Changes for page Breaking Changes
Last modified by Michael Baumgardt on 2026/04/17 12:03
From version 109.1
edited by Ketraar
on 2023/11/29 19:08
on 2023/11/29 19:08
Change comment:
There is no comment for this version
To version 145.1
edited by Matthias Haan
on 2026/02/16 13:09
on 2026/02/16 13:09
Change comment:
There is no comment for this version
Summary
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Page properties (2 modified, 0 added, 0 removed)
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Objects (0 modified, 0 added, 1 removed)
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... ... @@ -1,1 +1,1 @@ 1 -xwiki:XWiki. Ketraar1 +xwiki:XWiki.Matthias - Content
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... ... @@ -18,27 +18,122 @@ 18 18 19 19 = Breaking Changes = 20 20 21 -= ==7.00===21 +{{toc scope="LOCAL" start="3"/}} 22 22 23 -(% class="wrapped" %) 24 -|=((( 25 -Type 23 +=== Version 9.00 === 24 + 25 +(% class="table-striped" %) 26 +|(% colspan="1" style="width:117px" %)Scripts|(% colspan="1" style="width:119px" %)9.00 Beta 1|(% colspan="4" style="width:1625px" %)Removed script action **<get_highest_resource_yield>** 27 +|(% colspan="6" style="width:117px" %)A new property that can be used in its place is **$sector.bestyieldrating.{$ware}**. 28 +|(% colspan="1" style="width:117px" %)Scripts|(% colspan="1" style="width:119px" %)9.00 Beta 1|(% colspan="4" style="width:1625px" %)Removed **<find_asteroid_in_cluster>** and **<find_recyclable_in_cluster>** 29 +|(% colspan="6" style="width:117px" %)**<find_asteroid_with_yield_in_sector>** and **<find_recyclable_with_yield_in_sector>** should now be used instead. 30 +|(% colspan="1" style="width:117px" %)Parameters|(% colspan="1" style="width:119px" %)9.00 Beta 1|(% colspan="4" style="width:1625px" %)Removed **<yielddensities>** from **<miningparams>** 31 +|(% colspan="6" style="width:117px" %)It has been replaced with the new **<resources>** node. 32 +|(% colspan="1" style="width:117px" %)Libraries|(% colspan="1" style="width:119px" %)9.00 Beta 1|(% colspan="4" style="width:1625px" %)**region_definitions.xml** no longer contains **<resources>** or **<scaneffect> **nodes 33 +|(% colspan="6" style="width:117px" %)Instead of defining resources in regions, they're now defined via resource areas in sectors (see **mapdefaults.xml** and **resourceyields.xml**). Regions can still have some control by defining **<allowedyields>**. 34 +|(% colspan="1" style="width:117px" %)Libraries|(% colspan="1" style="width:119px" %)9.00 Beta 1|(% colspan="4" style="width:1625px" %)**regionyields.xml** has a completely different structure 35 +|(% colspan="6" style="width:117px" %)It now contains definitions of resource areas referenced by sector properties (see **mapdefaults.xml**). 36 +|(% colspan="1" style="width:117px" %)Scripts|(% colspan="1" style="width:119px" %)9.00 Beta 1|(% colspan="4" style="width:1625px" %)Removed **$resourceprobe.currentbestyield** and **.maxyield**, **$sector.averagemaxyield**, and **$galaxy.yieldthresholds** 37 +|(% colspan="6" style="width:117px" %)New properties that can be used are **$resourceprobe.bestyieldrating** and **$sector.yieldrating.{$ware}**. Yields thresholds are no longer a thing in 9.00. 38 +|(% colspan="1" style="width:117px" %)Scripts|(% colspan="1" style="width:119px" %)9.00 Beta 1|(% colspan="4" style="width:1625px" %)Removed **flags **attribute from action **<add_blueprints>** 39 +|(% colspan="6" style="width:117px" %)((( 40 +The flags attribute is no longer available in the MD action <add_blueprints> 26 26 ))) 27 -|(% colspan="1" %)(% colspan="1" %) 42 +|(% style="width:117px" %)Scripts|(% style="width:117px" %)9.00 Beta 1|(% colspan="3" style="width:117px" %)Construction sequence param removed from build_started events 43 +|(% colspan="6" style="width:117px" %)Script events <event_build_started> and <event_player_build_started> no longer receive the construction sequence via param2. param2 will now yield null. Query the sequence via the param3 buildtask instead. 44 +|(% style="width:117px" %)Scripts|(% style="width:117px" %)9.00 Beta 1|(% colspan="3" style="width:117px" %)Script properties removed from macro 45 +|(% colspan="6" style="width:117px" %)**.purposemacro** and **.purposename **have been removed from the **macro **script properties 46 +|(% style="width:117px" %)Scripts|(% style="width:117px" %)9.00 Beta 1|(% colspan="4" rowspan="1" style="width:117px" %)**constructionplan **attribute now required for **<add_build_to_expand_station>** 47 +|(% colspan="6" style="width:117px" %)The constructionplan attribute for the <add_build_to_expand_station> action is no longer optional. Past behaviour when omitted was for the station to recycle down to nothing. Use new script action <add_build_to_recycle_station> instead. 48 + 49 +=== Version 8.00 === 50 + 51 +(% class="table-striped" %) 52 +|(% colspan="1" style="width:117px" %)Scripts|(% colspan="1" style="width:119px" %)8.00 Beta 1|(% colspan="4" style="width:1625px" %)Removed MD action **<populate_platforms>** 53 +|(% colspan="6" style="width:117px" %)((( 54 +The deprecated MD action <populate_platforms> has been removed. The previously referenced character quotas in quotas.xml have also been removed. 55 +))) 56 +|(% style="width:117px" %)Assets|(% style="width:117px" %)8.00 Beta 1|(% colspan="4" rowspan="1" style="width:117px" %)**\assets\units\size_m\ship_gen_m_transdrone_container_02** and **\assets\units\size_s\ship_gen_s_transdrone_container_02** moved to **ego_dlc_terran** 57 +|(% colspan="6" style="width:117px" %)**ship_gen_m_transdrone_container_02** and **ship_gen_s_transdrone_container_02** (templates and macros) have been moved to the **ego_dlc_terran** extension and any reference to these files now requires that the resulting dependency on that extension is taken into account. 58 +|(% style="width:117px" %)Assets|(% style="width:117px" %)8.00 Beta 1|(% colspan="4" rowspan="1" style="width:117px" %)Icons moved from **assets\fx\textures\gui** to **assets\textures\ui** 59 +|(% colspan="6" style="width:117px" %)Assets with the exception of the **loadingscreen** folder have been moved and any reference to these files will require updating (mostly affects icons.xml). 60 +|(% style="width:117px" %)Assets|(% colspan="3" style="width:117px" %)8.00 Beta 1|(% colspan="3" style="width:117px" %)**boron** and **terran** tags for equipment (weapons, engines, ...) changed to **advanced** 61 +|(% colspan="6" style="width:117px" %)Ships and equipment with **boron **and **terran** (Frontier terran, not CoH terran) tags will no longer work properly as they do not match the new **advanced** tag (for example "small engine boron" has been replaced by "small engine advanced") which has been introduced for a compatibility between boron and Frontier-terran ships/equipment. 62 +|(% style="width:117px" %)Assets|(% style="width:117px" %)8.00|(% colspan="4" rowspan="1" style="width:117px" %)Terran NPC heads from Terran DLC **extensions/ego_dlc_terran/assets/characters/terran/heads/[...]** have been removed 63 +|(% colspan="6" style="width:117px" %)All Terran NPC heads are now pointed to **assets/characters/argon/heads/char_arg_f_dyn_blend_head** (female characters) and **assets/characters/argon/heads/char_arg_m_dyn_blend_head** (male characters) instead of using random selection from a list. 64 + 65 +=== Version 7.50 === 66 + 67 +(% class="table-striped" %) 68 +|(% colspan="1" style="width:117px" %)Relations|(% colspan="1" style="width:119px" %)7.50 Beta 4|(% colspan="2" style="width:1625px" %)**Adjusted displayed UI values (25 to 30) for relations between 0.32 and 1.0:** The minimum relation for the "ally" range (0.5) now corresponds to the displayed UI value of precisely +27 (previously rounded down to +26) 69 +|(% colspan="4" style="width:117px" %)((( 70 +The "ally" range is the interval from 0.5 to 1.0, which previously corresponded to the UI value range of approximately +26.9897 to +30. The interpolated mapping within the range from 0.32 and 1.0 has been adjusted so that 0.5 now exactly corresponds to +27. As a consequence, certain relations that were previously between 25 and 28 (rounded down) may have gained +1 in the UI, i.e. they are now displayed as 26 instead of 25, etc. For consistency, the negative range between -1.0 and -0.32 has been adjusted analogously (-0.5 is now displayed as -27). This mostly only affects the UI display, not actual gameplay. 71 +))) 72 +|(% colspan="1" style="width:117px" %)Parameters|(% colspan="1" style="width:119px" %)7.50 Beta 4|(% colspan="2" style="width:1625px" %)**<holomap><radar>**:** complete change in structure** 73 +|(% colspan="7" style="width:117px" %)((( 74 +This section now contains sets of parameters for the different modes it can be in, each in its own <mode> child node. This list can be dynamically expanded to add more modes. 75 +))) 76 + 77 +=== Version 7.00 === 78 + 79 + 80 +(% class="table-striped" %) 81 +|(% colspan="1" style="width:117px" %)Gamestarts|(% colspan="1" style="width:119px" %)7.00 Beta 8|(% colspan="2" style="width:1625px" %)**Text references** 82 +|(% colspan="4" style="width:117px" %)Fields containing text references in gamestarts.xml now have full text conversion applied, allowing texts to be constructed from multiple text entries, e.g. {1234,56}\n\n{1234,78}. As a result, raw text placed in the text fields needs to be formatted accordingly, e.g. "Test start (easy)" would need to be changed to "Test start \(easy\)" to avoid the text in brackets being treated as a comment. 