Changes for page Breaking Changes

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

From version 112.1
edited by Ketraar
on 2023/11/29 19:15
Change comment: There is no comment for this version
To version 120.2
edited by Nick Quejada
on 2024/05/24 19:56
Change comment: There is no comment for this version

Summary

Details

Page properties
Author
... ... @@ -1,1 +1,1 @@
1 -xwiki:XWiki.Ketraar
1 +xwiki:XWiki.Nick
Content
... ... @@ -23,8 +23,33 @@
23 23  === Version 7.00 ===
24 24  
25 25  
26 +(% class="table-striped" %)
27 +|(% 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.
28 +|(% colspan="4" style="width:117px" %)(((
29 +//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.**//
30 +)))
31 +|(% 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.
32 +|(% colspan="4" style="width:117px" %)(((
33 +//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.**//
34 +)))
35 +|(% 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.
36 +|(% colspan="4" style="width:117px" %)(((
37 +(% style="color:#ffffff" %)//Some material names and texture paths were changed. Please DIFF the materiallibrary.xml from 6.20 with 7.0 to see the difference//
38 +)))
26 26  |(% colspan="1" style="width:117px" %)(% colspan="1" %)
27 27  (((
41 +Scripts
42 +)))|(% colspan="1" style="width:119px" %)(((
43 +7.00 Beta 1
44 +)))|(% colspan="2" style="width:1625px" %)(((
45 +MD action **<set_presentation_cluster_persistence/>** now requires the cluster to be a presentation cluster.
46 +)))
47 +|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %)
48 +(((
49 +// Previously it was possible to set normal clusters to be persistent presentation clusters which was an invalid state.//
50 +)))
51 +|(% colspan="1" style="width:117px" %)(% colspan="1" %)
52 +(((
28 28  UI extensions
29 29  )))|(% colspan="1" style="width:119px" %)(((
30 30  7.00 Beta 1
... ... @@ -31,29 +31,26 @@
31 31  )))|(% colspan="2" style="width:1625px" %)(((
32 32  **FFI**: RemoveBuildPlot() changed
33 33  )))
34 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" title="Background colour :" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" title="Background colour :" %)
59 +|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %)
35 35  (((
36 36  // 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.//
37 37  )))
38 -
39 -(% class="wrapped" %)
40 -|=(((
41 -Type
42 -)))
43 -|(% colspan="1" %)(% colspan="1" %)
63 +|(% colspan="1" style="width:117px" %)(% colspan="1" %)
44 44  (((
45 -UI extensions
65 +Assets
66 +)))|(% colspan="1" style="width:119px" %)(((
67 +7.00 Beta 1
68 +)))|(% colspan="2" style="width:1625px" %)(((
69 +**Some Split DLC materials moved to base game**
46 46  )))
47 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" title="Background colour :" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" title="Background colour :" %)
71 +|(% colspan="7" title="Background colour :" %)(% colspan="3" title="Background colour :" %)
48 48  (((
49 -// 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.//
73 +// //"spl_p1_fx" AND "split_p1_hulltexture_01" were moved from Split DLC to base game
50 50  )))
51 51  
52 -----
53 -
54 54  === Version 6.00 ===
55 55  
56 -(% class="wrapped" %)
78 +(% class="table-striped" %)
57 57  |(((
58 58  Libraries
59 59  )))|(((
... ... @@ -61,7 +61,7 @@
61 61  )))|(% colspan="2" %)(((
62 62  Updated weights for ship groups in shipgroups.xml libraries of base game and all DLCs.
63 63  )))
64 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" title="Background colour :" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" title="Background colour :" %)
86 +|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %)
65 65  (((
66 66  //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.//
67 67  
... ... @@ -77,7 +77,7 @@
77 77  (((
78 78  Changed conditions for **<event_player_travelmode_started> <event_player_travelmode_stopped> <event_player_travelmode_charge_started> <event_player_travelmode_charge_aborted>** to be raised.
79 79  )))
80 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" title="Background colour :" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" title="Background colour :" %)
102 +|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %)
81 81  (((
82 82  //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. //
83 83  
... ... @@ -93,7 +93,7 @@
93 93  (((
94 94  Changed result of **<find_object_surface>** action in the case of a failure
95 95  )))
96 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" title="Background colour :" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" title="Background colour :" %)
118 +|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %)
97 97  (((
98 98  //The 'posname' and 'rotname' result attributes of <find_object_surface> will now return null in the case of no valid surface position being found.//
99 99  
... ... @@ -111,7 +111,7 @@
111 111  (((
112 112  Behaviour change for **<match_dock>** script component filter
113 113  )))
114 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" title="Background colour :" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" title="Background colour :" %)
136 +|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %)
115 115  (((
116 116  //<match_dock> nodes can now be used on container and walkablemodule classes without wrapping them in <match_content> nodes.
