Changes for page Breaking Changes

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

From version 115.3
edited by Volodymyr Boichuk
on 2024/04/10 12:56
Change comment: There is no comment for this version
To version 122.4
edited by Chris Burtt-Jones
on 2024/06/04 10:20
Change comment: There is no comment for this version

Summary

Details

Page properties
Author
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1 -xwiki:XWiki.Volodymyr
1 +xwiki:XWiki.CBJ
Content
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23 23  === Version 7.00 ===
24 24  
25 25  
26 -(% class="wrapped" %)
26 +(% class="table-striped" %)
27 +|(% colspan="1" style="width:117px" %)Gamestarts|(% colspan="1" style="width:119px" %)7.00 Beta 8|(% colspan="2" style="width:1625px" %)**Text references**
28 +|(% colspan="4" style="width:117px" %)//Fields containing text references in gamestarts.xml now have full text conversion applied, allowing texts to be constructed from multiple //
29 +|(% colspan="1" style="width:117px" %)Assets|(% colspan="1" style="width:119px" %)7.00 Beta 7|(% colspan="2" style="width:1625px" %)**\assets\textures\fx\highway_fx_electric_02** was deleted and replaced with **\assets\textures\fx\fx_p2_electric_01**
30 +|(% colspan="4" style="width:117px" %)highway_fx_electric_02 is still available in "legacy" folder if needed
31 +|(% 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
32 +|(% colspan="4" style="width:117px" %)(((
33 +//The four parameters used to represent flat factors applied to ships' properties with respect to their respective pilots' skill levels. Parameters moved to separate nodes with support for min and max values which, if supplied, scales the factor linearly if the affected ship's unmodified property is within min and max. Factor does not affect the ship if that property is below min.//
34 +)))
35 +|(% 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.
36 +|(% colspan="4" style="width:117px" %)(((
37 +//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.**//
38 +)))
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 28  |(% colspan="4" style="width:117px" %)(((
29 29  (% 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//
... ... @@ -36,7 +36,7 @@
36 36  )))|(% colspan="2" style="width:1625px" %)(((
37 37  MD action **<set_presentation_cluster_persistence/>** now requires the cluster to be a presentation cluster.
38 38  )))
39 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" title="Background colour :" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" title="Background colour :" %)
51 +|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %)
40 40  (((
41 41  // Previously it was possible to set normal clusters to be persistent presentation clusters which was an invalid state.//
42 42  )))
... ... @@ -48,7 +48,7 @@
48 48  )))|(% colspan="2" style="width:1625px" %)(((
49 49  **FFI**: RemoveBuildPlot() changed
50 50  )))
51 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" title="Background colour :" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" title="Background colour :" %)
63 +|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %)
52 52  (((
53 53  // 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.//
54 54  )))
... ... @@ -60,16 +60,14 @@
60 60  )))|(% colspan="2" style="width:1625px" %)(((
61 61  **Some Split DLC materials moved to base game**
62 62  )))
63 -|(% class="highlight-grey" colspan="7" data-highlight-colour="grey" title="Background colour :" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" title="Background colour :" %)
75 +|(% colspan="7" title="Background colour :" %)(% colspan="3" title="Background colour :" %)
64 64  (((
65 65  // //"spl_p1_fx" AND "split_p1_hulltexture_01" were moved from Split DLC to base game
66 66  )))
67 67  
68 -----
69 -
70 70  === Version 6.00 ===
71 71  
72 -(% class="wrapped" %)
82 +(% class="table-striped" %)
73 73  |(((
74 74  Libraries
75 75  )))|(((
... ... @@ -77,7 +77,7 @@
77 77  )))|(% colspan="2" %)(((
78 78  Updated weights for ship groups in shipgroups.xml libraries of base game and all DLCs.
79 79  )))
80 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" title="Background colour :" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" title="Background colour :" %)
90 +|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %)
81 81  (((
82 82  //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.//
83 83  
... ... @@ -93,7 +93,7 @@
93 93  (((
94 94  Changed conditions for **<event_player_travelmode_started> <event_player_travelmode_stopped> <event_player_travelmode_charge_started> <event_player_travelmode_charge_aborted>** to be raised.
