Changes for page Breaking Changes
Last modified by Michael Baumgardt on 2026/04/17 12:03
From version 114.3
edited by Volodymyr Boichuk
on 2024/04/10 12:47
on 2024/04/10 12:47
Change comment:
There is no comment for this version
To version 120.6
edited by Nick Quejada
on 2024/05/24 20:01
on 2024/05/24 20:01
Change comment:
There is no comment for this version
Summary
-
Page properties (2 modified, 0 added, 0 removed)
-
Objects (0 modified, 0 added, 1 removed)
Details
- Page properties
-
- Author
-
... ... @@ -1,1 +1,1 @@ 1 -xwiki:XWiki. Volodymyr1 +xwiki:XWiki.Nick - Content
-
... ... @@ -23,7 +23,19 @@ 23 23 === Version 7.00 === 24 24 25 25 26 -(% class="wrapped" %) 26 +(% class="table-striped" %) 27 +|(% colspan="1" style="width:117px" %)Parameters|(% colspan="1" style="width:119px" %)7.00 Beta 7|(% colspan="2" style="width:1625px" %)**<aiflight><skills>**: **strafespeed**, **strafeacc**, **steeringspeed**, **steeringacc** moved to separate nodes; added support for min and max values 28 +|(% colspan="4" style="width:117px" %)((( 29 +//The four parameters used to represent flat factors applied to ships' properties with respect to the pilots' skill levels. Parameters moved to separate nodes with support for min and max values which, if supplied,// 30 +))) 31 +|(% colspan="1" style="width:117px" %)Scripts|(% colspan="1" style="width:119px" %)7.00 Beta 6|(% colspan="2" style="width:1625px" %)MD action **<set_holomap_target>** parameter change. 32 +|(% colspan="4" style="width:117px" %)((( 33 +//The **pantime** parameter has never actually done anything beyond turning panning on or making the transition instant. To make this clear it has been** **replaced with the boolean parameter **instant.**// 34 +))) 35 +|(% colspan="1" style="width:117px" %)Assets|(% colspan="1" style="width:119px" %)7.00 Beta 1|(% colspan="2" style="width:1625px" %)Renamed some material names and changed file paths for textures. 36 +|(% colspan="4" style="width:117px" %)((( 37 +(% style="color:#ffffff" %)//Some material names and texture paths were changed. Please DIFF the materiallibrary.xml from 6.20 with 7.0 to see the difference// 38 +))) 27 27 |(% colspan="1" style="width:117px" %)(% colspan="1" %) 28 28 ((( 29 29 Scripts ... ... @@ -32,7 +32,7 @@ 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 :" %)47 +|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 36 36 ((( 37 37 // Previously it was possible to set normal clusters to be persistent presentation clusters which was an invalid state.// 38 38 ))) ... ... @@ -44,7 +44,7 @@ 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 :" %)59 +|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 48 48 ((( 49 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.// 50 50 ))) ... ... @@ -56,17 +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 :" %)71 +|(% 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 - 67 67 === Version 6.00 === 68 68 69 -(% class=" wrapped" %)78 +(% class="table-striped" %) 70 70 |((( 71 71 Libraries 72 72 )))|((( ... ... @@ -74,7 +74,7 @@ 74 74 )))|(% colspan="2" %)((( 75 75 Updated weights for ship groups in shipgroups.xml libraries of base game and all DLCs. 76 76 ))) 77 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey" title="Background colour :" %)(% class="highlight-grey" colspan="3"data-highlight-colour="grey" title="Background colour :" %)86 +|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 78 78 ((( 79 79 //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.// 80 80 ... ... @@ -90,7 +90,7 @@ 90 90 ((( 91 91 Changed conditions for **<event_player_travelmode_started> <event_player_travelmode_stopped> <event_player_travelmode_charge_started> <event_player_travelmode_charge_aborted>** to be raised. 92 92 ))) 93 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey" title="Background colour :" %)(% class="highlight-grey" colspan="3"data-highlight-colour="grey" title="Background colour :" %)102 +|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 94 94 ((( 95 95 //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. // 96 96 ... ... @@ -106,7 +106,7 @@ 106 106 ((( 107 107 Changed result of **<find_object_surface>** action in the case of a failure 108 108 ))) 109 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey" title="Background colour :" %)(% class="highlight-grey" colspan="3"data-highlight-colour="grey" title="Background colour :" %)118 +|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 110 110 ((( 111 111 //The 'posname' and 'rotname' result attributes of <find_object_surface> will now return null in the case of no valid surface position being found.