Changes for page Breaking Changes

Last modified by Michael Baumgardt on 2026/04/17 12:03

From version 1.1
edited by stefan
on 2019/02/01 01:44
Change comment: There is no comment for this version
To version 35.1
edited by owen
on 2019/08/15 17:14
Change comment: There is no comment for this version

Summary

Details

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Author
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1 -xwiki:XWiki.stefan
1 +xwiki:XWiki.owen
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1 1  = Introduction =
2 2  
3 -Our goal is to keep breaking changes between any given version of X4 to an absolute minimum. In some cases, however, we have had to change things which break scripts/mods which were written for older versions.
3 +Our goal is to keep breaking changes between any given version of X4 to an absolute minimum. In some cases, however, we have had to change things which break scripts/mods written for older versions.
4 4  The following table provides an overview about all breaking changes. This should help you to make any necessary changes to restore compatibility of older mods with new versions of X4.
5 +Feel free to drop a note if a certain breaking change is breaking your mod and you have difficulties finding a way to work around the issue.
5 5  
6 6  {{note}}
7 -The list of breaking changes does **NOT** cover changes in the provided/shipped Lua scripts (for instance the ones located under ui/addons/XXX or ui/core/Lua. These scripts can change anytime without explicit notice. If you hook into one of these scripts or provide replacements for these, please check the script for possible breaking changes yourself.
8 +The list of breaking changes does **NOT** cover changes in the provided/shipped scripts (for instance UI scripts like the ones located under ui/addons/XXX or ui/core/Lua). These scripts can change anytime without explicit notice. If you hook into one of these scripts or provide replacements for these, please check the script for possible breaking changes yourself.
9 +
10 +Further note that the list provides information about breaking changes which are in the pipeline of being released. This is meant merely as an informational heads up. Neither do mistake this as an announcement of that version becoming available soon nor take it for granted that such a change will go live. Any information provided for not yet released versions can change (and even be removed) prior to such version having seen the light of day.
11 +
12 +As a final note, please be aware that issues introduced during the beta phase might not be explicitly mentioned in the list below, if things would only be broken in-between two beta versions. While we still aim to document any (potential) breaking change here, there might be circumstances for which we divert from that procedure (especially in case of only minor issues which are considered merely bugfixes rather than an intended behavior change).
8 8  {{/note}}
9 9  
10 -Please note that issues introduced during the beta phase might not be explicitly mentioned as a breaking change, if things would only be broken in-between two beta versions.
15 +{{warning title="UI modding considered unstable until further notice..."}}
16 +Please note that UI modding must be considered **unstable** in the current version. While we are working hard to get the UI modding integration into a stable state, we might have to introduce larger backwards incompatibilities in the following patches. This means that you might have to modify any mod using UI modding capabilities to a larger extend to keep it compatible with certain patches. Still, we are doing our best not to unnecessarily break things for modders and certainly will announce such changes on this page here.
17 +{{/warning}}
11 11  
12 -The following pages list all breaking changes related to UI modding.
19 += Breaking Changes =
20 +
21 +|=(((
22 +Type
23 +)))|=(((
24 +Version
25 +)))|=(((
26 +Summary
27 +)))
28 +|(% colspan="1" %)(% colspan="1" %)
29 +(((
30 +Scripts
31 +)))|(% colspan="1" %)(% colspan="1" %)
32 +(((
33 +3.0 Beta 1
34 +)))|(% colspan="1" %)(% colspan="1" %)
35 +(((
36 +Script action **<set_doors_locked/>** attribute **'group'** changed
37 +)))
38 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
39 +(((
40 +The 'group' attribute of <set_doors_locked/> can no longer be a list. It must be a single tag value. Previously, a list containing one tag was accepted, which was redundant.