95 95  )))
96 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" title="Background colour :" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" title="Background colour :" %)
106 +|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %)
97 97  (((
98 98  //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. //
99 99  
... ... @@ -109,7 +109,7 @@
109 109  (((
110 110  Changed result of **<find_object_surface>** action in the case of a failure
111 111  )))
112 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" title="Background colour :" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" title="Background colour :" %)
122 +|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %)
113 113  (((
114 114  //The 'posname' and 'rotname' result attributes of <find_object_surface> will now return null in the case of no valid surface position being found.//
115 115  
... ... @@ -127,7 +127,7 @@
127 127  (((
128 128  Behaviour change for **<match_dock>** script component filter
129 129  )))
130 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" title="Background colour :" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" title="Background colour :" %)
140 +|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %)
131 131  (((
132 132  //<match_dock> nodes can now be used on container and walkablemodule classes without wrapping them in <match_content> nodes.
133 133  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.//
... ... @@ -142,7 +142,7 @@
142 142  (((
143 143  Changed result attribute location for **<get_attackstrength>**
144 144  )))
145 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" title="Background colour :" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" title="Background colour :" %)
155 +|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %)
146 146  (((
147 147  //The 'result' attribute of get_attackstrength has been moved into the new <result> subnode and renamed to 'total'.//
148 148  )))
... ... @@ -153,7 +153,7 @@
153 153  )))|(% colspan="2" %)(((
154 154  Surface element **connections** are incompatible by default unless tagged as "**standard**", and also "**combat**" for non-missile, non-mining weapons
155 155  )))
156 -|(% 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%" %)
166 +|(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)
157 157  (((
158 158  //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.
159 159  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.//
... ... @@ -168,7 +168,7 @@
168 168  (((
169 169  Changed behaviour of attribute **sortbygatedistanceto** when finding objects, discarding unreachable objects
170 170  )))
171 -|(% 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%" %)
181 +|(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)
172 172  (((
173 173  //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.//
174 174  )))
... ... @@ -179,7 +179,7 @@
179 179  )))|(% colspan="2" %)(((
180 180  **<event_player_owned_killed_object>** and **<event_player_owned_destroyed>** are now triggered before the corresponding **<event_object_destroyed>**, instead of afterwards.
181 181  )))
182 -|(% 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%" %)
192 +|(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)
183 183  (((
184 184  //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.//
185 185  )))
... ... @@ -190,7 +190,7 @@
190 190  )))|(% colspan="2" %)(((
191 191  Changed behaviour of **<angles>** in cutscenes
192 192  )))
193 -|(% 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%" %)
203 +|(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)
194 194  (((
195 195  //The yaw and pitch nodes in <angles> are now correctly interpreted as values in degrees.//
196 196  )))
... ... @@ -199,7 +199,7 @@
199 199  
200 200  === Version 5.00 ===
201 201  
202 -(% class="wrapped" %)
212 +(% class="table-striped" %)
203 203  |(((
204 204  Parameters
205 205  )))|(((
... ... @@ -207,7 +207,7 @@
207 207  )))|(% colspan="2" %)(((
208 208  **<controlpanel><entry>: minduration** removed, **maxduration** renamed to duration
209 209  )))
210 -|(% class="highlight-grey" colspan="7" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
220 +|(% colspan="7" %)(% colspan="3" %)
211 211  (((
212 212  //'minduration' was unused in X4, maxduration was and still is taken as the actual duration of control panel hacks. No functionality change.//
213 213  )))
... ... @@ -216,7 +216,7 @@
216 216  
217 217  === Version 4.10 ===
218 218  
219 -(% class="wrapped" %)
229 +(% class="table-striped" %)
220 220  |(% colspan="1" %)(% colspan="1" %)
221 221  (((
222 222  UI extensions
... ... @@ -227,7 +227,7 @@
227 227  (((
