Changes for page Breaking Changes
Last modified by Michael Baumgardt on 2026/04/17 12:03
From version 117.2
edited by Klaus Meyer
on 2024/05/22 12:31
on 2024/05/22 12:31
Change comment:
There is no comment for this version
To version 122.4
edited by Chris Burtt-Jones
on 2024/06/04 10:20
on 2024/06/04 10:20
Change comment:
There is no comment for this version
Summary
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Page properties (2 modified, 0 added, 0 removed)
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Objects (0 modified, 0 added, 1 removed)
Details
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... ... @@ -23,13 +23,21 @@ 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 +))) 27 27 |(% 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. 28 28 |(% colspan="4" style="width:117px" %)((( 29 29 //The **pantime** parameter has never actually done anything beyond turning panning on or making the transition instant. To make this clear it has been** **replaced with the boolean parameter **instant.**// 30 30 ))) 31 31 |(% 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. 32 -|(% colspan="4" style=" background-color:grey;width:117px" %)(((40 +|(% colspan="4" style="width:117px" %)((( 33 33 (% 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// 34 34 ))) 35 35 |(% colspan="1" style="width:117px" %)(% colspan="1" %) ... ... @@ -40,7 +40,7 @@ 40 40 )))|(% colspan="2" style="width:1625px" %)((( 41 41 MD action **<set_presentation_cluster_persistence/>** now requires the cluster to be a presentation cluster. 42 42 ))) 43 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey" title="Background colour :" %)(% class="highlight-grey" colspan="3"data-highlight-colour="grey" title="Background colour :" %)51 +|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 44 44 ((( 45 45 // Previously it was possible to set normal clusters to be persistent presentation clusters which was an invalid state.// 46 46 ))) ... ... @@ -52,7 +52,7 @@ 52 52 )))|(% colspan="2" style="width:1625px" %)((( 53 53 **FFI**: RemoveBuildPlot() changed 54 54 ))) 55 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey" title="Background colour :" %)(% class="highlight-grey" colspan="3"data-highlight-colour="grey" title="Background colour :" %)63 +|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 56 56 ((( 57 57 // 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.// 58 58 ))) ... ... @@ -64,16 +64,14 @@ 64 64 )))|(% colspan="2" style="width:1625px" %)((( 65 65 **Some Split DLC materials moved to base game** 66 66 ))) 67 -|(% c lass="highlight-grey" colspan="7"data-highlight-colour="grey" title="Background colour :" %)(% class="highlight-grey" colspan="3"data-highlight-colour="grey" title="Background colour :" %)75 +|(% colspan="7" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 68 68 ((( 69 69 // //"spl_p1_fx" AND "split_p1_hulltexture_01" were moved from Split DLC to base game 70 70 ))) 71 71 72 ----- 73 - 74 74 === Version 6.00 === 75 75 76 -(% class=" wrapped" %)82 +(% class="table-striped" %) 77 77 |((( 78 78 Libraries 79 79 )))|((( ... ... @@ -81,7 +81,7 @@ 81 81 )))|(% colspan="2" %)((( 82 82 Updated weights for ship groups in shipgroups.xml libraries of base game and all DLCs. 83 83 ))) 84 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey" title="Background colour :" %)(% class="highlight-grey" colspan="3"data-highlight-colour="grey" title="Background colour :" %)90 +|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 85 85 ((( 86 86 //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.// 87 87 ... ... @@ -97,7 +97,7 @@ 97 97 ((( 98 98 Changed conditions for **<event_player_travelmode_started> <event_player_travelmode_stopped> <event_player_travelmode_charge_started> <event_player_travelmode_charge_aborted>** to be raised. 99 99 ))) 100 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey" title="Background colour :" %)(% class="highlight-grey" colspan="3"data-highlight-colour="grey" title="Background colour :" %)106 +|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 101 101 ((( 102 102 //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. // 103 103 ... ... @@ -113,7 +113,7 @@ 113 113 ((( 114 114 Changed result of **<find_object_surface>** action in the case of a failure 115 115 ))) 116 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey" title="Background colour :" %)(% class="highlight-grey" colspan="3"data-highlight-colour="grey" title="Background colour :" %)122 +|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 117 117 ((( 118 118 //The 'posname' and 'rotname' result attributes of <find_object_surface> will now return null in the case of no valid surface position being found.