41 +)))
42 +|(% colspan="1" %)(% colspan="1" %)
43 +(((
44 +Scripts
45 +)))|(% colspan="1" %)(% colspan="1" %)
46 +(((
47 +3.0 Beta 1
48 +)))|(% colspan="1" %)(% colspan="1" %)
49 +(((
50 +Script conditions **<event_hack_*/>** and **<event_controlpanel_hack_*/>** removed
51 +)))
52 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
53 +(((
54 +//These events were never triggered, with the exception of <event_hack_started/> on the player entity for instant control panel hacks. Use <event_player_hacked_object> instead.//
55 +)))
56 +|(% colspan="1" %)(% colspan="1" %)
57 +(((
58 +Scripts
59 +)))|(% colspan="1" %)(% colspan="1" %)
60 +(((
61 +3.0 Beta 1
62 +)))|(% colspan="1" %)(% colspan="1" %)
63 +(((
64 +Script actions **<set_hack_target/>** and **<abort_hack/>** removed
65 +)))
66 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
67 +(((
68 +//These actions had no effect and were removed.//
69 +)))
70 +|(% colspan="1" %)(% colspan="1" %)
71 +(((
72 +Scripts
73 +)))|(% colspan="1" %)(% colspan="1" %)
74 +(((
75 +3.0 Beta 1
76 +)))|(% colspan="1" %)(% colspan="1" %)
77 +(((
78 +**<setup_conversation_minigame/>** script action removed
79 +)))
80 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
81 +(((
82 +//The script action was a leftover from the XR era and was never supported in X4 and couldn't be used in a meaningful way. It was therefore decided to better drop it altogether as it's not expected having been used by any mods.//
83 +)))
84 +|(% colspan="1" %)(% colspan="1" %)
85 +(((
86 +Scripts
87 +)))|(% colspan="1" %)(% colspan="1" %)
88 +(((
89 +3.0 Beta 1
90 +)))|(% colspan="1" %)(% colspan="1" %)
91 +(((
92 +<add_player_choice_*> **confidence** attribute removed
93 +)))
94 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
95 +(((
96 +//The default confidence of player options is another leftover from the XR era and had no effect in X4.//
97 +)))
98 +|(% colspan="1" %)(% colspan="1" %)
99 +(((
100 +Scripts
101 +)))|(% colspan="1" %)(% colspan="1" %)
102 +(((
103 +3.0 Beta 1
104 +)))|(% colspan="1" %)(% colspan="1" %)
105 +(((
106 +**<hack_via_control_panel/>** script action removed
107 +)))
108 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
109 +(((
110 +//Unused script action <hack_via_control_panel/> was removed.//
111 +)))
112 +|(% colspan="1" %)(% colspan="1" %)
113 +(((
114 +UI core
115 +)))|(% colspan="1" %)(% colspan="1" %)
116 +(((
117 +3.0 Beta 1
118 +)))|(% colspan="1" %)(% colspan="1" %)
119 +(((
120 +**Lua: **GetMiniGameCursorPosition() removed
121 +)))
122 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
123 +(((
124 +//GetMiniGameCursorPosition() was a left over from the XR era and never supposed to be shipped with X4. The function practically always returned 0 and hence we don't expect the removal of this obsolete function causing any actual mod to break.//
125 +)))
126 +|(% colspan="1" %)(% colspan="1" %)
127 +(((
128 +Scripts
129 +)))|(% colspan="1" %)(% colspan="1" %)
130 +(((
131 +3.0 Beta 1
132 +)))|(% colspan="1" %)(% colspan="1" %)
133 +(((
134 +**$ware.illegal** updated
135 +)))
136 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
137 +(((
138 +//$ware.illegal used to return true if the specified ware has the 'illegal' tag which is no longer used.//
139 +\\//It now returns true if $ware is illegal to any faction in the game.//
140 +)))
141 +|(% colspan="1" %)(% colspan="1" %)
142 +(((
143 +Scripts
144 +)))|(% colspan="1" %)(% colspan="1" %)
145 +(((
146 +3.0 Beta 1
147 +)))|(% colspan="1" %)(% colspan="1" %)
148 +(((
149 +'**checkoperational**' filter behaviour changed
150 +)))
151 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
152 +(((
153 +//Actions and conditions which use the 'checkoperational' filter now behave differently. Instead of changing how 'class' and 'exactclass' behave, checkoperational == true adds an additional filter for the components being of state operational, equivalent to state="componentstate.operational". This is implicitly enabled in action elements (e.g. <find_.../>) or condition elements (e.g. <count_...>), meaning that find_ship will only find operational ships. Using such actions/conditions with checkoperational="false" will include non-operational components such as wrecked and constructions. Existing uses may find that results now exclude non-operational components.//
154 +
155 +//Sub nodes such as match_child will have checkoperational default to false. Existing uses may find that results now include non-operational components.//
156 +)))
157 +|(% colspan="1" %)(% colspan="1" %)
158 +(((
159 +Scripts
160 +)))|(% colspan="1" %)(% colspan="1" %)
161 +(((
162 +3.0 Beta 1
163 +)))|(% colspan="1" %)(% colspan="1" %)
164 +(((
165 +MD script **RML_Flight_Along_Path** removed
166 +)))
167 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
168 +(((
169 +//The MD script RML_Flight_Along_Path was not referened and was removed.//
170 +)))
171 +|(% colspan="1" %)(% colspan="1" %)
172 +(((
173 +UI core
174 +)))|(% colspan="1" %)(% colspan="1" %)
175 +(((
176 +2.20 Beta 3/4
177 +)))|(% colspan="1" %)(% colspan="1" %)
178 +(((
179 +**Lua: GetControllerInfo()** returned mouseSteering/mouseCursor values are undefined.
