Changes for page Breaking Changes
Last modified by Michael Baumgardt on 2026/04/17 12:03
From version 113.1
edited by Volodymyr Boichuk
on 2023/11/30 12:02
on 2023/11/30 12:02
Change comment:
There is no comment for this version
To version 120.4
edited by Nick Quejada
on 2024/05/24 19:58
on 2024/05/24 19:58
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)
Details
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... ... @@ -1,1 +1,1 @@ 1 -xwiki:XWiki. Volodymyr1 +xwiki:XWiki.Nick - Content
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... ... @@ -23,8 +23,33 @@ 23 23 === Version 7.00 === 24 24 25 25 26 +(% class="table-striped" %) 27 +|(% 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 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 ... ... @@ -31,12 +31,10 @@ 31 31 )))|(% colspan="2" style="width:1625px" %)((( 32 32 **FFI**: RemoveBuildPlot() changed 33 33 ))) 34 -|(% 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 :" %)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 40 |(% colspan="1" style="width:117px" %)(% colspan="1" %) 41 41 ((( 42 42 Assets ... ... @@ -45,16 +45,14 @@ 45 45 )))|(% colspan="2" style="width:1625px" %)((( 46 46 **Some Split DLC materials moved to base game** 47 47 ))) 48 -|(% c lass="highlight-grey" colspan="7"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 :" %) 49 49 ((( 50 50 // //"spl_p1_fx" AND "split_p1_hulltexture_01" were moved from Split DLC to base game 51 51 ))) 52 52 53 ----- 54 - 55 55 === Version 6.00 === 56 56 57 -(% class=" wrapped" %)78 +(% class="table-striped" %) 58 58 |((( 59 59 Libraries 60 60 )))|((( ... ... @@ -62,7 +62,7 @@ 62 62 )))|(% colspan="2" %)((( 63 63 Updated weights for ship groups in shipgroups.xml libraries of base game and all DLCs. 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 :" %)86 +|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 66 66 ((( 67 67 //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.// 68 68 ... ... @@ -78,7 +78,7 @@ 78 78 ((( 79 79 Changed conditions for **<event_player_travelmode_started> <event_player_travelmode_stopped> <event_player_travelmode_charge_started> <event_player_travelmode_charge_aborted>** to be raised. 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 :" %)102 +|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 82 82 ((( 83 83 //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. // 84 84 ... ... @@ -94,7 +94,7 @@ 94 94 ((( 95 95 Changed result of **<find_object_surface>** action in the case of a failure 96 96 ))) 97 -|(% 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 :" %)118 +|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 98 98 ((( 99 99 //The 'posname' and 'rotname' result attributes of <find_object_surface> will now return null in the case of no valid surface position being found.// 100 100 ... ... @@ -112,7 +112,7 @@ 112 112 ((( 113 113 Behaviour change for **<match_dock>** script component filter 114 114 ))) 115 -|(% 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 :" %)136 +|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 116 116 ((( 117 117 //<match_dock> nodes can now be used on container and walkablemodule classes without wrapping them in <match_content> nodes. 118 118 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.// ... ... @@ -127,7 +127,7 @@ 127 127 ((( 128 128 Changed result attribute location for **<get_attackstrength>** 129 129 ))) 130 -|(% 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 :" %)151 +|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 131 131 ((( 132 132 //The 'result' attribute of get_attackstrength has been moved into the new <result> subnode and renamed to 'total'.// 133 133 ))) ... ... @@ -138,7 +138,7 @@ 138 138 )))|(% colspan="2" %)((( 139 139 Surface element **connections** are incompatible by default unless tagged as "**standard**", and also "**combat**" for non-missile, non-mining weapons 140 140 ))) 141 -|(% 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%" %)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%" %) 142 142 ((( 143 143 //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. 144 144 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.