Changes for page Breaking Changes
Last modified by Michael Baumgardt on 2026/04/17 12:03
From version 114.1
edited by Owen Lake
on 2024/01/31 12:40
on 2024/01/31 12:40
Change comment:
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To version 157.1
edited by Balder Huybreghs
on 2026/03/31 17:57
on 2026/03/31 17:57
Change comment:
There is no comment for this version
Summary
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Page properties (2 modified, 0 added, 0 removed)
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Objects (0 modified, 0 added, 1 removed)
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... ... @@ -20,10 +20,105 @@ 20 20 21 21 {{toc scope="LOCAL" start="3"/}} 22 22 23 +=== Version 9.00 === 24 + 25 +(% class="table-striped" %) 26 +|(% colspan="1" style="width:117px" %)Parameters|(% colspan="1" style="width:119px" %)9.00 Beta 4|(% colspan="4" style="width:1625px" %)Removed the **distance **attribute in** <construction> <snap> ** 27 +|(% colspan="6" style="width:117px" %)It was replaced with the **mindistance **and** maxdistance **attributes. 28 +|(% colspan="1" style="width:117px" %)Scripts|(% colspan="1" style="width:119px" %)9.00 Beta 3|(% colspan="4" style="width:1625px" %)**ship.isexceedingmadscore** got removed 29 +|(% colspan="6" style="width:117px" %)This property introduced with 9.00 Beta 1 got renamed to **ship.madscore.isexceedingmax.** 30 +|(% colspan="1" style="width:117px" %)(% colspan="1" %) 31 +((( 32 +UI extensions 33 +)))|(% colspan="1" style="width:119px" %)9.00 Beta 2|(% colspan="4" style="width:1625px" %)**Lua: GetEfficiencyUpgrades()** deprecated, along with **efficiencyfactor** and **efficiencybonus** properties. 34 +|(% colspan="4" title="Background colour :" %)GetEfficiencyUpgrades() is deprecated and always returns an empty list. The efficiencyfactor and efficiencybonus properties are also deprecated and always return 1.0 and 0.0 respectively. 35 +|(% colspan="1" style="width:117px" %)Scripts|(% colspan="1" style="width:119px" %)9.00 Beta 2|(% colspan="4" style="width:1625px" %)**$object.efficiencyupgrades.*** script properties removed 36 +|(% colspan="6" style="width:117px" %)The $object.efficiencyupgrades.* script properties are no longer relevant and have been removed. 37 +|(% colspan="1" style="width:117px" %)Assets|(% colspan="1" style="width:119px" %)9.00 Beta 1|(% colspan="4" style="width:1625px" %)**All collision shapes need to be re-converted** 38 +|(% colspan="6" style="width:117px" %)((( 39 +Due to an update of the Jolt physics engine all .jcs files have become incompatible and need to be re-created using the latest XUConverter.exe. 40 + 41 +**IMPORTANT**: The newly created .jcs files will also be incompatible with earlier versions of the game. We have provided a legacy version of the converter that can be used to generate files compatible with legacy versions of the game. 42 +))) 43 +|(% colspan="1" style="width:117px" %)Assets|(% colspan="1" style="width:119px" %)9.00 Beta 1|(% colspan="4" style="width:1625px" %)Replaced **standard** tag on small and medium ships with **advanced** tag. 44 +|(% colspan="6" style="width:117px" %)The advanced tag encodes the new weapon and turret sizes for small and medium ships. 45 +|(% colspan="1" style="width:117px" %)Assets|(% colspan="1" style="width:119px" %)9.00 Beta 1|(% colspan="4" style="width:1625px" %)Resized small and medium surface elements and integrated engines and shields into the ships. 46 +|(% colspan="6" style="width:117px" %)The assets are now aligned with the setup started with the Boron DLC. There are no visual modular meshes for shields and engines on the exterior on the ship any more. Turrets are now visually integrated into the ships hull. 47 +|(% colspan="1" style="width:117px" %)Scripts|(% colspan="1" style="width:119px" %)9.00 Beta 1|(% colspan="4" style="width:1625px" %)Removed **<event_area_discovered>** 48 +|(% colspan="6" style="width:117px" %)Removed for performance reasons 49 +|(% colspan="1" style="width:117px" %)Assets|(% colspan="1" style="width:119px" %)9.00 Beta 1|(% colspan="4" style="width:1625px" %)Added **overheatcooldelay** property to **<heat>** of weapons, changed functionality of **cooldelay** 50 +|(% colspan="6" style="width:117px" %)**cooldelay** now optionally defines a delay between firing a non-overheating shot and the cooldown starting, **overheatcooldelay** is an additional penalty delay when the weapon overheats. 51 +|(% colspan="1" style="width:117px" %)Scripts|(% colspan="1" style="width:119px" %)9.00 Beta 1|(% colspan="4" style="width:1625px" %)Removed script action **<get_highest_resource_yield>** 52 +|(% colspan="6" style="width:117px" %)A new property that can be used in its place is **$sector.bestyieldrating.{$ware}**. 53 +|(% colspan="1" style="width:117px" %)Scripts|(% colspan="1" style="width:119px" %)9.00 Beta 1|(% colspan="4" style="width:1625px" %)Removed **<find_asteroid_in_cluster>** and **<find_recyclable_in_cluster>** 54 +|(% colspan="6" style="width:117px" %)**<find_asteroid_with_yield_in_sector>** and **<find_recyclable_with_yield_in_sector>** should now be used instead. 55 +|(% colspan="1" style="width:117px" %)Parameters|(% colspan="1" style="width:119px" %)9.00 Beta 1|(% colspan="4" style="width:1625px" %)Removed **<yielddensities>** from **<miningparams>** 56 +|(% colspan="6" style="width:117px" %)It has been replaced with the new **<resources>** node. 57 +|(% colspan="1" style="width:117px" %)Libraries|(% colspan="1" style="width:119px" %)9.00 Beta 1|(% colspan="4" style="width:1625px" %)**region_definitions.xml** no longer contains **<resources>** or **<scaneffect> **nodes 58 +|(% colspan="6" style="width:117px" %)Instead of defining resources in regions, they're now defined via resource areas in sectors (see **mapdefaults.xml** and **resourceyields.xml**). Regions can still have some control by defining **<allowedyields>**. 59 +|(% colspan="1" style="width:117px" %)Libraries|(% colspan="1" style="width:119px" %)9.00 Beta 1|(% colspan="4" style="width:1625px" %)**regionyields.xml** has a completely different structure 60 +|(% colspan="6" style="width:117px" %)It now contains definitions of resource areas referenced by sector properties (see **mapdefaults.xml**). 61 +|(% colspan="1" style="width:117px" %)Scripts|(% colspan="1" style="width:119px" %)9.00 Beta 1|(% colspan="4" style="width:1625px" %)Removed **$resourceprobe.currentbestyield** and **.maxyield**, **$sector.averagemaxyield**, and **$galaxy.yieldthresholds** 62 +|(% colspan="6" style="width:117px" %)New properties that can be used are **$resourceprobe.bestyieldrating** and **$sector.yieldrating.{$ware}**. Yields thresholds are no longer a thing in 9.00. 63 +|(% colspan="1" style="width:117px" %)Scripts|(% colspan="1" style="width:119px" %)9.00 Beta 1|(% colspan="4" style="width:1625px" %)Removed **flags **attribute from action **<add_blueprints>** 64 +|(% colspan="6" style="width:117px" %)((( 65 +The flags attribute is no longer available in the MD action <add_blueprints> 66 +))) 67 +|(% style="width:117px" %)Scripts|(% style="width:117px" %)9.00 Beta 1|(% colspan="3" style="width:117px" %)Construction sequence param removed from build_started events 68 +|(% colspan="6" style="width:117px" %)Script events <event_build_started> and <event_player_build_started> no longer receive the construction sequence via param2. param2 will now yield null. Query the sequence via the param3 buildtask instead. 69 +|(% style="width:117px" %)Scripts|(% style="width:117px" %)9.00 Beta 1|(% colspan="3" style="width:117px" %)Script properties removed from macro 70 +|(% colspan="6" style="width:117px" %)**.purposemacro** and **.purposename **have been removed from the **macro **script properties 71 +|(% style="width:117px" %)Scripts|(% style="width:117px" %)9.00 Beta 1|(% colspan="4" rowspan="1" style="width:117px" %)**constructionplan **attribute now required for **<add_build_to_expand_station>** 72 +|(% colspan="6" style="width:117px" %)The constructionplan attribute for the <add_build_to_expand_station> action is no longer optional. Past behaviour when omitted was for the station to recycle down to nothing. Use new script action <add_build_to_recycle_station> instead. 