180 +)))
181 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
182 +(((
183 +//2.20 Beta 3 introduced the new direct mouse steering mode. The mode was however not integrated as a first level mode and hence GetControllerInfo() returned the "gamepad" mode while direct mouse steering was active.
184 +In 2.20 Beta 4 we improved the situation slightly so that a call to GetControllerInfo() will return either "mouseCursor" or "mouseSteering" in any of the 3 mouse modes.//
185 +
186 +//It's a pending change to ensure that the returned mode is more reasonable in an upcoming patch. So be aware that another breaking change might be introduced at some point.
187 +//
188 +)))
189 +|(% colspan="1" %)(% colspan="1" %)
190 +(((
191 +Scripts
192 +)))|(% colspan="1" %)(% colspan="1" %)
193 +(((
194 +2.20 Beta 3
195 +)))|(% colspan="1" %)(% colspan="1" %)
196 +(((
197 +Attribute for build related conditions e.g. **<event_build_finished/>** renamed from 'buildmodule' to 'buildprocessor'
198 +)))
199 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
200 +(((
201 +//The underlying behaviour remains the same in that it involves the buildprocessor, not the buildmodule. The attribute name has simply been corrected.//
202 +)))
203 +|(% colspan="1" %)(% colspan="1" %)
204 +(((
205 +Scripts
206 +)))|(% colspan="1" %)(% colspan="1" %)
207 +(((
208 +2.00 Beta 1
209 +)))|(% colspan="1" %)(% colspan="1" %)
210 +(((
211 +**<event_build_finished/> **param2 now returns null instead of a construction sequence
212 +)))
213 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
214 +(((
215 +//The construction sequence which was finished should now be accessed via the buildtask provided via param3.//
216 +)))
217 +|(% colspan="1" %)(% colspan="1" %)
218 +(((
219 +Scripts
220 +)))|(% colspan="1" %)(% colspan="1" %)
221 +(((
222 +2.00 Beta 1
223 +)))|(% colspan="1" %)(% colspan="1" %)
224 +(((
225 +**param.boarding.{...}** strength parameters removed
226 +)))
227 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
228 +(((
229 +//The 'recruitstrength', 'veteranstrength' and 'elitestrength' script parameters were no longer required for balancing the boarding gameplay, and were removed.//
230 +)))
231 +|(% colspan="1" %)(% colspan="1" %)
232 +(((
233 +Scripts
234 +)))|(% colspan="1" %)(% colspan="1" %)
235 +(((
236 +2.00 Beta 1
237 +)))|(% colspan="1" %)(% colspan="1" %)
238 +(((
239 +**$defensible.boardee/$defensible.boarder** and **<set_object_boarder/>/<remove_object_boarder/>** removed
240 +)))
241 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
242 +(((
243 +//Due to changes to boarding in X4, the boarding connections accessed by these script properties and actions became redundent and thus, removed. Any connections set by these actions in a savegame will not survive loading.//
244 +)))
245 +|(((
246 +UI extensions
247 +)))|(((
248 +2.00 Beta 1
249 +)))|(((
250 +**FFI: GetUpgradeSlotCurrentComponent()/GetUpgradeSlotGroup()** works on non-operationals
251 +)))
252 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
253 +(((
254 +//Before 2.0 Beta 1 using GetUpgradeSlotCurrentComponent() or GetUpgradeSlotGroup() only performed on operational objects (i.e. not wrecked objects or objects under construction). Since this is inconsistent with the rest of the UI functions, this was considered a bug and fixed in 2.0 Beta 1. If you require the old behavior, use the FFI function: IsComponentOperational() to check the passed object's state before making the call.//