83 +|(% colspan="1" style="width:117px" %)Assets|(% colspan="1" style="width:119px" %)7.00 Beta 7|(% colspan="2" style="width:1625px" %)**\assets\textures\fx\highway_fx_electric_02** was deleted and replaced with **\assets\textures\fx\fx_p2_electric_01** 84 +|(% colspan="4" style="width:117px" %)highway_fx_electric_02 is still available in "legacy" folder if needed 85 +|(% colspan="1" style="width:117px" %)Parameters|(% colspan="1" style="width:119px" %)7.00 Beta 7|(% colspan="2" style="width:1625px" %)**<aiflight><skills>**: **strafespeed**, **strafeacc**, **steeringspeed**, **steeringacc** moved to separate nodes; added support for min and max values 86 +|(% colspan="4" style="width:117px" %)((( 87 +The four parameters used to represent flat factors applied to ships' properties with respect to their respective pilots' skill levels. Parameters moved to separate nodes with support for min and max values which, if supplied, scales the factor linearly if the affected ship's unmodified property is within min and max. Factor does not affect the ship if that property is below min. 88 +))) 89 +|(% colspan="1" style="width:117px" %)Scripts|(% colspan="1" style="width:119px" %)7.00 Beta 6|(% colspan="2" style="width:1625px" %)MD action **<set_holomap_target>** parameter change. 90 +|(% colspan="4" style="width:117px" %)((( 91 +The **pantime** parameter has never actually done anything beyond turning panning on or making the transition instant. To make this clear it has been** **replaced with the boolean parameter **instant.** 92 +))) 93 +|(% colspan="1" style="width:117px" %)Assets|(% colspan="1" style="width:119px" %)7.00 Beta 1|(% colspan="2" style="width:1625px" %)Renamed some material names and changed file paths for textures. 94 +|(% colspan="4" style="width:117px" %)((( 95 +Some material names and texture paths were changed. Please DIFF the materiallibrary.xml from 6.20 with 7.0 to see the difference 96 +))) 97 +|(% colspan="1" style="width:117px" %)(% colspan="1" %) 28 28 ((( 99 +Scripts 100 +)))|(% colspan="1" style="width:119px" %)((( 101 +7.00 Beta 1 102 +)))|(% colspan="2" style="width:1625px" %)((( 103 +MD action **<set_presentation_cluster_persistence/>** now requires the cluster to be a presentation cluster. 104 +))) 105 +|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 106 +((( 107 + Previously it was possible to set normal clusters to be persistent presentation clusters which was an invalid state. 108 +))) 109 +|(% colspan="1" style="width:117px" %)(% colspan="1" %) 110 +((( 29 29 UI extensions 112 +)))|(% colspan="1" style="width:119px" %)((( 113 +7.00 Beta 1 114 +)))|(% colspan="2" style="width:1625px" %)((( 115 +**FFI**: RemoveBuildPlot() changed 30 30 ))) 31 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey" title="Background colour :" %)(% class="highlight-grey" colspan="3"data-highlight-colour="grey" title="Background colour :" %)117 +|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 32 32 ((( 33 - //The build plot's buildstorage is no longer removed implicitly. The buildstorage will instead be cleaned-up once it is empty and no ships are docked.//119 + The build plot's buildstorage is no longer removed implicitly. The buildstorage will instead be cleaned-up once it is empty and no ships are docked. 34 34 ))) 121 +|(% colspan="1" style="width:117px" %)(% colspan="1" %) 122 +((( 123 +Assets 124 +)))|(% colspan="1" style="width:119px" %)((( 125 +7.00 Beta 1 126 +)))|(% colspan="2" style="width:1625px" %)((( 127 +**Some Split DLC materials moved to base game** 128 +))) 129 +|(% colspan="7" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 130 +((( 131 +// //"spl_p1_fx" AND "split_p1_hulltexture_01" were moved from Split DLC to base game 132 +))) 35 35 36 - ----134 +=== Version 6.00 === 37 37 38 -=== 6.00 === 39 - 40 - 41 -(% class="wrapped" %) 136 +(% class="table-striped" %) 42 42 |((( 43 43 Libraries 44 44 )))|((( ... ... @@ -46,11 +46,11 @@ 46 46 )))|(% colspan="2" %)((( 47 47 Updated weights for ship groups in shipgroups.xml libraries of base game and all DLCs. 48 48 ))) 49 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey" title="Background colour :" %)(% class="highlight-grey" colspan="3"data-highlight-colour="grey" title="Background colour :" %)144 +|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 50 50 ((( 51 - //Previously some entries were lacking "weight" parameter, causing it to default to "1", which prevent adding new ships to the group with appropriate/configurable granularity.//146 +Previously some entries were lacking "weight" parameter, causing it to default to "1", which prevent adding new ships to the group with appropriate/configurable granularity. 52 52 53 - //All groups should now have "weight" parameter added and old "weights" were updated to not have single-digit numbers.//148 +All groups should now have "weight" parameter added and old "weights" were updated to not have single-digit numbers. 54 54 ))) 55 55 |(% colspan="1" %)(% colspan="1" %) 56 56 ((( ... ... @@ -62,11 +62,11 @@ 62 62 ((( 63 63 Changed conditions for **<event_player_travelmode_started> <event_player_travelmode_stopped> <event_player_travelmode_charge_started> <event_player_travelmode_charge_aborted>** to be raised. 64 64 ))) 65 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey" title="Background colour :" %)(% class="highlight-grey" colspan="3"data-highlight-colour="grey" title="Background colour :" %)160 +|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 66 66 ((( 67 - //The <event_player_travelmode_started>, <event_player_travelmode_stopped>, <event_player_travelmode_charge_started> and <event_player_travelmode_charge_aborted> events will no longer be raised if the player is a passenger on board a ship which enters or leaves travel mode. Previously these events would be raised whether the player was the pilot or a passenger.//162 +The <event_player_travelmode_started>, <event_player_travelmode_stopped>, <event_player_travelmode_charge_started> and <event_player_travelmode_charge_aborted> events will no longer be raised if the player is a passenger on board a ship which enters or leaves travel mode. Previously these events would be raised whether the player was the pilot or a passenger. 68 68 69 - //Scripts that need to check whether the player exits travel mode may also need to consider checking whether the player leaves the control seat using <event_player_stopped_control> since this will also result in travel mode stopping.//164 +Scripts that need to check whether the player exits travel mode may also need to consider checking whether the player leaves the control seat using <event_player_stopped_control> since this will also result in travel mode stopping. 70 70 ))) 71 71 |(% colspan="1" %)(% colspan="1" %) 72 72 ((( ... ... @@ -78,13 +78,13 @@ 78 78 ((( 79 79 Changed result of **<find_object_surface>** action in the case of a failure 80 80 ))) 81 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey" title="Background colour :" %)(% class="highlight-grey" colspan="3"data-highlight-colour="grey" title="Background colour :" %)176 +|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 82 82 ((( 83 - //The 'posname' and 'rotname' result attributes of <find_object_surface> will now return null in the case of no valid surface position being found.//178 +The 'posname' and 'rotname' result attributes of <find_object_surface> will now return null in the case of no valid surface position being found. 84 84 85 - //Previously, it returned null only if there was a physics error. It however returned a valid, somewhat-random, position if physics were fine but it was still unable to find a suitable surface position. This position was often unsuitable to use for gameplay purposes so it is now null so the caller can handle the situation.//180 +Previously, it returned null only if there was a physics error. It however returned a valid, somewhat-random, position if physics were fine but it was still unable to find a suitable surface position. This position was often unsuitable to use for gameplay purposes so it is now null so the caller can handle the situation. 86 86 87 - //The action itself has been improved to increase the chance of finding suitable surface positions.//182 +The action itself has been improved to increase the chance of finding suitable surface positions. 88 88 ))) 89 89 |(% colspan="1" %)(% colspan="1" %) 90 90 ((( ... ... @@ -96,10 +96,10 @@ 96 96 ((( 97 97 Behaviour change for **<match_dock>** script component filter 98 98 ))) 99 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey" title="Background colour :" %)(% class="highlight-grey" colspan="3"data-highlight-colour="grey" title="Background colour :" %)194 +|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 100 100 ((( 101 - //<match_dock> nodes can now be used on container and walkablemodule classes without wrapping them in <match_content> nodes.102 -This has introduced a new potential pitfall: If finding or counting contained components be wary that there may be multiple positive results, even if there is only one dockingbay. e.g. matching contents for a station will include the dockingbay but also its containing walkable module as that also contains the dockingbay. To only account for docking bays, also filter by dockingbay class. //196 +<match_dock> nodes can now be used on container and walkablemodule classes without wrapping them in <match_content> nodes. 