Changes for page Breaking Changes

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

From version 114.7
edited by Volodymyr Boichuk
on 2024/04/10 12:52
Change comment: There is no comment for this version
To version 120.6
edited by Nick Quejada
on 2024/05/24 20:01
Change comment: There is no comment for this version

Summary

Details

Page properties
Author
... ... @@ -1,1 +1,1 @@
1 -xwiki:XWiki.Volodymyr
1 +xwiki:XWiki.Nick
Content
... ... @@ -23,9 +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 +)))
27 27  |(% 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.
28 -|(% colspan="4" style="width:117px" %)// Previously it was possible to set normal clusters to be persistent presentation clusters which was an invalid state.//
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 +)))
29 29  |(% colspan="1" style="width:117px" %)(% colspan="1" %)
30 30  (((
31 31  Scripts
... ... @@ -34,7 +34,7 @@
34 34  )))|(% colspan="2" style="width:1625px" %)(((
35 35  MD action **<set_presentation_cluster_persistence/>** now requires the cluster to be a presentation cluster.
36 36  )))
37 -|(% class="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 :" %)
38 38  (((
39 39  // Previously it was possible to set normal clusters to be persistent presentation clusters which was an invalid state.//
40 40  )))
... ... @@ -46,7 +46,7 @@
46 46  )))|(% colspan="2" style="width:1625px" %)(((
47 47  **FFI**: RemoveBuildPlot() changed
48 48  )))
49 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" title="Background colour :" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" title="Background colour :" %)
59 +|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %)
50 50  (((
51 51  // 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.//
52 52  )))
... ... @@ -58,16 +58,14 @@
58 58  )))|(% colspan="2" style="width:1625px" %)(((
59 59  **Some Split DLC materials moved to base game**
60 60  )))
61 -|(% class="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 :" %)
62 62  (((
63 63  // //"spl_p1_fx" AND "split_p1_hulltexture_01" were moved from Split DLC to base game
64 64  )))
65 65  
66 -----
67 -
68 68  === Version 6.00 ===
69 69  
70 -(% class="wrapped" %)
78 +(% class="table-striped" %)
71 71  |(((
72 72  Libraries
73 73  )))|(((
... ... @@ -75,7 +75,7 @@
75 75  )))|(% colspan="2" %)(((
76 76  Updated weights for ship groups in shipgroups.xml libraries of base game and all DLCs.
77 77  )))
78 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" title="Background colour :" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" title="Background colour :" %)
86 +|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %)
79 79  (((
80 80  //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.//
81 81  
... ... @@ -91,7 +91,7 @@
91 91  (((
92 92  Changed conditions for **<event_player_travelmode_started> <event_player_travelmode_stopped> <event_player_travelmode_charge_started> <event_player_travelmode_charge_aborted>** to be raised.
93 93  )))
94 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" title="Background colour :" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" title="Background colour :" %)
102 +|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %)
95 95  (((
96 96  //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. //
97 97  
... ... @@ -107,7 +107,7 @@
107 107  (((
108 108  Changed result of **<find_object_surface>** action in the case of a failure
109 109  )))
110 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" title="Background colour :" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" title="Background colour :" %)
118 +|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %)
111 111  (((
112 112  //The 'posname' and 'rotname' result attributes of <find_object_surface> will now return null in the case of no valid surface position being found.//
113 113  
... ... @@ -125,7 +125,7 @@
125 125  (((
126 126  Behaviour change for **<match_dock>** script component filter
127 127  )))
128 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" title="Background colour :" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" title="Background colour :" %)
136 +|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %)
129 129  (((
130 130  //<match_dock> nodes can now be used on container and walkablemodule classes without wrapping them in <match_content> nodes.
131 131  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.//
... ... @@ -140,7 +140,7 @@
140 140  (((
141 141  Changed result attribute location for **<get_attackstrength>**
142 142  )))
143 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" title="Background colour :" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" title="Background colour :" %)
151 +|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %)
144 144  (((
145 145  //The 'result' attribute of get_attackstrength has been moved into the new <result> subnode and renamed to 'total'.//
146 146  )))
... ... @@ -151,7 +151,7 @@
151 151  )))|(% colspan="2" %)(((
152 152  Surface element **connections** are incompatible by default unless tagged as "**standard**", and also "**combat**" for non-missile, non-mining weapons
153 153  )))
154 -|(% class="highlight-grey" colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% class="highlight-grey" colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)
162 +|(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)
155 155  (((
156 156  //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.