255 +)))
256 +|(((
257 +UI extensions
258 +)))|(((
259 +2.00 Beta 1
260 +)))|(((
261 +**FFI: SetFormationShape()** no longer indicates an error upon certain error cases
262 +)))
263 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
264 +(((
265 +//Before 2.0 Beta 1 a call to SetFormationShape() indicated an error state to the caller in certain cases where setting a formation shape (potentially) failed. Due to a design flaw in the handling of formations, this however doesn't do any good, since the function by itself doesn't really set the formation shape in all cases. On top of that the call can fail at random. Hence, at the moment an indication of an error case that setting a formation potentially fails is no good to the caller and he has no means to distinguish that case from a real error case.//
266 +//Therefore, in 2.0 Beta 1 we drop the error indication in case of an attempt to set the formation fails. We are currently working on a better solution to the underlying problem and hope to have it ready as part of a following beta.//
267 +)))
268 +|(((
269 +Scripts
270 +)))|(((
271 +2.00 Beta 1
272 +)))|(((
273 +**<create_formation/>** now requires the attributes: 'leader' and 'follower'. Attribute 'object' is now deprecated.
274 +)))
275 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
276 +(((
277 +//This now enforces a leader and at least one follower in order to create or change a formation.  Former implementation made it possible to create formations without any followers which led to issues.//
278 +)))
279 +|(((
280 +Scripts
281 +)))|(((
282 +2.00 Beta 1
283 +)))|(((
284 +**<event_player_changed_target/>** now fires and returns null if the player deselects a target.
285 +)))
286 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
287 +(((
288 +//For prior behavior, check for event.param being non-null.//
289 +)))
290 +|(((
291 +AI Scripts
292 +)))|(((
293 +2.00 Beta 1
294 +)))|(((
295 +**<shoot/>/<shoot_at/>** attribute changes.
296 +)))
297 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
298 +(((
299 +//Changed: Attribute "primary" is now optional and defines whether weapons from the ship's active primary weapon group will be fired. Defaults to true.//
300 +//New attribute: "secondary" is an optional attribute that defines whether weapons from the ship's active secondary weapon group will be fired. Defaults to true.//
301 +//New attribute: "missiles" is an optional attribute that defines whether only missile launchers will be used. If false, only guns will be fired. Defaults to false.//
302 +
303 +//Corrects now-obsolete assumption that primary weapon groups only contain guns and secondary weapon groups only contain missile launchers.//
304 +)))
305 +|(((
306 +UI extensions
307 +)))|(((
308 +2.00 Beta 1
309 +)))|(((
310 +**FFI: GetBuildTask()/GetNumBuildTasks()** got a new "buildmoduleid" parameter.(% class="confluenceTd" %)
311 +)))
312 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
313 +(((
314 +//Added possibility to query build tasks of a certain buildmodule.//
315 +)))
316 +|(((
317 +UI extensions
318 +)))|(((
319 +2.00 Beta 1
320 +)))|(((
321 +**Lua:** **GetLibraryEntry()** retrieved a new "buildresources" field.