// 112 112 ... ... @@ -124,7 +124,7 @@ 124 124 ((( 125 125 Behaviour change for **<match_dock>** script component filter 126 126 ))) 127 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey" title="Background colour :" %)(% class="highlight-grey" colspan="3"data-highlight-colour="grey" title="Background colour :" %)136 +|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 128 128 ((( 129 129 //<match_dock> nodes can now be used on container and walkablemodule classes without wrapping them in <match_content> nodes. 130 130 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.// ... ... @@ -139,7 +139,7 @@ 139 139 ((( 140 140 Changed result attribute location for **<get_attackstrength>** 141 141 ))) 142 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey" title="Background colour :" %)(% class="highlight-grey" colspan="3"data-highlight-colour="grey" title="Background colour :" %)151 +|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 143 143 ((( 144 144 //The 'result' attribute of get_attackstrength has been moved into the new <result> subnode and renamed to 'total'.// 145 145 ))) ... ... @@ -150,7 +150,7 @@ 150 150 )))|(% colspan="2" %)((( 151 151 Surface element **connections** are incompatible by default unless tagged as "**standard**", and also "**combat**" for non-missile, non-mining weapons 152 152 ))) 153 -|(% c lass="highlight-grey" colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% class="highlight-grey" colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)162 +|(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %) 154 154 ((( 155 155 //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. 156 156 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.// ... ... @@ -165,7 +165,7 @@ 165 165 ((( 166 166 Changed behaviour of attribute **sortbygatedistanceto** when finding objects, discarding unreachable objects 167 167 ))) 168 -|(% c lass="highlight-grey" colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% class="highlight-grey" colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)177 +|(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %) 169 169 ((( 170 170 //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.// 171 171 ))) ... ... @@ -176,7 +176,7 @@ 176 176 )))|(% colspan="2" %)((( 177 177 **<event_player_owned_killed_object>** and **<event_player_owned_destroyed>** are now triggered before the corresponding **<event_object_destroyed>**, instead of afterwards. 178 178 ))) 179 -|(% c lass="highlight-grey" colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% class="highlight-grey" colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)188 +|(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %) 180 180 ((( 181 181 //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.// 182 182 ))) ... ... @@ -187,7 +187,7 @@ 187 187 )))|(% colspan="2" %)((( 188 188 Changed behaviour of **<angles>** in cutscenes 189 189 ))) 190 -|(% c lass="highlight-grey" colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% class="highlight-grey" colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)199 +|(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %) 191 191 ((( 192 192 //The yaw and pitch nodes in <angles> are now correctly interpreted as values in degrees.// 193 193 ))) ... ... @@ -196,7 +196,7 @@ 196 196 197 197 === Version 5.00 === 198 198 199 -(% class=" wrapped" %)208 +(% class="table-striped" %) 200 200 |((( 201 201 Parameters 202 202 )))|((( ... ... @@ -204,7 +204,7 @@ 204 204 )))|(% colspan="2" %)((( 205 205 **<controlpanel><entry>: minduration** removed, **maxduration** renamed to duration 206 206 ))) 207 -|(% c lass="highlight-grey" colspan="7"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)216 +|(% colspan="7" %)(% colspan="3" %) 208 208 ((( 209 209 //'minduration' was unused in X4, maxduration was and still is taken as the actual duration of control panel hacks. No functionality change.// 210 210 ))) ... ... @@ -213,7 +213,7 @@ 213 213 214 214 === Version 4.10 === 215 215 216 -(% class=" wrapped" %)225 +(% class="table-striped" %) 217 217 |(% colspan="1" %)(% colspan="1" %) 218 218 ((( 219 219 UI extensions ... ... @@ -224,7 +224,7 @@ 224 224 ((( 225 225 **FFI**: SetMapRenderCargoContents(), SetMapRenderWorkForceInfo(), SetMapRenderCrewInfo() and SetMapRenderDockedShipInfos() deprecated 226 226 ))) 227 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)236 +|(% colspan="4" %)(% colspan="3" %) 228 228 ((( 229 229 //The functionality represented by SetMapRenderCargoContents(), SetMapRenderWorkForceInfo(), SetMapRenderCrewInfo() and SetMapRenderDockedShipInfos() has been removed and the function was therefore stubbed.