// ... ... @@ -153,7 +153,7 @@ 153 153 ((( 154 154 Changed behaviour of attribute **sortbygatedistanceto** when finding objects, discarding unreachable objects 155 155 ))) 156 -|(% 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%" %)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%" %) 157 157 ((( 158 158 //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.// 159 159 ))) ... ... @@ -164,7 +164,7 @@ 164 164 )))|(% colspan="2" %)((( 165 165 **<event_player_owned_killed_object>** and **<event_player_owned_destroyed>** are now triggered before the corresponding **<event_object_destroyed>**, instead of afterwards. 166 166 ))) 167 -|(% 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%" %)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%" %) 168 168 ((( 169 169 //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.// 170 170 ))) ... ... @@ -175,7 +175,7 @@ 175 175 )))|(% colspan="2" %)((( 176 176 Changed behaviour of **<angles>** in cutscenes 177 177 ))) 178 -|(% 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%" %)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%" %) 179 179 ((( 180 180 //The yaw and pitch nodes in <angles> are now correctly interpreted as values in degrees.// 181 181 ))) ... ... @@ -184,7 +184,7 @@ 184 184 185 185 === Version 5.00 === 186 186 187 -(% class=" wrapped" %)208 +(% class="table-striped" %) 188 188 |((( 189 189 Parameters 190 190 )))|((( ... ... @@ -192,7 +192,7 @@ 192 192 )))|(% colspan="2" %)((( 193 193 **<controlpanel><entry>: minduration** removed, **maxduration** renamed to duration 194 194 ))) 195 -|(% c lass="highlight-grey" colspan="7"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)216 +|(% colspan="7" %)(% colspan="3" %) 196 196 ((( 197 197 //'minduration' was unused in X4, maxduration was and still is taken as the actual duration of control panel hacks. No functionality change.// 198 198 ))) ... ... @@ -201,7 +201,7 @@ 201 201 202 202 === Version 4.10 === 203 203 204 -(% class=" wrapped" %)225 +(% class="table-striped" %) 205 205 |(% colspan="1" %)(% colspan="1" %) 206 206 ((( 207 207 UI extensions ... ... @@ -212,7 +212,7 @@ 212 212 ((( 213 213 **FFI**: SetMapRenderCargoContents(), SetMapRenderWorkForceInfo(), SetMapRenderCrewInfo() and SetMapRenderDockedShipInfos() deprecated 214 214 ))) 215 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)236 +|(% colspan="4" %)(% colspan="3" %) 216 216 ((( 217 217 //The functionality represented by SetMapRenderCargoContents(), SetMapRenderWorkForceInfo(), SetMapRenderCrewInfo() and SetMapRenderDockedShipInfos() has been removed and the function was therefore stubbed.// 218 218 ))) ... ... @@ -226,7 +226,7 @@ 226 226 ((( 227 227 **FFI**: CustomGameStartPlayerProperty2 changed 228 228 ))) 229 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)250 +|(% colspan="4" %)(% colspan="3" %) 230 230 ((( 231 231 //This struct was added in 4.10 Beta 2 and an additional member count was added in Beta 6.// 232 232 ))) ... ... @@ -240,7 +240,7 @@ 240 240 ((( 241 241 Renamed **<stationinfobox>** to **<infobox>** 242 242 ))) 243 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)264 +|(% colspan="4" %)(% colspan="3" %) 244 244 ((( 245 245 //Info box parameters are now shared across stations and ships. The node has a more generic name to reflect that.// 246 246 ))) ... ... @@ -254,7 +254,7 @@ 254 254 ((( 255 255 **FFI**: SetMacroMapPlayerSectorOffset() deprecated 256 256 ))) 257 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)278 +|(% colspan="4" %)(% colspan="3" %) 258 258 ((( 259 259 //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.// 260 260 ))) ... ... @@ -265,7 +265,7 @@ 265 265 )))|(% colspan="2" %)((( 266 266 **FFI**: FilterComponentForMapMode() and SetMapObjectFilter() changed 267 267 ))) 268 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)289 +|(% colspan="4" %)(% colspan="3" %) 269 269 ((( 270 270 //These functions were added in 4.10 Beta 1 and an additional boolean parameter allowentitydeliverymissionobject was added in Beta 2.