span><spanclass="pre">is</span><spanclass="pre">$eval(3</span><spanclass="pre">*</span><spanclass="pre">7)</span></code> and say the result <codeclass="docutils literal notranslate"><spanclass="pre">the</span><spanclass="pre">result</span><spanclass="pre">is</span><spanclass="pre">21</span></code>. The parser completely replaces the old <codeclass="docutils literal notranslate"><spanclass="pre">parse_inlinefunc</span></code>. The new parser can handle both arguments and kwargs and are also used for in-prototype parsing as well as director stance messaging, such as using <codeclass="docutils literal notranslate"><spanclass="pre">$You()</span></code> to represent yourself in a string and having the result come out differently depending on who see you.</p></li>
<li><p><aclass="reference internal"href="../Components/Channels.html"><spanclass="doc std std-doc">Channels</span></a> New Channel-System using the <codeclass="docutils literal notranslate"><spanclass="pre">channel</span></code> command and nicks. The old <codeclass="docutils literal notranslate"><spanclass="pre">ChannelHandler</span></code> was removed and the customization and operation of channels have been simplified a lot. The old command syntax commands are now available as a contrib.</p></li>
<li><p><aclass="reference internal"href="../Components/Help-System.html"><spanclass="doc std std-doc">Help System</span></a> was refactored.</p>
<ul>
<li><p>A new type of <codeclass="docutils literal notranslate"><spanclass="pre">FileHelp</span></code> system allows you to add in-game help files as external Python files. This means there are three ways to add help entries in Evennia: 1) Auto-generated from Command’s code. 2) Manually added to the database from the <codeclass="docutils literal notranslate"><spanclass="pre">sethelp</span></code> command in-game and 3) Created as external Python files that Evennia loads and makes available in-game.</p></li>
<li><p>We now use <codeclass="docutils literal notranslate"><spanclass="pre">lunr</span></code> search indexing for better <codeclass="docutils literal notranslate"><spanclass="pre">help</span></code> matching and suggestions. Also improve
the main help command’s default listing output.</p></li>
<li><p>Help command now uses <codeclass="docutils literal notranslate"><spanclass="pre">view</span></code> lock to determine if cmd/entry shows in index and <codeclass="docutils literal notranslate"><spanclass="pre">read</span></code> lock to determine if it can be read. It used to be <codeclass="docutils literal notranslate"><spanclass="pre">view</span></code> in the role of the latter.</p></li>
<li><p><codeclass="docutils literal notranslate"><spanclass="pre">sethelp</span></code> command now warns if shadowing other help-types when creating a new entry.</p></li>
<li><p>Make <codeclass="docutils literal notranslate"><spanclass="pre">help</span></code> index output clickable for webclient/clients with MXP (PR by davewiththenicehat)</p></li>
</ul>
</li>
<li><p>Rework of the <aclass="reference internal"href="../Components/Website.html"><spanclass="doc std std-doc">Web</span></a> setup, into a much more consistent structure and update to latest Django. The <codeclass="docutils literal notranslate"><spanclass="pre">mygame/web/static_overrides</span></code> and <codeclass="docutils literal notranslate"><spanclass="pre">-template_overrides</span></code> were removed. The folders are now just <codeclass="docutils literal notranslate"><spanclass="pre">mygame/web/static</span></code> and <codeclass="docutils literal notranslate"><spanclass="pre">/templates</span></code> and handle the automatic copying of data behind the scenes. <codeclass="docutils literal notranslate"><spanclass="pre">app.css</span></code> to <codeclass="docutils literal notranslate"><spanclass="pre">website.css</span></code> for consistency. The old <codeclass="docutils literal notranslate"><spanclass="pre">prosimii-css</span></code> files were removed.</p></li>
<li><p><aclass="reference internal"href="../Components/Attributes.html#using-attributeproperty"><spanclass="std std-doc">AttributeProperty</span></a>/<aclass="reference internal"href="../Components/Tags.html"><spanclass="doc std std-doc">TagProperty</span></a> along with <codeclass="docutils literal notranslate"><spanclass="pre">AliasProperty</span></code> and <codeclass="docutils literal notranslate"><spanclass="pre">PermissionProperty</span></code> to allow managing Attributes, Tags, Aliases and Permissios on typeclasses in the same way as Django fields. This dramatically reduces the need to assign Attributes/Tags in <codeclass="docutils literal notranslate"><spanclass="pre">at_create_object</span></code> hook.</p></li>