// 119 119 ... ... @@ -131,7 +131,7 @@ 131 131 ((( 132 132 Behaviour change for **<match_dock>** script component filter 133 133 ))) 134 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey" title="Background colour :" %)(% class="highlight-grey" colspan="3"data-highlight-colour="grey" title="Background colour :" %)140 +|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 135 135 ((( 136 136 //<match_dock> nodes can now be used on container and walkablemodule classes without wrapping them in <match_content> nodes. 137 137 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.// ... ... @@ -146,7 +146,7 @@ 146 146 ((( 147 147 Changed result attribute location for **<get_attackstrength>** 148 148 ))) 149 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey" title="Background colour :" %)(% class="highlight-grey" colspan="3"data-highlight-colour="grey" title="Background colour :" %)155 +|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 150 150 ((( 151 151 //The 'result' attribute of get_attackstrength has been moved into the new <result> subnode and renamed to 'total'.// 152 152 ))) ... ... @@ -157,7 +157,7 @@ 157 157 )))|(% colspan="2" %)((( 158 158 Surface element **connections** are incompatible by default unless tagged as "**standard**", and also "**combat**" for non-missile, non-mining weapons 159 159 ))) 160 -|(% c lass="highlight-grey" colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% class="highlight-grey" colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)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%" %) 161 161 ((( 162 162 //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. 163 163 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.// ... ... @@ -172,7 +172,7 @@ 172 172 ((( 173 173 Changed behaviour of attribute **sortbygatedistanceto** when finding objects, discarding unreachable objects 174 174 ))) 175 -|(% c lass="highlight-grey" colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% class="highlight-grey" colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)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%" %) 176 176 ((( 177 177 //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.// 178 178 ))) ... ... @@ -183,7 +183,7 @@ 183 183 )))|(% colspan="2" %)((( 184 184 **<event_player_owned_killed_object>** and **<event_player_owned_destroyed>** are now triggered before the corresponding **<event_object_destroyed>**, instead of afterwards. 185 185 ))) 186 -|(% c lass="highlight-grey" colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% class="highlight-grey" colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)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%" %) 187 187 ((( 188 188 //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.// 189 189 ))) ... ... @@ -194,7 +194,7 @@ 194 194 )))|(% colspan="2" %)((( 195 195 Changed behaviour of **<angles>** in cutscenes 196 196 ))) 197 -|(% c lass="highlight-grey" colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% class="highlight-grey" colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)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%" %) 198 198 ((( 199 199 //The yaw and pitch nodes in <angles> are now correctly interpreted as values in degrees.// 200 200 ))) ... ... @@ -203,7 +203,7 @@ 203 203 204 204 === Version 5.00 === 205 205 206 -(% class=" wrapped" %)212 +(% class="table-striped" %) 207 207 |((( 208 208 Parameters 209 209 )))|((( ... ... @@ -211,7 +211,7 @@ 211 211 )))|(% colspan="2" %)((( 212 212 **<controlpanel><entry>: minduration** removed, **maxduration** renamed to duration 213 213 ))) 214 -|(% c lass="highlight-grey" colspan="7"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)220 +|(% colspan="7" %)(% colspan="3" %) 215 215 ((( 216 216 //'minduration' was unused in X4, maxduration was and still is taken as the actual duration of control panel hacks. No functionality change.// 217 217 ))) ... ... @@ -220,7 +220,7 @@ 220 220 221 221 === Version 4.10 === 222 222 223 -(% class=" wrapped" %)229 +(% class="table-striped" %) 224 224 |(% colspan="1" %)(% colspan="1" %) 225 225 ((( 226 226 UI extensions ... ... @@ -231,7 +231,7 @@ 231 231 ((( 232 232 **FFI**: SetMapRenderCargoContents(), SetMapRenderWorkForceInfo(), SetMapRenderCrewInfo() and SetMapRenderDockedShipInfos() deprecated 233 233 ))) 234 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)240 +|(% colspan="4" %)(% colspan="3" %) 235 235 ((( 236 236 //The functionality represented by SetMapRenderCargoContents(), SetMapRenderWorkForceInfo(), SetMapRenderCrewInfo() and SetMapRenderDockedShipInfos() has been removed and the function was therefore stubbed.