// 230 230 ))) ... ... @@ -238,7 +238,7 @@ 238 238 ((( 239 239 **FFI**: CustomGameStartPlayerProperty2 changed 240 240 ))) 241 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)250 +|(% colspan="4" %)(% colspan="3" %) 242 242 ((( 243 243 //This struct was added in 4.10 Beta 2 and an additional member count was added in Beta 6.// 244 244 ))) ... ... @@ -252,7 +252,7 @@ 252 252 ((( 253 253 Renamed **<stationinfobox>** to **<infobox>** 254 254 ))) 255 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)264 +|(% colspan="4" %)(% colspan="3" %) 256 256 ((( 257 257 //Info box parameters are now shared across stations and ships. The node has a more generic name to reflect that.// 258 258 ))) ... ... @@ -266,7 +266,7 @@ 266 266 ((( 267 267 **FFI**: SetMacroMapPlayerSectorOffset() deprecated 268 268 ))) 269 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)278 +|(% colspan="4" %)(% colspan="3" %) 270 270 ((( 271 271 //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.// 272 272 ))) ... ... @@ -277,7 +277,7 @@ 277 277 )))|(% colspan="2" %)((( 278 278 **FFI**: FilterComponentForMapMode() and SetMapObjectFilter() changed 279 279 ))) 280 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)289 +|(% colspan="4" %)(% colspan="3" %) 281 281 ((( 282 282 //These functions were added in 4.10 Beta 1 and an additional boolean parameter allowentitydeliverymissionobject was added in Beta 2.// 283 283 ))) ... ... @@ -288,7 +288,7 @@ 288 288 )))|(% colspan="2" %)((( 289 289 People related attributes of mission** <delivery> **node moved 290 290 ))) 291 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)300 +|(% colspan="4" %)(% colspan="3" %) 292 292 ((( 293 293 //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.// 294 294 ))) ... ... @@ -302,7 +302,7 @@ 302 302 ((( 303 303 **$destructible.productions** replaced with $defensible.productions 304 304 ))) 305 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)314 +|(% colspan="4" %)(% colspan="3" %) 306 306 ((( 307 307 //The $destructible.productions script property was removed and reimplemented as $defensible.productions meaning some old uses may no longer work unless the destructible is also a defensible. The old implementation functioned by finding the containing object of the destructible (including itself) to query for the production modules.// 308 308 ))) ... ... @@ -313,7 +313,7 @@ 313 313 )))|(% colspan="2" %)((( 314 314 Removed script property **$object.spawnsourceseed** 315 315 ))) 316 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)325 +|(% colspan="4" %)(% colspan="3" %) 317 317 ((( 318 318 //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.// 319 319 ))) ... ... @@ -322,7 +322,7 @@ 322 322 323 323 === Version 4.00 === 324 324 325 -(% class=" wrapped" %)334 +(% class="table-striped" %) 326 326 |(% colspan="1" %)(% colspan="1" %) 327 327 ((( 328 328 UI core ... ... @@ -333,7 +333,7 @@ 333 333 ((( 334 334 Controlled ship can change without a **gameplanchange-event** occurring. 335 335 ))) 336 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)345 +|(% colspan="4" %)(% colspan="3" %) 337 337 ((( 338 338 //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). 339 339 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.// ... ... @@ -345,7 +345,7 @@ 345 345 )))|(% colspan="2" %)((( 346 346 Parameters of **<event_terraforming_project_succeeded>** and **<event_terraforming_project_failed>** changed 347 347 ))) 348 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)357 +|(% colspan="4" %)(% colspan="3" %) 349 349 ((( 350 350 //Old params: param = project ID, param2 = were there positive side-effects?, param3 = were there negative side-effects? 351 351 New params: param = project ID, param2 = [were there positive side-effects?, were there negative side-effects?], param3 = payout in Credits ... ... @@ -361,7 +361,7 @@ 361 361 ((( 362 362 **FFI:** GetFactionRelationStatus() handling for faction relation range [-20,-10] changed 363 363 ))) 364 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)373 +|(% colspan="4" %)(% colspan="3" %) 365 365 ((( 366 366 //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. 367 367 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).