<li><p>The old <codeclass="docutils literal notranslate"><spanclass="pre">MULTISESSION_MODE</span></code> was divided into smaller settings, for better controlling what happens when a user connects, if a character should be auto-created, and how many characters they can control at the same time. See <aclass="reference internal"href="../Concepts/Connection-Styles.html"><spanclass="doc std std-doc">Connection-Styles</span></a> for a detailed explanation.</p></li>
<li><p>Evennia now supports custom <codeclass="docutils literal notranslate"><spanclass="pre">evennia</span></code> launcher commands (e.g. <codeclass="docutils literal notranslate"><spanclass="pre">evennia</span><spanclass="pre">mycmd</span><spanclass="pre">foo</span><spanclass="pre">bar</span></code>). Add new commands as callables accepting <codeclass="docutils literal notranslate"><spanclass="pre">*args</span></code>, as <codeclass="docutils literal notranslate"><spanclass="pre">settings.EXTRA_LAUNCHER_COMMANDS</span><spanclass="pre">=</span><spanclass="pre">{'mycmd':</span><spanclass="pre">'path.to.callable',</span><spanclass="pre">...}</span></code>.</p></li>
</ul>
</section>
<sectionid="contribs">
<h2>Contribs<aclass="headerlink"href="#contribs"title="Permalink to this headline">¶</a></h2>
<p>The <codeclass="docutils literal notranslate"><spanclass="pre">contrib</span></code> folder structure was changed from 0.9.5. All contribs are now in sub-folders and organized into categories. All import paths must be updated. See <aclass="reference internal"href="../Contribs/Contribs-Overview.html"><spanclass="doc std std-doc">Contribs overview</span></a>.</p>
<ulclass="simple">
<li><p>New <aclass="reference internal"href="../Contribs/Contrib-Traits.html"><spanclass="doc std std-doc">Traits contrib</span></a>, converted and expanded from Ainneve project. (whitenoise, Griatch)</p></li>
<li><p>New <aclass="reference internal"href="../Contribs/Contrib-Crafting.html"><spanclass="doc std std-doc">Crafting contrib</span></a>, adding a full crafting subsystem (Griatch)</p></li>
<li><p>New <aclass="reference internal"href="../Contribs/Contrib-XYZGrid.html"><spanclass="doc std std-doc">XYZGrid contrib</span></a>, adding x,y,z grid coordinates with in-game map and pathfinding. Controlled outside of the game via custom evennia launcher command (Griatch)</p></li>
<li><p>New <aclass="reference internal"href="../Contribs/Contrib-Cooldowns.html"><spanclass="doc std std-doc">Command cooldown contrib</span></a> contrib for making it easier to manage commands using
dynamic cooldowns between uses (owllex)</p></li>
<li><p>New <aclass="reference internal"href="../Contribs/Contrib-Godotwebsocket.html"><spanclass="doc std std-doc">Godot Protocol contrib</span></a> for connecting to Evennia from a client written in the open-source game engine <aclass="reference external"href="https://godotengine.org/">Godot</a> (ChrisLR).</p></li>
<li><p>New <aclass="reference internal"href="../Contribs/Contrib-Name-Generator.html"><spanclass="doc std std-doc">name_generator contrib</span></a> for building random real-world based or fantasy-names based on phonetic rules (InspectorCaracal)</p></li>
<li><p>New <aclass="reference internal"href="../Contribs/Contrib-Buffs.html"><spanclass="doc std std-doc">Buffs contrib</span></a> for managing temporary and permanent RPG status buffs effects (tegiminis)</p></li>
<li><p>The existing <aclass="reference internal"href="../Contribs/Contrib-RPSystem.html"><spanclass="doc std std-doc">RPSystem contrib</span></a> was refactored and saw a speed boost (InspectorCaracal, other contributors)</p></li>
</ul>
</section>
<sectionid="translations">
<h2>Translations<aclass="headerlink"href="#translations"title="Permalink to this headline">¶</a></h2>
<li><p>Updated Italian translation (rpolve)</p></li>
<li><p>Updated Swedish translation</p></li>
</ul>
</section>
<sectionid="utils">
<h2>Utils<aclass="headerlink"href="#utils"title="Permalink to this headline">¶</a></h2>
<ulclass="simple">
<li><p>New <codeclass="docutils literal notranslate"><spanclass="pre">utils.format_grid</span></code> for easily displaying long lists of items in a block. This is now used for the default help display.</p></li>
<li><p>Add <codeclass="docutils literal notranslate"><spanclass="pre">utils.repeat</span></code> and <codeclass="docutils literal notranslate"><spanclass="pre">utils.unrepeat</span></code> as shortcuts to TickerHandler add/remove, similar
to how <codeclass="docutils literal notranslate"><spanclass="pre">utils.delay</span></code> is a shortcut for TaskHandler add.</p></li>
<li><p>Add <codeclass="docutils literal notranslate"><spanclass="pre">utils/verb_conjugation</span></code> for automatic verb conjugation (English only). This
is useful for implementing actor-stance emoting for sending a string to different targets.</p></li>
<li><p><codeclass="docutils literal notranslate"><spanclass="pre">utils.evmenu.ask_yes_no</span></code> is a helper function that makes it easy to ask a yes/no question
