Changes for page Breaking Changes

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

From version 119.1
edited by Daniel Turner
on 2024/05/22 13:14
Change comment: There is no comment for this version
To version 124.6
edited by Klaus Meyer
on 2025/01/07 16:42
Change comment: There is no comment for this version

Summary

Details

Page properties
Author
... ... @@ -1,1 +1,1 @@
1 -xwiki:XWiki.Daniel
1 +xwiki:XWiki.Klaus
Content
... ... @@ -20,10 +20,28 @@
20 20  
21 21  {{toc scope="LOCAL" start="3"/}}
22 22  
23 +=== Version 7.50 ===
24 +
25 +(% class="table-striped" %)
26 +|(% colspan="1" style="width:117px" %)Relations|(% colspan="1" style="width:119px" %)7.50 Beta 4|(% colspan="2" style="width:1625px" %)**Faction relation UI values: Changed mapping of relations to displayed UI values between 0.5 and 1.0 (UI +25 and +30)**
27 +|(% colspan="4" style="width:117px" %)
28 +|(% colspan="1" style="width:117px" %)Parameters|(% colspan="1" style="width:119px" %)7.50 Beta 4|(% colspan="2" style="width:1625px" %)**<holomap><radar>**:** complete change in structure**
29 +|(% colspan="7" style="width:117px" %)(((
30 +This section now contains sets of parameters for the different modes it can be in, each in its own <mode> child node. This list can be dynamically expanded to add more modes.
31 +)))
32 +
23 23  === Version 7.00 ===
24 24  
25 25  
26 26  (% class="table-striped" %)
37 +|(% colspan="1" style="width:117px" %)Gamestarts|(% colspan="1" style="width:119px" %)7.00 Beta 8|(% colspan="2" style="width:1625px" %)**Text references**
38 +|(% colspan="4" style="width:117px" %)//Fields containing text references in gamestarts.xml now have full text conversion applied, allowing texts to be constructed from multiple text entries, e.g. {1234,56}\n\n{1234,78}. As a result, raw text placed in the text fields needs to be formatted accordingly, e.g. "Test start (easy)" would need to be changed to "Test start \(easy\)" to avoid the text in brackets being treated as a comment.//
39 +|(% 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**
40 +|(% colspan="4" style="width:117px" %)highway_fx_electric_02 is still available in "legacy" folder if needed
41 +|(% 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
42 +|(% colspan="4" style="width:117px" %)(((
43 +//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.//
44 +)))
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.**//
... ... @@ -69,8 +69,6 @@
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 76  (% class="table-striped" %)
... ... @@ -636,10 +636,7 @@
636 636  (((
637 637  Script action **<add_actor_to_room/> **attribute **'room'** renamed to **'object'**
638 638  )))
639 -|(% colspan="4" %)(% colspan="3" %)
640 -(((
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 -)))
655 +|(% colspan="4" %)i
643 643  |(% colspan="1" %)(% colspan="1" %)
644 644  (((
645 645  Scripts
... ... @@ -652,7 +652,7 @@
652 652  )))
653 653  |(% colspan="4" %)(% colspan="3" %)
654 654  (((
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.//
668 +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  )))
657 657  |(% colspan="1" %)(% colspan="1" %)
658 658  (((
... ... @@ -666,7 +666,7 @@
666 666  )))
667 667  |(% colspan="4" %)(% colspan="3" %)
668 668  (((
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.//
682 +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  )))
671 671  |(% colspan="1" %)(% colspan="1" %)
672 672  (((
... ... @@ -680,7 +680,7 @@
680 680  )))
681 681  |(% colspan="4" %)(% colspan="3" %)
682 682  (((
683 -//These actions had no effect and were removed.//
696 +These actions had no effect and were removed.