// ... ... @@ -378,7 +378,7 @@ 378 378 ((( 379 379 **FFI:** GetRelationStatus()/GetRelationStatus2() handling for objects in relation range [-25,-10] changed 380 380 ))) 381 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)390 +|(% colspan="4" %)(% colspan="3" %) 382 382 ((( 383 383 //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.// 384 384 ... ... @@ -391,7 +391,7 @@ 391 391 )))|(% colspan="2" %)((( 392 392 **requiresconstructionvessel** parameter moved 393 393 ))) 394 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)403 +|(% colspan="4" %)(% colspan="3" %) 395 395 ((( 396 396 //The 'requiresconstructionvessel' attribute has been moved from the 'recycling' node itself, to the new 'station' subnode.// 397 397 ))) ... ... @@ -402,7 +402,7 @@ 402 402 )))|(% colspan="2" %)((( 403 403 Changed behaviour of **gatedistance** script property 404 404 ))) 405 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)414 +|(% colspan="4" %)(% colspan="3" %) 406 406 ((( 407 407 //The 'gatedistance' script property now minimizes the number of gate jumps instead of counting the number gate jumps in the fastest route.// 408 408 ))) ... ... @@ -411,7 +411,7 @@ 411 411 412 412 === Version 3.30 === 413 413 414 -(% class=" wrapped" %)423 +(% class="table-striped" %) 415 415 |((( 416 416 UI extensions 417 417 )))|((( ... ... @@ -419,7 +419,7 @@ 419 419 )))|(% colspan="2" %)((( 420 420 **FFI: **Removed** GetMissionLimit() **and** IsMissionLimitEnabled()** 421 421 ))) 422 -|(% c lass="highlight-grey" colspan="7"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)431 +|(% colspan="7" %)(% colspan="3" %) 423 423 ((( 424 424 //These mission limit-related functions (added in 3.30 Beta 1 and 2) are replaced with FFI IsMissionLimitReached()// 425 425 ))) ... ... @@ -428,7 +428,7 @@ 428 428 429 429 === Version 3.20 === 430 430 431 -(% class=" wrapped" %)440 +(% class="table-striped" %) 432 432 |((( 433 433 Scripts 434 434 )))|((( ... ... @@ -436,7 +436,7 @@ 436 436 )))|(% colspan="2" %)((( 437 437 Parameters of **<event_player_attacked_object/>** and **<event_object_attacked_object/>** changed 438 438 ))) 439 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)448 +|(% colspan="4" %)(% colspan="3" %) 440 440 ((( 441 441 //Old params: param = attacked object, param2 = attack method, param3 = attacked component// 442 442 //New params: param = attacked object, param2 = attack method, param3 = attack component detail list: [attacked component, attacking weapon] ... ... @@ -452,7 +452,7 @@ 452 452 ((( 453 453 Removed script property $trade.**restriction.faction** 454 454 ))) 455 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)464 +|(% colspan="4" %)(% colspan="3" %) 456 456 ((( 457 457 //$trade.restriction.faction has been replaced with $trade.restriction.factions, which returns a list of factions.// 458 458 ))) ... ... @@ -463,7 +463,7 @@ 463 463 )))|(% colspan="2" %)((( 464 464 **Lua**: **GetTradeRestrictions()**, **ToggleFactionTradeRestriction()** and **ToggleFactionTradeWareOverride()** are now obsolete! 465 465 ))) 466 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)475 +|(% colspan="4" %)(% colspan="3" %) 467 467 ((( 468 468 //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.// 469 469 ))) ... ... @@ -472,7 +472,7 @@ 472 472 473 473 === Version 3.10 === 474 474 475 -(% class=" wrapped" %)484 +(% class="table-striped" %) 476 476 |(% colspan="1" %)(% colspan="1" %) 477 477 ((( 478 478 Scripts ... ... @@ -483,7 +483,7 @@ 483 483 ((( 484 484 Removed script action **<add_build/>** 485 485 ))) 486 -|(% c lass="highlight-grey" colspan="7"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)495 +|(% colspan="7" %)(% colspan="3" %) 487 487 ((( 488 488 //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.// 489 489 ))) ... ... @@ -492,7 +492,7 @@ 492 492 493 493 === Version 3.00 === 494 494 495 -(% class=" wrapped" %)504 +(% class="table-striped" %) 496 496 |(% colspan="1" %)(% colspan="1" %) 497 497 ((( 498 498 Scripts ... ... @@ -503,7 +503,7 @@ 503 503 ((( 504 504 Changed behaviour of script action **<get_suitable_job/>** 505 505 ))) 506 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)515 +|(% colspan="4" %)(% colspan="3" %) 507 507 ((( 508 508 //<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.// 509 509 ))) ... ... @@ -517,7 +517,7 @@ 517 517 ((( 518 518 Changed behaviour of script action **<get_ware_definition/>** 519 519 ))) 520 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)529 +|(% colspan="4" %)(% colspan="3" %) 521 521 ((( 522 522 //<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.