157 157  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.//
... ... @@ -166,7 +166,7 @@
166 166  (((
167 167  Changed behaviour of attribute **sortbygatedistanceto** when finding objects, discarding unreachable objects
168 168  )))
169 -|(% class="highlight-grey" colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% class="highlight-grey" colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)
177 +|(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)
170 170  (((
171 171  //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.//
172 172  )))
... ... @@ -177,7 +177,7 @@
177 177  )))|(% colspan="2" %)(((
178 178  **<event_player_owned_killed_object>** and **<event_player_owned_destroyed>** are now triggered before the corresponding **<event_object_destroyed>**, instead of afterwards.
179 179  )))
180 -|(% class="highlight-grey" colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% class="highlight-grey" colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)
188 +|(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)
181 181  (((
182 182  //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.//
183 183  )))
... ... @@ -188,7 +188,7 @@
188 188  )))|(% colspan="2" %)(((
189 189  Changed behaviour of **<angles>** in cutscenes
190 190  )))
191 -|(% class="highlight-grey" colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% class="highlight-grey" colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)
199 +|(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)
192 192  (((
193 193  //The yaw and pitch nodes in <angles> are now correctly interpreted as values in degrees.//
194 194  )))
... ... @@ -197,7 +197,7 @@
197 197  
198 198  === Version 5.00 ===
199 199  
200 -(% class="wrapped" %)
208 +(% class="table-striped" %)
201 201  |(((
202 202  Parameters
203 203  )))|(((
... ... @@ -205,7 +205,7 @@
205 205  )))|(% colspan="2" %)(((
206 206  **<controlpanel><entry>: minduration** removed, **maxduration** renamed to duration
207 207  )))
208 -|(% class="highlight-grey" colspan="7" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
216 +|(% colspan="7" %)(% colspan="3" %)
209 209  (((
210 210  //'minduration' was unused in X4, maxduration was and still is taken as the actual duration of control panel hacks. No functionality change.//
211 211  )))
... ... @@ -214,7 +214,7 @@
214 214  
215 215  === Version 4.10 ===
216 216  
217 -(% class="wrapped" %)
225 +(% class="table-striped" %)
218 218  |(% colspan="1" %)(% colspan="1" %)
219 219  (((
220 220  UI extensions
... ... @@ -225,7 +225,7 @@
225 225  (((
226 226  **FFI**: SetMapRenderCargoContents(), SetMapRenderWorkForceInfo(), SetMapRenderCrewInfo() and SetMapRenderDockedShipInfos() deprecated
227 227  )))
228 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
236 +|(% colspan="4" %)(% colspan="3" %)
229 229  (((
230 230  //The functionality represented by SetMapRenderCargoContents(), SetMapRenderWorkForceInfo(), SetMapRenderCrewInfo() and SetMapRenderDockedShipInfos() has been removed and the function was therefore stubbed.//
231 231  )))
... ... @@ -239,7 +239,7 @@
239 239  (((
240 240  **FFI**: CustomGameStartPlayerProperty2 changed
241 241  )))
242 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
250 +|(% colspan="4" %)(% colspan="3" %)
243 243  (((
244 244  //This struct was added in 4.10 Beta 2 and an additional member count was added in Beta 6.//
245 245  )))
... ... @@ -253,7 +253,7 @@
253 253  (((
254 254  Renamed **<stationinfobox>** to **<infobox>**
255 255  )))
256 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
264 +|(% colspan="4" %)(% colspan="3" %)
257 257  (((
258 258  //Info box parameters are now shared across stations and ships. The node has a more generic name to reflect that.//
259 259  )))
... ... @@ -267,7 +267,7 @@
267 267  (((
268 268  **FFI**: SetMacroMapPlayerSectorOffset() deprecated
269 269  )))
270 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
278 +|(% colspan="4" %)(% colspan="3" %)
271 271  (((
272 272  //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.//
273 273  )))
... ... @@ -278,7 +278,7 @@
278 278  )))|(% colspan="2" %)(((
279 279  **FFI**: FilterComponentForMapMode() and SetMapObjectFilter() changed
280 280  )))
281 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
289 +|(% colspan="4" %)(% colspan="3" %)
282 282  (((