228 228  **FFI**: SetMapRenderCargoContents(), SetMapRenderWorkForceInfo(), SetMapRenderCrewInfo() and SetMapRenderDockedShipInfos() deprecated
229 229  )))
230 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
240 +|(% colspan="4" %)(% colspan="3" %)
231 231  (((
232 232  //The functionality represented by SetMapRenderCargoContents(), SetMapRenderWorkForceInfo(), SetMapRenderCrewInfo() and SetMapRenderDockedShipInfos() has been removed and the function was therefore stubbed.//
233 233  )))
... ... @@ -241,7 +241,7 @@
241 241  (((
242 242  **FFI**: CustomGameStartPlayerProperty2 changed
243 243  )))
244 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
254 +|(% colspan="4" %)(% colspan="3" %)
245 245  (((
246 246  //This struct was added in 4.10 Beta 2 and an additional member count was added in Beta 6.//
247 247  )))
... ... @@ -255,7 +255,7 @@
255 255  (((
256 256  Renamed **<stationinfobox>** to **<infobox>**
257 257  )))
258 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
268 +|(% colspan="4" %)(% colspan="3" %)
259 259  (((
260 260  //Info box parameters are now shared across stations and ships. The node has a more generic name to reflect that.//
261 261  )))
... ... @@ -269,7 +269,7 @@
269 269  (((
270 270  **FFI**: SetMacroMapPlayerSectorOffset() deprecated
271 271  )))
272 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
282 +|(% colspan="4" %)(% colspan="3" %)
273 273  (((
274 274  //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.//
275 275  )))
... ... @@ -280,7 +280,7 @@
280 280  )))|(% colspan="2" %)(((
281 281  **FFI**: FilterComponentForMapMode() and SetMapObjectFilter() changed
282 282  )))
283 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
293 +|(% colspan="4" %)(% colspan="3" %)
284 284  (((
285 285  //These functions were added in 4.10 Beta 1 and an additional boolean parameter allowentitydeliverymissionobject was added in Beta 2.//
286 286  )))
... ... @@ -291,7 +291,7 @@
291 291  )))|(% colspan="2" %)(((
292 292  People related attributes of mission** <delivery> **node moved
293 293  )))
294 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
304 +|(% colspan="4" %)(% colspan="3" %)
295 295  (((
296 296  //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.//
297 297  )))
... ... @@ -305,7 +305,7 @@
305 305  (((
306 306  **$destructible.productions** replaced with $defensible.productions
307 307  )))
308 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
318 +|(% colspan="4" %)(% colspan="3" %)
309 309  (((
310 310  //The $destructible.productions script property was removed and reimplemented as $defensible.productions meaning some old uses may no longer work unless the destructible is also a defensible. The old implementation functioned by finding the containing object of the destructible (including itself) to query for the production modules.//
311 311  )))
... ... @@ -316,7 +316,7 @@
316 316  )))|(% colspan="2" %)(((
317 317  Removed script property **$object.spawnsourceseed**
318 318  )))
319 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
329 +|(% colspan="4" %)(% colspan="3" %)
320 320  (((
321 321  //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.//
322 322  )))
... ... @@ -325,7 +325,7 @@
325 325  
326 326  === Version 4.00 ===
327 327  
328 -(% class="wrapped" %)
338 +(% class="table-striped" %)
329 329  |(% colspan="1" %)(% colspan="1" %)
330 330  (((
331 331  UI core
... ... @@ -336,7 +336,7 @@
336 336  (((
337 337  Controlled ship can change without a **gameplanchange-event** occurring.
338 338  )))
339 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
349 +|(% colspan="4" %)(% colspan="3" %)
340 340  (((
341 341  //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).
342 342  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.//
... ... @@ -348,7 +348,7 @@
348 348  )))|(% colspan="2" %)(((
349 349  Parameters of **<event_terraforming_project_succeeded>** and **<event_terraforming_project_failed>** changed
350 350  )))
351 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
361 +|(% colspan="4" %)(% colspan="3" %)
352 352  (((
353 353  //Old params: param = project ID, param2 = were there positive side-effects?, param3 = were there negative side-effects?
354 354  New params: param = project ID, param2 = [were there positive side-effects?, were there negative side-effects?], param3 = payout in Credits
... ... @@ -364,7 +364,7 @@
364 364  (((
365 365  **FFI:** GetFactionRelationStatus() handling for faction relation range [-20,-10] changed
366 366  )))
367 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
377 +|(% colspan="4" %)(% colspan="3" %)
368 368  (((
369 369  //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.