197 +This has introduced a new potential pitfall: If finding or counting contained components be wary that there may be multiple positive results, even if there is only one dockingbay. e.g. matching contents for a station will include the dockingbay but also its containing walkable module as that also contains the dockingbay. To only account for docking bays, also filter by dockingbay class. 103 103 ))) 104 104 |(% colspan="1" %)(% colspan="1" %) 105 105 ((( ... ... @@ -111,9 +111,9 @@ 111 111 ((( 112 112 Changed result attribute location for **<get_attackstrength>** 113 113 ))) 114 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey" title="Background colour :" %)(% class="highlight-grey" colspan="3"data-highlight-colour="grey" title="Background colour :" %)209 +|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 115 115 ((( 116 - //The 'result' attribute of get_attackstrength has been moved into the new <result> subnode and renamed to 'total'.//211 +The 'result' attribute of get_attackstrength has been moved into the new <result> subnode and renamed to 'total'. 117 117 ))) 118 118 |((( 119 119 Assets ... ... @@ -122,10 +122,10 @@ 122 122 )))|(% colspan="2" %)((( 123 123 Surface element **connections** are incompatible by default unless tagged as "**standard**", and also "**combat**" for non-missile, non-mining weapons 124 124 ))) 125 -|(% c lass="highlight-grey" colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% class="highlight-grey" colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)220 +|(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %) 126 126 ((( 127 - //Connection tags used to specify compatibilities in component templates between a ship or station module and engines or shields now additionally require the use of the "standard" tag matching weapon or turret logic. For weapons that are neither Missile Launcher nor Mining Laser, the tag "combat" is also required.128 -Exception: special equipment that is deliberately not compatible with the majority of slots may use another tag instead of "standard", e.g. "highpower" for certain Terran weapons. //222 +Connection tags used to specify compatibilities in component templates between a ship or station module and engines or shields now additionally require the use of the "standard" tag matching weapon or turret logic. For weapons that are neither Missile Launcher nor Mining Laser, the tag "combat" is also required. 223 +Exception: special equipment that is deliberately not compatible with the majority of slots may use another tag instead of "standard", e.g. "highpower" for certain Terran weapons. 129 129 ))) 130 130 |(% colspan="1" %)(% colspan="1" %) 131 131 ((( ... ... @@ -137,9 +137,9 @@ 137 137 ((( 138 138 Changed behaviour of attribute **sortbygatedistanceto** when finding objects, discarding unreachable objects 139 139 ))) 140 -|(% c lass="highlight-grey" colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% class="highlight-grey" colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)235 +|(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %) 141 141 ((( 142 - //When finding components with attribute "sortbygatedistanceto", e.g. in <find_object>, any objects with a negative gatedistance (i.e. unreachable objects) are automatically excluded from the result.//237 +When finding components with attribute "sortbygatedistanceto", e.g. in <find_object>, any objects with a negative gatedistance (i.e. unreachable objects) are automatically excluded from the result. 143 143 ))) 144 144 |((( 145 145 Scripts ... ... @@ -148,9 +148,9 @@ 148 148 )))|(% colspan="2" %)((( 149 149 **<event_player_owned_killed_object>** and **<event_player_owned_destroyed>** are now triggered before the corresponding **<event_object_destroyed>**, instead of afterwards. 150 150 ))) 151 -|(% c lass="highlight-grey" colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% class="highlight-grey" colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)246 +|(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %) 152 152 ((( 153 - //The order of events was adjusted, allowing handlers of <event_player_owned_killed_object> and <event_player_owned_destroyed> to access commander/subordinate relationship of the destroyed object.//248 +The order of events was adjusted, allowing handlers of <event_player_owned_killed_object> and <event_player_owned_destroyed> to access commander/subordinate relationship of the destroyed object. 154 154 ))) 155 155 |((( 156 156 Cutscenes ... ... @@ -159,16 +159,16 @@ 159 159 )))|(% colspan="2" %)((( 160 160 Changed behaviour of **<angles>** in cutscenes 161 161 ))) 162 -|(% c lass="highlight-grey" colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% class="highlight-grey" colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)257 +|(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %) 163 163 ((( 164 - //The yaw and pitch nodes in <angles> are now correctly interpreted as values in degrees.//259 +The yaw and pitch nodes in <angles> are now correctly interpreted as values in degrees. 165 165 ))) 166 166 167 167 ---- 168 168 169 -=== 5.00 === 264 +=== Version 5.00 === 170 170 171 -(% class=" wrapped" %)266 +(% class="table-striped" %) 172 172 |((( 173 173 Parameters 174 174 )))|((( ... ... @@ -176,16 +176,16 @@ 176 176 )))|(% colspan="2" %)((( 177 177 **<controlpanel><entry>: minduration** removed, **maxduration** renamed to duration 178 178 ))) 179 -|(% c lass="highlight-grey" colspan="7"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)274 +|(% colspan="7" %)(% colspan="3" %) 180 180 ((( 181 - //'minduration' was unused in X4, maxduration was and still is taken as the actual duration of control panel hacks. No functionality change.//276 +'minduration' was unused in X4, maxduration was and still is taken as the actual duration of control panel hacks. No functionality change. 182 182 ))) 183 183 184 184 ---- 185 185 186 -=== 4.10 === 281 +=== Version 4.10 === 187 187 188 -(% class=" wrapped" %)283 +(% class="table-striped" %) 189 189 |(% colspan="1" %)(% colspan="1" %) 190 190 ((( 191 191 UI extensions ... ... @@ -196,9 +196,9 @@ 196 196 ((( 197 197 **FFI**: SetMapRenderCargoContents(), SetMapRenderWorkForceInfo(), SetMapRenderCrewInfo() and SetMapRenderDockedShipInfos() deprecated 198 198 ))) 199 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)294 +|(% colspan="4" %)(% colspan="3" %) 200 200 ((( 201 - //The functionality represented by SetMapRenderCargoContents(), SetMapRenderWorkForceInfo(), SetMapRenderCrewInfo() and SetMapRenderDockedShipInfos() has been removed and the function was therefore stubbed.//296 +The functionality represented by SetMapRenderCargoContents(), SetMapRenderWorkForceInfo(), SetMapRenderCrewInfo() and SetMapRenderDockedShipInfos() has been removed and the function was therefore stubbed. 202 202 ))) 203 203 |(% colspan="1" %)(% colspan="1" %) 204 204 ((( ... ... @@ -210,9 +210,9 @@ 210 210 ((( 211 211 **FFI**: CustomGameStartPlayerProperty2 changed 212 212 ))) 213 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)308 +|(% colspan="4" %)(% colspan="3" %) 214 214 ((( 215 - //This struct was added in 4.10 Beta 2 and an additional member count was added in Beta 6.//310 +This struct was added in 4.10 Beta 2 and an additional member count was added in Beta 6. 216 216 ))) 217 217 |(% colspan="1" %)(% colspan="1" %) 218 218 ((( ... ... @@ -224,9 +224,9 @@ 224 224 ((( 225 225 Renamed **<stationinfobox>** to **<infobox>** 226 226 ))) 227 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)322 +|(% colspan="4" %)(% colspan="3" %) 228 228 ((( 229 - //Info box parameters are now shared across stations and ships. The node has a more generic name to reflect that.//324 +Info box parameters are now shared across stations and ships. The node has a more generic name to reflect that. 230 230 ))) 231 231 |(% colspan="1" %)(% colspan="1" %) 232 232 ((( ... ... @@ -238,9 +238,9 @@ 238 238 ((( 239 239 **FFI**: SetMacroMapPlayerSectorOffset() deprecated 240 240 ))) 241 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)336 +|(% colspan="4" %)(% colspan="3" %) 242 242 ((( 243 - //The functionality represented by SetMacroMapPlayerSectorOffset() has been removed and the function was therefore stubbed. Setting the gamestart properties "sector" and "offset" will affect the universe macro map instead directly.//338 +The functionality represented by SetMacroMapPlayerSectorOffset() has been removed and the function was therefore stubbed. Setting the gamestart properties "sector" and "offset" will affect the universe macro map instead directly. 244 244 ))) 245 245 |((( 246 246 UI extensions ... ... @@ -249,9 +249,9 @@ 249 249 )))|(% colspan="2" %)((( 250 250 **FFI**: FilterComponentForMapMode() and SetMapObjectFilter() changed 251 251 ))) 252 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)347 +|(% colspan="4" %)(% colspan="3" %) 253 253 ((( 254 - //These functions were added in 4.10 Beta 1 and an additional boolean parameter allowentitydeliverymissionobject was added in Beta 2.//349 +These functions were added in 4.10 Beta 1 and an additional boolean parameter allowentitydeliverymissionobject was added in Beta 2. 255 255 ))) 256 256 |((( 257 257 Scripts ... ... @@ -260,9 +260,9 @@ 260 260 )))|(% colspan="2" %)((( 261 261 People related attributes of mission** <delivery> **node moved 262 262 ))) 263 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)358 +|(% colspan="4" %)(% colspan="3" %) 264 264 ((( 265 - //The <delivery> node of <create_mission> and <update_mission> has been changed to support a new <wares> subnode. The people related attributes: 'people' and 'skills' have been moved from the <delivery> node itself to a <people> subnode.