// 523 523 ))) ... ... @@ -531,7 +531,7 @@ 531 531 ((( 532 532 Renamed all files in the **md**, ui, and **cutscenes** folders to lower-case 533 533 ))) 534 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)543 +|(% colspan="4" %)(% colspan="3" %) 535 535 ((( 536 536 //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.) 537 537 ... ... @@ -547,7 +547,7 @@ 547 547 ((( 548 548 Adjustments of some MD library cues in the base game to change their usage from **<include_actions>** to <run_actions> 549 549 ))) 550 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)559 +|(% colspan="4" %)(% colspan="3" %) 551 551 ((( 552 552 //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.// 553 553 ))) ... ... @@ -561,7 +561,7 @@ 561 561 ((( 562 562 Changes to $dockingbay.**todockpos** and $dockingbay.**launchpos** 563 563 ))) 564 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)573 +|(% colspan="4" %)(% colspan="3" %) 565 565 ((( 566 566 //Before the change, positions are relative to $dockingbay.parent. 567 567 After the change, positions are relative to $dockingbay as specified in the documentation.// ... ... @@ -576,7 +576,7 @@ 576 576 ((( 577 577 Support for entity flag "**skillsvisible**" dropped 578 578 ))) 579 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)588 +|(% colspan="4" %)(% colspan="3" %) 580 580 ((( 581 581 //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().// 582 582 ))) ... ... @@ -587,7 +587,7 @@ 587 587 )))|(% colspan="2" %)((( 588 588 Changes to **<event_object_changed_owner>** and added **<event_object_changed_true_owner>**. 589 589 ))) 590 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)599 +|(% colspan="4" %)(% colspan="3" %) 591 591 ((( 592 592 //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. 593 593 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. ... ... @@ -604,7 +604,7 @@ 604 604 ((( 605 605 **MissionBoard** support dropped 606 606 ))) 607 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)616 +|(% colspan="4" %)(% colspan="3" %) 608 608 ((( 609 609 //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.// 610 610 ))) ... ... @@ -615,7 +615,7 @@ 615 615 )))|(% colspan="2" %)((( 616 616 By default, **job/god entries** now only spawn objects in space added by the extension in which they are defined 617 617 ))) 618 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)627 +|(% colspan="4" %)(% colspan="3" %) 619 619 ((( 620 620 //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.// 621 621 ))) ... ... @@ -629,7 +629,7 @@ 629 629 ((( 630 630 Script action **<add_actor_to_room/> **attribute **'room'** renamed to **'object'** 631 631 ))) 632 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)641 +|(% colspan="4" %)(% colspan="3" %) 633 633 ((( 634 634 //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.// 635 635 ))) ... ... @@ -643,7 +643,7 @@ 643 643 ((( 644 644 Script action **<set_doors_locked/>** attribute **'group'** changed 645 645 ))) 646 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)655 +|(% colspan="4" %)(% colspan="3" %) 647 647 ((( 648 648 //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.// 649 649 ))) ... ... @@ -657,7 +657,7 @@ 657 657 ((( 658 658 Script conditions **<event_hack_*/>** and **<event_controlpanel_hack_*/>** removed 659 659 ))) 660 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)669 +|(% colspan="4" %)(% colspan="3" %) 661 661 ((( 662 662 //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.// 663 663 ))) ... ... @@ -671,7 +671,7 @@ 671 671 ((( 672 672 Script actions **<set_hack_target/>** and **<abort_hack/>** removed 673 673 ))) 674 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)683 +|(% colspan="4" %)(% colspan="3" %) 675 675 ((( 676 676 //These actions had no effect and were removed.// 677 677 ))) ... ... @@ -685,7 +685,7 @@ 685 685 ((( 686 686 **<setup_conversation_minigame/>** script action removed 687 687 ))) 688 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)697 +|(% colspan="4" %)(% colspan="3" %) 689 689 ((( 690 690 //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.// 691 691 ))) ... ... @@ -699,7 +699,7 @@ 699 699 ((( 700 700 <add_player_choice_*> **confidence** attribute removed 701 701 ))) 702 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)711 +|(% colspan="4" %)(% colspan="3" %) 703 703 ((( 704 704 //The default confidence of player options is another leftover from the XR era and had no effect in X4.