370 370  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).//
... ... @@ -381,7 +381,7 @@
381 381  (((
382 382  **FFI:** GetRelationStatus()/GetRelationStatus2() handling for objects in relation range [-25,-10] changed
383 383  )))
384 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
394 +|(% colspan="4" %)(% colspan="3" %)
385 385  (((
386 386  //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.//
387 387  
... ... @@ -394,7 +394,7 @@
394 394  )))|(% colspan="2" %)(((
395 395  **requiresconstructionvessel** parameter moved
396 396  )))
397 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
407 +|(% colspan="4" %)(% colspan="3" %)
398 398  (((
399 399  //The 'requiresconstructionvessel' attribute has been moved from the 'recycling' node itself, to the new 'station' subnode.//
400 400  )))
... ... @@ -405,7 +405,7 @@
405 405  )))|(% colspan="2" %)(((
406 406  Changed behaviour of **gatedistance** script property
407 407  )))
408 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
418 +|(% colspan="4" %)(% colspan="3" %)
409 409  (((
410 410  //The 'gatedistance' script property now minimizes the number of gate jumps instead of counting the number gate jumps in the fastest route.//
411 411  )))
... ... @@ -414,7 +414,7 @@
414 414  
415 415  === Version 3.30 ===
416 416  
417 -(% class="wrapped" %)
427 +(% class="table-striped" %)
418 418  |(((
419 419  UI extensions
420 420  )))|(((
... ... @@ -422,7 +422,7 @@
422 422  )))|(% colspan="2" %)(((
423 423  **FFI: **Removed** GetMissionLimit() **and** IsMissionLimitEnabled()**
424 424  )))
425 -|(% class="highlight-grey" colspan="7" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
435 +|(% colspan="7" %)(% colspan="3" %)
426 426  (((
427 427  //These mission limit-related functions (added in 3.30 Beta 1 and 2) are replaced with FFI IsMissionLimitReached()//
428 428  )))
... ... @@ -431,7 +431,7 @@
431 431  
432 432  === Version 3.20 ===
433 433  
434 -(% class="wrapped" %)
444 +(% class="table-striped" %)
435 435  |(((
436 436  Scripts
437 437  )))|(((
... ... @@ -439,7 +439,7 @@
439 439  )))|(% colspan="2" %)(((
440 440  Parameters of **<event_player_attacked_object/>** and **<event_object_attacked_object/>** changed
441 441  )))
442 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
452 +|(% colspan="4" %)(% colspan="3" %)
443 443  (((
444 444  //Old params: param = attacked object, param2 = attack method, param3 = attacked component//
445 445  //New params: param = attacked object, param2 = attack method, param3 = attack component detail list: [attacked component, attacking weapon]
... ... @@ -455,7 +455,7 @@
455 455  (((
456 456  Removed script property $trade.**restriction.faction**
457 457  )))
458 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
468 +|(% colspan="4" %)(% colspan="3" %)
459 459  (((
460 460  //$trade.restriction.faction has been replaced with $trade.restriction.factions, which returns a list of factions.//
461 461  )))
... ... @@ -466,7 +466,7 @@
466 466  )))|(% colspan="2" %)(((
467 467  **Lua**: **GetTradeRestrictions()**, **ToggleFactionTradeRestriction()** and **ToggleFactionTradeWareOverride()** are now obsolete!
468 468  )))
469 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
479 +|(% colspan="4" %)(% colspan="3" %)
470 470  (((
471 471  //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.//
472 472  )))
... ... @@ -475,7 +475,7 @@
475 475  
476 476  === Version 3.10 ===
477 477  
478 -(% class="wrapped" %)
488 +(% class="table-striped" %)
479 479  |(% colspan="1" %)(% colspan="1" %)
480 480  (((
481 481  Scripts
... ... @@ -486,7 +486,7 @@
486 486  (((
487 487  Removed script action **<add_build/>**
488 488  )))
489 -|(% class="highlight-grey" colspan="7" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
499 +|(% colspan="7" %)(% colspan="3" %)
490 490  (((
491 491  //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.//
492 492  )))
... ... @@ -495,7 +495,7 @@
495 495  
496 496  === Version 3.00 ===
497 497  
498 -(% class="wrapped" %)
508 +(% class="table-striped" %)
499 499  |(% colspan="1" %)(% colspan="1" %)
500 500  (((
501 501  Scripts
... ... @@ -506,7 +506,7 @@
506 506  (((
507 507  Changed behaviour of script action **<get_suitable_job/>**
508 508  )))
509 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
519 +|(% colspan="4" %)(% colspan="3" %)
510 510  (((
511 511  //<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.//
512 512  )))
... ... @@ -520,7 +520,7 @@
520 520  (((
521 521  Changed behaviour of script action **<get_ware_definition/>**
522 522  )))
523 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
533 +|(% colspan="4" %)(% colspan="3" %)
524 524  (((
525 525  //<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.//
526 526  )))
... ... @@ -534,7 +534,7 @@
534 534  (((
535 535  Renamed all files in the **md**, ui, and **cutscenes** folders to lower-case
536 536  )))
537 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
547 +|(% colspan="4" %)(% colspan="3" %)
538 538  (((
539 539  //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.)