684 684  )))
685 685  |(% colspan="1" %)(% colspan="1" %)
686 686  (((
... ... @@ -694,7 +694,7 @@
694 694  )))
695 695  |(% colspan="4" %)(% colspan="3" %)
696 696  (((
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.//
710 +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  )))
699 699  |(% colspan="1" %)(% colspan="1" %)
700 700  (((
... ... @@ -708,7 +708,7 @@
708 708  )))
709 709  |(% colspan="4" %)(% colspan="3" %)
710 710  (((
711 -//The default confidence of player options is another leftover from the XR era and had no effect in X4.//
724 +The default confidence of player options is another leftover from the XR era and had no effect in X4.
712 712  )))
713 713  |(% colspan="1" %)(% colspan="1" %)
714 714  (((
... ... @@ -722,7 +722,7 @@
722 722  )))
723 723  |(% colspan="4" %)(% colspan="3" %)
724 724  (((
725 -//Unused script action <hack_via_control_panel/> was removed.//
738 +Unused script action <hack_via_control_panel/> was removed.
726 726  )))
727 727  |(% colspan="1" %)(% colspan="1" %)
728 728  (((
... ... @@ -736,7 +736,7 @@
736 736  )))
737 737  |(% colspan="4" %)(% colspan="3" %)
738 738  (((
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.//
752 +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  )))
741 741  |(((
742 742  UI core
... ... @@ -747,7 +747,7 @@
747 747  )))
748 748  |(% colspan="4" %)(% colspan="3" %)
749 749  (((
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.//
763 +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  )))
752 752  |(% colspan="1" %)(% colspan="1" %)
753 753  (((
... ... @@ -761,7 +761,7 @@
761 761  )))
762 762  |(% colspan="4" %)(% colspan="3" %)
763 763  (((
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.//
777 +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  )))
766 766  |(% colspan="1" %)(% colspan="1" %)
767 767  (((
... ... @@ -775,8 +775,8 @@
775 775  )))
776 776  |(% colspan="4" %)(% colspan="3" %)
777 777  (((
778 -//$ware.illegal used to return true if the specified ware has the 'illegal' tag which is no longer used.//
779 -//It now returns true if $ware is illegal to any faction in the game.//
791 +$ware.illegal used to return true if the specified ware has the 'illegal' tag which is no longer used.
792 +It now returns true if $ware is illegal to any faction in the game.
780 780  )))
781 781  |(% colspan="1" %)(% colspan="1" %)
782 782  (((
... ... @@ -790,7 +790,7 @@
790 790  )))
791 791  |(% colspan="4" %)(% colspan="3" %)
792 792  (((
793 -//The MD script RML_Flight_Along_Path was not referened and was removed.//
806 +The MD script RML_Flight_Along_Path was not referened and was removed.
794 794  )))
795 795  |(% colspan="1" %)(% colspan="1" %)
796 796  (((
... ... @@ -804,8 +804,8 @@
804 804  )))
805 805  |(% colspan="4" %)(% colspan="3" %)
806 806  (((
807 -//old params: param = venture details, param2 = ships involved, param3 = duration//
808 -//new params: param = venture detail list: [mission name, mission type], param2 = list of ships involved, param3 = duration//
820 +old params: param = venture details, param2 = ships involved, param3 = duration
821 +new params: param = venture detail list: [mission name, mission type], param2 = list of ships involved, param3 = duration
809 809  )))
810 810  |(((
811 811  Scripts
... ... @@ -817,7 +817,7 @@
817 817  )))
818 818  |(% colspan="4" %)(% colspan="3" %)
819 819  (((
820 -//The common action <set_object_wing_name/> has been replaced with <set_object_fleet_name/>//
833 +The common action <set_object_wing_name/> has been replaced with <set_object_fleet_name/>
821 821  )))
822 822  |(((
823 823  Scripts
... ... @@ -846,9 +846,9 @@
846 846  )))
847 847  |(% colspan="10" %)(% colspan="3" %)
848 848  (((
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.//
862 +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  
851 -//Sub nodes such as match_child will have checkoperational default to false. Existing uses may find that results now include non-operational components.//
864 +Sub nodes such as match_child will have checkoperational default to false. Existing uses may find that results now include non-operational components.