// 237 237 ))) ... ... @@ -245,7 +245,7 @@ 245 245 ((( 246 246 **FFI**: CustomGameStartPlayerProperty2 changed 247 247 ))) 248 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)254 +|(% colspan="4" %)(% colspan="3" %) 249 249 ((( 250 250 //This struct was added in 4.10 Beta 2 and an additional member count was added in Beta 6.// 251 251 ))) ... ... @@ -259,7 +259,7 @@ 259 259 ((( 260 260 Renamed **<stationinfobox>** to **<infobox>** 261 261 ))) 262 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)268 +|(% colspan="4" %)(% colspan="3" %) 263 263 ((( 264 264 //Info box parameters are now shared across stations and ships. The node has a more generic name to reflect that.// 265 265 ))) ... ... @@ -273,7 +273,7 @@ 273 273 ((( 274 274 **FFI**: SetMacroMapPlayerSectorOffset() deprecated 275 275 ))) 276 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)282 +|(% colspan="4" %)(% colspan="3" %) 277 277 ((( 278 278 //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.// 279 279 ))) ... ... @@ -284,7 +284,7 @@ 284 284 )))|(% colspan="2" %)((( 285 285 **FFI**: FilterComponentForMapMode() and SetMapObjectFilter() changed 286 286 ))) 287 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)293 +|(% colspan="4" %)(% colspan="3" %) 288 288 ((( 289 289 //These functions were added in 4.10 Beta 1 and an additional boolean parameter allowentitydeliverymissionobject was added in Beta 2.// 290 290 ))) ... ... @@ -295,7 +295,7 @@ 295 295 )))|(% colspan="2" %)((( 296 296 People related attributes of mission** <delivery> **node moved 297 297 ))) 298 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)304 +|(% colspan="4" %)(% colspan="3" %) 299 299 ((( 300 300 //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.// 301 301 ))) ... ... @@ -309,7 +309,7 @@ 309 309 ((( 310 310 **$destructible.productions** replaced with $defensible.productions 311 311 ))) 312 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)318 +|(% colspan="4" %)(% colspan="3" %) 313 313 ((( 314 314 //The $destructible.productions script property was removed and reimplemented as $defensible.productions meaning some old uses may no longer work unless the destructible is also a defensible. The old implementation functioned by finding the containing object of the destructible (including itself) to query for the production modules.// 315 315 ))) ... ... @@ -320,7 +320,7 @@ 320 320 )))|(% colspan="2" %)((( 321 321 Removed script property **$object.spawnsourceseed** 322 322 ))) 323 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)329 +|(% colspan="4" %)(% colspan="3" %) 324 324 ((( 325 325 //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.// 326 326 ))) ... ... @@ -329,7 +329,7 @@ 329 329 330 330 === Version 4.00 === 331 331 332 -(% class=" wrapped" %)338 +(% class="table-striped" %) 333 333 |(% colspan="1" %)(% colspan="1" %) 334 334 ((( 335 335 UI core ... ... @@ -340,7 +340,7 @@ 340 340 ((( 341 341 Controlled ship can change without a **gameplanchange-event** occurring. 342 342 ))) 343 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)349 +|(% colspan="4" %)(% colspan="3" %) 344 344 ((( 345 345 //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). 346 346 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.// ... ... @@ -352,7 +352,7 @@ 352 352 )))|(% colspan="2" %)((( 353 353 Parameters of **<event_terraforming_project_succeeded>** and **<event_terraforming_project_failed>** changed 354 354 ))) 355 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)361 +|(% colspan="4" %)(% colspan="3" %) 356 356 ((( 357 357 //Old params: param = project ID, param2 = were there positive side-effects?, param3 = were there negative side-effects? 358 358 New params: param = project ID, param2 = [were there positive side-effects?, were there negative side-effects?], param3 = payout in Credits ... ... @@ -368,7 +368,7 @@ 368 368 ((( 369 369 **FFI:** GetFactionRelationStatus() handling for faction relation range [-20,-10] changed 370 370 ))) 371 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)377 +|(% colspan="4" %)(% colspan="3" %) 372 372 ((( 373 373 //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. 