117 117  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.//
... ... @@ -126,7 +126,7 @@
126 126  (((
127 127  Changed result attribute location for **<get_attackstrength>**
128 128  )))
129 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" title="Background colour :" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" title="Background colour :" %)
151 +|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %)
130 130  (((
131 131  //The 'result' attribute of get_attackstrength has been moved into the new <result> subnode and renamed to 'total'.//
132 132  )))
... ... @@ -137,7 +137,7 @@
137 137  )))|(% colspan="2" %)(((
138 138  Surface element **connections** are incompatible by default unless tagged as "**standard**", and also "**combat**" for non-missile, non-mining weapons
139 139  )))
140 -|(% class="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%" %)
162 +|(% 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  (((
142 142  //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.
143 143  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.//
... ... @@ -152,7 +152,7 @@
152 152  (((
153 153  Changed behaviour of attribute **sortbygatedistanceto** when finding objects, discarding unreachable objects
154 154  )))
155 -|(% class="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%" %)
177 +|(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)
156 156  (((
157 157  //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.//
158 158  )))
... ... @@ -163,7 +163,7 @@
163 163  )))|(% colspan="2" %)(((
164 164  **<event_player_owned_killed_object>** and **<event_player_owned_destroyed>** are now triggered before the corresponding **<event_object_destroyed>**, instead of afterwards.
165 165  )))
166 -|(% class="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%" %)
188 +|(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)
167 167  (((
168 168  //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.//
169 169  )))
... ... @@ -174,7 +174,7 @@
174 174  )))|(% colspan="2" %)(((
175 175  Changed behaviour of **<angles>** in cutscenes
176 176  )))
177 -|(% class="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%" %)
199 +|(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)
178 178  (((
179 179  //The yaw and pitch nodes in <angles> are now correctly interpreted as values in degrees.//
180 180  )))
... ... @@ -183,7 +183,7 @@
183 183  
184 184  === Version 5.00 ===
185 185  
186 -(% class="wrapped" %)
208 +(% class="table-striped" %)
187 187  |(((
188 188  Parameters
189 189  )))|(((
... ... @@ -191,7 +191,7 @@
191 191  )))|(% colspan="2" %)(((
192 192  **<controlpanel><entry>: minduration** removed, **maxduration** renamed to duration
193 193  )))
194 -|(% class="highlight-grey" colspan="7" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
216 +|(% colspan="7" %)(% colspan="3" %)
195 195  (((
196 196  //'minduration' was unused in X4, maxduration was and still is taken as the actual duration of control panel hacks. No functionality change.//
197 197  )))
... ... @@ -200,7 +200,7 @@
200 200  
201 201  === Version 4.10 ===
202 202  
203 -(% class="wrapped" %)
225 +(% class="table-striped" %)
204 204  |(% colspan="1" %)(% colspan="1" %)
205 205  (((
206 206  UI extensions
... ... @@ -211,7 +211,7 @@
211 211  (((
212 212  **FFI**: SetMapRenderCargoContents(), SetMapRenderWorkForceInfo(), SetMapRenderCrewInfo() and SetMapRenderDockedShipInfos() deprecated
213 213  )))
214 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
236 +|(% colspan="4" %)(% colspan="3" %)
215 215  (((
216 216  //The functionality represented by SetMapRenderCargoContents(), SetMapRenderWorkForceInfo(), SetMapRenderCrewInfo() and SetMapRenderDockedShipInfos() has been removed and the function was therefore stubbed.//
217 217  )))
... ... @@ -225,7 +225,7 @@
225 225  (((
226 226  **FFI**: CustomGameStartPlayerProperty2 changed
227 227  )))
228 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
250 +|(% colspan="4" %)(% colspan="3" %)