73 + 74 +=== Version 8.00 === 75 + 76 +(% class="table-striped" %) 77 +|(% colspan="1" style="width:117px" %)Scripts|(% colspan="1" style="width:119px" %)8.00 Beta 1|(% colspan="4" style="width:1625px" %)Removed MD action **<populate_platforms>** 78 +|(% colspan="6" style="width:117px" %)((( 79 +The deprecated MD action <populate_platforms> has been removed. The previously referenced character quotas in quotas.xml have also been removed. 80 +))) 81 +|(% style="width:117px" %)Assets|(% style="width:117px" %)8.00 Beta 1|(% colspan="4" rowspan="1" style="width:117px" %)**\assets\units\size_m\ship_gen_m_transdrone_container_02** and **\assets\units\size_s\ship_gen_s_transdrone_container_02** moved to **ego_dlc_terran** 82 +|(% colspan="6" style="width:117px" %)**ship_gen_m_transdrone_container_02** and **ship_gen_s_transdrone_container_02** (templates and macros) have been moved to the **ego_dlc_terran** extension and any reference to these files now requires that the resulting dependency on that extension is taken into account. 83 +|(% style="width:117px" %)Assets|(% style="width:117px" %)8.00 Beta 1|(% colspan="4" rowspan="1" style="width:117px" %)Icons moved from **assets\fx\textures\gui** to **assets\textures\ui** 84 +|(% colspan="6" style="width:117px" %)Assets with the exception of the **loadingscreen** folder have been moved and any reference to these files will require updating (mostly affects icons.xml). 85 +|(% style="width:117px" %)Assets|(% colspan="3" style="width:117px" %)8.00 Beta 1|(% colspan="3" style="width:117px" %)**boron** and **terran** tags for equipment (weapons, engines, ...) changed to **advanced** 86 +|(% colspan="6" style="width:117px" %)Ships and equipment with **boron **and **terran** (Frontier terran, not CoH terran) tags will no longer work properly as they do not match the new **advanced** tag (for example "small engine boron" has been replaced by "small engine advanced") which has been introduced for a compatibility between boron and Frontier-terran ships/equipment. 87 +|(% style="width:117px" %)Assets|(% style="width:117px" %)8.00|(% colspan="4" rowspan="1" style="width:117px" %)Terran NPC heads from Terran DLC **extensions/ego_dlc_terran/assets/characters/terran/heads/[...]** have been removed 88 +|(% colspan="6" style="width:117px" %)All Terran NPC heads are now pointed to **assets/characters/argon/heads/char_arg_f_dyn_blend_head** (female characters) and **assets/characters/argon/heads/char_arg_m_dyn_blend_head** (male characters) instead of using random selection from a list. 89 + 90 +=== Version 7.50 === 91 + 92 +(% class="table-striped" %) 93 +|(% colspan="1" style="width:117px" %)Relations|(% colspan="1" style="width:119px" %)7.50 Beta 4|(% colspan="2" style="width:1625px" %)**Adjusted displayed UI values (25 to 30) for relations between 0.32 and 1.0:** The minimum relation for the "ally" range (0.5) now corresponds to the displayed UI value of precisely +27 (previously rounded down to +26) 94 +|(% colspan="4" style="width:117px" %)((( 95 +The "ally" range is the interval from 0.5 to 1.0, which previously corresponded to the UI value range of approximately +26.9897 to +30. The interpolated mapping within the range from 0.32 and 1.0 has been adjusted so that 0.5 now exactly corresponds to +27. As a consequence, certain relations that were previously between 25 and 28 (rounded down) may have gained +1 in the UI, i.e. they are now displayed as 26 instead of 25, etc. For consistency, the negative range between -1.0 and -0.32 has been adjusted analogously (-0.5 is now displayed as -27). This mostly only affects the UI display, not actual gameplay. 96 +))) 97 +|(% colspan="1" style="width:117px" %)Parameters|(% colspan="1" style="width:119px" %)7.50 Beta 4|(% colspan="2" style="width:1625px" %)**<holomap><radar>**:** complete change in structure** 98 +|(% colspan="7" style="width:117px" %)((( 99 +This section now contains sets of parameters for the different modes it can be in, each in its own <mode> child node. This list can be dynamically expanded to add more modes. 100 +))) 101 + 23 23 === Version 7.00 === 24 24 25 25 26 -(% class="wrapped" %) 105 +(% class="table-striped" %) 106 +|(% colspan="1" style="width:117px" %)Gamestarts|(% colspan="1" style="width:119px" %)7.00 Beta 8|(% colspan="2" style="width:1625px" %)**Text references** 107 +|(% colspan="4" style="width:117px" %)Fields containing text references in gamestarts.xml now have full text conversion applied, allowing texts to be constructed from multiple text entries, e.g. {1234,56}\n\n{1234,78}. As a result, raw text placed in the text fields needs to be formatted accordingly, e.g. "Test start (easy)" would need to be changed to "Test start \(easy\)" to avoid the text in brackets being treated as a comment. 108 +|(% colspan="1" style="width:117px" %)Assets|(% colspan="1" style="width:119px" %)7.00 Beta 7|(% colspan="2" style="width:1625px" %)**\assets\textures\fx\highway_fx_electric_02** was deleted and replaced with **\assets\textures\fx\fx_p2_electric_01** 109 +|(% colspan="4" style="width:117px" %)highway_fx_electric_02 is still available in "legacy" folder if needed 110 +|(% 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 111 +|(% colspan="4" style="width:117px" %)((( 112 +The four parameters used to represent flat factors applied to ships' properties with respect to their respective pilots' skill levels. Parameters moved to separate nodes with support for min and max values which, if supplied, scales the factor linearly if the affected ship's unmodified property is within min and max. Factor does not affect the ship if that property is below min. 113 +))) 114 +|(% 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. 115 +|(% colspan="4" style="width:117px" %)((( 116 +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.** 117 +))) 118 +|(% 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. 119 +|(% colspan="4" style="width:117px" %)((( 120 +Some material names and texture paths were changed. Please DIFF the materiallibrary.xml from 6.20 with 7.0 to see the difference 121 +))) 27 27 |(% colspan="1" style="width:117px" %)(% colspan="1" %) 28 28 ((( 29 29 Scripts ... ... @@ -32,9 +32,9 @@ 32 32 )))|(% colspan="2" style="width:1625px" %)((( 33 33 MD action **<set_presentation_cluster_persistence/>** now requires the cluster to be a presentation cluster. 34 34 ))) 35 -|(% 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 :" %)130 +|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 36 36 ((( 37 - //Previously it was possible to set normal clusters to be persistent presentation clusters which was an invalid state.//132 + Previously it was possible to set normal clusters to be persistent presentation clusters which was an invalid state. 38 38 ))) 39 39 |(% colspan="1" style="width:117px" %)(% colspan="1" %) 40 40 ((( ... ... @@ -44,9 +44,9 @@ 44 44 )))|(% colspan="2" style="width:1625px" %)((( 45 45 **FFI**: RemoveBuildPlot() changed 46 46 ))) 47 -|(% 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 :" %)142 +|(% colspan="4" 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.//144 + 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. 50 50 ))) 51 51 |(% colspan="1" style="width:117px" %)(% colspan="1" %) 52 52 ((( ... ... @@ -56,16 +56,14 @@ 56 56 )))|(% colspan="2" style="width:1625px" %)((( 57 57 **Some Split DLC materials moved to base game** 58 58 ))) 59 -|(% 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 :" %)154 +|(% colspan="7" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 60 60 ((( 61 61 // //"spl_p1_fx" AND "split_p1_hulltexture_01" were moved from Split DLC to base game 62 62 ))) 63 63 64 ----- 65 - 66 66 === Version 6.00 === 67 67 68 -(% class=" wrapped" %)161 +(% class="table-striped" %) 69 69 |((( 70 70 Libraries 71 71 )))|((( ... ... @@ -73,11 +73,11 @@ 73 73 )))|(% colspan="2" %)((( 74 74 Updated weights for ship groups in shipgroups.xml libraries of base game and all DLCs. 75 75 ))) 76 -|(% 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 :" %)169 +|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 77 77 ((( 78 - //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.