BlinkGTK 1.2.1-build1 Release Notes

Release date: 2026-08-27 / Chromium: 152.0.7977.64 / Language: English | 日本語

The rendering engine has been updated to Chromium 152, one upstream
generation on from Chromium 151 in the previous release (1.2.0).


What is now possible in build1

Vertical lines no longer break half-way

In vertical writing, a paragraph could wrap about half-way along the line
when a closing bracket fell at the line end. A line with room for 34 characters
held only 17, and the rest moved to the next line. The larger the reading size,
the more visible it was.

When a line is judged not to fit, the engine now tries the preceding legal break
opportunity. Measured on the same paragraph, the result changes from
17 + 18 characters across two lines to 34 + 1.

All seven closing brackets reproduced it; and did not. Reported
upstream as crbug 542686223.

Columns in vertical multi-column layout now fill to capacity

A column in the middle of a chapter could push its last line into the next
column. One cause was the engine's default ruby reservation, which deducted
0.5em from the column's break width. In a column with room for 16 lines, that
deduction costs exactly one line.

The default deduction is now 0. Measured on a synthetic with a capacity of
16.024 lines, all four columns reach 16 lines. To restore the previous
behaviour, set BLINKGTK_RUBY_RESERVE_EM=0.5.

The line grid is preserved with direction: rtl

Combining right-to-left flow with vertical writing could let glyphs cross a
column boundary. The slice dimension is now unified with the column width.


Before you update

The runtime is Chromium 152.0.7977.64. Since the previous release
(151.0.7922.108), the window, input and rendering paths follow upstream changes.

Typeset output changes. All three items above affect the page layout.
Existing documents may show a different number of lines, or fill columns
differently, compared with the previous release. This follows from the fixes
and is intended.


What was verified

Not measured: long-running use on real hardware, EGL behaviour during
resize, continuous operation while switching render paths.