// 271 271 ))) ... ... @@ -276,7 +276,7 @@ 276 276 )))|(% colspan="2" %)((( 277 277 People related attributes of mission** <delivery> **node moved 278 278 ))) 279 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)300 +|(% colspan="4" %)(% colspan="3" %) 280 280 ((( 281 281 //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.// 282 282 ))) ... ... @@ -290,7 +290,7 @@ 290 290 ((( 291 291 **$destructible.productions** replaced with $defensible.productions 292 292 ))) 293 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)314 +|(% colspan="4" %)(% colspan="3" %) 294 294 ((( 295 295 //The $destructible.productions script property was removed and reimplemented as $defensible.productions meaning some old uses may no longer work unless the destructible is also a defensible. The old implementation functioned by finding the containing object of the destructible (including itself) to query for the production modules.// 296 296 ))) ... ... @@ -301,7 +301,7 @@ 301 301 )))|(% colspan="2" %)((( 302 302 Removed script property **$object.spawnsourceseed** 303 303 ))) 304 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)325 +|(% colspan="4" %)(% colspan="3" %) 305 305 ((( 306 306 //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.// 307 307 ))) ... ... @@ -310,7 +310,7 @@ 310 310 311 311 === Version 4.00 === 312 312 313 -(% class=" wrapped" %)334 +(% class="table-striped" %) 314 314 |(% colspan="1" %)(% colspan="1" %) 315 315 ((( 316 316 UI core ... ... @@ -321,7 +321,7 @@ 321 321 ((( 322 322 Controlled ship can change without a **gameplanchange-event** occurring. 323 323 ))) 324 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)345 +|(% colspan="4" %)(% colspan="3" %) 325 325 ((( 326 326 //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). 327 327 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.// ... ... @@ -333,7 +333,7 @@ 333 333 )))|(% colspan="2" %)((( 334 334 Parameters of **<event_terraforming_project_succeeded>** and **<event_terraforming_project_failed>** changed 335 335 ))) 336 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)357 +|(% colspan="4" %)(% colspan="3" %) 337 337 ((( 338 338 //Old params: param = project ID, param2 = were there positive side-effects?, param3 = were there negative side-effects? 339 339 New params: param = project ID, param2 = [were there positive side-effects?, were there negative side-effects?], param3 = payout in Credits ... ... @@ -349,7 +349,7 @@ 349 349 ((( 350 350 **FFI:** GetFactionRelationStatus() handling for faction relation range [-20,-10] changed 351 351 ))) 352 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)373 +|(% colspan="4" %)(% colspan="3" %) 353 353 ((( 354 354 //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. 355 355 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).// ... ... @@ -366,7 +366,7 @@ 366 366 ((( 367 367 **FFI:** GetRelationStatus()/GetRelationStatus2() handling for objects in relation range [-25,-10] changed 368 368 ))) 369 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)390 +|(% colspan="4" %)(% colspan="3" %) 370 370 ((( 371 371 //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.// 372 372 ... ... @@ -379,7 +379,7 @@ 379 379 )))|(% colspan="2" %)((( 380 380 **requiresconstructionvessel** parameter moved 381 381 ))) 382 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)403 +|(% colspan="4" %)(% colspan="3" %) 383 383 ((( 384 384 //The 'requiresconstructionvessel' attribute has been moved from the 'recycling' node itself, to the new 'station' subnode.// 385 385 ))) ... ... @@ -390,7 +390,7 @@ 390 390 )))|(% colspan="2" %)((( 391 391 Changed behaviour of **gatedistance** script property 392 392 ))) 393 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)414 +|(% colspan="4" %)(% colspan="3" %) 394 394 ((( 395 395 //The 'gatedistance' script property now minimizes the number of gate jumps instead of counting the number gate jumps in the fastest route.