540 540  
... ... @@ -550,7 +550,7 @@
550 550  (((
551 551  Adjustments of some MD library cues in the base game to change their usage from **<include_actions>** to <run_actions>
552 552  )))
553 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
563 +|(% colspan="4" %)(% colspan="3" %)
554 554  (((
555 555  //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.//
556 556  )))
... ... @@ -564,7 +564,7 @@
564 564  (((
565 565  Changes to $dockingbay.**todockpos** and $dockingbay.**launchpos**
566 566  )))
567 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
577 +|(% colspan="4" %)(% colspan="3" %)
568 568  (((
569 569  //Before the change, positions are relative to $dockingbay.parent.
570 570  After the change, positions are relative to $dockingbay as specified in the documentation.//
... ... @@ -579,7 +579,7 @@
579 579  (((
580 580  Support for entity flag "**skillsvisible**" dropped
581 581  )))
582 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
592 +|(% colspan="4" %)(% colspan="3" %)
583 583  (((
584 584  //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().//
585 585  )))
... ... @@ -590,7 +590,7 @@
590 590  )))|(% colspan="2" %)(((
591 591  Changes to **<event_object_changed_owner>** and added **<event_object_changed_true_owner>**.
592 592  )))
593 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
603 +|(% colspan="4" %)(% colspan="3" %)
594 594  (((
595 595  //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.
596 596  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.
... ... @@ -607,7 +607,7 @@
607 607  (((
608 608  **MissionBoard** support dropped
609 609  )))
610 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
620 +|(% colspan="4" %)(% colspan="3" %)
611 611  (((
612 612  //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.//
613 613  )))
... ... @@ -618,7 +618,7 @@
618 618  )))|(% colspan="2" %)(((
619 619  By default, **job/god entries** now only spawn objects in space added by the extension in which they are defined
620 620  )))
621 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
631 +|(% colspan="4" %)(% colspan="3" %)
622 622  (((
623 623  //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.//
624 624  )))
... ... @@ -632,7 +632,7 @@
632 632  (((
633 633  Script action **<add_actor_to_room/> **attribute **'room'** renamed to **'object'**
634 634  )))
635 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
645 +|(% colspan="4" %)(% colspan="3" %)
636 636  (((
637 637  //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.//
638 638  )))
... ... @@ -646,7 +646,7 @@
646 646  (((
647 647  Script action **<set_doors_locked/>** attribute **'group'** changed
648 648  )))
649 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
659 +|(% colspan="4" %)(% colspan="3" %)
650 650  (((
651 651  //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.//
652 652  )))
... ... @@ -660,7 +660,7 @@
660 660  (((
661 661  Script conditions **<event_hack_*/>** and **<event_controlpanel_hack_*/>** removed
662 662  )))
663 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
673 +|(% colspan="4" %)(% colspan="3" %)
664 664  (((
665 665  //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.//
666 666  )))
... ... @@ -674,7 +674,7 @@
674 674  (((
675 675  Script actions **<set_hack_target/>** and **<abort_hack/>** removed
676 676  )))
677 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
687 +|(% colspan="4" %)(% colspan="3" %)
678 678  (((
679 679  //These actions had no effect and were removed.//
680 680  )))
... ... @@ -688,7 +688,7 @@
688 688  (((
689 689  **<setup_conversation_minigame/>** script action removed
690 690  )))
691 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
701 +|(% colspan="4" %)(% colspan="3" %)
692 692  (((
693 693  //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.//
694 694  )))
... ... @@ -702,7 +702,7 @@
702 702  (((
703 703  <add_player_choice_*> **confidence** attribute removed
704 704  )))
705 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
715 +|(% colspan="4" %)(% colspan="3" %)
706 706  (((
707 707  //The default confidence of player options is another leftover from the XR era and had no effect in X4.//
708 708  )))
... ... @@ -716,7 +716,7 @@
716 716  (((
717 717  **<hack_via_control_panel/>** script action removed
718 718  )))
719 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
729 +|(% colspan="4" %)(% colspan="3" %)
720 720  (((
721 721  //Unused script action <hack_via_control_panel/> was removed.//