//360 +The <delivery> node of <create_mission> and <update_mission> has been changed to support a new <wares> subnode. The people related attributes: 'people' and 'skills' have been moved from the <delivery> node itself to a <people> subnode. 266 266 ))) 267 267 |(% colspan="1" %)(% colspan="1" %) 268 268 ((( ... ... @@ -274,9 +274,9 @@ 274 274 ((( 275 275 **$destructible.productions** replaced with $defensible.productions 276 276 ))) 277 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)372 +|(% colspan="4" %)(% colspan="3" %) 278 278 ((( 279 - //The $destructible.productions script property was removed and reimplemented as $defensible.productions meaning some old uses may no longer work unless the destructible is also a defensible. The old implementation functioned by finding the containing object of the destructible (including itself) to query for the production modules.//374 +The $destructible.productions script property was removed and reimplemented as $defensible.productions meaning some old uses may no longer work unless the destructible is also a defensible. The old implementation functioned by finding the containing object of the destructible (including itself) to query for the production modules. 280 280 ))) 281 281 |((( 282 282 Scripts ... ... @@ -285,16 +285,16 @@ 285 285 )))|(% colspan="2" %)((( 286 286 Removed script property **$object.spawnsourceseed** 287 287 ))) 288 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)383 +|(% colspan="4" %)(% colspan="3" %) 289 289 ((( 290 - //The spawnsource seed is no longer directly accessible by scripts. Use $component.seed, which will internally use the spawnsource seed if able. Note: An improvement is that .seed on objects without a spawnsource seed will now result in a value that differs between objects of the same macro, meaning it can now reliably be used for player property or job ships.//385 +The spawnsource seed is no longer directly accessible by scripts. Use $component.seed, which will internally use the spawnsource seed if able. Note: An improvement is that .seed on objects without a spawnsource seed will now result in a value that differs between objects of the same macro, meaning it can now reliably be used for player property or job ships. 291 291 ))) 292 292 293 293 ---- 294 294 295 -=== 4.00 === 390 +=== Version 4.00 === 296 296 297 -(% class=" wrapped" %)392 +(% class="table-striped" %) 298 298 |(% colspan="1" %)(% colspan="1" %) 299 299 ((( 300 300 UI core ... ... @@ -305,10 +305,10 @@ 305 305 ((( 306 306 Controlled ship can change without a **gameplanchange-event** occurring. 307 307 ))) 308 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)403 +|(% colspan="4" %)(% colspan="3" %) 309 309 ((( 310 - //Before 4.00 Beta 10 it was ensured that there is no direct transition between the 'cockpit ui mode' of one ship to another. Instead, it was always ensured that the UI first transitions into the firstperson mode and then back into the cockpit mode (controlling then the other ship).311 -In order to support the new emergency eject feature which was added in 4.00 Beta 7, this assurance was dropped. As of 4.00 Beta 10 it is now possible that the ship the player controls can swap without the gameplanchange-event being risen which one could rely upon in previous versions. If your addon relied on the fact that the ship would not change without first going into first person mode, you will have to adjust your addon accordingly. //405 +Before 4.00 Beta 10 it was ensured that there is no direct transition between the 'cockpit ui mode' of one ship to another. Instead, it was always ensured that the UI first transitions into the firstperson mode and then back into the cockpit mode (controlling then the other ship). 406 +In order to support the new emergency eject feature which was added in 4.00 Beta 7, this assurance was dropped. As of 4.00 Beta 10 it is now possible that the ship the player controls can swap without the gameplanchange-event being risen which one could rely upon in previous versions. If your addon relied on the fact that the ship would not change without first going into first person mode, you will have to adjust your addon accordingly. 312 312 ))) 313 313 |((( 314 314 Scripts ... ... @@ -317,11 +317,11 @@ 317 317 )))|(% colspan="2" %)((( 318 318 Parameters of **<event_terraforming_project_succeeded>** and **<event_terraforming_project_failed>** changed 319 319 ))) 320 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)415 +|(% colspan="4" %)(% colspan="3" %) 321 321 ((( 322 - //Old params: param = project ID, param2 = were there positive side-effects?, param3 = were there negative side-effects?417 +Old params: param = project ID, param2 = were there positive side-effects?, param3 = were there negative side-effects? 323 323 New params: param = project ID, param2 = [were there positive side-effects?, were there negative side-effects?], param3 = payout in Credits 324 -Note: param3 only exists in <event_terraforming_project_succeeded> and not in <event_terraforming_project_failed>, but both now have the booleans in a list for consistency //419 +Note: param3 only exists in <event_terraforming_project_succeeded> and not in <event_terraforming_project_failed>, but both now have the booleans in a list for consistency 325 325 ))) 326 326 |(% colspan="1" %)(% colspan="1" %) 327 327 ((( ... ... @@ -333,12 +333,12 @@ 333 333 ((( 334 334 **FFI:** GetFactionRelationStatus() handling for faction relation range [-20,-10] changed 335 335 ))) 336 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)431 +|(% colspan="4" %)(% colspan="3" %) 337 337 ((( 338 - //In order to keep consistency with regards to the new behvior 'hostile' relation state and the older (deprecated) UI functions, the behavior of the deprecated GetFactionRelationStatus() function was changed according to the behavior of the GetRelationStatus()/GetRelationStatus2() functions which was done in the previous beta.339 -Factions with a relation rating between -20 and -10 will now report a relation status of 'neutral' (aka: 1) instead of 'hostile'/'enemy' (aka: 0). //433 +In order to keep consistency with regards to the new behvior 'hostile' relation state and the older (deprecated) UI functions, the behavior of the deprecated GetFactionRelationStatus() function was changed according to the behavior of the GetRelationStatus()/GetRelationStatus2() functions which was done in the previous beta. 434 +Factions with a relation rating between -20 and -10 will now report a relation status of 'neutral' (aka: 1) instead of 'hostile'/'enemy' (aka: 0). 340 340 341 - //If you rely on a handling where these factions are treated like enemies, please use the new GetFactionRelationStatus2() function instead.//436 +If you rely on a handling where these factions are treated like enemies, please use the new GetFactionRelationStatus2() function instead. 342 342 ))) 343 343 |(% colspan="1" %)(% colspan="1" %) 344 344 ((( ... ... @@ -350,11 +350,11 @@ 350 350 ((( 351 351 **FFI:** GetRelationStatus()/GetRelationStatus2() handling for objects in relation range [-25,-10] changed 352 352 ))) 353 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)448 +|(% colspan="4" %)(% colspan="3" %) 354 354 ((( 355 - //4.00 Beta 5////introduces a new 'hostile' relation status and the game now distinguishes between hostile and enemy relation states. Objects not yet 'hostile' with the player are now visualized differently and therefore distinguishable from real hostile ones. Because of that, several related changes were made for these objects to bring them more in line with how 'neutral' objects behave (f.e. no automatic attacking of these objects by the player property anymore, no target selection when targeting the closest enemy, etc.). To reflect this, these objects are now returning 1 (neutral) as the relation status by the GetRelationStatus()/GetRelationStatus2() functions.//450 +4.00 Beta 5 introduces a new 'hostile' relation status and the game now distinguishes between hostile and enemy relation states. Objects not yet 'hostile' with the player are now visualized differently and therefore distinguishable from real hostile ones. Because of that, several related changes were made for these objects to bring them more in line with how 'neutral' objects behave (f.e. no automatic attacking of these objects by the player property anymore, no target selection when targeting the closest enemy, etc.). To reflect this, these objects are now returning 1 (neutral) as the relation status by the GetRelationStatus()/GetRelationStatus2() functions. 356 356 357 - //If you rely on a handling where they are treated like enemies, please use the new GetRelationStatus3()//function which returns the new range for these objects: 1 (meaning 'enemy' (aka: not yet hostile) here with following relations having been shifted up).452 +If you rely on a handling where they are treated like enemies, please use the new GetRelationStatus3() function which returns the new range for these objects: 1 (meaning 'enemy' (aka: not yet hostile) here with following relations having been shifted up). 358 358 ))) 359 359 |((( 360 360 Parameters ... ... @@ -363,9 +363,9 @@ 363 363 )))|(% colspan="2" %)((( 364 364 **requiresconstructionvessel** parameter moved 365 365 ))) 366 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)461 +|(% colspan="4" %)(% colspan="3" %) 367 367 ((( 368 - //The 'requiresconstructionvessel' attribute has been moved from the 'recycling' node itself, to the new 'station' subnode.//463 +The 'requiresconstructionvessel' attribute has been moved from the 'recycling' node itself, to the new 'station' subnode. 