// 396 396 ))) ... ... @@ -399,7 +399,7 @@ 399 399 400 400 === Version 3.30 === 401 401 402 -(% class=" wrapped" %)423 +(% class="table-striped" %) 403 403 |((( 404 404 UI extensions 405 405 )))|((( ... ... @@ -407,7 +407,7 @@ 407 407 )))|(% colspan="2" %)((( 408 408 **FFI: **Removed** GetMissionLimit() **and** IsMissionLimitEnabled()** 409 409 ))) 410 -|(% c lass="highlight-grey" colspan="7"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)431 +|(% colspan="7" %)(% colspan="3" %) 411 411 ((( 412 412 //These mission limit-related functions (added in 3.30 Beta 1 and 2) are replaced with FFI IsMissionLimitReached()// 413 413 ))) ... ... @@ -416,7 +416,7 @@ 416 416 417 417 === Version 3.20 === 418 418 419 -(% class=" wrapped" %)440 +(% class="table-striped" %) 420 420 |((( 421 421 Scripts 422 422 )))|((( ... ... @@ -424,7 +424,7 @@ 424 424 )))|(% colspan="2" %)((( 425 425 Parameters of **<event_player_attacked_object/>** and **<event_object_attacked_object/>** changed 426 426 ))) 427 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)448 +|(% colspan="4" %)(% colspan="3" %) 428 428 ((( 429 429 //Old params: param = attacked object, param2 = attack method, param3 = attacked component// 430 430 //New params: param = attacked object, param2 = attack method, param3 = attack component detail list: [attacked component, attacking weapon] ... ... @@ -440,7 +440,7 @@ 440 440 ((( 441 441 Removed script property $trade.**restriction.faction** 442 442 ))) 443 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)464 +|(% colspan="4" %)(% colspan="3" %) 444 444 ((( 445 445 //$trade.restriction.faction has been replaced with $trade.restriction.factions, which returns a list of factions.// 446 446 ))) ... ... @@ -451,7 +451,7 @@ 451 451 )))|(% colspan="2" %)((( 452 452 **Lua**: **GetTradeRestrictions()**, **ToggleFactionTradeRestriction()** and **ToggleFactionTradeWareOverride()** are now obsolete! 453 453 ))) 454 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)475 +|(% colspan="4" %)(% colspan="3" %) 455 455 ((( 456 456 //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.// 457 457 ))) ... ... @@ -460,7 +460,7 @@ 460 460 461 461 === Version 3.10 === 462 462 463 -(% class=" wrapped" %)484 +(% class="table-striped" %) 464 464 |(% colspan="1" %)(% colspan="1" %) 465 465 ((( 466 466 Scripts ... ... @@ -471,7 +471,7 @@ 471 471 ((( 472 472 Removed script action **<add_build/>** 473 473 ))) 474 -|(% c lass="highlight-grey" colspan="7"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)495 +|(% colspan="7" %)(% colspan="3" %) 475 475 ((( 476 476 //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.// 477 477 ))) ... ... @@ -480,7 +480,7 @@ 480 480 481 481 === Version 3.00 === 482 482 483 -(% class=" wrapped" %)504 +(% class="table-striped" %) 484 484 |(% colspan="1" %)(% colspan="1" %) 485 485 ((( 486 486 Scripts ... ... @@ -491,7 +491,7 @@ 491 491 ((( 492 492 Changed behaviour of script action **<get_suitable_job/>** 493 493 ))) 494 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)515 +|(% colspan="4" %)(% colspan="3" %) 495 495 ((( 496 496 //<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.// 497 497 ))) ... ... @@ -505,7 +505,7 @@ 505 505 ((( 506 506 Changed behaviour of script action **<get_ware_definition/>** 507 507 ))) 508 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)529 +|(% colspan="4" %)(% colspan="3" %) 509 509 ((( 510 510 //<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.// 511 511 ))) ... ... @@ -519,7 +519,7 @@ 519 519 ((( 520 520 Renamed all files in the **md**, ui, and **cutscenes** folders to lower-case 521 521 ))) 522 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)543 +|(% colspan="4" %)(% colspan="3" %) 523 523 ((( 524 524 //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.) 525 525 ... ... @@ -535,7 +535,7 @@ 535 535 ((( 536 536 Adjustments of some MD library cues in the base game to change their usage from **<include_actions>** to <run_actions> 537 537 ))) 538 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)559 +|(% colspan="4" %)(% colspan="3" %) 539 539 ((( 540 540 //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.// 541 541 ))) ... ... @@ -549,7 +549,7 @@ 549 549 ((( 550 550 Changes to $dockingbay.**todockpos** and $dockingbay.**launchpos** 551 551 ))) 552 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)573 +|(% colspan="4" %)(% colspan="3" %) 553 553 ((( 554 554 //Before the change, positions are relative to $dockingbay.parent. 555 555 After the change, positions are relative to $dockingbay as specified in the documentation.