to the user and respond to their input. This complements the existing <codeclass="docutils literal notranslate"><spanclass="pre">get_input</span></code> helper.</p></li>
<li><p>New <codeclass="docutils literal notranslate"><spanclass="pre">tasks</span></code> command for managing tasks started with <codeclass="docutils literal notranslate"><spanclass="pre">utils.delay</span></code> (PR by davewiththenicehat)</p></li>
<li><p>Add <codeclass="docutils literal notranslate"><spanclass="pre">.deserialize()</span></code> method to <codeclass="docutils literal notranslate"><spanclass="pre">_Saver*</span></code> structures to help completely
decouple structures from database without needing separate import.</p></li>
<li><p>Add <codeclass="docutils literal notranslate"><spanclass="pre">run_in_main_thread</span></code> as a helper for those wanting to code server code
from a web view.</p></li>
<li><p>Update <codeclass="docutils literal notranslate"><spanclass="pre">evennia.utils.logger</span></code> to use Twisted’s new logging API. No change in Evennia API
except more standard aliases logger.error/info/exception/debug etc can now be used.</p></li>
<li><p>Made <codeclass="docutils literal notranslate"><spanclass="pre">utils.iter_to_str</span></code> format prettier strings, using Oxford comma.</p></li>
<li><p>Move <codeclass="docutils literal notranslate"><spanclass="pre">create_*</span></code> functions into db managers, leaving <codeclass="docutils literal notranslate"><spanclass="pre">utils.create</span></code> only being
wrapper functions (consistent with <codeclass="docutils literal notranslate"><spanclass="pre">utils.search</span></code>). No change of api otherwise.</p></li>
</ul>
</section>
<sectionid="locks">
<h2>Locks<aclass="headerlink"href="#locks"title="Permalink to this headline">¶</a></h2>
<ulclass="simple">
<li><p>New <codeclass="docutils literal notranslate"><spanclass="pre">search:</span></code> lock type used to completely hide an object from being found by
the <codeclass="docutils literal notranslate"><spanclass="pre">DefaultObject.search</span></code> (<codeclass="docutils literal notranslate"><spanclass="pre">caller.search</span></code>) method. (CloudKeeper)</p></li>
<li><p>New default for <codeclass="docutils literal notranslate"><spanclass="pre">holds()</span></code> lockfunc - changed from default of <codeclass="docutils literal notranslate"><spanclass="pre">True</span></code> to default of <codeclass="docutils literal notranslate"><spanclass="pre">False</span></code> in order to disallow dropping nonsensical things (such as things you don’t hold).</p></li>
</ul>
</section>
<sectionid="hook-changes">
<h2>Hook changes<aclass="headerlink"href="#hook-changes"title="Permalink to this headline">¶</a></h2>
<ulclass="simple">
<li><p>Changed all <codeclass="docutils literal notranslate"><spanclass="pre">at_before/after_*</span></code> hooks to <codeclass="docutils literal notranslate"><spanclass="pre">at_pre/post_*</span></code> for consistency
across Evennia (the old names still work but are deprecated)</p></li>
<li><p>New <codeclass="docutils literal notranslate"><spanclass="pre">at_pre_object_leave(obj,</span><spanclass="pre">destination)</span></code> method on <codeclass="docutils literal notranslate"><spanclass="pre">Objects</span></code>.</p></li>
<li><p>New <codeclass="docutils literal notranslate"><spanclass="pre">at_server_init()</span></code> hook called before all other startup hooks for all
startup modes. Used for more generic overriding (volund)</p></li>
<li><p>New <codeclass="docutils literal notranslate"><spanclass="pre">at_pre_object_receive(obj,</span><spanclass="pre">source_location)</span></code> method on Objects. Called on
destination, mimicking behavior of <codeclass="docutils literal notranslate"><spanclass="pre">at_pre_move</span></code> hook - returning False will abort move.</p></li>
<li><p><codeclass="docutils literal notranslate"><spanclass="pre">Object.normalize_name</span></code> and <codeclass="docutils literal notranslate"><spanclass="pre">.validate_name</span></code> added to (by default) enforce latinify
on character name and avoid potential exploits using clever Unicode chars (trhr)</p></li>
<li><p>Make <codeclass="docutils literal notranslate"><spanclass="pre">object.search</span></code> support ‘stacks=0’ keyword - if <codeclass="docutils literal notranslate"><spanclass="pre">>0</span></code>, the method will return
N identical matches instead of triggering a multi-match error.</p></li>
<li><p>Add <codeclass="docutils literal notranslate"><spanclass="pre">tags.has()</span></code> method for checking if an object has a tag or tags (PR by ChrisLR)</p></li>
<li><p>Add <codeclass="docutils literal notranslate"><spanclass="pre">Msg.db_receiver_external</span></code> field to allowe external, string-id message-receivers.</p></li>