369 369 ))) 370 370 |((( 371 371 Scripts ... ... @@ -374,16 +374,16 @@ 374 374 )))|(% colspan="2" %)((( 375 375 Changed behaviour of **gatedistance** script property 376 376 ))) 377 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)472 +|(% colspan="4" %)(% colspan="3" %) 378 378 ((( 379 - //The 'gatedistance' script property now minimizes the number of gate jumps instead of counting the number gate jumps in the fastest route.//474 +The 'gatedistance' script property now minimizes the number of gate jumps instead of counting the number gate jumps in the fastest route. 380 380 ))) 381 381 382 382 ---- 383 383 384 -=== 3.30 === 479 +=== Version 3.30 === 385 385 386 -(% class=" wrapped" %)481 +(% class="table-striped" %) 387 387 |((( 388 388 UI extensions 389 389 )))|((( ... ... @@ -391,16 +391,16 @@ 391 391 )))|(% colspan="2" %)((( 392 392 **FFI: **Removed** GetMissionLimit() **and** IsMissionLimitEnabled()** 393 393 ))) 394 -|(% c lass="highlight-grey" colspan="7"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)489 +|(% colspan="7" %)(% colspan="3" %) 395 395 ((( 396 - //These mission limit-related functions (added in 3.30 Beta 1 and 2) are replaced with FFI IsMissionLimitReached()//491 +These mission limit-related functions (added in 3.30 Beta 1 and 2) are replaced with FFI IsMissionLimitReached() 397 397 ))) 398 398 399 399 ---- 400 400 401 -=== 3.20 === 496 +=== Version 3.20 === 402 402 403 -(% class=" wrapped" %)498 +(% class="table-striped" %) 404 404 |((( 405 405 Scripts 406 406 )))|((( ... ... @@ -408,11 +408,11 @@ 408 408 )))|(% colspan="2" %)((( 409 409 Parameters of **<event_player_attacked_object/>** and **<event_object_attacked_object/>** changed 410 410 ))) 411 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)506 +|(% colspan="4" %)(% colspan="3" %) 412 412 ((( 413 - //Old params: param = attacked object, param2 = attack method, param3 = attacked component//414 - //New params: param = attacked object, param2 = attack method, param3 = attack component detail list: [attacked component, attacking weapon]415 -Note that this also means the component attribute to the events is no longer available, so scripts checking the attacked component need to use event.param3.{1} instead //508 +Old params: param = attacked object, param2 = attack method, param3 = attacked component 509 +New params: param = attacked object, param2 = attack method, param3 = attack component detail list: [attacked component, attacking weapon] 510 +Note that this also means the component attribute to the events is no longer available, so scripts checking the attacked component need to use event.param3.{1} instead 416 416 ))) 417 417 |(% colspan="1" %)(% colspan="1" %) 418 418 ((( ... ... @@ -424,9 +424,9 @@ 424 424 ((( 425 425 Removed script property $trade.**restriction.faction** 426 426 ))) 427 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)522 +|(% colspan="4" %)(% colspan="3" %) 428 428 ((( 429 - //$trade.restriction.faction has been replaced with $trade.restriction.factions, which returns a list of factions.//524 +$trade.restriction.faction has been replaced with $trade.restriction.factions, which returns a list of factions. 430 430 ))) 431 431 |((( 432 432 UI extensions ... ... @@ -435,16 +435,16 @@ 435 435 )))|(% colspan="2" %)((( 436 436 **Lua**: **GetTradeRestrictions()**, **ToggleFactionTradeRestriction()** and **ToggleFactionTradeWareOverride()** are now obsolete! 437 437 ))) 438 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)533 +|(% colspan="4" %)(% colspan="3" %) 439 439 ((( 440 - //With the addition of the Trade Rule feature the given functions are obsolete and do not function anymore. This set of functions will return dummy values to avoid breaking scripts. Use GetAllTradeRules(), GetContainerTradeRuleID(), SetContainerTradeRule() and similar trade rule functions as replacement.//535 +With the addition of the Trade Rule feature the given functions are obsolete and do not function anymore. This set of functions will return dummy values to avoid breaking scripts. Use GetAllTradeRules(), GetContainerTradeRuleID(), SetContainerTradeRule() and similar trade rule functions as replacement. 441 441 ))) 442 442 443 443 ---- 444 444 445 -=== 3.10 === 540 +=== Version 3.10 === 446 446 447 -(% class=" wrapped" %)542 +(% class="table-striped" %) 448 448 |(% colspan="1" %)(% colspan="1" %) 449 449 ((( 450 450 Scripts ... ... @@ -455,16 +455,16 @@ 455 455 ((( 456 456 Removed script action **<add_build/>** 457 457 ))) 458 -|(% c lass="highlight-grey" colspan="7"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)553 +|(% colspan="7" %)(% colspan="3" %) 459 459 ((( 460 - //Removed <add_build/> action which was no longer needed and would result in builds being added in unsupported ways. Use other <add_build_xxx/> actions.//555 +Removed <add_build/> action which was no longer needed and would result in builds being added in unsupported ways. Use other <add_build_xxx/> actions. 461 461 ))) 462 462 463 463 ---- 464 464 465 -=== 3.00 === 560 +=== Version 3.00 === 466 466 467 -(% class=" wrapped" %)562 +(% class="table-striped" %) 468 468 |(% colspan="1" %)(% colspan="1" %) 469 469 ((( 470 470 Scripts ... ... @@ -475,9 +475,9 @@ 475 475 ((( 476 476 Changed behaviour of script action **<get_suitable_job/>** 477 477 ))) 478 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)573 +|(% colspan="4" %)(% colspan="3" %) 479 479 ((( 480 - //<get_suitable_job/> previously did not respect job quotas or the current number of job ships. It now does, only returning job IDs which are not exceeding the maxgalaxy quota. Using 'exceedquota' allows the action to behave as before.//575 +<get_suitable_job/> previously did not respect job quotas or the current number of job ships. It now does, only returning job IDs which are not exceeding the maxgalaxy quota. Using 'exceedquota' allows the action to behave as before. 481 481 ))) 482 482 |(% colspan="1" %)(% colspan="1" %) 483 483 ((( ... ... @@ -489,9 +489,9 @@ 489 489 ((( 490 490 Changed behaviour of script action **<get_ware_definition/>** 491 491 ))) 492 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)587 +|(% colspan="4" %)(% colspan="3" %) 493 493 ((( 494 - //<get_ware_definition/> previously filtered for equipment wares by default. This is now not the case and existing cases now use flags="equipment". Additional filter attributes for group and tags has also been added.//589 +<get_ware_definition/> previously filtered for equipment wares by default. This is now not the case and existing cases now use flags="equipment". Additional filter attributes for group and tags has also been added. 495 495 ))) 496 496 |(% colspan="1" %)(% colspan="1" %) 497 497 ((( ... ... @@ -503,11 +503,11 @@ 503 503 ((( 504 504 Renamed all files in the **md**, ui, and **cutscenes** folders to lower-case 505 505 ))) 506 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)601 +|(% colspan="4" %)(% colspan="3" %) 507 507 ((( 508 - //All MD, UI, and cutscene files have been renamed as lower-case. For most users this should have no effect since files packed in catalogs are essentially case-insensitive. However, this change can affect users on Linux systems when running a mod that contains single files instead of a catalog, and/or when playing with unpacked base game files//. If your mod has XML patch files that are not packed in a catalog, the filenames must be lower-case to match the filenames in the base game. (For info on using mod catalogs, see the Readme of the X Catalog Tool.)603 +All MD, UI, and cutscene files have been renamed as lower-case. For most users this should have no effect since files packed in catalogs are essentially case-insensitive. However, this change can affect users on Linux systems when running a mod that contains single files instead of a catalog, and/or when playing with unpacked base game files. If your mod has XML patch files that are not packed in a catalog, the filenames must be lower-case to match the filenames in the base game. (For info on using mod catalogs, see the Readme of the X Catalog Tool.) 509 509 510 - //Note that this change has no effect on the actual content of scripts or cutscenes. The MD script/cutscene names are stored in the files, regardless of the filenames, so that references to them remain unchanged (e.g., "md.Setup.Start" references a cue in setup.xml).//605 +Note that this change has no effect on the actual content of scripts or cutscenes. The MD script/cutscene names are stored in the files, regardless of the filenames, so that references to them remain unchanged (e.g., "md.Setup.Start" references a cue in setup.xml). 511 511 ))) 512 512 |(% colspan="1" %)(% colspan="1" %) 513 513 ((( ... ... @@ -519,9 +519,9 @@ 519 519 ((( 520 520 Adjustments of some MD library cues in the base game to change their usage from **<include_actions>** to <run_actions> 521 521 ))) 522 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)617 +|(% colspan="4" %)(% colspan="3" %) 523 523 ((( 524 - //Some MD library cues in the base game that were previously used with <include_actions> have been adjusted, so they must now be used with the new MD action <run_actions> instead. Mods that use such a library with <include_actions> will have to switch to <run_actions> as well. A list of affected libraries is not provided here. Note: Additional library cues may be adjusted in future builds without further warning.