//171 +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. 79 79 80 - //All groups should now have "weight" parameter added and old "weights" were updated to not have single-digit numbers.//173 +All groups should now have "weight" parameter added and old "weights" were updated to not have single-digit numbers. 81 81 ))) 82 82 |(% colspan="1" %)(% colspan="1" %) 83 83 ((( ... ... @@ -89,11 +89,11 @@ 89 89 ((( 90 90 Changed conditions for **<event_player_travelmode_started> <event_player_travelmode_stopped> <event_player_travelmode_charge_started> <event_player_travelmode_charge_aborted>** to be raised. 91 91 ))) 92 -|(% 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 :" %)185 +|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 93 93 ((( 94 - //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.//187 +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. 95 95 96 - //Scripts that need to check whether the player exits travel mode may also need to consider checking whether the player leaves the control seat using <event_player_stopped_control> since this will also result in travel mode stopping.//189 +Scripts that need to check whether the player exits travel mode may also need to consider checking whether the player leaves the control seat using <event_player_stopped_control> since this will also result in travel mode stopping. 97 97 ))) 98 98 |(% colspan="1" %)(% colspan="1" %) 99 99 ((( ... ... @@ -105,13 +105,13 @@ 105 105 ((( 106 106 Changed result of **<find_object_surface>** action in the case of a failure 107 107 ))) 108 -|(% 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 :" %)201 +|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 109 109 ((( 110 - //The 'posname' and 'rotname' result attributes of <find_object_surface> will now return null in the case of no valid surface position being found.//203 +The 'posname' and 'rotname' result attributes of <find_object_surface> will now return null in the case of no valid surface position being found. 111 111 112 - //Previously, it returned null only if there was a physics error. It however returned a valid, somewhat-random, position if physics were fine but it was still unable to find a suitable surface position. This position was often unsuitable to use for gameplay purposes so it is now null so the caller can handle the situation.//205 +Previously, it returned null only if there was a physics error. It however returned a valid, somewhat-random, position if physics were fine but it was still unable to find a suitable surface position. This position was often unsuitable to use for gameplay purposes so it is now null so the caller can handle the situation. 113 113 114 - //The action itself has been improved to increase the chance of finding suitable surface positions.//207 +The action itself has been improved to increase the chance of finding suitable surface positions. 115 115 ))) 116 116 |(% colspan="1" %)(% colspan="1" %) 117 117 ((( ... ... @@ -123,10 +123,10 @@ 123 123 ((( 124 124 Behaviour change for **<match_dock>** script component filter 125 125 ))) 126 -|(% 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 :" %)219 +|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 127 127 ((( 128 - //<match_dock> nodes can now be used on container and walkablemodule classes without wrapping them in <match_content> nodes.129 -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. //221 +<match_dock> nodes can now be used on container and walkablemodule classes without wrapping them in <match_content> nodes. 222 +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. 130 130 ))) 131 131 |(% colspan="1" %)(% colspan="1" %) 132 132 ((( ... ... @@ -138,9 +138,9 @@ 138 138 ((( 139 139 Changed result attribute location for **<get_attackstrength>** 140 140 ))) 141 -|(% 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 :" %)234 +|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 142 142 ((( 143 - //The 'result' attribute of get_attackstrength has been moved into the new <result> subnode and renamed to 'total'.//236 +The 'result' attribute of get_attackstrength has been moved into the new <result> subnode and renamed to 'total'. 144 144 ))) 145 145 |((( 146 146 Assets ... ... @@ -149,10 +149,10 @@ 149 149 )))|(% colspan="2" %)((( 150 150 Surface element **connections** are incompatible by default unless tagged as "**standard**", and also "**combat**" for non-missile, non-mining weapons 151 151 ))) 152 -|(% 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%" %)245 +|(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %) 153 153 ((( 154 - //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.155 -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. //247 +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. 248 +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. 156 156 ))) 157 157 |(% colspan="1" %)(% colspan="1" %) 158 158 ((( ... ... @@ -164,9 +164,9 @@ 164 164 ((( 165 165 Changed behaviour of attribute **sortbygatedistanceto** when finding objects, discarding unreachable objects 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%" %)260 +|(% 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 - //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.//262 +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. 170 170 ))) 171 171 |((( 172 172 Scripts ... ... @@ -175,9 +175,9 @@ 175 175 )))|(% colspan="2" %)((( 176 176 **<event_player_owned_killed_object>** and **<event_player_owned_destroyed>** are now triggered before the corresponding **<event_object_destroyed>**, instead of afterwards. 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%" %)271 +|(% 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 - //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.//273 +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. 181 181 ))) 182 182 |((( 183 183 Cutscenes ... ... @@ -186,9 +186,9 @@ 186 186 )))|(% colspan="2" %)((( 187 187 Changed behaviour of **<angles>** in cutscenes 188 188 ))) 189 -|(% 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%" %)282 +|(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %) 190 190 ((( 191 - //The yaw and pitch nodes in <angles> are now correctly interpreted as values in degrees.//284 +The yaw and pitch nodes in <angles> are now correctly interpreted as values in degrees. 192 192 ))) 193 193 194 194 ---- ... ... @@ -195,7 +195,7 @@ 195 195 196 196 === Version 5.00 === 197 197 198 -(% class=" wrapped" %)291 +(% class="table-striped" %) 199 199 |((( 200 200 Parameters 201 201 )))|((( ... ... @@ -203,9 +203,9 @@ 203 203 )))|(% colspan="2" %)((( 204 204 **<controlpanel><entry>: minduration** removed, **maxduration** renamed to duration 205 205 ))) 206 -|(% c lass="highlight-grey" colspan="7"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)299 +|(% colspan="7" %)(% colspan="3" %) 207 207 ((( 208 - //'minduration' was unused in X4, maxduration was and still is taken as the actual duration of control panel hacks. No functionality change.//301 +'minduration' was unused in X4, maxduration was and still is taken as the actual duration of control panel hacks. No functionality change. 209 209 ))) 210 210 211 211 ---- ... ... @@ -212,7 +212,7 @@ 212 212 213 213 === Version 4.10 === 214 214 215 -(% class=" wrapped" %)308 +(% class="table-striped" %) 216 216 |(% colspan="1" %)(% colspan="1" %) 217 217 ((( 218 218 UI extensions ... ... @@ -223,9 +223,9 @@ 223 223 ((( 224 224 **FFI**: SetMapRenderCargoContents(), SetMapRenderWorkForceInfo(), SetMapRenderCrewInfo() and SetMapRenderDockedShipInfos() deprecated 225 225 ))) 226 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)319 +|(% colspan="4" %)(% colspan="3" %) 227 227 ((( 228 - //The functionality represented by SetMapRenderCargoContents(), SetMapRenderWorkForceInfo(), SetMapRenderCrewInfo() and SetMapRenderDockedShipInfos() has been removed and the function was therefore stubbed.