283 283  //These functions were added in 4.10 Beta 1 and an additional boolean parameter allowentitydeliverymissionobject was added in Beta 2.//
284 284  )))
... ... @@ -289,7 +289,7 @@
289 289  )))|(% colspan="2" %)(((
290 290  People related attributes of mission** <delivery> **node moved
291 291  )))
292 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
300 +|(% colspan="4" %)(% colspan="3" %)
293 293  (((
294 294  //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.//
295 295  )))
... ... @@ -303,7 +303,7 @@
303 303  (((
304 304  **$destructible.productions** replaced with $defensible.productions
305 305  )))
306 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
314 +|(% colspan="4" %)(% colspan="3" %)
307 307  (((
308 308  //The $destructible.productions script property was removed and reimplemented as $defensible.productions meaning some old uses may no longer work unless the destructible is also a defensible. The old implementation functioned by finding the containing object of the destructible (including itself) to query for the production modules.//
309 309  )))
... ... @@ -314,7 +314,7 @@
314 314  )))|(% colspan="2" %)(((
315 315  Removed script property **$object.spawnsourceseed**
316 316  )))
317 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
325 +|(% colspan="4" %)(% colspan="3" %)
318 318  (((
319 319  //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.//
320 320  )))
... ... @@ -323,7 +323,7 @@
323 323  
324 324  === Version 4.00 ===
325 325  
326 -(% class="wrapped" %)
334 +(% class="table-striped" %)
327 327  |(% colspan="1" %)(% colspan="1" %)
328 328  (((
329 329  UI core
... ... @@ -334,7 +334,7 @@
334 334  (((
335 335  Controlled ship can change without a **gameplanchange-event** occurring.
336 336  )))
337 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
345 +|(% colspan="4" %)(% colspan="3" %)
338 338  (((
339 339  //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).
340 340  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.//
... ... @@ -346,7 +346,7 @@
346 346  )))|(% colspan="2" %)(((
347 347  Parameters of **<event_terraforming_project_succeeded>** and **<event_terraforming_project_failed>** changed
348 348  )))
349 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
357 +|(% colspan="4" %)(% colspan="3" %)
350 350  (((
351 351  //Old params: param = project ID, param2 = were there positive side-effects?, param3 = were there negative side-effects?
352 352  New params: param = project ID, param2 = [were there positive side-effects?, were there negative side-effects?], param3 = payout in Credits
... ... @@ -362,7 +362,7 @@
362 362  (((
363 363  **FFI:** GetFactionRelationStatus() handling for faction relation range [-20,-10] changed
364 364  )))
365 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
373 +|(% colspan="4" %)(% colspan="3" %)
366 366  (((
367 367  //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.
368 368  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).//
... ... @@ -379,7 +379,7 @@
379 379  (((
380 380  **FFI:** GetRelationStatus()/GetRelationStatus2() handling for objects in relation range [-25,-10] changed
381 381  )))
382 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
390 +|(% colspan="4" %)(% colspan="3" %)
383 383  (((
384 384  //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.//
385 385  
... ... @@ -392,7 +392,7 @@
392 392  )))|(% colspan="2" %)(((
393 393  **requiresconstructionvessel** parameter moved
394 394  )))
395 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
403 +|(% colspan="4" %)(% colspan="3" %)
396 396  (((
397 397  //The 'requiresconstructionvessel' attribute has been moved from the 'recycling' node itself, to the new 'station' subnode.//
398 398  )))
... ... @@ -403,7 +403,7 @@
403 403  )))|(% colspan="2" %)(((
404 404  Changed behaviour of **gatedistance** script property
405 405  )))
406 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
414 +|(% colspan="4" %)(% colspan="3" %)
407 407  (((
408 408  //The 'gatedistance' script property now minimizes the number of gate jumps instead of counting the number gate jumps in the fastest route.//
409 409  )))
... ... @@ -412,7 +412,7 @@
412 412  
413 413  === Version 3.30 ===
414 414  
415 -(% class="wrapped" %)
423 +(% class="table-striped" %)
416 416  |(((
417 417  UI extensions
418 418  )))|(((