//619 +Some MD library cues in the base game that were previously used with <include_actions> have been adjusted, so they must now be used with the new MD action <run_actions> instead. Mods that use such a library with <include_actions> will have to switch to <run_actions> as well. A list of affected libraries is not provided here. Note: Additional library cues may be adjusted in future builds without further warning. 525 525 ))) 526 526 |(% colspan="1" %)(% colspan="1" %) 527 527 ((( ... ... @@ -533,10 +533,10 @@ 533 533 ((( 534 534 Changes to $dockingbay.**todockpos** and $dockingbay.**launchpos** 535 535 ))) 536 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)631 +|(% colspan="4" %)(% colspan="3" %) 537 537 ((( 538 - //Before the change, positions are relative to $dockingbay.parent.539 -After the change, positions are relative to $dockingbay as specified in the documentation. //633 +Before the change, positions are relative to $dockingbay.parent. 634 +After the change, positions are relative to $dockingbay as specified in the documentation. 540 540 ))) 541 541 |(% colspan="1" %)(% colspan="1" %) 542 542 ((( ... ... @@ -548,9 +548,9 @@ 548 548 ((( 549 549 Support for entity flag "**skillsvisible**" dropped 550 550 ))) 551 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)646 +|(% colspan="4" %)(% colspan="3" %) 552 552 ((( 553 - //Entity skills are always visible; that flag was a leftover from XR. We removed support for the script property .skillsvisible, the attribute "skillsvisible" of <set_entity_traits> and <set_npc_template_traits>, and the parameter "skillsvisible" of Lua function GetComponentData().//648 +Entity skills are always visible; that flag was a leftover from XR. We removed support for the script property .skillsvisible, the attribute "skillsvisible" of <set_entity_traits> and <set_npc_template_traits>, and the parameter "skillsvisible" of Lua function GetComponentData(). 554 554 ))) 555 555 |((( 556 556 Scripts ... ... @@ -559,9 +559,9 @@ 559 559 )))|(% colspan="2" %)((( 560 560 Changes to **<event_object_changed_owner>** and added **<event_object_changed_true_owner>**. 561 561 ))) 562 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)657 +|(% colspan="4" %)(% colspan="3" %) 563 563 ((( 564 - //Before 3.0 Beta 2 there was just a single <event_object//_changed_owner> condition. This condition was triggered in multiple cases when an owner change occurred. However, the exact cases were inconsistent and also the event could have been triggered w/o an effective owner change having been applied.659 +Before 3.0 Beta 2 there was just a single <event_object_changed_owner> condition. This condition was triggered in multiple cases when an owner change occurred. However, the exact cases were inconsistent and also the event could have been triggered w/o an effective owner change having been applied. 565 565 3.0 Beta 2 fixes these inconsistencies and ensures that the event is only fired, if the "effective" component owner of the object changed. To handle cases where the script actually needs to be informed if the "true" owner of a component was changed (i.e. not taking the cover faction into account) a new <event_object_changed_true_owner> was introduced. 566 566 If in your scripts you make use of the <event_object_changed_owner> condition you need to verify that you indeed want to work with the "effective" component owner or whether your script code actually should work with the true owner of an object and update your code accordingly. 567 567 On top of that the 3rd parameter of <event_object_changed_owner> (trueprevious) was dropped as the event is no longer triggered upon a change of the true owner alone (i.e. only if the change of the true owner has also an effect on the "effective" component owner). ... ... @@ -576,9 +576,9 @@ 576 576 ((( 577 577 **MissionBoard** support dropped 578 578 ))) 579 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)674 +|(% colspan="4" %)(% colspan="3" %) 580 580 ((( 581 - //MissionBoards was a dummy asset type which was only used during early development and never meant to be shipped in the released version. If any mod tried to make use of this asset type, undefined behaviour would occur. Therefore we cleaned things up in 3.0 Beta 1 including deprecating/removing any related UI/script function.//676 +MissionBoards was a dummy asset type which was only used during early development and never meant to be shipped in the released version. If any mod tried to make use of this asset type, undefined behaviour would occur. Therefore we cleaned things up in 3.0 Beta 1 including deprecating/removing any related UI/script function. 582 582 ))) 583 583 |((( 584 584 Job/God ... ... @@ -587,9 +587,9 @@ 587 587 )))|(% colspan="2" %)((( 588 588 By default, **job/god entries** now only spawn objects in space added by the extension in which they are defined 589 589 ))) 590 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)685 +|(% colspan="4" %)(% colspan="3" %) 591 591 ((( 592 - //To better support extensions which add to the base game map, a job/god entry now defaults to only spawning objects in areas of the map that are added by the extension in which that entry is defined. You can override this behaviour by adding a matchextension="false" attribute to the job/god entry definition. This allows the entry to spawn objects anywhere that matches the entry's other criteria.//687 +To better support extensions which add to the base game map, a job/god entry now defaults to only spawning objects in areas of the map that are added by the extension in which that entry is defined. You can override this behaviour by adding a matchextension="false" attribute to the job/god entry definition. This allows the entry to spawn objects anywhere that matches the entry's other criteria. 593 593 ))) 594 594 |(% colspan="1" %)(% colspan="1" %) 595 595 ((( ... ... @@ -601,9 +601,9 @@ 601 601 ((( 602 602 Script action **<add_actor_to_room/> **attribute **'room'** renamed to **'object'** 603 603 ))) 604 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)699 +|(% colspan="4" %)(% colspan="3" %) 605 605 ((( 606 - //Due to engine changes, script action <add_actor_to_room/> has had the attribute 'room' changed to 'object', which is more accurate. Most likely requires a 'position' if a slot is not provided.//701 +Due to engine changes, script action <add_actor_to_room/> has had the attribute 'room' changed to 'object', which is more accurate. Most likely requires a 'position' if a slot is not provided. 607 607 ))) 608 608 |(% colspan="1" %)(% colspan="1" %) 609 609 ((( ... ... @@ -615,9 +615,9 @@ 615 615 ((( 616 616 Script action **<set_doors_locked/>** attribute **'group'** changed 617 617 ))) 618 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)713 +|(% colspan="4" %)(% colspan="3" %) 619 619 ((( 620 - //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.//715 +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. 621 621 ))) 622 622 |(% colspan="1" %)(% colspan="1" %) 623 623 ((( ... ... @@ -629,9 +629,9 @@ 629 629 ((( 630 630 Script conditions **<event_hack_*/>** and **<event_controlpanel_hack_*/>** removed 631 631 ))) 632 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)727 +|(% colspan="4" %)(% colspan="3" %) 633 633 ((( 634 - //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.//729 +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. 635 635 ))) 636 636 |(% colspan="1" %)(% colspan="1" %) 637 637 ((( ... ... @@ -643,9 +643,9 @@ 643 643 ((( 644 644 Script actions **<set_hack_target/>** and **<abort_hack/>** removed 645 645 ))) 646 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)741 +|(% colspan="4" %)(% colspan="3" %) 647 647 ((( 648 - //These actions had no effect and were removed.//743 +These actions had no effect and were removed. 649 649 ))) 650 650 |(% colspan="1" %)(% colspan="1" %) 651 651 ((( ... ... @@ -657,9 +657,9 @@ 657 657 ((( 658 658 **<setup_conversation_minigame/>** script action removed 659 659 ))) 660 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)755 +|(% colspan="4" %)(% colspan="3" %) 661 661 ((( 662 - //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.//757 +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. 663 663 ))) 664 664 |(% colspan="1" %)(% colspan="1" %) 665 665 ((( ... ... @@ -671,9 +671,9 @@ 671 671 ((( 672 672 <add_player_choice_*> **confidence** attribute removed 673 673 ))) 674 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)769 +|(% colspan="4" %)(% colspan="3" %) 675 675 ((( 676 - //The default confidence of player options is another leftover from the XR era and had no effect in X4.//771 +The default confidence of player options is another leftover from the XR era and had no effect in X4. 677 677 ))) 678 678 |(% colspan="1" %)(% colspan="1" %) 679 679 ((( ... ... @@ -685,9 +685,9 @@ 685 685 ((( 686 686 **<hack_via_control_panel/>** script action removed 687 687 ))) 688 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)783 +|(% colspan="4" %)(% colspan="3" %) 689 689 ((( 690 - //Unused script action <hack_via_control_panel/> was removed.//785 +Unused script action <hack_via_control_panel/> was removed. 691 691 ))) 692 692 |(% colspan="1" %)(% colspan="1" %) 693 693 ((( ... ... @@ -699,9 +699,9 @@ 699 699 ((( 700 700 **Lua: **GetMiniGameCursorPosition() removed 701 701 ))) 702 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)797 +|(% colspan="4" %)(% colspan="3" %) 703 703 ((( 704 - //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.//799 +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. 