//321 +The functionality represented by SetMapRenderCargoContents(), SetMapRenderWorkForceInfo(), SetMapRenderCrewInfo() and SetMapRenderDockedShipInfos() has been removed and the function was therefore stubbed. 229 229 ))) 230 230 |(% colspan="1" %)(% colspan="1" %) 231 231 ((( ... ... @@ -237,9 +237,9 @@ 237 237 ((( 238 238 **FFI**: CustomGameStartPlayerProperty2 changed 239 239 ))) 240 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)333 +|(% colspan="4" %)(% colspan="3" %) 241 241 ((( 242 - //This struct was added in 4.10 Beta 2 and an additional member count was added in Beta 6.//335 +This struct was added in 4.10 Beta 2 and an additional member count was added in Beta 6. 243 243 ))) 244 244 |(% colspan="1" %)(% colspan="1" %) 245 245 ((( ... ... @@ -251,9 +251,9 @@ 251 251 ((( 252 252 Renamed **<stationinfobox>** to **<infobox>** 253 253 ))) 254 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)347 +|(% colspan="4" %)(% colspan="3" %) 255 255 ((( 256 - //Info box parameters are now shared across stations and ships. The node has a more generic name to reflect that.//349 +Info box parameters are now shared across stations and ships. The node has a more generic name to reflect that. 257 257 ))) 258 258 |(% colspan="1" %)(% colspan="1" %) 259 259 ((( ... ... @@ -265,9 +265,9 @@ 265 265 ((( 266 266 **FFI**: SetMacroMapPlayerSectorOffset() deprecated 267 267 ))) 268 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)361 +|(% colspan="4" %)(% colspan="3" %) 269 269 ((( 270 - //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.//363 +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. 271 271 ))) 272 272 |((( 273 273 UI extensions ... ... @@ -276,9 +276,9 @@ 276 276 )))|(% colspan="2" %)((( 277 277 **FFI**: FilterComponentForMapMode() and SetMapObjectFilter() changed 278 278 ))) 279 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)372 +|(% colspan="4" %)(% colspan="3" %) 280 280 ((( 281 - //These functions were added in 4.10 Beta 1 and an additional boolean parameter allowentitydeliverymissionobject was added in Beta 2.//374 +These functions were added in 4.10 Beta 1 and an additional boolean parameter allowentitydeliverymissionobject was added in Beta 2. 282 282 ))) 283 283 |((( 284 284 Scripts ... ... @@ -287,9 +287,9 @@ 287 287 )))|(% colspan="2" %)((( 288 288 People related attributes of mission** <delivery> **node moved 289 289 ))) 290 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)383 +|(% colspan="4" %)(% colspan="3" %) 291 291 ((( 292 - //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.//385 +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. 293 293 ))) 294 294 |(% colspan="1" %)(% colspan="1" %) 295 295 ((( ... ... @@ -301,9 +301,9 @@ 301 301 ((( 302 302 **$destructible.productions** replaced with $defensible.productions 303 303 ))) 304 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)397 +|(% colspan="4" %)(% colspan="3" %) 305 305 ((( 306 - //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.//399 +The $destructible.productions script property was removed and reimplemented as $defensible.productions meaning some old uses may no longer work unless the destructible is also a defensible. The old implementation functioned by finding the containing object of the destructible (including itself) to query for the production modules. 307 307 ))) 308 308 |((( 309 309 Scripts ... ... @@ -312,9 +312,9 @@ 312 312 )))|(% colspan="2" %)((( 313 313 Removed script property **$object.spawnsourceseed** 314 314 ))) 315 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)408 +|(% colspan="4" %)(% colspan="3" %) 316 316 ((( 317 - //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.//410 +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. 318 318 ))) 319 319 320 320 ---- ... ... @@ -321,7 +321,7 @@ 321 321 322 322 === Version 4.00 === 323 323 324 -(% class=" wrapped" %)417 +(% class="table-striped" %) 325 325 |(% colspan="1" %)(% colspan="1" %) 326 326 ((( 327 327 UI core ... ... @@ -332,10 +332,10 @@ 332 332 ((( 333 333 Controlled ship can change without a **gameplanchange-event** occurring. 334 334 ))) 335 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)428 +|(% colspan="4" %)(% colspan="3" %) 336 336 ((( 337 - //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).338 -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. //430 +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). 431 +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. 339 339 ))) 340 340 |((( 341 341 Scripts ... ... @@ -344,11 +344,11 @@ 344 344 )))|(% colspan="2" %)((( 345 345 Parameters of **<event_terraforming_project_succeeded>** and **<event_terraforming_project_failed>** changed 346 346 ))) 347 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)440 +|(% colspan="4" %)(% colspan="3" %) 348 348 ((( 349 - //Old params: param = project ID, param2 = were there positive side-effects?, param3 = were there negative side-effects?442 +Old params: param = project ID, param2 = were there positive side-effects?, param3 = were there negative side-effects? 350 350 New params: param = project ID, param2 = [were there positive side-effects?, were there negative side-effects?], param3 = payout in Credits 351 -Note: param3 only exists in <event_terraforming_project_succeeded> and not in <event_terraforming_project_failed>, but both now have the booleans in a list for consistency //444 +Note: param3 only exists in <event_terraforming_project_succeeded> and not in <event_terraforming_project_failed>, but both now have the booleans in a list for consistency 352 352 ))) 353 353 |(% colspan="1" %)(% colspan="1" %) 354 354 ((( ... ... @@ -360,12 +360,12 @@ 360 360 ((( 361 361 **FFI:** GetFactionRelationStatus() handling for faction relation range [-20,-10] changed 362 362 ))) 363 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)456 +|(% colspan="4" %)(% colspan="3" %) 364 364 ((( 365 - //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.366 -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). //458 +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. 459 +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). 367 367 368 - //If you rely on a handling where these factions are treated like enemies, please use the new GetFactionRelationStatus2() function instead.//461 +If you rely on a handling where these factions are treated like enemies, please use the new GetFactionRelationStatus2() function instead. 369 369 ))) 370 370 |(% colspan="1" %)(% colspan="1" %) 371 371 ((( ... ... @@ -377,11 +377,11 @@ 377 377 ((( 378 378 **FFI:** GetRelationStatus()/GetRelationStatus2() handling for objects in relation range [-25,-10] changed 379 379 ))) 380 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)473 +|(% colspan="4" %)(% colspan="3" %) 381 381 ((( 382 - //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.//475 +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. 383 383 384 - //If you rely on a handling where they are treated like enemies, please use the new GetRelationStatus3()//function which returns the new range for these objects: 1 (meaning 'enemy' (aka: not yet hostile) here with following relations having been shifted up).477 +If you rely on a handling where they are treated like enemies, please use the new GetRelationStatus3() function which returns the new range for these objects: 1 (meaning 'enemy' (aka: not yet hostile) here with following relations having been shifted up). 385 385 ))) 386 386 |((( 387 387 Parameters ... ... @@ -390,9 +390,9 @@ 390 390 )))|(% colspan="2" %)((( 391 391 **requiresconstructionvessel** parameter moved 392 392 ))) 393 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)486 +|(% colspan="4" %)(% colspan="3" %) 394 394 ((( 395 - //The 'requiresconstructionvessel' attribute has been moved from the 'recycling' node itself, to the new 'station' subnode.