... ... @@ -420,7 +420,7 @@
420 420  )))|(% colspan="2" %)(((
421 421  **FFI: **Removed** GetMissionLimit() **and** IsMissionLimitEnabled()**
422 422  )))
423 -|(% class="highlight-grey" colspan="7" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
431 +|(% colspan="7" %)(% colspan="3" %)
424 424  (((
425 425  //These mission limit-related functions (added in 3.30 Beta 1 and 2) are replaced with FFI IsMissionLimitReached()//
426 426  )))
... ... @@ -429,7 +429,7 @@
429 429  
430 430  === Version 3.20 ===
431 431  
432 -(% class="wrapped" %)
440 +(% class="table-striped" %)
433 433  |(((
434 434  Scripts
435 435  )))|(((
... ... @@ -437,7 +437,7 @@
437 437  )))|(% colspan="2" %)(((
438 438  Parameters of **<event_player_attacked_object/>** and **<event_object_attacked_object/>** changed
439 439  )))
440 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
448 +|(% colspan="4" %)(% colspan="3" %)
441 441  (((
442 442  //Old params: param = attacked object, param2 = attack method, param3 = attacked component//
443 443  //New params: param = attacked object, param2 = attack method, param3 = attack component detail list: [attacked component, attacking weapon]
... ... @@ -453,7 +453,7 @@
453 453  (((
454 454  Removed script property $trade.**restriction.faction**
455 455  )))
456 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
464 +|(% colspan="4" %)(% colspan="3" %)
457 457  (((
458 458  //$trade.restriction.faction has been replaced with $trade.restriction.factions, which returns a list of factions.//
459 459  )))
... ... @@ -464,7 +464,7 @@
464 464  )))|(% colspan="2" %)(((
465 465  **Lua**: **GetTradeRestrictions()**, **ToggleFactionTradeRestriction()** and **ToggleFactionTradeWareOverride()** are now obsolete!
466 466  )))
467 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
475 +|(% colspan="4" %)(% colspan="3" %)
468 468  (((
469 469  //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.//
470 470  )))
... ... @@ -473,7 +473,7 @@
473 473  
474 474  === Version 3.10 ===
475 475  
476 -(% class="wrapped" %)
484 +(% class="table-striped" %)
477 477  |(% colspan="1" %)(% colspan="1" %)
478 478  (((
479 479  Scripts
... ... @@ -484,7 +484,7 @@
484 484  (((
485 485  Removed script action **<add_build/>**
486 486  )))
487 -|(% class="highlight-grey" colspan="7" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
495 +|(% colspan="7" %)(% colspan="3" %)
488 488  (((
489 489  //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.//
490 490  )))
... ... @@ -493,7 +493,7 @@
493 493  
494 494  === Version 3.00 ===
495 495  
496 -(% class="wrapped" %)
504 +(% class="table-striped" %)
497 497  |(% colspan="1" %)(% colspan="1" %)
498 498  (((
499 499  Scripts
... ... @@ -504,7 +504,7 @@
504 504  (((
505 505  Changed behaviour of script action **<get_suitable_job/>**
506 506  )))
507 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
515 +|(% colspan="4" %)(% colspan="3" %)
508 508  (((
509 509  //<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.//
510 510  )))
... ... @@ -518,7 +518,7 @@
518 518  (((
519 519  Changed behaviour of script action **<get_ware_definition/>**
520 520  )))
521 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
529 +|(% colspan="4" %)(% colspan="3" %)
522 522  (((
523 523  //<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.//
524 524  )))
... ... @@ -532,7 +532,7 @@
532 532  (((
533 533  Renamed all files in the **md**, ui, and **cutscenes** folders to lower-case
534 534  )))
535 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
543 +|(% colspan="4" %)(% colspan="3" %)
536 536  (((
537 537  //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.)
538 538  
... ... @@ -548,7 +548,7 @@
548 548  (((
549 549  Adjustments of some MD library cues in the base game to change their usage from **<include_actions>** to <run_actions>
550 550  )))
551 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
559 +|(% colspan="4" %)(% colspan="3" %)
552 552  (((
553 553  //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.//
554 554  )))
... ... @@ -562,7 +562,7 @@
562 562  (((
563 563  Changes to $dockingbay.**todockpos** and $dockingbay.**launchpos**
564 564  )))
565 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
573 +|(% colspan="4" %)(% colspan="3" %)
566 566  (((
567 567  //Before the change, positions are relative to $dockingbay.parent.