229 229  (((
230 230  //This struct was added in 4.10 Beta 2 and an additional member count was added in Beta 6.//
231 231  )))
... ... @@ -239,7 +239,7 @@
239 239  (((
240 240  Renamed **<stationinfobox>** to **<infobox>**
241 241  )))
242 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
264 +|(% colspan="4" %)(% colspan="3" %)
243 243  (((
244 244  //Info box parameters are now shared across stations and ships. The node has a more generic name to reflect that.//
245 245  )))
... ... @@ -253,7 +253,7 @@
253 253  (((
254 254  **FFI**: SetMacroMapPlayerSectorOffset() deprecated
255 255  )))
256 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
278 +|(% colspan="4" %)(% colspan="3" %)
257 257  (((
258 258  //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.//
259 259  )))
... ... @@ -264,7 +264,7 @@
264 264  )))|(% colspan="2" %)(((
265 265  **FFI**: FilterComponentForMapMode() and SetMapObjectFilter() changed
266 266  )))
267 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
289 +|(% colspan="4" %)(% colspan="3" %)
268 268  (((
269 269  //These functions were added in 4.10 Beta 1 and an additional boolean parameter allowentitydeliverymissionobject was added in Beta 2.//
270 270  )))
... ... @@ -275,7 +275,7 @@
275 275  )))|(% colspan="2" %)(((
276 276  People related attributes of mission** <delivery> **node moved
277 277  )))
278 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
300 +|(% colspan="4" %)(% colspan="3" %)
279 279  (((
280 280  //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.//
281 281  )))
... ... @@ -289,7 +289,7 @@
289 289  (((
290 290  **$destructible.productions** replaced with $defensible.productions
291 291  )))
292 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
314 +|(% colspan="4" %)(% colspan="3" %)
293 293  (((
294 294  //The $destructible.productions script property was removed and reimplemented as $defensible.productions meaning some old uses may no longer work unless the destructible is also a defensible. The old implementation functioned by finding the containing object of the destructible (including itself) to query for the production modules.//
295 295  )))
... ... @@ -300,7 +300,7 @@
300 300  )))|(% colspan="2" %)(((
301 301  Removed script property **$object.spawnsourceseed**
302 302  )))
303 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
325 +|(% colspan="4" %)(% colspan="3" %)
304 304  (((
305 305  //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.//
306 306  )))
... ... @@ -309,7 +309,7 @@
309 309  
310 310  === Version 4.00 ===
311 311  
312 -(% class="wrapped" %)
334 +(% class="table-striped" %)
313 313  |(% colspan="1" %)(% colspan="1" %)
314 314  (((
315 315  UI core
... ... @@ -320,7 +320,7 @@
320 320  (((
321 321  Controlled ship can change without a **gameplanchange-event** occurring.
322 322  )))
323 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
345 +|(% colspan="4" %)(% colspan="3" %)
324 324  (((
325 325  //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).
326 326  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.//
... ... @@ -332,7 +332,7 @@
332 332  )))|(% colspan="2" %)(((
333 333  Parameters of **<event_terraforming_project_succeeded>** and **<event_terraforming_project_failed>** changed
334 334  )))
335 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
357 +|(% colspan="4" %)(% colspan="3" %)
336 336  (((
337 337  //Old params: param = project ID, param2 = were there positive side-effects?, param3 = were there negative side-effects?
338 338  New params: param = project ID, param2 = [were there positive side-effects?, were there negative side-effects?], param3 = payout in Credits
... ... @@ -348,7 +348,7 @@
348 348  (((
349 349  **FFI:** GetFactionRelationStatus() handling for faction relation range [-20,-10] changed
350 350  )))
351 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
373 +|(% colspan="4" %)(% colspan="3" %)
352 352  (((
353 353  //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.