705 705 ))) 706 706 |((( 707 707 UI core ... ... @@ -710,9 +710,9 @@ 710 710 )))|(% colspan="2" %)((( 711 711 **FFI: **GetLocalizedInteractiveNotificationKey can return icon placeholders 712 712 ))) 713 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)808 +|(% colspan="4" %)(% colspan="3" %) 714 714 ((( 715 - //In 3.0 Beta 1 we added support to display icons for keyboard bindings, if an icon is available for the specified keys. This results in GetLocalizedInteractiveNotificationKey() potentially returning a different text now if such an icon is assigned to the mapped key/button.//810 +In 3.0 Beta 1 we added support to display icons for keyboard bindings, if an icon is available for the specified keys. This results in GetLocalizedInteractiveNotificationKey() potentially returning a different text now if such an icon is assigned to the mapped key/button. 716 716 ))) 717 717 |(% colspan="1" %)(% colspan="1" %) 718 718 ((( ... ... @@ -724,9 +724,9 @@ 724 724 ((( 725 725 **FFI: **UIWeaponMod returned by GetInstalledWeaponMod() now includes property SurfaceElementFactor 726 726 ))) 727 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)822 +|(% colspan="4" %)(% colspan="3" %) 728 728 ((( 729 - //In 3.0 Beta 1 we added support for a new weapon mod property "SurfaceElementFactor" to allow weapons to deal increased damage to surface elements such as Shield Generators, Turrets or Engines.//824 +In 3.0 Beta 1 we added support for a new weapon mod property "SurfaceElementFactor" to allow weapons to deal increased damage to surface elements such as Shield Generators, Turrets or Engines. 730 730 ))) 731 731 |(% colspan="1" %)(% colspan="1" %) 732 732 ((( ... ... @@ -738,10 +738,10 @@ 738 738 ((( 739 739 **$ware.illegal** updated 740 740 ))) 741 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)836 +|(% colspan="4" %)(% colspan="3" %) 742 742 ((( 743 - //$ware.illegal used to return true if the specified ware has the 'illegal' tag which is no longer used.//744 - //It now returns true if $ware is illegal to any faction in the game.//838 +$ware.illegal used to return true if the specified ware has the 'illegal' tag which is no longer used. 839 +It now returns true if $ware is illegal to any faction in the game. 745 745 ))) 746 746 |(% colspan="1" %)(% colspan="1" %) 747 747 ((( ... ... @@ -753,9 +753,9 @@ 753 753 ((( 754 754 MD script **RML_Flight_Along_Path** removed 755 755 ))) 756 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)851 +|(% colspan="4" %)(% colspan="3" %) 757 757 ((( 758 - //The MD script RML_Flight_Along_Path was not referened and was removed.//853 +The MD script RML_Flight_Along_Path was not referened and was removed. 759 759 ))) 760 760 |(% colspan="1" %)(% colspan="1" %) 761 761 ((( ... ... @@ -767,10 +767,10 @@ 767 767 ((( 768 768 parameters of **<event_venture_mission_completed/>** changed 769 769 ))) 770 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)865 +|(% colspan="4" %)(% colspan="3" %) 771 771 ((( 772 - //old params: param = venture details, param2 = ships involved, param3 = duration//773 - //new params: param = venture detail list: [mission name, mission type], param2 = list of ships involved, param3 = duration//867 +old params: param = venture details, param2 = ships involved, param3 = duration 868 +new params: param = venture detail list: [mission name, mission type], param2 = list of ships involved, param3 = duration 774 774 ))) 775 775 |((( 776 776 Scripts ... ... @@ -780,9 +780,9 @@ 780 780 **<set_object_wing_name/>** removed, 781 781 **<set_object_fleet_name/>** added 782 782 ))) 783 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)878 +|(% colspan="4" %)(% colspan="3" %) 784 784 ((( 785 - //The common action <set_object_wing_name/> has been replaced with <set_object_fleet_name/>//880 +The common action <set_object_wing_name/> has been replaced with <set_object_fleet_name/> 786 786 ))) 787 787 |((( 788 788 Scripts ... ... @@ -792,7 +792,7 @@ 792 792 **$controllable.wing.*** removed, 793 793 **$controllable.fleet.*** added 794 794 ))) 795 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)890 +|(% colspan="4" %)(% colspan="3" %) 796 796 ((( 797 797 $controllable.wing.name, $controllable.wing.iscommander, and $controllable.wing.commander have been replaced with $controllable.fleet.name, $controllable.fleet.iscommander, and $controllable.fleet.commander 798 798 ))) ... ... @@ -799,9 +799,9 @@ 799 799 800 800 ---- 801 801 802 -=== 2.60 === 897 +=== Version 2.60 === 803 803 804 -(% class=" wrapped" %)899 +(% class="table-striped" %) 805 805 |((( 806 806 Scripts 807 807 )))|((( ... ... @@ -809,11 +809,11 @@ 809 809 )))|(% colspan="2" %)((( 810 810 '**checkoperational**' filter behaviour changed 811 811 ))) 812 -|(% c lass="highlight-grey" colspan="10"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)907 +|(% colspan="10" %)(% colspan="3" %) 813 813 ((( 814 - //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.//909 +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. 815 815 816 - //Sub nodes such as match_child will have checkoperational default to false. Existing uses may find that results now include non-operational components.//911 +Sub nodes such as match_child will have checkoperational default to false. Existing uses may find that results now include non-operational components. 817 817 ))) 818 818 |((( 819 819 Scripts ... ... @@ -822,20 +822,16 @@ 822 822 )))|(% colspan="2" %)((( 823 823 $container.**supplyresources** behavior changed 824 824 )))| | | 825 -|(% c lass="highlight-grey" colspan="10"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)920 +|(% colspan="10" %)(% colspan="3" %) 826 826 ((( 827 - //The script keyword $container.supplyresources now includes reserved wares.//922 +The script keyword $container.supplyresources now includes reserved wares. 828 828 ))) 829 829 830 830 ---- 831 831 832 -=== 2.20 === 927 +=== Version 2.20 === 833 833 834 -(% class="wrapped" %) 835 -|(% colspan="4" %)(% colspan="3" %) 836 -((( 837 -== 2.20 == 838 -))) 929 +(% class="table-striped" %) 839 839 |(% colspan="1" %)(% colspan="1" %) 840 840 ((( 841 841 UI core ... ... @@ -846,12 +846,12 @@ 846 846 ((( 847 847 **Lua: GetControllerInfo()** returned mouseSteering/mouseCursor values are undefined. 848 848 ))) 849 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)940 +|(% colspan="4" %)(% colspan="3" %) 850 850 ((( 851 - //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.852 -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. //942 +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. 943 +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. 853 853 854 - //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.//945 +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. 855 855 ))) 856 856 |(% colspan="1" %)(% colspan="1" %) 857 857 ((( ... ... @@ -863,16 +863,16 @@ 863 863 ((( 864 864 Attribute for build related conditions e.g. **<event_build_finished/>** renamed from 'buildmodule' to 'buildprocessor' 865 865 ))) 866 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)957 +|(% colspan="4" %)(% colspan="3" %) 867 867 ((( 868 - //The underlying behaviour remains the same in that it involves the buildprocessor, not the buildmodule. The attribute name has simply been corrected.//959 +The underlying behaviour remains the same in that it involves the buildprocessor, not the buildmodule. The attribute name has simply been corrected. 869 869 ))) 870 870 871 871 ---- 872 872 873 -=== 2.00 === 964 +=== Version 2.00 === 874 874 875 -(% class=" wrapped" %)966 +(% class="table-striped" %) 876 876 |(% colspan="1" %)(% colspan="1" %) 877 877 ((( 878 878 Scripts ... ... @@ -883,9 +883,9 @@ 883 883 ((( 884 884 **<event_build_finished/> **param2 now returns null instead of a construction sequence 885 885 ))) 886 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)977 +|(% colspan="4" %)(% colspan="3" %) 887 887 ((( 888 - //The construction sequence which was finished should now be accessed via the buildtask provided via param3.//979 +The construction sequence which was finished should now be accessed via the buildtask provided via param3. 889 889 ))) 890 890 |(% colspan="1" %)(% colspan="1" %) 891 891 ((( ... ... @@ -897,9 +897,9 @@ 897 897 ((( 898 898 **param.boarding.{...}** strength parameters removed 899 899 ))) 900 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)991 +|(% colspan="4" %)(% colspan="3" %) 901 901 ((( 902 - //The 'recruitstrength', 'veteranstrength' and 'elitestrength' script parameters were no longer required for balancing the boarding gameplay, and were removed.//993 +The 'recruitstrength', 'veteranstrength' and 'elitestrength' script parameters were no longer required for balancing the boarding gameplay, and were removed. 903 903 ))) 904 904 |(% colspan="1" %)(% colspan="1" %) 905 905 ((( ... ... @@ -911,9 +911,9 @@ 911 911 ((( 912 912 **$defensible.boardee/$defensible.boarder** and **<set_object_boarder/>/<remove_object_boarder/>** removed 913 913 ))) 914 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)1005 +|(% colspan="4" %)(% colspan="3" %) 915 915 ((( 916 - //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.//1007 +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. 917 917 ))) 918 918 |((( 919 919 UI extensions ... ... @@ -922,9 +922,9 @@ 922 922 )))|(% colspan="2" %)((( 923 923 **FFI: GetUpgradeSlotCurrentComponent()/GetUpgradeSlotGroup()** works on non-operationals 924 924 ))) 925 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)1016 +|(% colspan="4" %)(% colspan="3" %) 926 926 ((( 927 - //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.//1018 +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. 