374 374 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).// ... ... @@ -385,7 +385,7 @@ 385 385 ((( 386 386 **FFI:** GetRelationStatus()/GetRelationStatus2() handling for objects in relation range [-25,-10] changed 387 387 ))) 388 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)394 +|(% colspan="4" %)(% colspan="3" %) 389 389 ((( 390 390 //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.// 391 391 ... ... @@ -398,7 +398,7 @@ 398 398 )))|(% colspan="2" %)((( 399 399 **requiresconstructionvessel** parameter moved 400 400 ))) 401 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)407 +|(% colspan="4" %)(% colspan="3" %) 402 402 ((( 403 403 //The 'requiresconstructionvessel' attribute has been moved from the 'recycling' node itself, to the new 'station' subnode.// 404 404 ))) ... ... @@ -409,7 +409,7 @@ 409 409 )))|(% colspan="2" %)((( 410 410 Changed behaviour of **gatedistance** script property 411 411 ))) 412 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)418 +|(% colspan="4" %)(% colspan="3" %) 413 413 ((( 414 414 //The 'gatedistance' script property now minimizes the number of gate jumps instead of counting the number gate jumps in the fastest route.// 415 415 ))) ... ... @@ -418,7 +418,7 @@ 418 418 419 419 === Version 3.30 === 420 420 421 -(% class=" wrapped" %)427 +(% class="table-striped" %) 422 422 |((( 423 423 UI extensions 424 424 )))|((( ... ... @@ -426,7 +426,7 @@ 426 426 )))|(% colspan="2" %)((( 427 427 **FFI: **Removed** GetMissionLimit() **and** IsMissionLimitEnabled()** 428 428 ))) 429 -|(% c lass="highlight-grey" colspan="7"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)435 +|(% colspan="7" %)(% colspan="3" %) 430 430 ((( 431 431 //These mission limit-related functions (added in 3.30 Beta 1 and 2) are replaced with FFI IsMissionLimitReached()// 432 432 ))) ... ... @@ -435,7 +435,7 @@ 435 435 436 436 === Version 3.20 === 437 437 438 -(% class=" wrapped" %)444 +(% class="table-striped" %) 439 439 |((( 440 440 Scripts 441 441 )))|((( ... ... @@ -443,7 +443,7 @@ 443 443 )))|(% colspan="2" %)((( 444 444 Parameters of **<event_player_attacked_object/>** and **<event_object_attacked_object/>** changed 445 445 ))) 446 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)452 +|(% colspan="4" %)(% colspan="3" %) 447 447 ((( 448 448 //Old params: param = attacked object, param2 = attack method, param3 = attacked component// 449 449 //New params: param = attacked object, param2 = attack method, param3 = attack component detail list: [attacked component, attacking weapon] ... ... @@ -459,7 +459,7 @@ 459 459 ((( 460 460 Removed script property $trade.**restriction.faction** 461 461 ))) 462 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)468 +|(% colspan="4" %)(% colspan="3" %) 463 463 ((( 464 464 //$trade.restriction.faction has been replaced with $trade.restriction.factions, which returns a list of factions.// 465 465 ))) ... ... @@ -470,7 +470,7 @@ 470 470 )))|(% colspan="2" %)((( 471 471 **Lua**: **GetTradeRestrictions()**, **ToggleFactionTradeRestriction()** and **ToggleFactionTradeWareOverride()** are now obsolete! 472 472 ))) 473 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)479 +|(% colspan="4" %)(% colspan="3" %) 474 474 ((( 475 475 //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.// 476 476 ))) ... ... @@ -479,7 +479,7 @@ 479 479 480 480 === Version 3.10 === 481 481 482 -(% class=" wrapped" %)488 +(% class="table-striped" %) 483 483 |(% colspan="1" %)(% colspan="1" %) 484 484 ((( 485 485 Scripts ... ... @@ -490,7 +490,7 @@ 490 490 ((( 491 491 Removed script action **<add_build/>** 492 492 ))) 493 -|(% c lass="highlight-grey" colspan="7"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)499 +|(% colspan="7" %)(% colspan="3" %) 494 494 ((( 495 495 //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.// 496 496 ))) ... ... @@ -499,7 +499,7 @@ 499 499 500 500 === Version 3.00 === 501 501 502 -(% class=" wrapped" %)508 +(% class="table-striped" %) 503 503 |(% colspan="1" %)(% colspan="1" %) 504 504 ((( 505 505 Scripts ... ... @@ -510,7 +510,7 @@ 510 510 ((( 511 511 Changed behaviour of script action **<get_suitable_job/>** 512 512 ))) 513 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)519 +|(% colspan="4" %)(% colspan="3" %) 514 514 ((( 515 515 //<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.// 516 516 ))) ... ... @@ -524,7 +524,7 @@ 524 524 ((( 525 525 Changed behaviour of script action **<get_ware_definition/>** 526 526 ))) 527 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)533 +|(% colspan="4" %)(% colspan="3" %) 528 528 ((( 529 529 //<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.