// ... ... @@ -564,7 +564,7 @@ 564 564 ((( 565 565 Support for entity flag "**skillsvisible**" dropped 566 566 ))) 567 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)588 +|(% colspan="4" %)(% colspan="3" %) 568 568 ((( 569 569 //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().// 570 570 ))) ... ... @@ -575,7 +575,7 @@ 575 575 )))|(% colspan="2" %)((( 576 576 Changes to **<event_object_changed_owner>** and added **<event_object_changed_true_owner>**. 577 577 ))) 578 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)599 +|(% colspan="4" %)(% colspan="3" %) 579 579 ((( 580 580 //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. 581 581 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. ... ... @@ -592,7 +592,7 @@ 592 592 ((( 593 593 **MissionBoard** support dropped 594 594 ))) 595 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)616 +|(% colspan="4" %)(% colspan="3" %) 596 596 ((( 597 597 //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.// 598 598 ))) ... ... @@ -603,7 +603,7 @@ 603 603 )))|(% colspan="2" %)((( 604 604 By default, **job/god entries** now only spawn objects in space added by the extension in which they are defined 605 605 ))) 606 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)627 +|(% colspan="4" %)(% colspan="3" %) 607 607 ((( 608 608 //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.// 609 609 ))) ... ... @@ -617,7 +617,7 @@ 617 617 ((( 618 618 Script action **<add_actor_to_room/> **attribute **'room'** renamed to **'object'** 619 619 ))) 620 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)641 +|(% colspan="4" %)(% colspan="3" %) 621 621 ((( 622 622 //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.// 623 623 ))) ... ... @@ -631,7 +631,7 @@ 631 631 ((( 632 632 Script action **<set_doors_locked/>** attribute **'group'** changed 633 633 ))) 634 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)655 +|(% colspan="4" %)(% colspan="3" %) 635 635 ((( 636 636 //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.// 637 637 ))) ... ... @@ -645,7 +645,7 @@ 645 645 ((( 646 646 Script conditions **<event_hack_*/>** and **<event_controlpanel_hack_*/>** removed 647 647 ))) 648 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)669 +|(% colspan="4" %)(% colspan="3" %) 649 649 ((( 650 650 //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.// 651 651 ))) ... ... @@ -659,7 +659,7 @@ 659 659 ((( 660 660 Script actions **<set_hack_target/>** and **<abort_hack/>** removed 661 661 ))) 662 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)683 +|(% colspan="4" %)(% colspan="3" %) 663 663 ((( 664 664 //These actions had no effect and were removed.// 665 665 ))) ... ... @@ -673,7 +673,7 @@ 673 673 ((( 674 674 **<setup_conversation_minigame/>** script action removed 675 675 ))) 676 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)697 +|(% colspan="4" %)(% colspan="3" %) 677 677 ((( 678 678 //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.// 679 679 ))) ... ... @@ -687,7 +687,7 @@ 687 687 ((( 688 688 <add_player_choice_*> **confidence** attribute removed 689 689 ))) 690 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)711 +|(% colspan="4" %)(% colspan="3" %) 691 691 ((( 692 692 //The default confidence of player options is another leftover from the XR era and had no effect in X4.// 693 693 ))) ... ... @@ -701,7 +701,7 @@ 701 701 ((( 702 702 **<hack_via_control_panel/>** script action removed 703 703 ))) 704 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)725 +|(% colspan="4" %)(% colspan="3" %) 705 705 ((( 706 706 //Unused script action <hack_via_control_panel/> was removed.// 707 707 ))) ... ... @@ -715,7 +715,7 @@ 715 715 ((( 716 716 **Lua: **GetMiniGameCursorPosition() removed 717 717 ))) 718 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)739 +|(% colspan="4" %)(% colspan="3" %) 719 719 ((( 720 720 //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.// 721 721 ))) ... ... @@ -726,7 +726,7 @@ 726 726 )))|(% colspan="2" %)((( 727 727 **FFI: **GetLocalizedInteractiveNotificationKey can return icon placeholders 728 728 ))) 729 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)750 +|(% colspan="4" %)(% colspan="3" %) 730 730 ((( 731 731 //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.