928 928 ))) 929 929 |((( 930 930 UI extensions ... ... @@ -933,10 +933,10 @@ 933 933 )))|(% colspan="2" %)((( 934 934 **FFI: SetFormationShape()** no longer indicates an error upon certain error cases 935 935 ))) 936 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)1027 +|(% colspan="4" %)(% colspan="3" %) 937 937 ((( 938 - //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.//939 - //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.//1029 +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. 1030 +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. 940 940 ))) 941 941 |((( 942 942 Scripts ... ... @@ -945,9 +945,9 @@ 945 945 )))|(% colspan="2" %)((( 946 946 **<create_formation/>** now requires the attributes: 'leader' and 'follower'. Attribute 'object' is now deprecated. 947 947 ))) 948 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)1039 +|(% colspan="4" %)(% colspan="3" %) 949 949 ((( 950 - //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.//1041 +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. 951 951 ))) 952 952 |((( 953 953 Scripts ... ... @@ -956,9 +956,9 @@ 956 956 )))|(% colspan="2" %)((( 957 957 **<event_player_changed_target/>** now fires and returns null if the player deselects a target. 958 958 ))) 959 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)1050 +|(% colspan="4" %)(% colspan="3" %) 960 960 ((( 961 - //For prior behavior, check for event.param being non-null.//1052 +For prior behavior, check for event.param being non-null. 962 962 ))) 963 963 |((( 964 964 AI Scripts ... ... @@ -967,13 +967,13 @@ 967 967 )))|(% colspan="2" %)((( 968 968 **<shoot/>/<shoot_at/>** attribute changes. 969 969 ))) 970 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)1061 +|(% colspan="4" %)(% colspan="3" %) 971 971 ((( 972 - //Changed: Attribute "primary" is now optional and defines whether weapons from the ship's active primary weapon group will be fired. Defaults to true.//973 - //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.//974 - //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.//1063 +Changed: Attribute "primary" is now optional and defines whether weapons from the ship's active primary weapon group will be fired. Defaults to true. 1064 +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. 1065 +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. 975 975 976 - //Corrects now-obsolete assumption that primary weapon groups only contain guns and secondary weapon groups only contain missile launchers.//1067 +Corrects now-obsolete assumption that primary weapon groups only contain guns and secondary weapon groups only contain missile launchers. 977 977 ))) 978 978 |((( 979 979 UI extensions ... ... @@ -982,9 +982,9 @@ 982 982 )))|(% colspan="2" %)((( 983 983 **FFI: GetBuildTask()/GetNumBuildTasks()** got a new "buildmoduleid" parameter. 984 984 ))) 985 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)1076 +|(% colspan="4" %)(% colspan="3" %) 986 986 ((( 987 - //Added possibility to query build tasks of a certain buildmodule.//1078 +Added possibility to query build tasks of a certain buildmodule. 988 988 ))) 989 989 |((( 990 990 UI extensions ... ... @@ -993,9 +993,9 @@ 993 993 )))|(% colspan="2" %)((( 994 994 **Lua:** **GetLibraryEntry()** retrieved a new "buildresources" field. 995 995 ))) 996 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)1087 +|(% colspan="4" %)(% colspan="3" %) 997 997 ((( 998 - //Added list of resources a buildmodule needs to build.//1089 +Added list of resources a buildmodule needs to build. 999 999 ))) 1000 1000 |((( 1001 1001 UI extensions ... ... @@ -1004,9 +1004,9 @@ 1004 1004 )))|(% colspan="2" %)((( 1005 1005 **Lua: CalculateTotalHullFraction() **was removed. 1006 1006 ))) 1007 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)1098 +|(% colspan="4" %)(% colspan="3" %) 1008 1008 ((( 1009 - //Unused, derelict function from XR - use GetComponentData(..., "hullpercent") instead.//1100 +Unused, derelict function from XR - use GetComponentData(..., "hullpercent") instead. 1010 1010 ))) 1011 1011 |((( 1012 1012 UI extensions ... ... @@ -1015,16 +1015,16 @@ 1015 1015 )))|(% colspan="2" %)((( 1016 1016 **FFI: RequestDockAtReason()/UndockPlayerShip() **changed their return values. 1017 1017 ))) 1018 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)1109 +|(% colspan="4" %)(% colspan="3" %) 1019 1019 ((( 1020 - //Changed return value type to const char* to better identify failure reasons in Lua script.//1111 +Changed return value type to const char* to better identify failure reasons in Lua script. 1021 1021 ))) 1022 1022 1023 1023 ---- 1024 1024 1025 -=== 1.50 === 1116 +=== Version 1.50 === 1026 1026 1027 -(% class=" wrapped" %)1118 +(% class="table-striped" %) 1028 1028 |((( 1029 1029 UI extensions 1030 1030 )))|((( ... ... @@ -1032,9 +1032,9 @@ 1032 1032 )))|(% colspan="2" %)((( 1033 1033 **Lua: GetComponentData() **changed behavior of "docksizes" property. 1034 1034 ))) 1035 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)1126 +|(% colspan="4" %)(% colspan="3" %) 1036 1036 ((( 1037 - //The "docksizes" property no longer includes internal ship storage docks.//1128 +The "docksizes" property no longer includes internal ship storage docks. 1038 1038 ))) 1039 1039 |((( 1040 1040 All ... ... @@ -1043,13 +1043,13 @@ 1043 1043 )))|(% colspan="2" %)((( 1044 1044 **Meaning of "Shipyard"** was corrected throughout Lua/MD/AI scripts, so that Wharfs are not Shipyards (unlike in XR). 1045 1045 ))) 1046 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)1137 +|(% colspan="4" %)(% colspan="3" %) 1047 1047 ((( 1048 - //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".//1139 +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". 1049 1049 1050 - //Lua: Adjusted GetComponentData() and HasShipyard(), added HasWharf()//1051 - //Lua / GetComponentData() properties: Removed "iscapitalshipyard", fixed "isshipyard", added "canbuildships", "iswharf", "isequipmentdock"//1052 - //Scripts: Fixed property .isshipyard, added .iswharf (.canbuildships existed already)//1141 +Lua: Adjusted GetComponentData() and HasShipyard(), added HasWharf() 1142 +Lua / GetComponentData() properties: Removed "iscapitalshipyard", fixed "isshipyard", added "canbuildships", "iswharf", "isequipmentdock" 1143 +Scripts: Fixed property .isshipyard, added .iswharf (.canbuildships existed already) 1053 1053 ))) 1054 1054 |((( 1055 1055 UI extensions ... ... @@ -1058,9 +1058,9 @@ 1058 1058 )))|(% colspan="2" %)((( 1059 1059 **FFI: UpgradeGroupInfo **datatype was changed. 1060 1060 ))) 1061 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)1152 +|(% colspan="4" %)(% colspan="3" %) 1062 1062 ((( 1063 - //Added new "operational" field to retrieve information about number of operational upgrades in a group.//1154 +Added new "operational" field to retrieve information about number of operational upgrades in a group. 1064 1064 ))) 1065 1065 |(% colspan="1" %)(% colspan="1" %) 1066 1066 ((( ... ... @@ -1072,11 +1072,11 @@ 1072 1072 ((( 1073 1073 **FFI: SetGuidance()** removed useinfopoint argument. 1074 1074 ))) 1075 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)1166 +|(% colspan="4" %)(% colspan="3" %) 1076 1076 ((( 1077 - //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.//1168 +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. 1078 1078 1079 - //The new function declaration is: void SetGuidance(UniverseID componentid, UIPosRot offset)//1170 +The new function declaration is: void SetGuidance(UniverseID componentid, UIPosRot offset) 1080 1080 ))) 1081 1081 |((( 1082 1082 UI extensions ... ... @@ -1085,16 +1085,16 @@ 1085 1085 )))|(% colspan="2" %)((( 1086 1086 **FFI: CancelConstruction() **changed its return value. 1087 1087 ))) 1088 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)1179 +|(% colspan="4" %)(% colspan="3" %) 1089 1089 ((( 1090 - //CancelConstruction() now returns if the cancellation was successful.//1181 +CancelConstruction() now returns if the cancellation was successful. 1091 1091 ))) 1092 1092 1093 1093 ---- 1094 1094 1095 -=== 1.32 === 1186 +=== Version 1.32 === 1096 1096 1097 -(% class=" wrapped" %)1188 +(% class="table-striped" %) 1098 1098 |((( 1099 1099 UI extensions 1100 1100 )))|((( ... ... @@ -1102,16 +1102,16 @@ 1102 1102 )))|(% colspan="2" %)((( 1103 1103 **Lua: GetComponentData() **removed the "nextdestname" property. 1104 1104 ))) 1105 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)1196 +|(% colspan="4" %)(% colspan="3" %) 1106 1106 ((( 1107 - //Instead of "nextdestname", use the properties "destination" or "destinationsector" to retrieve a destination component, then retrieve its "name" property.//1198 +Instead of "nextdestname", use the properties "destination" or "destinationsector" to retrieve a destination component, then retrieve its "name" property. 1108 1108 ))) 1109 1109 1110 1110 ---- 1111 1111 1112 -=== 1.20 === 1203 +=== Version 1.20 === 1113 1113 1114 -(% class=" wrapped" %)1205 +(% class="table-striped" %) 1115 1115 |((( 1116 1116 UI extensions 1117 1117 )))|((( ... ... @@ -1119,9 +1119,7 @@ 1119 1119 )))|(% colspan="2" %)((( 1120 1120 **FFI: GetAAOption()** got a new "useconfig" parameter. 1121 1121 ))) 1122 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)1213 +|(% colspan="4" %)(% colspan="3" %) 1123 1123 ((( 1124 1124 //The AA setting was changed to check the new setting with the user. In order to restore the old setting GetAAOption() gets the option to retrieve the config settings.// 1125 1125 ))) 1126 - 1127 -
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