//488 +The 'requiresconstructionvessel' attribute has been moved from the 'recycling' node itself, to the new 'station' subnode. 396 396 ))) 397 397 |((( 398 398 Scripts ... ... @@ -401,9 +401,9 @@ 401 401 )))|(% colspan="2" %)((( 402 402 Changed behaviour of **gatedistance** script property 403 403 ))) 404 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)497 +|(% colspan="4" %)(% colspan="3" %) 405 405 ((( 406 - //The 'gatedistance' script property now minimizes the number of gate jumps instead of counting the number gate jumps in the fastest route.//499 +The 'gatedistance' script property now minimizes the number of gate jumps instead of counting the number gate jumps in the fastest route. 407 407 ))) 408 408 409 409 ---- ... ... @@ -410,7 +410,7 @@ 410 410 411 411 === Version 3.30 === 412 412 413 -(% class=" wrapped" %)506 +(% class="table-striped" %) 414 414 |((( 415 415 UI extensions 416 416 )))|((( ... ... @@ -418,9 +418,9 @@ 418 418 )))|(% colspan="2" %)((( 419 419 **FFI: **Removed** GetMissionLimit() **and** IsMissionLimitEnabled()** 420 420 ))) 421 -|(% c lass="highlight-grey" colspan="7"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)514 +|(% colspan="7" %)(% colspan="3" %) 422 422 ((( 423 - //These mission limit-related functions (added in 3.30 Beta 1 and 2) are replaced with FFI IsMissionLimitReached()//516 +These mission limit-related functions (added in 3.30 Beta 1 and 2) are replaced with FFI IsMissionLimitReached() 424 424 ))) 425 425 426 426 ---- ... ... @@ -427,7 +427,7 @@ 427 427 428 428 === Version 3.20 === 429 429 430 -(% class=" wrapped" %)523 +(% class="table-striped" %) 431 431 |((( 432 432 Scripts 433 433 )))|((( ... ... @@ -435,11 +435,11 @@ 435 435 )))|(% colspan="2" %)((( 436 436 Parameters of **<event_player_attacked_object/>** and **<event_object_attacked_object/>** changed 437 437 ))) 438 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)531 +|(% colspan="4" %)(% colspan="3" %) 439 439 ((( 440 - //Old params: param = attacked object, param2 = attack method, param3 = attacked component//441 - //New params: param = attacked object, param2 = attack method, param3 = attack component detail list: [attacked component, attacking weapon]442 -Note that this also means the component attribute to the events is no longer available, so scripts checking the attacked component need to use event.param3.{1} instead //533 +Old params: param = attacked object, param2 = attack method, param3 = attacked component 534 +New params: param = attacked object, param2 = attack method, param3 = attack component detail list: [attacked component, attacking weapon] 535 +Note that this also means the component attribute to the events is no longer available, so scripts checking the attacked component need to use event.param3.{1} instead 443 443 ))) 444 444 |(% colspan="1" %)(% colspan="1" %) 445 445 ((( ... ... @@ -451,9 +451,9 @@ 451 451 ((( 452 452 Removed script property $trade.**restriction.faction** 453 453 ))) 454 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)547 +|(% colspan="4" %)(% colspan="3" %) 455 455 ((( 456 - //$trade.restriction.faction has been replaced with $trade.restriction.factions, which returns a list of factions.//549 +$trade.restriction.faction has been replaced with $trade.restriction.factions, which returns a list of factions. 457 457 ))) 458 458 |((( 459 459 UI extensions ... ... @@ -462,9 +462,9 @@ 462 462 )))|(% colspan="2" %)((( 463 463 **Lua**: **GetTradeRestrictions()**, **ToggleFactionTradeRestriction()** and **ToggleFactionTradeWareOverride()** are now obsolete! 464 464 ))) 465 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)558 +|(% colspan="4" %)(% colspan="3" %) 466 466 ((( 467 - //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.//560 +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. 468 468 ))) 469 469 470 470 ---- ... ... @@ -471,7 +471,7 @@ 471 471 472 472 === Version 3.10 === 473 473 474 -(% class=" wrapped" %)567 +(% class="table-striped" %) 475 475 |(% colspan="1" %)(% colspan="1" %) 476 476 ((( 477 477 Scripts ... ... @@ -482,9 +482,9 @@ 482 482 ((( 483 483 Removed script action **<add_build/>** 484 484 ))) 485 -|(% c lass="highlight-grey" colspan="7"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)578 +|(% colspan="7" %)(% colspan="3" %) 486 486 ((( 487 - //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.//580 +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. 488 488 ))) 489 489 490 490 ---- ... ... @@ -491,7 +491,7 @@ 491 491 492 492 === Version 3.00 === 493 493 494 -(% class=" wrapped" %)587 +(% class="table-striped" %) 495 495 |(% colspan="1" %)(% colspan="1" %) 496 496 ((( 497 497 Scripts ... ... @@ -502,9 +502,9 @@ 502 502 ((( 503 503 Changed behaviour of script action **<get_suitable_job/>** 504 504 ))) 505 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)598 +|(% colspan="4" %)(% colspan="3" %) 506 506 ((( 507 - //<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.//600 +<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. 508 508 ))) 509 509 |(% colspan="1" %)(% colspan="1" %) 510 510 ((( ... ... @@ -516,9 +516,9 @@ 516 516 ((( 517 517 Changed behaviour of script action **<get_ware_definition/>** 518 518 ))) 519 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)612 +|(% colspan="4" %)(% colspan="3" %) 520 520 ((( 521 - //<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.//614 +<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. 522 522 ))) 523 523 |(% colspan="1" %)(% colspan="1" %) 524 524 ((( ... ... @@ -530,11 +530,11 @@ 530 530 ((( 531 531 Renamed all files in the **md**, ui, and **cutscenes** folders to lower-case 532 532 ))) 533 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)626 +|(% colspan="4" %)(% colspan="3" %) 534 534 ((( 535 - //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.)628 +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.) 536 536 537 - //Note that this change has no effect on the actual content of scripts or cutscenes. The MD script/cutscene names are stored in the files, regardless of the filenames, so that references to them remain unchanged (e.g., "md.Setup.Start" references a cue in setup.xml).//630 +Note that this change has no effect on the actual content of scripts or cutscenes. The MD script/cutscene names are stored in the files, regardless of the filenames, so that references to them remain unchanged (e.g., "md.Setup.Start" references a cue in setup.xml). 538 538 ))) 539 539 |(% colspan="1" %)(% colspan="1" %) 540 540 ((( ... ... @@ -546,9 +546,9 @@ 546 546 ((( 547 547 Adjustments of some MD library cues in the base game to change their usage from **<include_actions>** to <run_actions> 548 548 ))) 549 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)642 +|(% colspan="4" %)(% colspan="3" %) 550 550 ((( 551 - //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.//644 +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. 552 552 ))) 553 553 |(% colspan="1" %)(% colspan="1" %) 554 554 ((( ... ... @@ -560,10 +560,10 @@ 560 560 ((( 561 561 Changes to $dockingbay.**todockpos** and $dockingbay.**launchpos** 562 562 ))) 563 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)656 +|(% colspan="4" %)(% colspan="3" %) 564 564 ((( 565 - //Before the change, positions are relative to $dockingbay.parent.566 -After the change, positions are relative to $dockingbay as specified in the documentation. //658 +Before the change, positions are relative to $dockingbay.parent. 659 +After the change, positions are relative to $dockingbay as specified in the documentation. 567 567 ))) 568 568 |(% colspan="1" %)(% colspan="1" %) 569 569 ((( ... ... @@ -575,9 +575,9 @@ 575 575 ((( 576 576 Support for entity flag "**skillsvisible**" dropped 577 577 ))) 578 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)671 +|(% colspan="4" %)(% colspan="3" %) 579 579 ((( 580 - //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().//673 +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(). 