354 354  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).//
... ... @@ -365,7 +365,7 @@
365 365  (((
366 366  **FFI:** GetRelationStatus()/GetRelationStatus2() handling for objects in relation range [-25,-10] changed
367 367  )))
368 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
390 +|(% colspan="4" %)(% colspan="3" %)
369 369  (((
370 370  //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.//
371 371  
... ... @@ -378,7 +378,7 @@
378 378  )))|(% colspan="2" %)(((
379 379  **requiresconstructionvessel** parameter moved
380 380  )))
381 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
403 +|(% colspan="4" %)(% colspan="3" %)
382 382  (((
383 383  //The 'requiresconstructionvessel' attribute has been moved from the 'recycling' node itself, to the new 'station' subnode.//
384 384  )))
... ... @@ -389,7 +389,7 @@
389 389  )))|(% colspan="2" %)(((
390 390  Changed behaviour of **gatedistance** script property
391 391  )))
392 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
414 +|(% colspan="4" %)(% colspan="3" %)
393 393  (((
394 394  //The 'gatedistance' script property now minimizes the number of gate jumps instead of counting the number gate jumps in the fastest route.//
395 395  )))
... ... @@ -398,7 +398,7 @@
398 398  
399 399  === Version 3.30 ===
400 400  
401 -(% class="wrapped" %)
423 +(% class="table-striped" %)
402 402  |(((
403 403  UI extensions
404 404  )))|(((
... ... @@ -406,7 +406,7 @@
406 406  )))|(% colspan="2" %)(((
407 407  **FFI: **Removed** GetMissionLimit() **and** IsMissionLimitEnabled()**
408 408  )))
409 -|(% class="highlight-grey" colspan="7" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
431 +|(% colspan="7" %)(% colspan="3" %)
410 410  (((
411 411  //These mission limit-related functions (added in 3.30 Beta 1 and 2) are replaced with FFI IsMissionLimitReached()//
412 412  )))
... ... @@ -415,7 +415,7 @@
415 415  
416 416  === Version 3.20 ===
417 417  
418 -(% class="wrapped" %)
440 +(% class="table-striped" %)
419 419  |(((
420 420  Scripts
421 421  )))|(((
... ... @@ -423,7 +423,7 @@
423 423  )))|(% colspan="2" %)(((
424 424  Parameters of **<event_player_attacked_object/>** and **<event_object_attacked_object/>** changed
425 425  )))
426 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
448 +|(% colspan="4" %)(% colspan="3" %)
427 427  (((
428 428  //Old params: param = attacked object, param2 = attack method, param3 = attacked component//
429 429  //New params: param = attacked object, param2 = attack method, param3 = attack component detail list: [attacked component, attacking weapon]
... ... @@ -439,7 +439,7 @@
439 439  (((
440 440  Removed script property $trade.**restriction.faction**
441 441  )))
442 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
464 +|(% colspan="4" %)(% colspan="3" %)
443 443  (((
444 444  //$trade.restriction.faction has been replaced with $trade.restriction.factions, which returns a list of factions.//
445 445  )))
... ... @@ -450,7 +450,7 @@
450 450  )))|(% colspan="2" %)(((
451 451  **Lua**: **GetTradeRestrictions()**, **ToggleFactionTradeRestriction()** and **ToggleFactionTradeWareOverride()** are now obsolete!
452 452  )))
453 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
475 +|(% colspan="4" %)(% colspan="3" %)
454 454  (((
455 455  //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.//
456 456  )))
... ... @@ -459,7 +459,7 @@
459 459  
460 460  === Version 3.10 ===
461 461  
462 -(% class="wrapped" %)
484 +(% class="table-striped" %)
463 463  |(% colspan="1" %)(% colspan="1" %)
464 464  (((
465 465  Scripts
... ... @@ -470,7 +470,7 @@
470 470  (((
471 471  Removed script action **<add_build/>**
472 472  )))
473 -|(% class="highlight-grey" colspan="7" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
495 +|(% colspan="7" %)(% colspan="3" %)
474 474  (((
475 475  //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.//
476 476  )))
... ... @@ -479,7 +479,7 @@
479 479  
480 480  === Version 3.00 ===
481 481  
482 -(% class="wrapped" %)
504 +(% class="table-striped" %)
483 483  |(% colspan="1" %)(% colspan="1" %)
484 484  (((
485 485  Scripts
... ... @@ -490,7 +490,7 @@
490 490  (((
491 491  Changed behaviour of script action **<get_suitable_job/>**
492 492  )))
493 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
515 +|(% colspan="4" %)(% colspan="3" %)
494 494  (((
495 495  //<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.//
496 496  )))
... ... @@ -504,7 +504,7 @@
504 504  (((
505 505  Changed behaviour of script action **<get_ware_definition/>**
506 506  )))
507 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
529 +|(% colspan="4" %)(% colspan="3" %)
508 508  (((
509 509  //<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.//
510 510  )))
... ... @@ -518,7 +518,7 @@
518 518  (((
519 519  Renamed all files in the **md**, ui, and **cutscenes** folders to lower-case
520 520  )))
521 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
543 +|(% colspan="4" %)(% colspan="3" %)
522 522  (((
523 523  //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.)