<li><p>Add <codeclass="docutils literal notranslate"><spanclass="pre">$pron()</span></code> and <codeclass="docutils literal notranslate"><spanclass="pre">$You()</span></code> inlinefuncs for pronoun parsing in actor-stance strings using <codeclass="docutils literal notranslate"><spanclass="pre">msg_contents</span></code>.</p></li>
</ul>
</section>
<sectionid="command-changes">
<h2>Command changes<aclass="headerlink"href="#command-changes"title="Permalink to this headline">¶</a></h2>
<ulclass="simple">
<li><p>Change default multi-match syntax from <codeclass="docutils literal notranslate"><spanclass="pre">1-obj</span></code>, <codeclass="docutils literal notranslate"><spanclass="pre">2-obj</span></code> to <codeclass="docutils literal notranslate"><spanclass="pre">obj-1</span></code>, <codeclass="docutils literal notranslate"><spanclass="pre">obj-2</span></code>, which seems to be what most expect.</p></li>
<li><p>Split <codeclass="docutils literal notranslate"><spanclass="pre">return_appearance</span></code> hook with helper methods and have it use a template
string in order to make it easier to override.</p></li>
<li><p>Command executions now done on copies to make sure <codeclass="docutils literal notranslate"><spanclass="pre">yield</span></code> don’t cause crossovers. Add
<codeclass="docutils literal notranslate"><spanclass="pre">Command.retain_instance</span></code> flag for reusing the same command instance.</p></li>
<li><p>Allow sending messages with <codeclass="docutils literal notranslate"><spanclass="pre">page/tell</span></code> without a <codeclass="docutils literal notranslate"><spanclass="pre">=</span></code> if target name contains no spaces.</p></li>
<li><p>The <codeclass="docutils literal notranslate"><spanclass="pre">typeclass</span></code> command will now correctly search the correct database-table for the target
obj (avoids mistakenly assigning an AccountDB-typeclass to a Character etc).</p></li>
<li><p>Merged <codeclass="docutils literal notranslate"><spanclass="pre">script</span></code> and <codeclass="docutils literal notranslate"><spanclass="pre">scripts</span></code> commands into one, for both managing global- and
on-object Scripts. Moved <codeclass="docutils literal notranslate"><spanclass="pre">CmdScripts</span></code> and <codeclass="docutils literal notranslate"><spanclass="pre">CmdObjects</span></code> to <codeclass="docutils literal notranslate"><spanclass="pre">commands/default/building.py</span></code>.</p></li>
<li><p>The <codeclass="docutils literal notranslate"><spanclass="pre">channel</span></code> commands replace all old channel-related commands, such as <codeclass="docutils literal notranslate"><spanclass="pre">cset</span></code> etc</p></li>
<li><p>Expand <codeclass="docutils literal notranslate"><spanclass="pre">examine</span></code> command’s code to much more extensible and modular. Show
attribute categories and value types (when not strings).</p>
<ul>
<li><p>Add ability to examine <codeclass="docutils literal notranslate"><spanclass="pre">/script</span></code> and <codeclass="docutils literal notranslate"><spanclass="pre">/channel</span></code> entities with <codeclass="docutils literal notranslate"><spanclass="pre">examine</span></code> command.</p></li>
</ul>
</li>
<li><p>Add support for <codeclass="docutils literal notranslate"><spanclass="pre">$dbref()</span></code> and <codeclass="docutils literal notranslate"><spanclass="pre">$search</span></code> when assigning an Attribute value
with the <codeclass="docutils literal notranslate"><spanclass="pre">set</span></code> command. This allows assigning real objects from in-game.</p></li>
<li><p>Have <codeclass="docutils literal notranslate"><spanclass="pre">type/force</span></code> default to <codeclass="docutils literal notranslate"><spanclass="pre">update</span></code>-mode rather than <codeclass="docutils literal notranslate"><spanclass="pre">reset</span></code>mode and add more verbose
warning when using reset mode.</p></li>
</ul>
</section>
<sectionid="coding-improvement-highlights">
<h2>Coding improvement highlights<aclass="headerlink"href="#coding-improvement-highlights"title="Permalink to this headline">¶</a></h2>
<ulclass="simple">
<li><p>The db pickle-serializer now checks for methods <codeclass="docutils literal notranslate"><spanclass="pre">__serialize_dbobjs__</span></code> and <codeclass="docutils literal notranslate"><spanclass="pre">__deserialize_dbobjs__</span></code> to allow custom packing/unpacking of nested dbobjs, to allow storing in Attribute. See <aclass="reference internal"href="../Components/Attributes.html"><spanclass="doc std std-doc">Attributes</span></a> documentation.</p></li>
<li><p>Add <codeclass="docutils literal notranslate"><spanclass="pre">ObjectParent</span></code> mixin to default game folder template as an easy, ready-made
way to override features on all ObjectDB-inheriting objects easily.