581 581 ))) 582 582 |((( 583 583 Scripts ... ... @@ -586,9 +586,9 @@ 586 586 )))|(% colspan="2" %)((( 587 587 Changes to **<event_object_changed_owner>** and added **<event_object_changed_true_owner>**. 588 588 ))) 589 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)682 +|(% colspan="4" %)(% colspan="3" %) 590 590 ((( 591 - //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.684 +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. 592 592 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. 593 593 If in your scripts you make use of the <event_object_changed_owner> condition you need to verify that you indeed want to work with the "effective" component owner or whether your script code actually should work with the true owner of an object and update your code accordingly. 594 594 On top of that the 3rd parameter of <event_object_changed_owner> (trueprevious) was dropped as the event is no longer triggered upon a change of the true owner alone (i.e. only if the change of the true owner has also an effect on the "effective" component owner). ... ... @@ -603,9 +603,9 @@ 603 603 ((( 604 604 **MissionBoard** support dropped 605 605 ))) 606 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)699 +|(% colspan="4" %)(% colspan="3" %) 607 607 ((( 608 - //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.//701 +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. 609 609 ))) 610 610 |((( 611 611 Job/God ... ... @@ -614,9 +614,9 @@ 614 614 )))|(% colspan="2" %)((( 615 615 By default, **job/god entries** now only spawn objects in space added by the extension in which they are defined 616 616 ))) 617 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)710 +|(% colspan="4" %)(% colspan="3" %) 618 618 ((( 619 - //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.//712 +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. 620 620 ))) 621 621 |(% colspan="1" %)(% colspan="1" %) 622 622 ((( ... ... @@ -628,9 +628,9 @@ 628 628 ((( 629 629 Script action **<add_actor_to_room/> **attribute **'room'** renamed to **'object'** 630 630 ))) 631 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)724 +|(% colspan="4" %)(% colspan="3" %) 632 632 ((( 633 - //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.//726 +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. 634 634 ))) 635 635 |(% colspan="1" %)(% colspan="1" %) 636 636 ((( ... ... @@ -642,9 +642,9 @@ 642 642 ((( 643 643 Script action **<set_doors_locked/>** attribute **'group'** changed 644 644 ))) 645 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)738 +|(% colspan="4" %)(% colspan="3" %) 646 646 ((( 647 - //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.//740 +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. 648 648 ))) 649 649 |(% colspan="1" %)(% colspan="1" %) 650 650 ((( ... ... @@ -656,9 +656,9 @@ 656 656 ((( 657 657 Script conditions **<event_hack_*/>** and **<event_controlpanel_hack_*/>** removed 658 658 ))) 659 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)752 +|(% colspan="4" %)(% colspan="3" %) 660 660 ((( 661 - //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.//754 +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. 662 662 ))) 663 663 |(% colspan="1" %)(% colspan="1" %) 664 664 ((( ... ... @@ -670,9 +670,9 @@ 670 670 ((( 671 671 Script actions **<set_hack_target/>** and **<abort_hack/>** removed 672 672 ))) 673 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)766 +|(% colspan="4" %)(% colspan="3" %) 674 674 ((( 675 - //These actions had no effect and were removed.//768 +These actions had no effect and were removed. 676 676 ))) 677 677 |(% colspan="1" %)(% colspan="1" %) 678 678 ((( ... ... @@ -684,9 +684,9 @@ 684 684 ((( 685 685 **<setup_conversation_minigame/>** script action removed 686 686 ))) 687 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)780 +|(% colspan="4" %)(% colspan="3" %) 688 688 ((( 689 - //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.//782 +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. 690 690 ))) 691 691 |(% colspan="1" %)(% colspan="1" %) 692 692 ((( ... ... @@ -698,9 +698,9 @@ 698 698 ((( 699 699 <add_player_choice_*> **confidence** attribute removed 700 700 ))) 701 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)794 +|(% colspan="4" %)(% colspan="3" %) 702 702 ((( 703 - //The default confidence of player options is another leftover from the XR era and had no effect in X4.//796 +The default confidence of player options is another leftover from the XR era and had no effect in X4. 704 704 ))) 705 705 |(% colspan="1" %)(% colspan="1" %) 706 706 ((( ... ... @@ -712,9 +712,9 @@ 712 712 ((( 713 713 **<hack_via_control_panel/>** script action removed 714 714 ))) 715 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)808 +|(% colspan="4" %)(% colspan="3" %) 716 716 ((( 717 - //Unused script action <hack_via_control_panel/> was removed.//810 +Unused script action <hack_via_control_panel/> was removed. 718 718 ))) 719 719 |(% colspan="1" %)(% colspan="1" %) 720 720 ((( ... ... @@ -726,9 +726,9 @@ 726 726 ((( 727 727 **Lua: **GetMiniGameCursorPosition() removed 728 728 ))) 729 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)822 +|(% colspan="4" %)(% colspan="3" %) 730 730 ((( 731 - //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.//824 +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. 732 732 ))) 733 733 |((( 734 734 UI core ... ... @@ -737,9 +737,9 @@ 737 737 )))|(% colspan="2" %)((( 738 738 **FFI: **GetLocalizedInteractiveNotificationKey can return icon placeholders 739 739 ))) 740 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)833 +|(% colspan="4" %)(% colspan="3" %) 741 741 ((( 742 - //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.//835 +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. 743 743 ))) 744 744 |(% colspan="1" %)(% colspan="1" %) 745 745 ((( ... ... @@ -751,9 +751,9 @@ 751 751 ((( 752 752 **FFI: **UIWeaponMod returned by GetInstalledWeaponMod() now includes property SurfaceElementFactor 753 753 ))) 754 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)847 +|(% colspan="4" %)(% colspan="3" %) 755 755 ((( 756 - //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.//849 +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. 757 757 ))) 758 758 |(% colspan="1" %)(% colspan="1" %) 759 759 ((( ... ... @@ -765,10 +765,10 @@ 765 765 ((( 766 766 **$ware.illegal** updated 767 767 ))) 768 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)861 +|(% colspan="4" %)(% colspan="3" %) 769 769 ((( 770 - //$ware.illegal used to return true if the specified ware has the 'illegal' tag which is no longer used.//771 - //It now returns true if $ware is illegal to any faction in the game.//863 +$ware.illegal used to return true if the specified ware has the 'illegal' tag which is no longer used. 864 +It now returns true if $ware is illegal to any faction in the game. 772 772 ))) 773 773 |(% colspan="1" %)(% colspan="1" %) 774 774 ((( ... ... @@ -780,9 +780,9 @@ 780 780 ((( 781 781 MD script **RML_Flight_Along_Path** removed 782 782 ))) 783 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)876 +|(% colspan="4" %)(% colspan="3" %) 784 784 ((( 785 - //The MD script RML_Flight_Along_Path was not referened and was removed.//878 +The MD script RML_Flight_Along_Path was not referened and was removed. 786 786 ))) 787 787 |(% colspan="1" %)(% colspan="1" %) 788 788 ((( ... ... @@ -794,10 +794,10 @@ 794 794 ((( 795 795 parameters of **<event_venture_mission_completed/>** changed 796 796 ))) 797 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)890 +|(% colspan="4" %)(% colspan="3" %) 798 798 ((( 799 - //old params: param = venture details, param2 = ships involved, param3 = duration//800 - //new params: param = venture detail list: [mission name, mission type], param2 = list of ships involved, param3 = duration//892 +old params: param = venture details, param2 = ships involved, param3 = duration 893 +new params: param = venture detail list: [mission name, mission type], param2 = list of ships involved, param3 = duration 801 801 ))) 802 802 |((( 803 803 Scripts ... ... @@ -807,9 +807,9 @@ 807 807 **<set_object_wing_name/>** removed, 808 808 **<set_object_fleet_name/>** added 809 809 ))) 810 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)903 +|(% colspan="4" %)(% colspan="3" %) 811 811 ((( 812 - //The common action <set_object_wing_name/> has been replaced with <set_object_fleet_name/>//905 +The common action <set_object_wing_name/> has been replaced with <set_object_fleet_name/> 813 813 ))) 814 814 |((( 815 815 Scripts ... ... @@ -819,7 +819,7 @@ 819 819 **$controllable.wing.