// 732 732 ))) ... ... @@ -740,7 +740,7 @@ 740 740 ((( 741 741 **FFI: **UIWeaponMod returned by GetInstalledWeaponMod() now includes property SurfaceElementFactor 742 742 ))) 743 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)764 +|(% colspan="4" %)(% colspan="3" %) 744 744 ((( 745 745 //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.// 746 746 ))) ... ... @@ -754,7 +754,7 @@ 754 754 ((( 755 755 **$ware.illegal** updated 756 756 ))) 757 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)778 +|(% colspan="4" %)(% colspan="3" %) 758 758 ((( 759 759 //$ware.illegal used to return true if the specified ware has the 'illegal' tag which is no longer used.// 760 760 //It now returns true if $ware is illegal to any faction in the game.// ... ... @@ -769,7 +769,7 @@ 769 769 ((( 770 770 MD script **RML_Flight_Along_Path** removed 771 771 ))) 772 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)793 +|(% colspan="4" %)(% colspan="3" %) 773 773 ((( 774 774 //The MD script RML_Flight_Along_Path was not referened and was removed.// 775 775 ))) ... ... @@ -783,7 +783,7 @@ 783 783 ((( 784 784 parameters of **<event_venture_mission_completed/>** changed 785 785 ))) 786 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)807 +|(% colspan="4" %)(% colspan="3" %) 787 787 ((( 788 788 //old params: param = venture details, param2 = ships involved, param3 = duration// 789 789 //new params: param = venture detail list: [mission name, mission type], param2 = list of ships involved, param3 = duration// ... ... @@ -796,7 +796,7 @@ 796 796 **<set_object_wing_name/>** removed, 797 797 **<set_object_fleet_name/>** added 798 798 ))) 799 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)820 +|(% colspan="4" %)(% colspan="3" %) 800 800 ((( 801 801 //The common action <set_object_wing_name/> has been replaced with <set_object_fleet_name/>// 802 802 ))) ... ... @@ -808,7 +808,7 @@ 808 808 **$controllable.wing.*** removed, 809 809 **$controllable.fleet.*** added 810 810 ))) 811 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)832 +|(% colspan="4" %)(% colspan="3" %) 812 812 ((( 813 813 $controllable.wing.name, $controllable.wing.iscommander, and $controllable.wing.commander have been replaced with $controllable.fleet.name, $controllable.fleet.iscommander, and $controllable.fleet.commander 814 814 ))) ... ... @@ -817,7 +817,7 @@ 817 817 818 818 === Version 2.60 === 819 819 820 -(% class=" wrapped" %)841 +(% class="table-striped" %) 821 821 |((( 822 822 Scripts 823 823 )))|((( ... ... @@ -825,7 +825,7 @@ 825 825 )))|(% colspan="2" %)((( 826 826 '**checkoperational**' filter behaviour changed 827 827 ))) 828 -|(% c lass="highlight-grey" colspan="10"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)849 +|(% colspan="10" %)(% colspan="3" %) 829 829 ((( 830 830 //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.// 831 831 ... ... @@ -838,7 +838,7 @@ 838 838 )))|(% colspan="2" %)((( 839 839 $container.**supplyresources** behavior changed 840 840 )))| | | 841 -|(% c lass="highlight-grey" colspan="10"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)862 +|(% colspan="10" %)(% colspan="3" %) 842 842 ((( 843 843 //The script keyword $container.supplyresources now includes reserved wares.// 844 844 ))) ... ... @@ -847,7 +847,7 @@ 847 847 848 848 === Version 2.20 === 849 849 850 -(% class=" wrapped" %)871 +(% class="table-striped" %) 851 851 |(% colspan="1" %)(% colspan="1" %) 852 852 ((( 853 853 UI core ... ... @@ -858,7 +858,7 @@ 858 858 ((( 859 859 **Lua: GetControllerInfo()** returned mouseSteering/mouseCursor values are undefined. 860 860 ))) 861 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)882 +|(% colspan="4" %)(% colspan="3" %) 862 862 ((( 863 863 //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. 864 864 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.