568 568  After the change, positions are relative to $dockingbay as specified in the documentation.//
... ... @@ -577,7 +577,7 @@
577 577  (((
578 578  Support for entity flag "**skillsvisible**" dropped
579 579  )))
580 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
588 +|(% colspan="4" %)(% colspan="3" %)
581 581  (((
582 582  //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().//
583 583  )))
... ... @@ -588,7 +588,7 @@
588 588  )))|(% colspan="2" %)(((
589 589  Changes to **<event_object_changed_owner>** and added **<event_object_changed_true_owner>**.
590 590  )))
591 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
599 +|(% colspan="4" %)(% colspan="3" %)
592 592  (((
593 593  //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.
594 594  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.
... ... @@ -605,7 +605,7 @@
605 605  (((
606 606  **MissionBoard** support dropped
607 607  )))
608 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
616 +|(% colspan="4" %)(% colspan="3" %)
609 609  (((
610 610  //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.//
611 611  )))
... ... @@ -616,7 +616,7 @@
616 616  )))|(% colspan="2" %)(((
617 617  By default, **job/god entries** now only spawn objects in space added by the extension in which they are defined
618 618  )))
619 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
627 +|(% colspan="4" %)(% colspan="3" %)
620 620  (((
621 621  //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.//
622 622  )))
... ... @@ -630,7 +630,7 @@
630 630  (((
631 631  Script action **<add_actor_to_room/> **attribute **'room'** renamed to **'object'**
632 632  )))
633 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
641 +|(% colspan="4" %)(% colspan="3" %)
634 634  (((
635 635  //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.//
636 636  )))
... ... @@ -644,7 +644,7 @@
644 644  (((
645 645  Script action **<set_doors_locked/>** attribute **'group'** changed
646 646  )))
647 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
655 +|(% colspan="4" %)(% colspan="3" %)
648 648  (((
649 649  //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.//
650 650  )))
... ... @@ -658,7 +658,7 @@
658 658  (((
659 659  Script conditions **<event_hack_*/>** and **<event_controlpanel_hack_*/>** removed
660 660  )))
661 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
669 +|(% colspan="4" %)(% colspan="3" %)
662 662  (((
663 663  //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.//
664 664  )))
... ... @@ -672,7 +672,7 @@
672 672  (((
673 673  Script actions **<set_hack_target/>** and **<abort_hack/>** removed
674 674  )))
675 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
683 +|(% colspan="4" %)(% colspan="3" %)
676 676  (((
677 677  //These actions had no effect and were removed.//
678 678  )))
... ... @@ -686,7 +686,7 @@
686 686  (((
687 687  **<setup_conversation_minigame/>** script action removed
688 688  )))
689 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
697 +|(% colspan="4" %)(% colspan="3" %)
690 690  (((
691 691  //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.//
692 692  )))
... ... @@ -700,7 +700,7 @@
700 700  (((
701 701  <add_player_choice_*> **confidence** attribute removed
702 702  )))
703 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
711 +|(% colspan="4" %)(% colspan="3" %)
704 704  (((
705 705  //The default confidence of player options is another leftover from the XR era and had no effect in X4.//
706 706  )))
... ... @@ -714,7 +714,7 @@
714 714  (((
715 715  **<hack_via_control_panel/>** script action removed
716 716  )))
717 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
725 +|(% colspan="4" %)(% colspan="3" %)
718 718  (((
719 719  //Unused script action <hack_via_control_panel/> was removed.//
720 720  )))
... ... @@ -728,7 +728,7 @@
728 728  (((
729 729  **Lua: **GetMiniGameCursorPosition() removed
730 730  )))
731 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
739 +|(% colspan="4" %)(% colspan="3" %)
732 732  (((
733 733  //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.//
734 734  )))
... ... @@ -739,7 +739,7 @@