722 722  )))
... ... @@ -730,7 +730,7 @@
730 730  (((
731 731  **Lua: **GetMiniGameCursorPosition() removed
732 732  )))
733 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
743 +|(% colspan="4" %)(% colspan="3" %)
734 734  (((
735 735  //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.//
736 736  )))
... ... @@ -741,7 +741,7 @@
741 741  )))|(% colspan="2" %)(((
742 742  **FFI: **GetLocalizedInteractiveNotificationKey can return icon placeholders
743 743  )))
744 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
754 +|(% colspan="4" %)(% colspan="3" %)
745 745  (((
746 746  //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.//
747 747  )))
... ... @@ -755,7 +755,7 @@
755 755  (((
756 756  **FFI: **UIWeaponMod returned by GetInstalledWeaponMod() now includes property SurfaceElementFactor
757 757  )))
758 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
768 +|(% colspan="4" %)(% colspan="3" %)
759 759  (((
760 760  //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.//
761 761  )))
... ... @@ -769,7 +769,7 @@
769 769  (((
770 770  **$ware.illegal** updated
771 771  )))
772 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
782 +|(% colspan="4" %)(% colspan="3" %)
773 773  (((
774 774  //$ware.illegal used to return true if the specified ware has the 'illegal' tag which is no longer used.//
775 775  //It now returns true if $ware is illegal to any faction in the game.//
... ... @@ -784,7 +784,7 @@
784 784  (((
785 785  MD script **RML_Flight_Along_Path** removed
786 786  )))
787 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
797 +|(% colspan="4" %)(% colspan="3" %)
788 788  (((
789 789  //The MD script RML_Flight_Along_Path was not referened and was removed.//
790 790  )))
... ... @@ -798,7 +798,7 @@
798 798  (((
799 799  parameters of **<event_venture_mission_completed/>** changed
800 800  )))
801 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
811 +|(% colspan="4" %)(% colspan="3" %)
802 802  (((
803 803  //old params: param = venture details, param2 = ships involved, param3 = duration//
804 804  //new params: param = venture detail list: [mission name, mission type], param2 = list of ships involved, param3 = duration//
... ... @@ -811,7 +811,7 @@
811 811  **<set_object_wing_name/>** removed,
812 812  **<set_object_fleet_name/>** added
813 813  )))
814 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
824 +|(% colspan="4" %)(% colspan="3" %)
815 815  (((
816 816  //The common action <set_object_wing_name/> has been replaced with <set_object_fleet_name/>//
817 817  )))
... ... @@ -823,7 +823,7 @@
823 823  **$controllable.wing.*** removed,
824 824  **$controllable.fleet.*** added
825 825  )))
826 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
836 +|(% colspan="4" %)(% colspan="3" %)
827 827  (((
828 828  $controllable.wing.name, $controllable.wing.iscommander, and $controllable.wing.commander have been replaced with $controllable.fleet.name, $controllable.fleet.iscommander, and $controllable.fleet.commander
829 829  )))
... ... @@ -832,7 +832,7 @@
832 832  
833 833  === Version 2.60 ===
834 834  
835 -(% class="wrapped" %)
845 +(% class="table-striped" %)
836 836  |(((
837 837  Scripts
838 838  )))|(((
... ... @@ -840,7 +840,7 @@
840 840  )))|(% colspan="2" %)(((
841 841  '**checkoperational**' filter behaviour changed
842 842  )))
843 -|(% class="highlight-grey" colspan="10" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
853 +|(% colspan="10" %)(% colspan="3" %)
844 844  (((
845 845  //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.//
846 846  
... ... @@ -853,7 +853,7 @@
853 853  )))|(% colspan="2" %)(((
854 854  $container.**supplyresources** behavior changed
855 855  )))| | |
856 -|(% class="highlight-grey" colspan="10" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
866 +|(% colspan="10" %)(% colspan="3" %)
857 857  (((
858 858  //The script keyword $container.supplyresources now includes reserved wares.//
859 859  )))
... ... @@ -862,7 +862,7 @@
862 862  
863 863  === Version 2.20 ===
864 864  
865 -(% class="wrapped" %)
875 +(% class="table-striped" %)
866 866  |(% colspan="1" %)(% colspan="1" %)
867 867  (((
868 868  UI core
... ... @@ -873,7 +873,7 @@
873 873  (((
874 874  **Lua: GetControllerInfo()** returned mouseSteering/mouseCursor values are undefined.
875 875  )))
876 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
886 +|(% colspan="4" %)(% colspan="3" %)
877 877  (((
878 878  //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.