// ... ... @@ -875,7 +875,7 @@ 875 875 ((( 876 876 Attribute for build related conditions e.g. **<event_build_finished/>** renamed from 'buildmodule' to 'buildprocessor' 877 877 ))) 878 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)899 +|(% colspan="4" %)(% colspan="3" %) 879 879 ((( 880 880 //The underlying behaviour remains the same in that it involves the buildprocessor, not the buildmodule. The attribute name has simply been corrected.// 881 881 ))) ... ... @@ -884,7 +884,7 @@ 884 884 885 885 === Version 2.00 === 886 886 887 -(% class=" wrapped" %)908 +(% class="table-striped" %) 888 888 |(% colspan="1" %)(% colspan="1" %) 889 889 ((( 890 890 Scripts ... ... @@ -895,7 +895,7 @@ 895 895 ((( 896 896 **<event_build_finished/> **param2 now returns null instead of a construction sequence 897 897 ))) 898 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)919 +|(% colspan="4" %)(% colspan="3" %) 899 899 ((( 900 900 //The construction sequence which was finished should now be accessed via the buildtask provided via param3.// 901 901 ))) ... ... @@ -909,7 +909,7 @@ 909 909 ((( 910 910 **param.boarding.{...}** strength parameters removed 911 911 ))) 912 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)933 +|(% colspan="4" %)(% colspan="3" %) 913 913 ((( 914 914 //The 'recruitstrength', 'veteranstrength' and 'elitestrength' script parameters were no longer required for balancing the boarding gameplay, and were removed.// 915 915 ))) ... ... @@ -923,7 +923,7 @@ 923 923 ((( 924 924 **$defensible.boardee/$defensible.boarder** and **<set_object_boarder/>/<remove_object_boarder/>** removed 925 925 ))) 926 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)947 +|(% colspan="4" %)(% colspan="3" %) 927 927 ((( 928 928 //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.// 929 929 ))) ... ... @@ -934,7 +934,7 @@ 934 934 )))|(% colspan="2" %)((( 935 935 **FFI: GetUpgradeSlotCurrentComponent()/GetUpgradeSlotGroup()** works on non-operationals 936 936 ))) 937 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)958 +|(% colspan="4" %)(% colspan="3" %) 938 938 ((( 939 939 //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.// 940 940 ))) ... ... @@ -945,7 +945,7 @@ 945 945 )))|(% colspan="2" %)((( 946 946 **FFI: SetFormationShape()** no longer indicates an error upon certain error cases 947 947 ))) 948 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)969 +|(% colspan="4" %)(% colspan="3" %) 949 949 ((( 950 950 //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.// 951 951 //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.// ... ... @@ -957,7 +957,7 @@ 957 957 )))|(% colspan="2" %)((( 958 958 **<create_formation/>** now requires the attributes: 'leader' and 'follower'. Attribute 'object' is now deprecated. 959 959 ))) 960 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)981 +|(% colspan="4" %)(% colspan="3" %) 961 961 ((( 962 962 //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.// 963 963 ))) ... ... @@ -968,7 +968,7 @@ 968 968 )))|(% colspan="2" %)((( 969 969 **<event_player_changed_target/>** now fires and returns null if the player deselects a target. 970 970 ))) 971 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)992 +|(% colspan="4" %)(% colspan="3" %) 972 972 ((( 973 973 //For prior behavior, check for event.param being non-null.// 974 974 ))) ... ... @@ -979,7 +979,7 @@ 979 979 )))|(% colspan="2" %)((( 980 980 **<shoot/>/<shoot_at/>** attribute changes. 981 981 ))) 982 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)1003 +|(% colspan="4" %)(% colspan="3" %) 983 983 ((( 984 984 //Changed: Attribute "primary" is now optional and defines whether weapons from the ship's active primary weapon group will be fired. Defaults to true.// 985 985 //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.// ... ... @@ -994,7 +994,7 @@ 994 994 )))|(% colspan="2" %)((( 995 995 **FFI: GetBuildTask()/GetNumBuildTasks()** got a new "buildmoduleid" parameter. 996 996 ))) 997 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)1018 +|(% colspan="4" %)(% colspan="3" %) 998 998 ((( 999 999 //Added possibility to query build tasks of a certain buildmodule.// 1000 1000 ))) ... ... @@ -1005,7 +1005,7 @@ 1005 1005 )))|(% colspan="2" %)((( 1006 1006 **Lua:** **GetLibraryEntry()** retrieved a new "buildresources" field. 