*** removed, 820 820 **$controllable.fleet.*** added 821 821 ))) 822 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)915 +|(% colspan="4" %)(% colspan="3" %) 823 823 ((( 824 824 $controllable.wing.name, $controllable.wing.iscommander, and $controllable.wing.commander have been replaced with $controllable.fleet.name, $controllable.fleet.iscommander, and $controllable.fleet.commander 825 825 ))) ... ... @@ -828,7 +828,7 @@ 828 828 829 829 === Version 2.60 === 830 830 831 -(% class=" wrapped" %)924 +(% class="table-striped" %) 832 832 |((( 833 833 Scripts 834 834 )))|((( ... ... @@ -836,11 +836,11 @@ 836 836 )))|(% colspan="2" %)((( 837 837 '**checkoperational**' filter behaviour changed 838 838 ))) 839 -|(% c lass="highlight-grey" colspan="10"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)932 +|(% colspan="10" %)(% colspan="3" %) 840 840 ((( 841 - //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.//934 +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. 842 842 843 - //Sub nodes such as match_child will have checkoperational default to false. Existing uses may find that results now include non-operational components.//936 +Sub nodes such as match_child will have checkoperational default to false. Existing uses may find that results now include non-operational components. 844 844 ))) 845 845 |((( 846 846 Scripts ... ... @@ -849,9 +849,9 @@ 849 849 )))|(% colspan="2" %)((( 850 850 $container.**supplyresources** behavior changed 851 851 )))| | | 852 -|(% c lass="highlight-grey" colspan="10"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)945 +|(% colspan="10" %)(% colspan="3" %) 853 853 ((( 854 - //The script keyword $container.supplyresources now includes reserved wares.//947 +The script keyword $container.supplyresources now includes reserved wares. 855 855 ))) 856 856 857 857 ---- ... ... @@ -858,7 +858,7 @@ 858 858 859 859 === Version 2.20 === 860 860 861 -(% class=" wrapped" %)954 +(% class="table-striped" %) 862 862 |(% colspan="1" %)(% colspan="1" %) 863 863 ((( 864 864 UI core ... ... @@ -869,12 +869,12 @@ 869 869 ((( 870 870 **Lua: GetControllerInfo()** returned mouseSteering/mouseCursor values are undefined. 871 871 ))) 872 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)965 +|(% colspan="4" %)(% colspan="3" %) 873 873 ((( 874 - //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.875 -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. //967 +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. 968 +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. 876 876 877 - //It's a pending change to ensure that the returned mode is more reasonable in an upcoming patch. So be aware that another breaking change might be introduced at some point.//970 +It's a pending change to ensure that the returned mode is more reasonable in an upcoming patch. So be aware that another breaking change might be introduced at some point. 878 878 ))) 879 879 |(% colspan="1" %)(% colspan="1" %) 880 880 ((( ... ... @@ -886,9 +886,9 @@ 886 886 ((( 887 887 Attribute for build related conditions e.g. **<event_build_finished/>** renamed from 'buildmodule' to 'buildprocessor' 888 888 ))) 889 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)982 +|(% colspan="4" %)(% colspan="3" %) 890 890 ((( 891 - //The underlying behaviour remains the same in that it involves the buildprocessor, not the buildmodule. The attribute name has simply been corrected.//984 +The underlying behaviour remains the same in that it involves the buildprocessor, not the buildmodule. The attribute name has simply been corrected. 892 892 ))) 893 893 894 894 ---- ... ... @@ -895,7 +895,7 @@ 895 895 896 896 === Version 2.00 === 897 897 898 -(% class=" wrapped" %)991 +(% class="table-striped" %) 899 899 |(% colspan="1" %)(% colspan="1" %) 900 900 ((( 901 901 Scripts ... ... @@ -906,9 +906,9 @@ 906 906 ((( 907 907 **<event_build_finished/> **param2 now returns null instead of a construction sequence 908 908 ))) 909 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)1002 +|(% colspan="4" %)(% colspan="3" %) 910 910 ((( 911 - //The construction sequence which was finished should now be accessed via the buildtask provided via param3.//1004 +The construction sequence which was finished should now be accessed via the buildtask provided via param3. 912 912 ))) 913 913 |(% colspan="1" %)(% colspan="1" %) 914 914 ((( ... ... @@ -920,9 +920,9 @@ 920 920 ((( 921 921 **param.boarding.{...}** strength parameters removed 922 922 ))) 923 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)1016 +|(% colspan="4" %)(% colspan="3" %) 924 924 ((( 925 - //The 'recruitstrength', 'veteranstrength' and 'elitestrength' script parameters were no longer required for balancing the boarding gameplay, and were removed.//1018 +The 'recruitstrength', 'veteranstrength' and 'elitestrength' script parameters were no longer required for balancing the boarding gameplay, and were removed. 926 926 ))) 927 927 |(% colspan="1" %)(% colspan="1" %) 928 928 ((( ... ... @@ -934,9 +934,9 @@ 934 934 ((( 935 935 **$defensible.boardee/$defensible.boarder** and **<set_object_boarder/>/<remove_object_boarder/>** removed 936 936 ))) 937 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)1030 +|(% colspan="4" %)(% colspan="3" %) 938 938 ((( 939 - //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.//1032 +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. 940 940 ))) 941 941 |((( 942 942 UI extensions ... ... @@ -945,9 +945,9 @@ 945 945 )))|(% colspan="2" %)((( 946 946 **FFI: GetUpgradeSlotCurrentComponent()/GetUpgradeSlotGroup()** works on non-operationals 947 947 ))) 948 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)1041 +|(% colspan="4" %)(% colspan="3" %) 949 949 ((( 950 - //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.//1043 +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. 951 951 ))) 952 952 |((( 953 953 UI extensions ... ... @@ -956,10 +956,10 @@ 956 956 )))|(% colspan="2" %)((( 957 957 **FFI: SetFormationShape()** no longer indicates an error upon certain error cases 958 958 ))) 959 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)1052 +|(% colspan="4" %)(% colspan="3" %) 960 960 ((( 961 - //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.//962 - //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.//1054 +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. 1055 +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. 963 963 ))) 964 964 |((( 965 965 Scripts ... ... @@ -968,9 +968,9 @@ 968 968 )))|(% colspan="2" %)((( 969 969 **<create_formation/>** now requires the attributes: 'leader' and 'follower'. Attribute 'object' is now deprecated. 970 970 ))) 971 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)1064 +|(% colspan="4" %)(% colspan="3" %) 972 972 ((( 973 - //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.//1066 +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. 974 974 ))) 975 975 |((( 976 976 Scripts ... ... @@ -979,9 +979,9 @@ 979 979 )))|(% colspan="2" %)((( 980 980 **<event_player_changed_target/>** now fires and returns null if the player deselects a target. 981 981 ))) 982 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)1075 +|(% colspan="4" %)(% colspan="3" %) 983 983 ((( 984 - //For prior behavior, check for event.param being non-null.//1077 +For prior behavior, check for event.param being non-null. 985 985 ))) 986 986 |((( 987 987 AI Scripts ... ... @@ -990,13 +990,13 @@ 990 990 )))|(% colspan="2" %)((( 991 991 **<shoot/>/<shoot_at/>** attribute changes. 