739 739  )))|(% colspan="2" %)(((
740 740  **FFI: **GetLocalizedInteractiveNotificationKey can return icon placeholders
741 741  )))
742 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
750 +|(% colspan="4" %)(% colspan="3" %)
743 743  (((
744 744  //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.//
745 745  )))
... ... @@ -753,7 +753,7 @@
753 753  (((
754 754  **FFI: **UIWeaponMod returned by GetInstalledWeaponMod() now includes property SurfaceElementFactor
755 755  )))
756 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
764 +|(% colspan="4" %)(% colspan="3" %)
757 757  (((
758 758  //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.//
759 759  )))
... ... @@ -767,7 +767,7 @@
767 767  (((
768 768  **$ware.illegal** updated
769 769  )))
770 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
778 +|(% colspan="4" %)(% colspan="3" %)
771 771  (((
772 772  //$ware.illegal used to return true if the specified ware has the 'illegal' tag which is no longer used.//
773 773  //It now returns true if $ware is illegal to any faction in the game.//
... ... @@ -782,7 +782,7 @@
782 782  (((
783 783  MD script **RML_Flight_Along_Path** removed
784 784  )))
785 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
793 +|(% colspan="4" %)(% colspan="3" %)
786 786  (((
787 787  //The MD script RML_Flight_Along_Path was not referened and was removed.//
788 788  )))
... ... @@ -796,7 +796,7 @@
796 796  (((
797 797  parameters of **<event_venture_mission_completed/>** changed
798 798  )))
799 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
807 +|(% colspan="4" %)(% colspan="3" %)
800 800  (((
801 801  //old params: param = venture details, param2 = ships involved, param3 = duration//
802 802  //new params: param = venture detail list: [mission name, mission type], param2 = list of ships involved, param3 = duration//
... ... @@ -809,7 +809,7 @@
809 809  **<set_object_wing_name/>** removed,
810 810  **<set_object_fleet_name/>** added
811 811  )))
812 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
820 +|(% colspan="4" %)(% colspan="3" %)
813 813  (((
814 814  //The common action <set_object_wing_name/> has been replaced with <set_object_fleet_name/>//
815 815  )))
... ... @@ -821,7 +821,7 @@
821 821  **$controllable.wing.*** removed,
822 822  **$controllable.fleet.*** added
823 823  )))
824 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
832 +|(% colspan="4" %)(% colspan="3" %)
825 825  (((
826 826  $controllable.wing.name, $controllable.wing.iscommander, and $controllable.wing.commander have been replaced with $controllable.fleet.name, $controllable.fleet.iscommander, and $controllable.fleet.commander
827 827  )))
... ... @@ -830,7 +830,7 @@
830 830  
831 831  === Version 2.60 ===
832 832  
833 -(% class="wrapped" %)
841 +(% class="table-striped" %)
834 834  |(((
835 835  Scripts
836 836  )))|(((
... ... @@ -838,7 +838,7 @@
838 838  )))|(% colspan="2" %)(((
839 839  '**checkoperational**' filter behaviour changed
840 840  )))
841 -|(% class="highlight-grey" colspan="10" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
849 +|(% colspan="10" %)(% colspan="3" %)
842 842  (((
843 843  //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.//
844 844  
... ... @@ -851,7 +851,7 @@
851 851  )))|(% colspan="2" %)(((
852 852  $container.**supplyresources** behavior changed
853 853  )))| | |
854 -|(% class="highlight-grey" colspan="10" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
862 +|(% colspan="10" %)(% colspan="3" %)
855 855  (((
856 856  //The script keyword $container.supplyresources now includes reserved wares.//
857 857  )))
... ... @@ -860,7 +860,7 @@
860 860  
861 861  === Version 2.20 ===
862 862  
863 -(% class="wrapped" %)
871 +(% class="table-striped" %)
864 864  |(% colspan="1" %)(% colspan="1" %)
865 865  (((
866 866  UI core
... ... @@ -871,7 +871,7 @@
871 871  (((
872 872  **Lua: GetControllerInfo()** returned mouseSteering/mouseCursor values are undefined.
873 873  )))
874 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
882 +|(% colspan="4" %)(% colspan="3" %)
875 875  (((
876 876  //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.