879 879  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.//
... ... @@ -890,7 +890,7 @@
890 890  (((
891 891  Attribute for build related conditions e.g. **<event_build_finished/>** renamed from 'buildmodule' to 'buildprocessor'
892 892  )))
893 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
903 +|(% colspan="4" %)(% colspan="3" %)
894 894  (((
895 895  //The underlying behaviour remains the same in that it involves the buildprocessor, not the buildmodule. The attribute name has simply been corrected.//
896 896  )))
... ... @@ -899,7 +899,7 @@
899 899  
900 900  === Version 2.00 ===
901 901  
902 -(% class="wrapped" %)
912 +(% class="table-striped" %)
903 903  |(% colspan="1" %)(% colspan="1" %)
904 904  (((
905 905  Scripts
... ... @@ -910,7 +910,7 @@
910 910  (((
911 911  **<event_build_finished/> **param2 now returns null instead of a construction sequence
912 912  )))
913 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
923 +|(% colspan="4" %)(% colspan="3" %)
914 914  (((
915 915  //The construction sequence which was finished should now be accessed via the buildtask provided via param3.//
916 916  )))
... ... @@ -924,7 +924,7 @@
924 924  (((
925 925  **param.boarding.{...}** strength parameters removed
926 926  )))
927 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
937 +|(% colspan="4" %)(% colspan="3" %)
928 928  (((
929 929  //The 'recruitstrength', 'veteranstrength' and 'elitestrength' script parameters were no longer required for balancing the boarding gameplay, and were removed.//
930 930  )))
... ... @@ -938,7 +938,7 @@
938 938  (((
939 939  **$defensible.boardee/$defensible.boarder** and **<set_object_boarder/>/<remove_object_boarder/>** removed
940 940  )))
941 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
951 +|(% colspan="4" %)(% colspan="3" %)
942 942  (((
943 943  //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.//
944 944  )))
... ... @@ -949,7 +949,7 @@
949 949  )))|(% colspan="2" %)(((
950 950  **FFI: GetUpgradeSlotCurrentComponent()/GetUpgradeSlotGroup()** works on non-operationals
951 951  )))
952 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
962 +|(% colspan="4" %)(% colspan="3" %)
953 953  (((
954 954  //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.//
955 955  )))
... ... @@ -960,7 +960,7 @@
960 960  )))|(% colspan="2" %)(((
961 961  **FFI: SetFormationShape()** no longer indicates an error upon certain error cases
962 962  )))
963 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
973 +|(% colspan="4" %)(% colspan="3" %)
964 964  (((
965 965  //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.//
966 966  //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.//
... ... @@ -972,7 +972,7 @@
972 972  )))|(% colspan="2" %)(((
973 973  **<create_formation/>** now requires the attributes: 'leader' and 'follower'. Attribute 'object' is now deprecated.
974 974  )))
975 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
985 +|(% colspan="4" %)(% colspan="3" %)
976 976  (((
977 977  //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.//
978 978  )))
... ... @@ -983,7 +983,7 @@
983 983  )))|(% colspan="2" %)(((
984 984  **<event_player_changed_target/>** now fires and returns null if the player deselects a target.
985 985  )))
986 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
996 +|(% colspan="4" %)(% colspan="3" %)
987 987  (((
988 988  //For prior behavior, check for event.param being non-null.//
989 989  )))
... ... @@ -994,7 +994,7 @@
994 994  )))|(% colspan="2" %)(((
995 995  **<shoot/>/<shoot_at/>** attribute changes.
996 996  )))
997 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
1007 +|(% colspan="4" %)(% colspan="3" %)
998 998  (((
999 999  //Changed: Attribute "primary" is now optional and defines whether weapons from the ship's active primary weapon group will be fired. Defaults to true.//
1000 1000  //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.//
... ... @@ -1009,7 +1009,7 @@
1009 1009  )))|(% colspan="2" %)(((
1010 1010  **FFI: GetBuildTask()/GetNumBuildTasks()** got a new "buildmoduleid" parameter.
1011 1011  )))
1012 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
1022 +|(% colspan="4" %)(% colspan="3" %)
1013 1013  (((
1014 1014  //Added possibility to query build tasks of a certain buildmodule.//
1015 1015  )))
... ... @@ -1020,7 +1020,7 @@
1020 1020  )))|(% colspan="2" %)(((
1021 1021  **Lua:** **GetLibraryEntry()** retrieved a new "buildresources" field.
1022 1022  )))
1023 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
1033 +|(% colspan="4" %)(% colspan="3" %)
1024 1024  (((
1025 1025  //Added list of resources a buildmodule needs to build.//
1026 1026  )))
... ... @@ -1031,7 +1031,7 @@
1031 1031  )))|(% colspan="2" %)(((
1032 1032  **Lua: CalculateTotalHullFraction() **was removed.