// 530 530 ))) ... ... @@ -538,7 +538,7 @@ 538 538 ((( 539 539 Renamed all files in the **md**, ui, and **cutscenes** folders to lower-case 540 540 ))) 541 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)547 +|(% colspan="4" %)(% colspan="3" %) 542 542 ((( 543 543 //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.) 544 544 ... ... @@ -554,7 +554,7 @@ 554 554 ((( 555 555 Adjustments of some MD library cues in the base game to change their usage from **<include_actions>** to <run_actions> 556 556 ))) 557 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)563 +|(% colspan="4" %)(% colspan="3" %) 558 558 ((( 559 559 //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.// 560 560 ))) ... ... @@ -568,7 +568,7 @@ 568 568 ((( 569 569 Changes to $dockingbay.**todockpos** and $dockingbay.**launchpos** 570 570 ))) 571 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)577 +|(% colspan="4" %)(% colspan="3" %) 572 572 ((( 573 573 //Before the change, positions are relative to $dockingbay.parent. 574 574 After the change, positions are relative to $dockingbay as specified in the documentation.// ... ... @@ -583,7 +583,7 @@ 583 583 ((( 584 584 Support for entity flag "**skillsvisible**" dropped 585 585 ))) 586 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)592 +|(% colspan="4" %)(% colspan="3" %) 587 587 ((( 588 588 //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().// 589 589 ))) ... ... @@ -594,7 +594,7 @@ 594 594 )))|(% colspan="2" %)((( 595 595 Changes to **<event_object_changed_owner>** and added **<event_object_changed_true_owner>**. 596 596 ))) 597 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)603 +|(% colspan="4" %)(% colspan="3" %) 598 598 ((( 599 599 //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. 600 600 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. ... ... @@ -611,7 +611,7 @@ 611 611 ((( 612 612 **MissionBoard** support dropped 613 613 ))) 614 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)620 +|(% colspan="4" %)(% colspan="3" %) 615 615 ((( 616 616 //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.// 617 617 ))) ... ... @@ -622,7 +622,7 @@ 622 622 )))|(% colspan="2" %)((( 623 623 By default, **job/god entries** now only spawn objects in space added by the extension in which they are defined 624 624 ))) 625 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)631 +|(% colspan="4" %)(% colspan="3" %) 626 626 ((( 627 627 //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.// 628 628 ))) ... ... @@ -636,7 +636,7 @@ 636 636 ((( 637 637 Script action **<add_actor_to_room/> **attribute **'room'** renamed to **'object'** 638 638 ))) 639 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)645 +|(% colspan="4" %)(% colspan="3" %) 640 640 ((( 641 641 //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.// 642 642 ))) ... ... @@ -650,7 +650,7 @@ 650 650 ((( 651 651 Script action **<set_doors_locked/>** attribute **'group'** changed 652 652 ))) 653 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)659 +|(% colspan="4" %)(% colspan="3" %) 654 654 ((( 655 655 //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.// 656 656 ))) ... ... @@ -664,7 +664,7 @@ 664 664 ((( 665 665 Script conditions **<event_hack_*/>** and **<event_controlpanel_hack_*/>** removed 666 666 ))) 667 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)673 +|(% colspan="4" %)(% colspan="3" %) 668 668 ((( 669 669 //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.// 670 670 ))) ... ... @@ -678,7 +678,7 @@ 678 678 ((( 679 679 Script actions **<set_hack_target/>** and **<abort_hack/>** removed 680 680 ))) 681 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)687 +|(% colspan="4" %)(% colspan="3" %) 682 682 ((( 683 683 //These actions had no effect and were removed.// 684 684 ))) ... ... @@ -692,7 +692,7 @@ 692 692 ((( 693 693 **<setup_conversation_minigame/>** script action removed 694 694 ))) 695 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)701 +|(% colspan="4" %)(% colspan="3" %) 696 696 ((( 697 697 //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.// 698 698 ))) ... ... @@ -706,7 +706,7 @@ 706 706 ((( 707 707 <add_player_choice_*> **confidence** attribute removed 708 708 ))) 709 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)715 +|(% colspan="4" %)(% colspan="3" %) 710 710 ((( 711 711 //The default confidence of player options is another leftover from the XR era and had no effect in X4.