877 877  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.//
... ... @@ -888,7 +888,7 @@
888 888  (((
889 889  Attribute for build related conditions e.g. **<event_build_finished/>** renamed from 'buildmodule' to 'buildprocessor'
890 890  )))
891 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
899 +|(% colspan="4" %)(% colspan="3" %)
892 892  (((
893 893  //The underlying behaviour remains the same in that it involves the buildprocessor, not the buildmodule. The attribute name has simply been corrected.//
894 894  )))
... ... @@ -897,7 +897,7 @@
897 897  
898 898  === Version 2.00 ===
899 899  
900 -(% class="wrapped" %)
908 +(% class="table-striped" %)
901 901  |(% colspan="1" %)(% colspan="1" %)
902 902  (((
903 903  Scripts
... ... @@ -908,7 +908,7 @@
908 908  (((
909 909  **<event_build_finished/> **param2 now returns null instead of a construction sequence
910 910  )))
911 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
919 +|(% colspan="4" %)(% colspan="3" %)
912 912  (((
913 913  //The construction sequence which was finished should now be accessed via the buildtask provided via param3.//
914 914  )))
... ... @@ -922,7 +922,7 @@
922 922  (((
923 923  **param.boarding.{...}** strength parameters removed
924 924  )))
925 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
933 +|(% colspan="4" %)(% colspan="3" %)
926 926  (((
927 927  //The 'recruitstrength', 'veteranstrength' and 'elitestrength' script parameters were no longer required for balancing the boarding gameplay, and were removed.//
928 928  )))
... ... @@ -936,7 +936,7 @@
936 936  (((
937 937  **$defensible.boardee/$defensible.boarder** and **<set_object_boarder/>/<remove_object_boarder/>** removed
938 938  )))
939 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
947 +|(% colspan="4" %)(% colspan="3" %)
940 940  (((
941 941  //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.//
942 942  )))
... ... @@ -947,7 +947,7 @@
947 947  )))|(% colspan="2" %)(((
948 948  **FFI: GetUpgradeSlotCurrentComponent()/GetUpgradeSlotGroup()** works on non-operationals
949 949  )))
950 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
958 +|(% colspan="4" %)(% colspan="3" %)
951 951  (((
952 952  //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.//
953 953  )))
... ... @@ -958,7 +958,7 @@
958 958  )))|(% colspan="2" %)(((
959 959  **FFI: SetFormationShape()** no longer indicates an error upon certain error cases
960 960  )))
961 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
969 +|(% colspan="4" %)(% colspan="3" %)
962 962  (((
963 963  //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.//
964 964  //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.//
... ... @@ -970,7 +970,7 @@
970 970  )))|(% colspan="2" %)(((
971 971  **<create_formation/>** now requires the attributes: 'leader' and 'follower'. Attribute 'object' is now deprecated.
972 972  )))
973 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
981 +|(% colspan="4" %)(% colspan="3" %)
974 974  (((
975 975  //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.//
976 976  )))
... ... @@ -981,7 +981,7 @@
981 981  )))|(% colspan="2" %)(((
982 982  **<event_player_changed_target/>** now fires and returns null if the player deselects a target.
983 983  )))
984 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
992 +|(% colspan="4" %)(% colspan="3" %)
985 985  (((
986 986  //For prior behavior, check for event.param being non-null.//
987 987  )))
... ... @@ -992,7 +992,7 @@
992 992  )))|(% colspan="2" %)(((
993 993  **<shoot/>/<shoot_at/>** attribute changes.
994 994  )))
995 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
1003 +|(% colspan="4" %)(% colspan="3" %)
996 996  (((
997 997  //Changed: Attribute "primary" is now optional and defines whether weapons from the ship's active primary weapon group will be fired. Defaults to true.//
998 998  //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.//
... ... @@ -1007,7 +1007,7 @@
1007 1007  )))|(% colspan="2" %)(((
1008 1008  **FFI: GetBuildTask()/GetNumBuildTasks()** got a new "buildmoduleid" parameter.
1009 1009  )))
1010 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
1018 +|(% colspan="4" %)(% colspan="3" %)
1011 1011  (((
1012 1012  //Added possibility to query build tasks of a certain buildmodule.//
1013 1013  )))
... ... @@ -1018,7 +1018,7 @@
1018 1018  )))|(% colspan="2" %)(((
1019 1019  **Lua:** **GetLibraryEntry()** retrieved a new "buildresources" field.
1020 1020  )))
1021 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
1029 +|(% colspan="4" %)(% colspan="3" %)
1022 1022  (((
1023 1023  //Added list of resources a buildmodule needs to build.//
1024 1024  )))
... ... @@ -1029,7 +1029,7 @@
1029 1029  )))|(% colspan="2" %)(((
1030 1030  **Lua: CalculateTotalHullFraction() **was removed.