524 524  
... ... @@ -534,7 +534,7 @@
534 534  (((
535 535  Adjustments of some MD library cues in the base game to change their usage from **<include_actions>** to <run_actions>
536 536  )))
537 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
559 +|(% colspan="4" %)(% colspan="3" %)
538 538  (((
539 539  //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.//
540 540  )))
... ... @@ -548,7 +548,7 @@
548 548  (((
549 549  Changes to $dockingbay.**todockpos** and $dockingbay.**launchpos**
550 550  )))
551 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
573 +|(% colspan="4" %)(% colspan="3" %)
552 552  (((
553 553  //Before the change, positions are relative to $dockingbay.parent.
554 554  After the change, positions are relative to $dockingbay as specified in the documentation.//
... ... @@ -563,7 +563,7 @@
563 563  (((
564 564  Support for entity flag "**skillsvisible**" dropped
565 565  )))
566 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
588 +|(% colspan="4" %)(% colspan="3" %)
567 567  (((
568 568  //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().//
569 569  )))
... ... @@ -574,7 +574,7 @@
574 574  )))|(% colspan="2" %)(((
575 575  Changes to **<event_object_changed_owner>** and added **<event_object_changed_true_owner>**.
576 576  )))
577 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
599 +|(% colspan="4" %)(% colspan="3" %)
578 578  (((
579 579  //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.
580 580  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.
... ... @@ -591,7 +591,7 @@
591 591  (((
592 592  **MissionBoard** support dropped
593 593  )))
594 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
616 +|(% colspan="4" %)(% colspan="3" %)
595 595  (((
596 596  //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.//
597 597  )))
... ... @@ -602,7 +602,7 @@
602 602  )))|(% colspan="2" %)(((
603 603  By default, **job/god entries** now only spawn objects in space added by the extension in which they are defined
604 604  )))
605 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
627 +|(% colspan="4" %)(% colspan="3" %)
606 606  (((
607 607  //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.//
608 608  )))
... ... @@ -616,7 +616,7 @@
616 616  (((
617 617  Script action **<add_actor_to_room/> **attribute **'room'** renamed to **'object'**
618 618  )))
619 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
641 +|(% colspan="4" %)(% colspan="3" %)
620 620  (((
621 621  //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.//
622 622  )))
... ... @@ -630,7 +630,7 @@
630 630  (((
631 631  Script action **<set_doors_locked/>** attribute **'group'** changed
632 632  )))
633 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
655 +|(% colspan="4" %)(% colspan="3" %)
634 634  (((
635 635  //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.//
636 636  )))
... ... @@ -644,7 +644,7 @@
644 644  (((
645 645  Script conditions **<event_hack_*/>** and **<event_controlpanel_hack_*/>** removed
646 646  )))
647 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
669 +|(% colspan="4" %)(% colspan="3" %)
648 648  (((
649 649  //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.//
650 650  )))
... ... @@ -658,7 +658,7 @@
658 658  (((
659 659  Script actions **<set_hack_target/>** and **<abort_hack/>** removed
660 660  )))
661 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
683 +|(% colspan="4" %)(% colspan="3" %)
662 662  (((
663 663  //These actions had no effect and were removed.//
664 664  )))
... ... @@ -672,7 +672,7 @@
672 672  (((
673 673  **<setup_conversation_minigame/>** script action removed
674 674  )))
675 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
697 +|(% colspan="4" %)(% colspan="3" %)
676 676  (((
677 677  //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.//
678 678  )))
... ... @@ -686,7 +686,7 @@
686 686  (((
687 687  <add_player_choice_*> **confidence** attribute removed
688 688  )))
689 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
711 +|(% colspan="4" %)(% colspan="3" %)
690 690  (((
691 691  //The default confidence of player options is another leftover from the XR era and had no effect in X4.//
692 692  )))
... ... @@ -700,7 +700,7 @@
700 700  (((
701 701  **<hack_via_control_panel/>** script action removed
702 702  )))
703 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
725 +|(% colspan="4" %)(% colspan="3" %)
704 704  (((
705 705  //Unused script action <hack_via_control_panel/> was removed.//