// 712 712 ))) ... ... @@ -720,7 +720,7 @@ 720 720 ((( 721 721 **<hack_via_control_panel/>** script action removed 722 722 ))) 723 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)729 +|(% colspan="4" %)(% colspan="3" %) 724 724 ((( 725 725 //Unused script action <hack_via_control_panel/> was removed.// 726 726 ))) ... ... @@ -734,7 +734,7 @@ 734 734 ((( 735 735 **Lua: **GetMiniGameCursorPosition() removed 736 736 ))) 737 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)743 +|(% colspan="4" %)(% colspan="3" %) 738 738 ((( 739 739 //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.// 740 740 ))) ... ... @@ -745,7 +745,7 @@ 745 745 )))|(% colspan="2" %)((( 746 746 **FFI: **GetLocalizedInteractiveNotificationKey can return icon placeholders 747 747 ))) 748 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)754 +|(% colspan="4" %)(% colspan="3" %) 749 749 ((( 750 750 //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.// 751 751 ))) ... ... @@ -759,7 +759,7 @@ 759 759 ((( 760 760 **FFI: **UIWeaponMod returned by GetInstalledWeaponMod() now includes property SurfaceElementFactor 761 761 ))) 762 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)768 +|(% colspan="4" %)(% colspan="3" %) 763 763 ((( 764 764 //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.// 765 765 ))) ... ... @@ -773,7 +773,7 @@ 773 773 ((( 774 774 **$ware.illegal** updated 775 775 ))) 776 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)782 +|(% colspan="4" %)(% colspan="3" %) 777 777 ((( 778 778 //$ware.illegal used to return true if the specified ware has the 'illegal' tag which is no longer used.// 779 779 //It now returns true if $ware is illegal to any faction in the game.// ... ... @@ -788,7 +788,7 @@ 788 788 ((( 789 789 MD script **RML_Flight_Along_Path** removed 790 790 ))) 791 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)797 +|(% colspan="4" %)(% colspan="3" %) 792 792 ((( 793 793 //The MD script RML_Flight_Along_Path was not referened and was removed.// 794 794 ))) ... ... @@ -802,7 +802,7 @@ 802 802 ((( 803 803 parameters of **<event_venture_mission_completed/>** changed 804 804 ))) 805 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)811 +|(% colspan="4" %)(% colspan="3" %) 806 806 ((( 807 807 //old params: param = venture details, param2 = ships involved, param3 = duration// 808 808 //new params: param = venture detail list: [mission name, mission type], param2 = list of ships involved, param3 = duration// ... ... @@ -815,7 +815,7 @@ 815 815 **<set_object_wing_name/>** removed, 816 816 **<set_object_fleet_name/>** added 817 817 ))) 818 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)824 +|(% colspan="4" %)(% colspan="3" %) 819 819 ((( 820 820 //The common action <set_object_wing_name/> has been replaced with <set_object_fleet_name/>// 821 821 ))) ... ... @@ -827,7 +827,7 @@ 827 827 **$controllable.wing.*** removed, 828 828 **$controllable.fleet.*** added 829 829 ))) 830 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)836 +|(% colspan="4" %)(% colspan="3" %) 831 831 ((( 832 832 $controllable.wing.name, $controllable.wing.iscommander, and $controllable.wing.commander have been replaced with $controllable.fleet.name, $controllable.fleet.iscommander, and $controllable.fleet.commander 833 833 ))) ... ... @@ -836,7 +836,7 @@ 836 836 837 837 === Version 2.60 === 838 838 839 -(% class=" wrapped" %)845 +(% class="table-striped" %) 840 840 |((( 841 841 Scripts 842 842 )))|((( ... ... @@ -844,7 +844,7 @@ 844 844 )))|(% colspan="2" %)((( 845 845 '**checkoperational**' filter behaviour changed 846 846 ))) 847 -|(% c lass="highlight-grey" colspan="10"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)853 +|(% colspan="10" %)(% colspan="3" %) 848 848 ((( 849 849 //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.// 850 850 ... ... @@ -857,7 +857,7 @@ 857 857 )))|(% colspan="2" %)((( 858 858 $container.**supplyresources** behavior changed 859 859 )))| | | 860 -|(% c lass="highlight-grey" colspan="10"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)866 +|(% colspan="10" %)(% colspan="3" %) 861 861 ((( 862 862 //The script keyword $container.supplyresources now includes reserved wares.// 863 863 ))) ... ... @@ -866,7 +866,7 @@ 866 866 867 867 === Version 2.20 === 868 868 869 -(% class=" wrapped" %)875 +(% class="table-striped" %) 870 870 |(% colspan="1" %)(% colspan="1" %) 871 871 ((( 872 872 UI core ... ... @@ -877,7 +877,7 @@ 877 877 ((( 878 878 **Lua: GetControllerInfo()** returned mouseSteering/mouseCursor values are undefined. 