1031 1031  )))
1032 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
1040 +|(% colspan="4" %)(% colspan="3" %)
1033 1033  (((
1034 1034  //Unused, derelict function from XR - use GetComponentData(..., "hullpercent") instead.//
1035 1035  )))
... ... @@ -1040,7 +1040,7 @@
1040 1040  )))|(% colspan="2" %)(((
1041 1041  **FFI: RequestDockAtReason()/UndockPlayerShip() **changed their return values.
1042 1042  )))
1043 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
1051 +|(% colspan="4" %)(% colspan="3" %)
1044 1044  (((
1045 1045  //Changed return value type to const char* to better identify failure reasons in Lua script.//
1046 1046  )))
... ... @@ -1049,7 +1049,7 @@
1049 1049  
1050 1050  === Version 1.50 ===
1051 1051  
1052 -(% class="wrapped" %)
1060 +(% class="table-striped" %)
1053 1053  |(((
1054 1054  UI extensions
1055 1055  )))|(((
... ... @@ -1057,7 +1057,7 @@
1057 1057  )))|(% colspan="2" %)(((
1058 1058  **Lua: GetComponentData() **changed behavior of "docksizes" property.
1059 1059  )))
1060 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
1068 +|(% colspan="4" %)(% colspan="3" %)
1061 1061  (((
1062 1062  //The "docksizes" property no longer includes internal ship storage docks.//
1063 1063  )))
... ... @@ -1068,7 +1068,7 @@
1068 1068  )))|(% colspan="2" %)(((
1069 1069  **Meaning of "Shipyard"** was corrected throughout Lua/MD/AI scripts, so that Wharfs are not Shipyards (unlike in XR).
1070 1070  )))
1071 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
1079 +|(% colspan="4" %)(% colspan="3" %)
1072 1072  (((
1073 1073  //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".//
1074 1074  
... ... @@ -1083,7 +1083,7 @@
1083 1083  )))|(% colspan="2" %)(((
1084 1084  **FFI: UpgradeGroupInfo **datatype was changed.
1085 1085  )))
1086 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
1094 +|(% colspan="4" %)(% colspan="3" %)
1087 1087  (((
1088 1088  //Added new "operational" field to retrieve information about number of operational upgrades in a group.//
1089 1089  )))
... ... @@ -1097,7 +1097,7 @@
1097 1097  (((
1098 1098  **FFI: SetGuidance()** removed useinfopoint argument.
1099 1099  )))
1100 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
1108 +|(% colspan="4" %)(% colspan="3" %)
1101 1101  (((
1102 1102  //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.//
1103 1103  
... ... @@ -1110,7 +1110,7 @@
1110 1110  )))|(% colspan="2" %)(((
1111 1111  **FFI: CancelConstruction() **changed its return value.
1112 1112  )))
1113 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
1121 +|(% colspan="4" %)(% colspan="3" %)
1114 1114  (((
1115 1115  //CancelConstruction() now returns if the cancellation was successful. //
1116 1116  )))
... ... @@ -1119,7 +1119,7 @@
1119 1119  
1120 1120  === Version 1.32 ===
1121 1121  
1122 -(% class="wrapped" %)
1130 +(% class="table-striped" %)
1123 1123  |(((
1124 1124  UI extensions
1125 1125  )))|(((
... ... @@ -1127,7 +1127,7 @@
1127 1127  )))|(% colspan="2" %)(((
1128 1128  **Lua: GetComponentData() **removed the "nextdestname" property.
1129 1129  )))
1130 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
1138 +|(% colspan="4" %)(% colspan="3" %)
1131 1131  (((
1132 1132  //Instead of "nextdestname", use the properties "destination" or "destinationsector" to retrieve a destination component, then retrieve its "name" property.//
1133 1133  )))
... ... @@ -1136,7 +1136,7 @@
1136 1136  
1137 1137  === Version 1.20 ===
1138 1138  
1139 -(% class="wrapped" %)
1147 +(% class="table-striped" %)
1140 1140  |(((
1141 1141  UI extensions
1142 1142  )))|(((
... ... @@ -1144,7 +1144,7 @@
1144 1144  )))|(% colspan="2" %)(((
1145 1145  **FFI: GetAAOption()** got a new "useconfig" parameter.
1146 1146  )))
1147 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
1155 +|(% colspan="4" %)(% colspan="3" %)
1148 1148  (((
1149 1149  //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.//
1150 1150  )))
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