1033 1033  )))
1034 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
1044 +|(% colspan="4" %)(% colspan="3" %)
1035 1035  (((
1036 1036  //Unused, derelict function from XR - use GetComponentData(..., "hullpercent") instead.//
1037 1037  )))
... ... @@ -1042,7 +1042,7 @@
1042 1042  )))|(% colspan="2" %)(((
1043 1043  **FFI: RequestDockAtReason()/UndockPlayerShip() **changed their return values.
1044 1044  )))
1045 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
1055 +|(% colspan="4" %)(% colspan="3" %)
1046 1046  (((
1047 1047  //Changed return value type to const char* to better identify failure reasons in Lua script.//
1048 1048  )))
... ... @@ -1051,7 +1051,7 @@
1051 1051  
1052 1052  === Version 1.50 ===
1053 1053  
1054 -(% class="wrapped" %)
1064 +(% class="table-striped" %)
1055 1055  |(((
1056 1056  UI extensions
1057 1057  )))|(((
... ... @@ -1059,7 +1059,7 @@
1059 1059  )))|(% colspan="2" %)(((
1060 1060  **Lua: GetComponentData() **changed behavior of "docksizes" property.
1061 1061  )))
1062 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
1072 +|(% colspan="4" %)(% colspan="3" %)
1063 1063  (((
1064 1064  //The "docksizes" property no longer includes internal ship storage docks.//
1065 1065  )))
... ... @@ -1070,7 +1070,7 @@
1070 1070  )))|(% colspan="2" %)(((
1071 1071  **Meaning of "Shipyard"** was corrected throughout Lua/MD/AI scripts, so that Wharfs are not Shipyards (unlike in XR).
1072 1072  )))
1073 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
1083 +|(% colspan="4" %)(% colspan="3" %)
1074 1074  (((
1075 1075  //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".//
1076 1076  
... ... @@ -1085,7 +1085,7 @@
1085 1085  )))|(% colspan="2" %)(((
1086 1086  **FFI: UpgradeGroupInfo **datatype was changed.
1087 1087  )))
1088 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
1098 +|(% colspan="4" %)(% colspan="3" %)
1089 1089  (((
1090 1090  //Added new "operational" field to retrieve information about number of operational upgrades in a group.//
1091 1091  )))
... ... @@ -1099,7 +1099,7 @@
1099 1099  (((
1100 1100  **FFI: SetGuidance()** removed useinfopoint argument.
1101 1101  )))
1102 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
1112 +|(% colspan="4" %)(% colspan="3" %)
1103 1103  (((
1104 1104  //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.//
1105 1105  
... ... @@ -1112,7 +1112,7 @@
1112 1112  )))|(% colspan="2" %)(((
1113 1113  **FFI: CancelConstruction() **changed its return value.
1114 1114  )))
1115 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
1125 +|(% colspan="4" %)(% colspan="3" %)
1116 1116  (((
1117 1117  //CancelConstruction() now returns if the cancellation was successful. //
1118 1118  )))
... ... @@ -1121,7 +1121,7 @@
1121 1121  
1122 1122  === Version 1.32 ===
1123 1123  
1124 -(% class="wrapped" %)
1134 +(% class="table-striped" %)
1125 1125  |(((
1126 1126  UI extensions
1127 1127  )))|(((
... ... @@ -1129,7 +1129,7 @@
1129 1129  )))|(% colspan="2" %)(((
1130 1130  **Lua: GetComponentData() **removed the "nextdestname" property.
1131 1131  )))
1132 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
1142 +|(% colspan="4" %)(% colspan="3" %)
1133 1133  (((
1134 1134  //Instead of "nextdestname", use the properties "destination" or "destinationsector" to retrieve a destination component, then retrieve its "name" property.//
1135 1135  )))
... ... @@ -1138,7 +1138,7 @@
1138 1138  
1139 1139  === Version 1.20 ===
1140 1140  
1141 -(% class="wrapped" %)
1151 +(% class="table-striped" %)
1142 1142  |(((
1143 1143  UI extensions
1144 1144  )))|(((
... ... @@ -1146,7 +1146,7 @@
1146 1146  )))|(% colspan="2" %)(((
1147 1147  **FFI: GetAAOption()** got a new "useconfig" parameter.
1148 1148  )))
1149 -|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
1159 +|(% colspan="4" %)(% colspan="3" %)
1150 1150  (((
1151 1151  //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.//
1152 1152  )))
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