706 706  )))
... ... @@ -714,7 +714,7 @@
714 714  (((
715 715  **Lua: **GetMiniGameCursorPosition() removed
716 716  )))
717 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
739 +|(% colspan="4" %)(% colspan="3" %)
718 718  (((
719 719  //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.//
720 720  )))
... ... @@ -725,7 +725,7 @@
725 725  )))|(% colspan="2" %)(((
726 726  **FFI: **GetLocalizedInteractiveNotificationKey can return icon placeholders
727 727  )))
728 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
750 +|(% colspan="4" %)(% colspan="3" %)
729 729  (((
730 730  //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.//
731 731  )))
... ... @@ -739,7 +739,7 @@
739 739  (((
740 740  **FFI: **UIWeaponMod returned by GetInstalledWeaponMod() now includes property SurfaceElementFactor
741 741  )))
742 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
764 +|(% colspan="4" %)(% colspan="3" %)
743 743  (((
744 744  //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.//
745 745  )))
... ... @@ -753,7 +753,7 @@
753 753  (((
754 754  **$ware.illegal** updated
755 755  )))
756 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
778 +|(% colspan="4" %)(% colspan="3" %)
757 757  (((
758 758  //$ware.illegal used to return true if the specified ware has the 'illegal' tag which is no longer used.//
759 759  //It now returns true if $ware is illegal to any faction in the game.//
... ... @@ -768,7 +768,7 @@
768 768  (((
769 769  MD script **RML_Flight_Along_Path** removed
770 770  )))
771 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
793 +|(% colspan="4" %)(% colspan="3" %)
772 772  (((
773 773  //The MD script RML_Flight_Along_Path was not referened and was removed.//
774 774  )))
... ... @@ -782,7 +782,7 @@
782 782  (((
783 783  parameters of **<event_venture_mission_completed/>** changed
784 784  )))
785 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
807 +|(% colspan="4" %)(% colspan="3" %)
786 786  (((
787 787  //old params: param = venture details, param2 = ships involved, param3 = duration//
788 788  //new params: param = venture detail list: [mission name, mission type], param2 = list of ships involved, param3 = duration//
... ... @@ -795,7 +795,7 @@
795 795  **<set_object_wing_name/>** removed,
796 796  **<set_object_fleet_name/>** added
797 797  )))
798 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
820 +|(% colspan="4" %)(% colspan="3" %)
799 799  (((
800 800  //The common action <set_object_wing_name/> has been replaced with <set_object_fleet_name/>//
801 801  )))
... ... @@ -807,7 +807,7 @@
807 807  **$controllable.wing.*** removed,
808 808  **$controllable.fleet.*** added
809 809  )))
810 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
832 +|(% colspan="4" %)(% colspan="3" %)
811 811  (((
812 812  $controllable.wing.name, $controllable.wing.iscommander, and $controllable.wing.commander have been replaced with $controllable.fleet.name, $controllable.fleet.iscommander, and $controllable.fleet.commander
813 813  )))
... ... @@ -816,7 +816,7 @@
816 816  
817 817  === Version 2.60 ===
818 818  
819 -(% class="wrapped" %)
841 +(% class="table-striped" %)
820 820  |(((
821 821  Scripts
822 822  )))|(((
... ... @@ -824,7 +824,7 @@
824 824  )))|(% colspan="2" %)(((
825 825  '**checkoperational**' filter behaviour changed
826 826  )))
827 -|(% class="highlight-grey" colspan="10" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
849 +|(% colspan="10" %)(% colspan="3" %)
828 828  (((
829 829  //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.//
830 830  
... ... @@ -837,7 +837,7 @@
837 837  )))|(% colspan="2" %)(((
838 838  $container.**supplyresources** behavior changed
839 839  )))| | |
840 -|(% class="highlight-grey" colspan="10" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
862 +|(% colspan="10" %)(% colspan="3" %)
841 841  (((
842 842  //The script keyword $container.supplyresources now includes reserved wares.//
843 843  )))
... ... @@ -846,7 +846,7 @@
846 846  
847 847  === Version 2.20 ===
848 848  
849 -(% class="wrapped" %)
871 +(% class="table-striped" %)
850 850  |(% colspan="1" %)(% colspan="1" %)
851 851  (((
852 852  UI core
... ... @@ -857,7 +857,7 @@
857 857  (((
858 858  **Lua: GetControllerInfo()** returned mouseSteering/mouseCursor values are undefined.
859 859  )))
860 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
882 +|(% colspan="4" %)(% colspan="3" %)
861 861  (((
862 862  //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.