852 852  )))
853 853  |(((
854 854  Scripts
... ... @@ -859,7 +859,7 @@
859 859  )))| | |
860 860  |(% colspan="10" %)(% colspan="3" %)
861 861  (((
862 -//The script keyword $container.supplyresources now includes reserved wares.//
875 +The script keyword $container.supplyresources now includes reserved wares.
863 863  )))
864 864  
865 865  ----
... ... @@ -879,10 +879,10 @@
879 879  )))
880 880  |(% colspan="4" %)(% colspan="3" %)
881 881  (((
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 -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.//
895 +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.
896 +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.
884 884  
885 -//It's a pending change to ensure that the returned mode is more reasonable in an upcoming patch. So be aware that another breaking change might be introduced at some point.//
898 +It's a pending change to ensure that the returned mode is more reasonable in an upcoming patch. So be aware that another breaking change might be introduced at some point.
886 886  )))
887 887  |(% colspan="1" %)(% colspan="1" %)
888 888  (((
... ... @@ -896,7 +896,7 @@
896 896  )))
897 897  |(% colspan="4" %)(% colspan="3" %)
898 898  (((
899 -//The underlying behaviour remains the same in that it involves the buildprocessor, not the buildmodule. The attribute name has simply been corrected.//
912 +The underlying behaviour remains the same in that it involves the buildprocessor, not the buildmodule. The attribute name has simply been corrected.
900 900  )))
901 901  
902 902  ----
... ... @@ -916,7 +916,7 @@
916 916  )))
917 917  |(% colspan="4" %)(% colspan="3" %)
918 918  (((
919 -//The construction sequence which was finished should now be accessed via the buildtask provided via param3.//
932 +The construction sequence which was finished should now be accessed via the buildtask provided via param3.
920 920  )))
921 921  |(% colspan="1" %)(% colspan="1" %)
922 922  (((
... ... @@ -930,7 +930,7 @@
930 930  )))
931 931  |(% colspan="4" %)(% colspan="3" %)
932 932  (((
933 -//The 'recruitstrength', 'veteranstrength' and 'elitestrength' script parameters were no longer required for balancing the boarding gameplay, and were removed.//
946 +The 'recruitstrength', 'veteranstrength' and 'elitestrength' script parameters were no longer required for balancing the boarding gameplay, and were removed.
934 934  )))
935 935  |(% colspan="1" %)(% colspan="1" %)
936 936  (((
... ... @@ -944,7 +944,7 @@
944 944  )))
945 945  |(% colspan="4" %)(% colspan="3" %)
946 946  (((
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.//
960 +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  )))
949 949  |(((
950 950  UI extensions
... ... @@ -955,7 +955,7 @@
955 955  )))
956 956  |(% colspan="4" %)(% colspan="3" %)
957 957  (((
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.//
971 +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  )))
960 960  |(((
961 961  UI extensions
... ... @@ -966,8 +966,8 @@
966 966  )))
967 967  |(% colspan="4" %)(% colspan="3" %)
968 968  (((
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 -//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.//
982 +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.
983 +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.
971 971  )))
972 972  |(((
973 973  Scripts
... ... @@ -978,7 +978,7 @@
978 978  )))
979 979  |(% colspan="4" %)(% colspan="3" %)
980 980  (((
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.//
994 +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  )))
983 983  |(((
984 984  Scripts
... ... @@ -989,7 +989,7 @@
989 989  )))
990 990  |(% colspan="4" %)(% colspan="3" %)
991 991  (((
992 -//For prior behavior, check for event.param being non-null.//
1005 +For prior behavior, check for event.param being non-null.
993 993  )))
994 994  |(((
995 995  AI Scripts
... ... @@ -1000,11 +1000,11 @@
1000 1000  )))
1001 1001  |(% colspan="4" %)(% colspan="3" %)
1002 1002  (((
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 -//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.//
1005 -//New attribute: "missiles" is an optional attribute that defines whether only missile launchers will be used. If false, only guns will be fired. Defaults to false.//
1016 +Changed: Attribute "primary" is now optional and defines whether weapons from the ship's active primary weapon group will be fired. Defaults to true.