// 705 705 ))) ... ... @@ -713,7 +713,7 @@ 713 713 ((( 714 714 **<hack_via_control_panel/>** script action removed 715 715 ))) 716 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)725 +|(% colspan="4" %)(% colspan="3" %) 717 717 ((( 718 718 //Unused script action <hack_via_control_panel/> was removed.// 719 719 ))) ... ... @@ -727,7 +727,7 @@ 727 727 ((( 728 728 **Lua: **GetMiniGameCursorPosition() removed 729 729 ))) 730 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)739 +|(% colspan="4" %)(% colspan="3" %) 731 731 ((( 732 732 //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.// 733 733 ))) ... ... @@ -738,7 +738,7 @@ 738 738 )))|(% colspan="2" %)((( 739 739 **FFI: **GetLocalizedInteractiveNotificationKey can return icon placeholders 740 740 ))) 741 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)750 +|(% colspan="4" %)(% colspan="3" %) 742 742 ((( 743 743 //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.// 744 744 ))) ... ... @@ -752,7 +752,7 @@ 752 752 ((( 753 753 **FFI: **UIWeaponMod returned by GetInstalledWeaponMod() now includes property SurfaceElementFactor 754 754 ))) 755 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)764 +|(% colspan="4" %)(% colspan="3" %) 756 756 ((( 757 757 //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.// 758 758 ))) ... ... @@ -766,7 +766,7 @@ 766 766 ((( 767 767 **$ware.illegal** updated 768 768 ))) 769 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)778 +|(% colspan="4" %)(% colspan="3" %) 770 770 ((( 771 771 //$ware.illegal used to return true if the specified ware has the 'illegal' tag which is no longer used.// 772 772 //It now returns true if $ware is illegal to any faction in the game.// ... ... @@ -781,7 +781,7 @@ 781 781 ((( 782 782 MD script **RML_Flight_Along_Path** removed 783 783 ))) 784 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)793 +|(% colspan="4" %)(% colspan="3" %) 785 785 ((( 786 786 //The MD script RML_Flight_Along_Path was not referened and was removed.// 787 787 ))) ... ... @@ -795,7 +795,7 @@ 795 795 ((( 796 796 parameters of **<event_venture_mission_completed/>** changed 797 797 ))) 798 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)807 +|(% colspan="4" %)(% colspan="3" %) 799 799 ((( 800 800 //old params: param = venture details, param2 = ships involved, param3 = duration// 801 801 //new params: param = venture detail list: [mission name, mission type], param2 = list of ships involved, param3 = duration// ... ... @@ -808,7 +808,7 @@ 808 808 **<set_object_wing_name/>** removed, 809 809 **<set_object_fleet_name/>** added 810 810 ))) 811 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)820 +|(% colspan="4" %)(% colspan="3" %) 812 812 ((( 813 813 //The common action <set_object_wing_name/> has been replaced with <set_object_fleet_name/>// 814 814 ))) ... ... @@ -820,7 +820,7 @@ 820 820 **$controllable.wing.*** removed, 821 821 **$controllable.fleet.*** added 822 822 ))) 823 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)832 +|(% colspan="4" %)(% colspan="3" %) 824 824 ((( 825 825 $controllable.wing.name, $controllable.wing.iscommander, and $controllable.wing.commander have been replaced with $controllable.fleet.name, $controllable.fleet.iscommander, and $controllable.fleet.commander 826 826 ))) ... ... @@ -829,7 +829,7 @@ 829 829 830 830 === Version 2.60 === 831 831 832 -(% class=" wrapped" %)841 +(% class="table-striped" %) 833 833 |((( 834 834 Scripts 835 835 )))|((( ... ... @@ -837,7 +837,7 @@ 837 837 )))|(% colspan="2" %)((( 838 838 '**checkoperational**' filter behaviour changed 839 839 ))) 840 -|(% c lass="highlight-grey" colspan="10"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)849 +|(% colspan="10" %)(% colspan="3" %) 841 841 ((( 842 842 //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.// 843 843 ... ... @@ -850,7 +850,7 @@ 850 850 )))|(% colspan="2" %)((( 851 851 $container.**supplyresources** behavior changed 852 852 )))| | | 853 -|(% c lass="highlight-grey" colspan="10"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)862 +|(% colspan="10" %)(% colspan="3" %) 854 854 ((( 855 855 //The script keyword $container.supplyresources now includes reserved wares.// 856 856 ))) ... ... @@ -859,7 +859,7 @@ 859 859 860 860 === Version 2.20 === 861 861 862 -(% class=" wrapped" %)871 +(% class="table-striped" %) 863 863 |(% colspan="1" %)(% colspan="1" %) 864 864 ((( 865 865 UI core ... ... @@ -870,7 +870,7 @@ 870 870 ((( 871 871 **Lua: GetControllerInfo()** returned mouseSteering/mouseCursor values are undefined. 