879 879 ))) 880 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)886 +|(% colspan="4" %)(% colspan="3" %) 881 881 ((( 882 882 //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. 883 883 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.// ... ... @@ -894,7 +894,7 @@ 894 894 ((( 895 895 Attribute for build related conditions e.g. **<event_build_finished/>** renamed from 'buildmodule' to 'buildprocessor' 896 896 ))) 897 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)903 +|(% colspan="4" %)(% colspan="3" %) 898 898 ((( 899 899 //The underlying behaviour remains the same in that it involves the buildprocessor, not the buildmodule. The attribute name has simply been corrected.// 900 900 ))) ... ... @@ -903,7 +903,7 @@ 903 903 904 904 === Version 2.00 === 905 905 906 -(% class=" wrapped" %)912 +(% class="table-striped" %) 907 907 |(% colspan="1" %)(% colspan="1" %) 908 908 ((( 909 909 Scripts ... ... @@ -914,7 +914,7 @@ 914 914 ((( 915 915 **<event_build_finished/> **param2 now returns null instead of a construction sequence 916 916 ))) 917 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)923 +|(% colspan="4" %)(% colspan="3" %) 918 918 ((( 919 919 //The construction sequence which was finished should now be accessed via the buildtask provided via param3.// 920 920 ))) ... ... @@ -928,7 +928,7 @@ 928 928 ((( 929 929 **param.boarding.{...}** strength parameters removed 930 930 ))) 931 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)937 +|(% colspan="4" %)(% colspan="3" %) 932 932 ((( 933 933 //The 'recruitstrength', 'veteranstrength' and 'elitestrength' script parameters were no longer required for balancing the boarding gameplay, and were removed.// 934 934 ))) ... ... @@ -942,7 +942,7 @@ 942 942 ((( 943 943 **$defensible.boardee/$defensible.boarder** and **<set_object_boarder/>/<remove_object_boarder/>** removed 944 944 ))) 945 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)951 +|(% colspan="4" %)(% colspan="3" %) 946 946 ((( 947 947 //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.// 948 948 ))) ... ... @@ -953,7 +953,7 @@ 953 953 )))|(% colspan="2" %)((( 954 954 **FFI: GetUpgradeSlotCurrentComponent()/GetUpgradeSlotGroup()** works on non-operationals 955 955 ))) 956 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)962 +|(% colspan="4" %)(% colspan="3" %) 957 957 ((( 958 958 //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.// 959 959 ))) ... ... @@ -964,7 +964,7 @@ 964 964 )))|(% colspan="2" %)((( 965 965 **FFI: SetFormationShape()** no longer indicates an error upon certain error cases 966 966 ))) 967 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)973 +|(% colspan="4" %)(% colspan="3" %) 968 968 ((( 969 969 //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.// 970 970 //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.// ... ... @@ -976,7 +976,7 @@ 976 976 )))|(% colspan="2" %)((( 977 977 **<create_formation/>** now requires the attributes: 'leader' and 'follower'. Attribute 'object' is now deprecated. 978 978 ))) 979 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)985 +|(% colspan="4" %)(% colspan="3" %) 980 980 ((( 981 981 //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.// 982 982 ))) ... ... @@ -987,7 +987,7 @@ 987 987 )))|(% colspan="2" %)((( 988 988 **<event_player_changed_target/>** now fires and returns null if the player deselects a target. 989 989 ))) 990 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)996 +|(% colspan="4" %)(% colspan="3" %) 991 991 ((( 992 992 //For prior behavior, check for event.param being non-null.// 993 993 ))) ... ... @@ -998,7 +998,7 @@ 998 998 )))|(% colspan="2" %)((( 999 999 **<shoot/>/<shoot_at/>** attribute changes. 1000 1000 ))) 1001 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)1007 +|(% colspan="4" %)(% colspan="3" %) 1002 1002 ((( 1003 1003 //Changed: Attribute "primary" is now optional and defines whether weapons from the ship's active primary weapon group will be fired. Defaults to true.// 1004 1004 //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.// ... ... @@ -1013,7 +1013,7 @@ 1013 1013 )))|(% colspan="2" %)((( 1014 1014 **FFI: GetBuildTask()/GetNumBuildTasks()** got a new "buildmoduleid" parameter. 1015 1015 ))) 1016 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)1022 +|(% colspan="4" %)(% colspan="3" %) 1017 1017 ((( 1018 1018 //Added possibility to query build tasks of a certain buildmodule.