1007 1007 ))) 1008 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)1029 +|(% colspan="4" %)(% colspan="3" %) 1009 1009 ((( 1010 1010 //Added list of resources a buildmodule needs to build.// 1011 1011 ))) ... ... @@ -1016,7 +1016,7 @@ 1016 1016 )))|(% colspan="2" %)((( 1017 1017 **Lua: CalculateTotalHullFraction() **was removed. 1018 1018 ))) 1019 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)1040 +|(% colspan="4" %)(% colspan="3" %) 1020 1020 ((( 1021 1021 //Unused, derelict function from XR - use GetComponentData(..., "hullpercent") instead.// 1022 1022 ))) ... ... @@ -1027,7 +1027,7 @@ 1027 1027 )))|(% colspan="2" %)((( 1028 1028 **FFI: RequestDockAtReason()/UndockPlayerShip() **changed their return values. 1029 1029 ))) 1030 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)1051 +|(% colspan="4" %)(% colspan="3" %) 1031 1031 ((( 1032 1032 //Changed return value type to const char* to better identify failure reasons in Lua script.// 1033 1033 ))) ... ... @@ -1036,7 +1036,7 @@ 1036 1036 1037 1037 === Version 1.50 === 1038 1038 1039 -(% class=" wrapped" %)1060 +(% class="table-striped" %) 1040 1040 |((( 1041 1041 UI extensions 1042 1042 )))|((( ... ... @@ -1044,7 +1044,7 @@ 1044 1044 )))|(% colspan="2" %)((( 1045 1045 **Lua: GetComponentData() **changed behavior of "docksizes" property. 1046 1046 ))) 1047 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)1068 +|(% colspan="4" %)(% colspan="3" %) 1048 1048 ((( 1049 1049 //The "docksizes" property no longer includes internal ship storage docks.// 1050 1050 ))) ... ... @@ -1055,7 +1055,7 @@ 1055 1055 )))|(% colspan="2" %)((( 1056 1056 **Meaning of "Shipyard"** was corrected throughout Lua/MD/AI scripts, so that Wharfs are not Shipyards (unlike in XR). 1057 1057 ))) 1058 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)1079 +|(% colspan="4" %)(% colspan="3" %) 1059 1059 ((( 1060 1060 //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".// 1061 1061 ... ... @@ -1070,7 +1070,7 @@ 1070 1070 )))|(% colspan="2" %)((( 1071 1071 **FFI: UpgradeGroupInfo **datatype was changed. 1072 1072 ))) 1073 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)1094 +|(% colspan="4" %)(% colspan="3" %) 1074 1074 ((( 1075 1075 //Added new "operational" field to retrieve information about number of operational upgrades in a group.// 1076 1076 ))) ... ... @@ -1084,7 +1084,7 @@ 1084 1084 ((( 1085 1085 **FFI: SetGuidance()** removed useinfopoint argument. 1086 1086 ))) 1087 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)1108 +|(% colspan="4" %)(% colspan="3" %) 1088 1088 ((( 1089 1089 //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.// 1090 1090 ... ... @@ -1097,7 +1097,7 @@ 1097 1097 )))|(% colspan="2" %)((( 1098 1098 **FFI: CancelConstruction() **changed its return value. 1099 1099 ))) 1100 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)1121 +|(% colspan="4" %)(% colspan="3" %) 1101 1101 ((( 1102 1102 //CancelConstruction() now returns if the cancellation was successful. // 1103 1103 ))) ... ... @@ -1106,7 +1106,7 @@ 1106 1106 1107 1107 === Version 1.32 === 1108 1108 1109 -(% class=" wrapped" %)1130 +(% class="table-striped" %) 1110 1110 |((( 1111 1111 UI extensions 1112 1112 )))|((( ... ... @@ -1114,7 +1114,7 @@ 1114 1114 )))|(% colspan="2" %)((( 1115 1115 **Lua: GetComponentData() **removed the "nextdestname" property. 1116 1116 ))) 1117 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)1138 +|(% colspan="4" %)(% colspan="3" %) 1118 1118 ((( 1119 1119 //Instead of "nextdestname", use the properties "destination" or "destinationsector" to retrieve a destination component, then retrieve its "name" property.// 1120 1120 ))) ... ... @@ -1123,7 +1123,7 @@ 1123 1123 1124 1124 === Version 1.20 === 1125 1125 1126 -(% class=" wrapped" %)1147 +(% class="table-striped" %) 1127 1127 |((( 1128 1128 UI extensions 1129 1129 )))|((( ... ... @@ -1131,7 +1131,7 @@ 1131 1131 )))|(% colspan="2" %)((( 1132 1132 **FFI: GetAAOption()** got a new "useconfig" parameter. 1133 1133 ))) 1134 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)1155 +|(% colspan="4" %)(% colspan="3" %) 1135 1135 ((( 1136 1136 //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.// 1137 1137 )))
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