322 +)))
323 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
324 +(((
325 +//Added list of resources a buildmodule needs to build.//
326 +)))
327 +|(((
328 +UI extensions
329 +)))|(((
330 +2.00 Beta 1
331 +)))|(((
332 +(% style="color: rgb(0,0,0);" %)**Lua:**(% style="color: rgb(0, 0, 0); color: rgb(0, 0, 0)" %)** CalculateTotalHullFraction()**(% style="color: rgb(0,0,0);" %)** **(%%)was removed.(% style="color: rgb(0,0,0);" %)
333 +)))
334 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
335 +(((
336 +//Unused, derelict function from XR - use GetComponentData(..., "hullpercent") instead.//
337 +)))
338 +|(((
339 +UI extensions
340 +)))|(((
341 +2.00 Beta 1
342 +)))|(((
343 +**FFI: (% style="color: rgb(0,0,0);" %)RequestDockAtReason()/(% style="color: rgb(0, 0, 0); color: rgb(0, 0, 0); color: rgb(0, 0, 0); color: rgb(0, 0, 0); color: rgb(0, 0, 0)" %)UndockPlayerShip()(%%) **changed their return values.(% style="color: rgb(0,0,0);" class="confluenceTd" %)
344 +)))
345 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
346 +(((
347 +//Changed return value type to const char* to better identify failure reasons in Lua script.//
348 +)))
349 +|(((
350 +UI extensions
351 +)))|(((
352 +1.50 Beta 3
353 +)))|(((
354 +**Lua: GetComponentData() **changed behavior of "docksizes" propertly.(% class="confluenceTd" %)
355 +)))
356 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
357 +(((
358 +//The "docksizes" property no longer includes internal ship storage docks.//
359 +)))
360 +|(((
361 +All
362 +)))|(((
363 +1.50 Beta 2
364 +)))|(((
365 +**Meaning of "Shipyard"** was corrected throughout Lua/MD/AI scripts, so that Wharfs are not Shipyards (unlike in XR).
366 +)))
367 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
368 +(((
369 +//Shipyards (formerly also known as Capital Shipyards) can build capital ships, while Wharfs only build non-capital ships. To check whether a station is a Shipyard or a Wharf, check whether the station "can build ships".//
370 +
371 +//Lua: Adjusted GetComponentData() and HasShipyard(), added HasWharf()//
372 +//Lua / GetComponentData() properties: Removed "iscapitalshipyard", fixed "isshipyard", added "canbuildships", "iswharf", "isequipmentdock"//
373 +//Scripts: Fixed property .isshipyard, added .iswharf (.canbuildships existed already)//
374 +)))
375 +|(((
376 +UI extensions
377 +)))|(((
378 +1.50 Beta 2
379 +)))|(((
380 +**FFI: UpgradeGroupInfo **datatype was changed.(% class="confluenceTd" %)
381 +)))
382 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
383 +(((
384 +//Added new "operational" field to retrieve information about number of operational upgrades in a group.//
385 +)))
386 +|(% colspan="1" %)(% colspan="1" %)
387 +(((
388 +UI extensions
389 +)))|(% colspan="1" %)(% colspan="1" %)
390 +(((
391 +1.50 Beta 1
392 +)))|(% colspan="1" %)(% colspan="1" %)
393 +(((
394 +**FFI: SetGuidance()** removed useinfopoint argument.
395 +)))
396 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
397 +(((
398 +//In X Rebirth "info points" existed (which were mainly used as interaction points to scan stations/access information about modules). These were removed in X4 but this left-over property here was missed to be removed in-time for release. It was therefore removed now in order to move towards a stable/clean UI API.
399 +//
400 +
401 +//The new function declaration is: void SetGuidance(UniverseID componentid, UIPosRot offset)//
402 +)))
403 +|(((
404 +UI extensions
405 +)))|(((
406 +1.50 Beta 1
407 +)))|(((
408 +**FFI: CancelConstruction() **changed its return value.(% class="confluenceTd" %)
409 +)))
410 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
411 +(((
412 +(% style="color: rgb(0,0,0);" %)//CancelConstruction() now returns if the cancellation was successful. //
413 +)))
414 +|(((
415 +UI extensions
416 +)))|(((
417 +1.32
418 +)))|(((
419 +**Lua: GetComponentData() **removed the "nextdestname" property.
420 +)))
421 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
422 +(((
423 +//Instead of "nextdestname", use the properties "destination" or "destinationsector" to retrieve a destination component, then retrieve its "name" property.//
424 +)))
425 +|(((
426 +UI extensions
427 +)))|(((
428 +1.20
429 +)))|(((
430 +**FFI: GetAAOption()** got a new "useconfig" parameter.(% class="confluenceTd" %)
431 +)))
432 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
433 +(((
434 +//The AA setting was changed to check the new setting with the user. In order to restore the old setting (% style="color: rgb(0,0,0);" %)GetAAOption() gets the option to retrieve the config settings.//
435 +)))
Confluence.Code.ConfluencePageClass[0]
id
... ... @@ -1,1 +1,1 @@
1 -78577859
1 +85131714
url
... ... @@ -1,1 +1,1 @@
1 -https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/78577859/Breaking Changes
1 +https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/85131714/Breaking Changes