// 1019 1019 ))) ... ... @@ -1024,7 +1024,7 @@ 1024 1024 )))|(% colspan="2" %)((( 1025 1025 **Lua:** **GetLibraryEntry()** retrieved a new "buildresources" field. 1026 1026 ))) 1027 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)1033 +|(% colspan="4" %)(% colspan="3" %) 1028 1028 ((( 1029 1029 //Added list of resources a buildmodule needs to build.// 1030 1030 ))) ... ... @@ -1035,7 +1035,7 @@ 1035 1035 )))|(% colspan="2" %)((( 1036 1036 **Lua: CalculateTotalHullFraction() **was removed. 1037 1037 ))) 1038 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)1044 +|(% colspan="4" %)(% colspan="3" %) 1039 1039 ((( 1040 1040 //Unused, derelict function from XR - use GetComponentData(..., "hullpercent") instead.// 1041 1041 ))) ... ... @@ -1046,7 +1046,7 @@ 1046 1046 )))|(% colspan="2" %)((( 1047 1047 **FFI: RequestDockAtReason()/UndockPlayerShip() **changed their return values. 1048 1048 ))) 1049 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)1055 +|(% colspan="4" %)(% colspan="3" %) 1050 1050 ((( 1051 1051 //Changed return value type to const char* to better identify failure reasons in Lua script.// 1052 1052 ))) ... ... @@ -1055,7 +1055,7 @@ 1055 1055 1056 1056 === Version 1.50 === 1057 1057 1058 -(% class=" wrapped" %)1064 +(% class="table-striped" %) 1059 1059 |((( 1060 1060 UI extensions 1061 1061 )))|((( ... ... @@ -1063,7 +1063,7 @@ 1063 1063 )))|(% colspan="2" %)((( 1064 1064 **Lua: GetComponentData() **changed behavior of "docksizes" property. 1065 1065 ))) 1066 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)1072 +|(% colspan="4" %)(% colspan="3" %) 1067 1067 ((( 1068 1068 //The "docksizes" property no longer includes internal ship storage docks.// 1069 1069 ))) ... ... @@ -1074,7 +1074,7 @@ 1074 1074 )))|(% colspan="2" %)((( 1075 1075 **Meaning of "Shipyard"** was corrected throughout Lua/MD/AI scripts, so that Wharfs are not Shipyards (unlike in XR). 1076 1076 ))) 1077 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)1083 +|(% colspan="4" %)(% colspan="3" %) 1078 1078 ((( 1079 1079 //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".// 1080 1080 ... ... @@ -1089,7 +1089,7 @@ 1089 1089 )))|(% colspan="2" %)((( 1090 1090 **FFI: UpgradeGroupInfo **datatype was changed. 1091 1091 ))) 1092 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)1098 +|(% colspan="4" %)(% colspan="3" %) 1093 1093 ((( 1094 1094 //Added new "operational" field to retrieve information about number of operational upgrades in a group.// 1095 1095 ))) ... ... @@ -1103,7 +1103,7 @@ 1103 1103 ((( 1104 1104 **FFI: SetGuidance()** removed useinfopoint argument. 1105 1105 ))) 1106 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)1112 +|(% colspan="4" %)(% colspan="3" %) 1107 1107 ((( 1108 1108 //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.// 1109 1109 ... ... @@ -1116,7 +1116,7 @@ 1116 1116 )))|(% colspan="2" %)((( 1117 1117 **FFI: CancelConstruction() **changed its return value. 1118 1118 ))) 1119 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)1125 +|(% colspan="4" %)(% colspan="3" %) 1120 1120 ((( 1121 1121 //CancelConstruction() now returns if the cancellation was successful. // 1122 1122 ))) ... ... @@ -1125,7 +1125,7 @@ 1125 1125 1126 1126 === Version 1.32 === 1127 1127 1128 -(% class=" wrapped" %)1134 +(% class="table-striped" %) 1129 1129 |((( 1130 1130 UI extensions 1131 1131 )))|((( ... ... @@ -1133,7 +1133,7 @@ 1133 1133 )))|(% colspan="2" %)((( 1134 1134 **Lua: GetComponentData() **removed the "nextdestname" property. 1135 1135 ))) 1136 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)1142 +|(% colspan="4" %)(% colspan="3" %) 1137 1137 ((( 1138 1138 //Instead of "nextdestname", use the properties "destination" or "destinationsector" to retrieve a destination component, then retrieve its "name" property.// 1139 1139 ))) ... ... @@ -1142,7 +1142,7 @@ 1142 1142 1143 1143 === Version 1.20 === 1144 1144 1145 -(% class=" wrapped" %)1151 +(% class="table-striped" %) 1146 1146 |((( 1147 1147 UI extensions 1148 1148 )))|((( ... ... @@ -1150,7 +1150,7 @@ 1150 1150 )))|(% colspan="2" %)((( 1151 1151 **FFI: GetAAOption()** got a new "useconfig" parameter. 1152 1152 ))) 1153 -|(% c lass="highlight-grey" colspan="4"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)1159 +|(% colspan="4" %)(% colspan="3" %) 1154 1154 ((( 1155 1155 //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.// 1156 1156 )))
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