source location, mimicking behavior of <codeclass="docutils literal notranslate"><spanclass="pre">at_pre_move</span></code> hook - returning False will abort move.</p></li>
<li><p>New Unit test parent classes, for use both in Evenia core and in mygame. Restructured unit tests to always honor default settings.</p></li>
</ul>
</section>
<sectionid="other">
<h2>Other<aclass="headerlink"href="#other"title="Permalink to this headline">¶</a></h2>
<ulclass="simple">
<li><p>Homogenize manager search methods to always return querysets and not sometimes querysets and sometimes lists.</p></li>
<li><p>Attribute/NAttribute got a homogenous representation, using intefaces, both
<codeclass="docutils literal notranslate"><spanclass="pre">AttributeHandler</span></code> and <codeclass="docutils literal notranslate"><spanclass="pre">NAttributeHandler</span></code> has same api now.</p></li>
<li><p>Added <codeclass="docutils literal notranslate"><spanclass="pre">content_types</span></code> indexing to DefaultObject’s ContentsHandler. (volund)</p></li>
<li><p>Made most of the networking classes such as Protocols and the SessionHandlers
replaceable via <codeclass="docutils literal notranslate"><spanclass="pre">settings.py</span></code> for modding enthusiasts. (volund)</p></li>
<li><p>The <codeclass="docutils literal notranslate"><spanclass="pre">initial_setup.py</span></code> file can now be substituted in <codeclass="docutils literal notranslate"><spanclass="pre">settings.py</span></code> to customize
initial game database state. (volund)</p></li>
<li><p>Make IP throttle use Django-based cache system for optional persistence (PR by strikaco)</p></li>
<li><p>In modules given by <codeclass="docutils literal notranslate"><spanclass="pre">settings.PROTOTYPE_MODULES</span></code>, spawner will now first look for a global
list <codeclass="docutils literal notranslate"><spanclass="pre">PROTOTYPE_LIST</span></code> of dicts before loading all dicts in the module as prototypes.
concept of a dynamically created <codeclass="docutils literal notranslate"><spanclass="pre">ChannelCmdSet</span></code>.</p></li>
<li><p>Prototypes now allow setting <codeclass="docutils literal notranslate"><spanclass="pre">prototype_parent</span></code> directly to a prototype-dict.
This makes it easier when dynamically building in-module prototypes.</p></li>
<li><p>Make <codeclass="docutils literal notranslate"><spanclass="pre">@lazy_property</span></code> decorator create read/delete-protected properties. This is because it’s used for handlers, and e.g. self.locks=[] is a common beginner mistake.</p></li>
<li><p>Change <codeclass="docutils literal notranslate"><spanclass="pre">settings.COMMAND_DEFAULT_ARG_REGEX</span></code> default from <codeclass="docutils literal notranslate"><spanclass="pre">None</span></code> to a regex meaning that
a space or <codeclass="docutils literal notranslate"><spanclass="pre">/</span></code> must separate the cmdname and args. This better fits common expectations.</p></li>
<li><p>Add <codeclass="docutils literal notranslate"><spanclass="pre">settings.MXP_ENABLED=True</span></code> and <codeclass="docutils literal notranslate"><spanclass="pre">settings.MXP_OUTGOING_ONLY=True</span></code> as sane defaults, to avoid known security issues with players entering MXP links.</p></li>
<li><p>Made <codeclass="docutils literal notranslate"><spanclass="pre">MonitorHandler.add/remove</span></code> support <codeclass="docutils literal notranslate"><spanclass="pre">category</span></code> for monitoring Attributes with a category (before only key was used, ignoring category entirely).</p></li>