863 863  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.//
... ... @@ -874,7 +874,7 @@
874 874  (((
875 875  Attribute for build related conditions e.g. **<event_build_finished/>** renamed from 'buildmodule' to 'buildprocessor'
876 876  )))
877 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
899 +|(% colspan="4" %)(% colspan="3" %)
878 878  (((
879 879  //The underlying behaviour remains the same in that it involves the buildprocessor, not the buildmodule. The attribute name has simply been corrected.//
880 880  )))
... ... @@ -883,7 +883,7 @@
883 883  
884 884  === Version 2.00 ===
885 885  
886 -(% class="wrapped" %)
908 +(% class="table-striped" %)
887 887  |(% colspan="1" %)(% colspan="1" %)
888 888  (((
889 889  Scripts
... ... @@ -894,7 +894,7 @@
894 894  (((
895 895  **<event_build_finished/> **param2 now returns null instead of a construction sequence
896 896  )))
897 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
919 +|(% colspan="4" %)(% colspan="3" %)
898 898  (((
899 899  //The construction sequence which was finished should now be accessed via the buildtask provided via param3.//
900 900  )))
... ... @@ -908,7 +908,7 @@
908 908  (((
909 909  **param.boarding.{...}** strength parameters removed
910 910  )))
911 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
933 +|(% colspan="4" %)(% colspan="3" %)
912 912  (((
913 913  //The 'recruitstrength', 'veteranstrength' and 'elitestrength' script parameters were no longer required for balancing the boarding gameplay, and were removed.//
914 914  )))
... ... @@ -922,7 +922,7 @@
922 922  (((
923 923  **$defensible.boardee/$defensible.boarder** and **<set_object_boarder/>/<remove_object_boarder/>** removed
924 924  )))
925 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
947 +|(% colspan="4" %)(% colspan="3" %)
926 926  (((
927 927  //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.//
928 928  )))
... ... @@ -933,7 +933,7 @@
933 933  )))|(% colspan="2" %)(((
934 934  **FFI: GetUpgradeSlotCurrentComponent()/GetUpgradeSlotGroup()** works on non-operationals
935 935  )))
936 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
958 +|(% colspan="4" %)(% colspan="3" %)
937 937  (((
938 938  //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.//
939 939  )))
... ... @@ -944,7 +944,7 @@
944 944  )))|(% colspan="2" %)(((
945 945  **FFI: SetFormationShape()** no longer indicates an error upon certain error cases
946 946  )))
947 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
969 +|(% colspan="4" %)(% colspan="3" %)
948 948  (((
949 949  //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.//
950 950  //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.//
... ... @@ -956,7 +956,7 @@
956 956  )))|(% colspan="2" %)(((
957 957  **<create_formation/>** now requires the attributes: 'leader' and 'follower'. Attribute 'object' is now deprecated.
958 958  )))
959 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
981 +|(% colspan="4" %)(% colspan="3" %)
960 960  (((
961 961  //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.//
962 962  )))
... ... @@ -967,7 +967,7 @@
967 967  )))|(% colspan="2" %)(((
968 968  **<event_player_changed_target/>** now fires and returns null if the player deselects a target.
969 969  )))
970 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
992 +|(% colspan="4" %)(% colspan="3" %)
971 971  (((
972 972  //For prior behavior, check for event.param being non-null.//
973 973  )))
... ... @@ -978,7 +978,7 @@
978 978  )))|(% colspan="2" %)(((
979 979  **<shoot/>/<shoot_at/>** attribute changes.
980 980  )))
981 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
1003 +|(% colspan="4" %)(% colspan="3" %)
982 982  (((
983 983  //Changed: Attribute "primary" is now optional and defines whether weapons from the ship's active primary weapon group will be fired. Defaults to true.//
984 984  //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.//
... ... @@ -993,7 +993,7 @@
993 993  )))|(% colspan="2" %)(((
994 994  **FFI: GetBuildTask()/GetNumBuildTasks()** got a new "buildmoduleid" parameter.
995 995  )))
996 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
1018 +|(% colspan="4" %)(% colspan="3" %)
997 997  (((
998 998  //Added possibility to query build tasks of a certain buildmodule.//
999 999  )))
... ... @@ -1004,7 +1004,7 @@
1004 1004  )))|(% colspan="2" %)(((
1005 1005  **Lua:** **GetLibraryEntry()** retrieved a new "buildresources" field.
1006 1006  )))
1007 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
1029 +|(% colspan="4" %)(% colspan="3" %)
1008 1008  (((
1009 1009  //Added list of resources a buildmodule needs to build.//
1010 1010  )))
... ... @@ -1015,7 +1015,7 @@
1015 1015  )))|(% colspan="2" %)(((
1016 1016  **Lua: CalculateTotalHullFraction() **was removed.
1017 1017  )))
1018 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
1040 +|(% colspan="4" %)(% colspan="3" %)
1019 1019  (((
1020 1020  //Unused, derelict function from XR - use GetComponentData(..., "hullpercent") instead.//
1021 1021  )))
... ... @@ -1026,7 +1026,7 @@
1026 1026  )))|(% colspan="2" %)(((
1027 1027  **FFI: RequestDockAtReason()/UndockPlayerShip() **changed their return values.