872 872 ))) 873 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)882 +|(% colspan="4" %)(% colspan="3" %) 874 874 ((( 875 875 //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. 876 876 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.// ... ... @@ -887,7 +887,7 @@ 887 887 ((( 888 888 Attribute for build related conditions e.g. **<event_build_finished/>** renamed from 'buildmodule' to 'buildprocessor' 889 889 ))) 890 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)899 +|(% colspan="4" %)(% colspan="3" %) 891 891 ((( 892 892 //The underlying behaviour remains the same in that it involves the buildprocessor, not the buildmodule. The attribute name has simply been corrected.// 893 893 ))) ... ... @@ -896,7 +896,7 @@ 896 896 897 897 === Version 2.00 === 898 898 899 -(% class=" wrapped" %)908 +(% class="table-striped" %) 900 900 |(% colspan="1" %)(% colspan="1" %) 901 901 ((( 902 902 Scripts ... ... @@ -907,7 +907,7 @@ 907 907 ((( 908 908 **<event_build_finished/> **param2 now returns null instead of a construction sequence 909 909 ))) 910 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)919 +|(% colspan="4" %)(% colspan="3" %) 911 911 ((( 912 912 //The construction sequence which was finished should now be accessed via the buildtask provided via param3.// 913 913 ))) ... ... @@ -921,7 +921,7 @@ 921 921 ((( 922 922 **param.boarding.{...}** strength parameters removed 923 923 ))) 924 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)933 +|(% colspan="4" %)(% colspan="3" %) 925 925 ((( 926 926 //The 'recruitstrength', 'veteranstrength' and 'elitestrength' script parameters were no longer required for balancing the boarding gameplay, and were removed.// 927 927 ))) ... ... @@ -935,7 +935,7 @@ 935 935 ((( 936 936 **$defensible.boardee/$defensible.boarder** and **<set_object_boarder/>/<remove_object_boarder/>** removed 937 937 ))) 938 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)947 +|(% colspan="4" %)(% colspan="3" %) 939 939 ((( 940 940 //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.// 941 941 ))) ... ... @@ -946,7 +946,7 @@ 946 946 )))|(% colspan="2" %)((( 947 947 **FFI: GetUpgradeSlotCurrentComponent()/GetUpgradeSlotGroup()** works on non-operationals 948 948 ))) 949 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)958 +|(% colspan="4" %)(% colspan="3" %) 950 950 ((( 951 951 //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.// 952 952 ))) ... ... @@ -957,7 +957,7 @@ 957 957 )))|(% colspan="2" %)((( 958 958 **FFI: SetFormationShape()** no longer indicates an error upon certain error cases 959 959 ))) 960 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)969 +|(% colspan="4" %)(% colspan="3" %) 961 961 ((( 962 962 //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.// 963 963 //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.// ... ... @@ -969,7 +969,7 @@ 969 969 )))|(% colspan="2" %)((( 970 970 **<create_formation/>** now requires the attributes: 'leader' and 'follower'. Attribute 'object' is now deprecated. 971 971 ))) 972 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)981 +|(% colspan="4" %)(% colspan="3" %) 973 973 ((( 974 974 //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.// 975 975 ))) ... ... @@ -980,7 +980,7 @@ 980 980 )))|(% colspan="2" %)((( 981 981 **<event_player_changed_target/>** now fires and returns null if the player deselects a target. 982 982 ))) 983 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)992 +|(% colspan="4" %)(% colspan="3" %) 984 984 ((( 985 985 //For prior behavior, check for event.param being non-null.// 986 986 ))) ... ... @@ -991,7 +991,7 @@ 991 991 )))|(% colspan="2" %)((( 992 992 **<shoot/>/<shoot_at/>** attribute changes. 993 993 ))) 994 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)1003 +|(% colspan="4" %)(% colspan="3" %) 995 995 ((( 996 996 //Changed: Attribute "primary" is now optional and defines whether weapons from the ship's active primary weapon group will be fired. Defaults to true.// 997 997 //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.// ... ... @@ -1006,7 +1006,7 @@ 1006 1006 )))|(% colspan="2" %)((( 1007 1007 **FFI: GetBuildTask()/GetNumBuildTasks()** got a new "buildmoduleid" parameter. 1008 1008 ))) 1009 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)1018 +|(% colspan="4" %)(% colspan="3" %) 1010 1010 ((( 1011 1011 //Added possibility to query build tasks of a certain buildmodule.// 1012 1012 ))) ... ... @@ -1017,7 +1017,7 @@ 1017 1017 )))|(% colspan="2" %)((( 1018 1018 **Lua:** **GetLibraryEntry()** retrieved a new "buildresources" field. 