992 992 ))) 993 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)1086 +|(% colspan="4" %)(% colspan="3" %) 994 994 ((( 995 - //Changed: Attribute "primary" is now optional and defines whether weapons from the ship's active primary weapon group will be fired. Defaults to true.//996 - //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.//997 - //New attribute: "missiles" is an optional attribute that defines whether only missile launchers will be used. If false, only guns will be fired. Defaults to false.//1088 +Changed: Attribute "primary" is now optional and defines whether weapons from the ship's active primary weapon group will be fired. Defaults to true. 1089 +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. 1090 +New attribute: "missiles" is an optional attribute that defines whether only missile launchers will be used. If false, only guns will be fired. Defaults to false. 998 998 999 - //Corrects now-obsolete assumption that primary weapon groups only contain guns and secondary weapon groups only contain missile launchers.//1092 +Corrects now-obsolete assumption that primary weapon groups only contain guns and secondary weapon groups only contain missile launchers. 1000 1000 ))) 1001 1001 |((( 1002 1002 UI extensions ... ... @@ -1005,9 +1005,9 @@ 1005 1005 )))|(% colspan="2" %)((( 1006 1006 **FFI: GetBuildTask()/GetNumBuildTasks()** got a new "buildmoduleid" parameter. 1007 1007 ))) 1008 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)1101 +|(% colspan="4" %)(% colspan="3" %) 1009 1009 ((( 1010 - //Added possibility to query build tasks of a certain buildmodule.//1103 +Added possibility to query build tasks of a certain buildmodule. 1011 1011 ))) 1012 1012 |((( 1013 1013 UI extensions ... ... @@ -1016,9 +1016,9 @@ 1016 1016 )))|(% colspan="2" %)((( 1017 1017 **Lua:** **GetLibraryEntry()** retrieved a new "buildresources" field. 1018 1018 ))) 1019 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)1112 +|(% colspan="4" %)(% colspan="3" %) 1020 1020 ((( 1021 - //Added list of resources a buildmodule needs to build.//1114 +Added list of resources a buildmodule needs to build. 1022 1022 ))) 1023 1023 |((( 1024 1024 UI extensions ... ... @@ -1027,9 +1027,9 @@ 1027 1027 )))|(% colspan="2" %)((( 1028 1028 **Lua: CalculateTotalHullFraction() **was removed. 1029 1029 ))) 1030 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)1123 +|(% colspan="4" %)(% colspan="3" %) 1031 1031 ((( 1032 - //Unused, derelict function from XR - use GetComponentData(..., "hullpercent") instead.//1125 +Unused, derelict function from XR - use GetComponentData(..., "hullpercent") instead. 1033 1033 ))) 1034 1034 |((( 1035 1035 UI extensions ... ... @@ -1038,9 +1038,9 @@ 1038 1038 )))|(% colspan="2" %)((( 1039 1039 **FFI: RequestDockAtReason()/UndockPlayerShip() **changed their return values. 1040 1040 ))) 1041 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)1134 +|(% colspan="4" %)(% colspan="3" %) 1042 1042 ((( 1043 - //Changed return value type to const char* to better identify failure reasons in Lua script.//1136 +Changed return value type to const char* to better identify failure reasons in Lua script. 1044 1044 ))) 1045 1045 1046 1046 ---- ... ... @@ -1047,7 +1047,7 @@ 1047 1047 1048 1048 === Version 1.50 === 1049 1049 1050 -(% class=" wrapped" %)1143 +(% class="table-striped" %) 1051 1051 |((( 1052 1052 UI extensions 1053 1053 )))|((( ... ... @@ -1055,9 +1055,9 @@ 1055 1055 )))|(% colspan="2" %)((( 1056 1056 **Lua: GetComponentData() **changed behavior of "docksizes" property. 1057 1057 ))) 1058 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)1151 +|(% colspan="4" %)(% colspan="3" %) 1059 1059 ((( 1060 - //The "docksizes" property no longer includes internal ship storage docks.//1153 +The "docksizes" property no longer includes internal ship storage docks. 1061 1061 ))) 1062 1062 |((( 1063 1063 All ... ... @@ -1066,13 +1066,13 @@ 1066 1066 )))|(% colspan="2" %)((( 1067 1067 **Meaning of "Shipyard"** was corrected throughout Lua/MD/AI scripts, so that Wharfs are not Shipyards (unlike in XR). 1068 1068 ))) 1069 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)1162 +|(% colspan="4" %)(% colspan="3" %) 1070 1070 ((( 1071 - //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".//1164 +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". 1072 1072 1073 - //Lua: Adjusted GetComponentData() and HasShipyard(), added HasWharf()//1074 - //Lua / GetComponentData() properties: Removed "iscapitalshipyard", fixed "isshipyard", added "canbuildships", "iswharf", "isequipmentdock"//1075 - //Scripts: Fixed property .isshipyard, added .iswharf (.canbuildships existed already)//1166 +Lua: Adjusted GetComponentData() and HasShipyard(), added HasWharf() 1167 +Lua / GetComponentData() properties: Removed "iscapitalshipyard", fixed "isshipyard", added "canbuildships", "iswharf", "isequipmentdock" 1168 +Scripts: Fixed property .isshipyard, added .iswharf (.canbuildships existed already) 1076 1076 ))) 1077 1077 |((( 1078 1078 UI extensions ... ... @@ -1081,9 +1081,9 @@ 1081 1081 )))|(% colspan="2" %)((( 1082 1082 **FFI: UpgradeGroupInfo **datatype was changed. 1083 1083 ))) 1084 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)1177 +|(% colspan="4" %)(% colspan="3" %) 1085 1085 ((( 1086 - //Added new "operational" field to retrieve information about number of operational upgrades in a group.//1179 +Added new "operational" field to retrieve information about number of operational upgrades in a group. 1087 1087 ))) 1088 1088 |(% colspan="1" %)(% colspan="1" %) 1089 1089 ((( ... ... @@ -1095,11 +1095,11 @@ 1095 1095 ((( 1096 1096 **FFI: SetGuidance()** removed useinfopoint argument. 1097 1097 ))) 1098 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)1191 +|(% colspan="4" %)(% colspan="3" %) 1099 1099 ((( 1100 - //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.//1193 +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. 1101 1101 1102 - //The new function declaration is: void SetGuidance(UniverseID componentid, UIPosRot offset)//1195 +The new function declaration is: void SetGuidance(UniverseID componentid, UIPosRot offset) 1103 1103 ))) 1104 1104 |((( 1105 1105 UI extensions ... ... @@ -1108,9 +1108,9 @@ 1108 1108 )))|(% colspan="2" %)((( 1109 1109 **FFI: CancelConstruction() **changed its return value. 1110 1110 ))) 1111 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)1204 +|(% colspan="4" %)(% colspan="3" %) 1112 1112 ((( 1113 - //CancelConstruction() now returns if the cancellation was successful.//1206 +CancelConstruction() now returns if the cancellation was successful. 1114 1114 ))) 1115 1115 1116 1116 ---- ... ... @@ -1117,7 +1117,7 @@ 1117 1117 1118 1118 === Version 1.32 === 1119 1119 1120 -(% class=" wrapped" %)1213 +(% class="table-striped" %) 1121 1121 |((( 1122 1122 UI extensions 1123 1123 )))|((( ... ... @@ -1125,9 +1125,9 @@ 1125 1125 )))|(% colspan="2" %)((( 1126 1126 **Lua: GetComponentData() **removed the "nextdestname" property. 1127 1127 ))) 1128 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)1221 +|(% colspan="4" %)(% colspan="3" %) 1129 1129 ((( 1130 - //Instead of "nextdestname", use the properties "destination" or "destinationsector" to retrieve a destination component, then retrieve its "name" property.//1223 +Instead of "nextdestname", use the properties "destination" or "destinationsector" to retrieve a destination component, then retrieve its "name" property. 1131 1131 ))) 1132 1132 1133 1133 ---- ... ... @@ -1134,7 +1134,7 @@ 1134 1134 1135 1135 === Version 1.20 === 1136 1136 1137 -(% class=" wrapped" %)1230 +(% class="table-striped" %) 1138 1138 |((( 1139 1139 UI extensions 1140 1140 )))|((( ... ... @@ -1142,7 +1142,7 @@ 1142 1142 )))|(% colspan="2" %)((( 1143 1143 **FFI: GetAAOption()** got a new "useconfig" parameter. 1144 1144 ))) 1145 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)1238 +|(% colspan="4" %)(% colspan="3" %) 1146 1146 ((( 1147 1147 //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.// 1148 1148 )))
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