1028 1028  )))
1029 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
1051 +|(% colspan="4" %)(% colspan="3" %)
1030 1030  (((
1031 1031  //Changed return value type to const char* to better identify failure reasons in Lua script.//
1032 1032  )))
... ... @@ -1035,7 +1035,7 @@
1035 1035  
1036 1036  === Version 1.50 ===
1037 1037  
1038 -(% class="wrapped" %)
1060 +(% class="table-striped" %)
1039 1039  |(((
1040 1040  UI extensions
1041 1041  )))|(((
... ... @@ -1043,7 +1043,7 @@
1043 1043  )))|(% colspan="2" %)(((
1044 1044  **Lua: GetComponentData() **changed behavior of "docksizes" property.
1045 1045  )))
1046 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
1068 +|(% colspan="4" %)(% colspan="3" %)
1047 1047  (((
1048 1048  //The "docksizes" property no longer includes internal ship storage docks.//
1049 1049  )))
... ... @@ -1054,7 +1054,7 @@
1054 1054  )))|(% colspan="2" %)(((
1055 1055  **Meaning of "Shipyard"** was corrected throughout Lua/MD/AI scripts, so that Wharfs are not Shipyards (unlike in XR).
1056 1056  )))
1057 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
1079 +|(% colspan="4" %)(% colspan="3" %)
1058 1058  (((
1059 1059  //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".//
1060 1060  
... ... @@ -1069,7 +1069,7 @@
1069 1069  )))|(% colspan="2" %)(((
1070 1070  **FFI: UpgradeGroupInfo **datatype was changed.
1071 1071  )))
1072 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
1094 +|(% colspan="4" %)(% colspan="3" %)
1073 1073  (((
1074 1074  //Added new "operational" field to retrieve information about number of operational upgrades in a group.//
1075 1075  )))
... ... @@ -1083,7 +1083,7 @@
1083 1083  (((
1084 1084  **FFI: SetGuidance()** removed useinfopoint argument.
1085 1085  )))
1086 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
1108 +|(% colspan="4" %)(% colspan="3" %)
1087 1087  (((
1088 1088  //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.//
1089 1089  
... ... @@ -1096,7 +1096,7 @@
1096 1096  )))|(% colspan="2" %)(((
1097 1097  **FFI: CancelConstruction() **changed its return value.
1098 1098  )))
1099 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
1121 +|(% colspan="4" %)(% colspan="3" %)
1100 1100  (((
1101 1101  //CancelConstruction() now returns if the cancellation was successful. //
1102 1102  )))
... ... @@ -1105,7 +1105,7 @@
1105 1105  
1106 1106  === Version 1.32 ===
1107 1107  
1108 -(% class="wrapped" %)
1130 +(% class="table-striped" %)
1109 1109  |(((
1110 1110  UI extensions
1111 1111  )))|(((
... ... @@ -1113,7 +1113,7 @@
1113 1113  )))|(% colspan="2" %)(((
1114 1114  **Lua: GetComponentData() **removed the "nextdestname" property.
1115 1115  )))
1116 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
1138 +|(% colspan="4" %)(% colspan="3" %)
1117 1117  (((
1118 1118  //Instead of "nextdestname", use the properties "destination" or "destinationsector" to retrieve a destination component, then retrieve its "name" property.//
1119 1119  )))
... ... @@ -1122,7 +1122,7 @@
1122 1122  
1123 1123  === Version 1.20 ===
1124 1124  
1125 -(% class="wrapped" %)
1147 +(% class="table-striped" %)
1126 1126  |(((
1127 1127  UI extensions
1128 1128  )))|(((
... ... @@ -1130,7 +1130,7 @@
1130 1130  )))|(% colspan="2" %)(((
1131 1131  **FFI: GetAAOption()** got a new "useconfig" parameter.
1132 1132  )))
1133 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
1155 +|(% colspan="4" %)(% colspan="3" %)
1134 1134  (((
1135 1135  //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.//
1136 1136  )))
Confluence.Code.ConfluencePageClass[0]
id
... ... @@ -1,1 +1,0 @@
1 -78577854
space
... ... @@ -1,1 +1,0 @@
1 -X4WIKI
url
... ... @@ -1,1 +1,0 @@
1 -https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/78577854/Breaking Changes