1019 1019 ))) 1020 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)1029 +|(% colspan="4" %)(% colspan="3" %) 1021 1021 ((( 1022 1022 //Added list of resources a buildmodule needs to build.// 1023 1023 ))) ... ... @@ -1028,7 +1028,7 @@ 1028 1028 )))|(% colspan="2" %)((( 1029 1029 **Lua: CalculateTotalHullFraction() **was removed. 1030 1030 ))) 1031 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)1040 +|(% colspan="4" %)(% colspan="3" %) 1032 1032 ((( 1033 1033 //Unused, derelict function from XR - use GetComponentData(..., "hullpercent") instead.// 1034 1034 ))) ... ... @@ -1039,7 +1039,7 @@ 1039 1039 )))|(% colspan="2" %)((( 1040 1040 **FFI: RequestDockAtReason()/UndockPlayerShip() **changed their return values. 1041 1041 ))) 1042 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)1051 +|(% colspan="4" %)(% colspan="3" %) 1043 1043 ((( 1044 1044 //Changed return value type to const char* to better identify failure reasons in Lua script.// 1045 1045 ))) ... ... @@ -1048,7 +1048,7 @@ 1048 1048 1049 1049 === Version 1.50 === 1050 1050 1051 -(% class=" wrapped" %)1060 +(% class="table-striped" %) 1052 1052 |((( 1053 1053 UI extensions 1054 1054 )))|((( ... ... @@ -1056,7 +1056,7 @@ 1056 1056 )))|(% colspan="2" %)((( 1057 1057 **Lua: GetComponentData() **changed behavior of "docksizes" property. 1058 1058 ))) 1059 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)1068 +|(% colspan="4" %)(% colspan="3" %) 1060 1060 ((( 1061 1061 //The "docksizes" property no longer includes internal ship storage docks.// 1062 1062 ))) ... ... @@ -1067,7 +1067,7 @@ 1067 1067 )))|(% colspan="2" %)((( 1068 1068 **Meaning of "Shipyard"** was corrected throughout Lua/MD/AI scripts, so that Wharfs are not Shipyards (unlike in XR). 1069 1069 ))) 1070 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)1079 +|(% colspan="4" %)(% colspan="3" %) 1071 1071 ((( 1072 1072 //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".// 1073 1073 ... ... @@ -1082,7 +1082,7 @@ 1082 1082 )))|(% colspan="2" %)((( 1083 1083 **FFI: UpgradeGroupInfo **datatype was changed. 1084 1084 ))) 1085 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)1094 +|(% colspan="4" %)(% colspan="3" %) 1086 1086 ((( 1087 1087 //Added new "operational" field to retrieve information about number of operational upgrades in a group.// 1088 1088 ))) ... ... @@ -1096,7 +1096,7 @@ 1096 1096 ((( 1097 1097 **FFI: SetGuidance()** removed useinfopoint argument. 1098 1098 ))) 1099 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)1108 +|(% colspan="4" %)(% colspan="3" %) 1100 1100 ((( 1101 1101 //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.// 1102 1102 ... ... @@ -1109,7 +1109,7 @@ 1109 1109 )))|(% colspan="2" %)((( 1110 1110 **FFI: CancelConstruction() **changed its return value. 1111 1111 ))) 1112 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)1121 +|(% colspan="4" %)(% colspan="3" %) 1113 1113 ((( 1114 1114 //CancelConstruction() now returns if the cancellation was successful. // 1115 1115 ))) ... ... @@ -1118,7 +1118,7 @@ 1118 1118 1119 1119 === Version 1.32 === 1120 1120 1121 -(% class=" wrapped" %)1130 +(% class="table-striped" %) 1122 1122 |((( 1123 1123 UI extensions 1124 1124 )))|((( ... ... @@ -1126,7 +1126,7 @@ 1126 1126 )))|(% colspan="2" %)((( 1127 1127 **Lua: GetComponentData() **removed the "nextdestname" property. 1128 1128 ))) 1129 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)1138 +|(% colspan="4" %)(% colspan="3" %) 1130 1130 ((( 1131 1131 //Instead of "nextdestname", use the properties "destination" or "destinationsector" to retrieve a destination component, then retrieve its "name" property.// 1132 1132 ))) ... ... @@ -1135,7 +1135,7 @@ 1135 1135 1136 1136 === Version 1.20 === 1137 1137 1138 -(% class=" wrapped" %)1147 +(% class="table-striped" %) 1139 1139 |((( 1140 1140 UI extensions 1141 1141 )))|((( ... ... @@ -1143,7 +1143,7 @@ 1143 1143 )))|(% colspan="2" %)((( 1144 1144 **FFI: GetAAOption()** got a new "useconfig" parameter. 1145 1145 ))) 1146 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)1155 +|(% colspan="4" %)(% colspan="3" %) 1147 1147 ((( 1148 1148 //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.// 1149 1149 )))
- Confluence.Code.ConfluencePageClass[0]
-
- id
-
... ... @@ -1,1 +1,0 @@ 1 -78577854 - space
-
... ... @@ -1,1 +1,0 @@ 1 -X4WIKI - url
-
... ... @@ -1,1 +1,0 @@ 1 -https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/78577854/Breaking Changes