1017 +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.
1018 +New attribute: "missiles" is an optional attribute that defines whether only missile launchers will be used. If false, only guns will be fired. Defaults to false.
1006 1006  
1007 -//Corrects now-obsolete assumption that primary weapon groups only contain guns and secondary weapon groups only contain missile launchers.//
1020 +Corrects now-obsolete assumption that primary weapon groups only contain guns and secondary weapon groups only contain missile launchers.
1008 1008  )))
1009 1009  |(((
1010 1010  UI extensions
... ... @@ -1015,7 +1015,7 @@
1015 1015  )))
1016 1016  |(% colspan="4" %)(% colspan="3" %)
1017 1017  (((
1018 -//Added possibility to query build tasks of a certain buildmodule.//
1031 +Added possibility to query build tasks of a certain buildmodule.
1019 1019  )))
1020 1020  |(((
1021 1021  UI extensions
... ... @@ -1026,7 +1026,7 @@
1026 1026  )))
1027 1027  |(% colspan="4" %)(% colspan="3" %)
1028 1028  (((
1029 -//Added list of resources a buildmodule needs to build.//
1042 +Added list of resources a buildmodule needs to build.
1030 1030  )))
1031 1031  |(((
1032 1032  UI extensions
... ... @@ -1037,7 +1037,7 @@
1037 1037  )))
1038 1038  |(% colspan="4" %)(% colspan="3" %)
1039 1039  (((
1040 -//Unused, derelict function from XR - use GetComponentData(..., "hullpercent") instead.//
1053 +Unused, derelict function from XR - use GetComponentData(..., "hullpercent") instead.
1041 1041  )))
1042 1042  |(((
1043 1043  UI extensions
... ... @@ -1048,7 +1048,7 @@
1048 1048  )))
1049 1049  |(% colspan="4" %)(% colspan="3" %)
1050 1050  (((
1051 -//Changed return value type to const char* to better identify failure reasons in Lua script.//
1064 +Changed return value type to const char* to better identify failure reasons in Lua script.
1052 1052  )))
1053 1053  
1054 1054  ----
... ... @@ -1065,7 +1065,7 @@
1065 1065  )))
1066 1066  |(% colspan="4" %)(% colspan="3" %)
1067 1067  (((
1068 -//The "docksizes" property no longer includes internal ship storage docks.//
1081 +The "docksizes" property no longer includes internal ship storage docks.
1069 1069  )))
1070 1070  |(((
1071 1071  All
... ... @@ -1076,11 +1076,11 @@
1076 1076  )))
1077 1077  |(% colspan="4" %)(% colspan="3" %)
1078 1078  (((
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".//
1092 +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  
1081 -//Lua: Adjusted GetComponentData() and HasShipyard(), added HasWharf()//
1082 -//Lua / GetComponentData() properties: Removed "iscapitalshipyard", fixed "isshipyard", added "canbuildships", "iswharf", "isequipmentdock"//
1083 -//Scripts: Fixed property .isshipyard, added .iswharf (.canbuildships existed already)//
1094 +Lua: Adjusted GetComponentData() and HasShipyard(), added HasWharf()
1095 +Lua / GetComponentData() properties: Removed "iscapitalshipyard", fixed "isshipyard", added "canbuildships", "iswharf", "isequipmentdock"
1096 +Scripts: Fixed property .isshipyard, added .iswharf (.canbuildships existed already)
1084 1084  )))
1085 1085  |(((
1086 1086  UI extensions
... ... @@ -1091,7 +1091,7 @@
1091 1091  )))
1092 1092  |(% colspan="4" %)(% colspan="3" %)
1093 1093  (((
1094 -//Added new "operational" field to retrieve information about number of operational upgrades in a group.//
1107 +Added new "operational" field to retrieve information about number of operational upgrades in a group.
1095 1095  )))
1096 1096  |(% colspan="1" %)(% colspan="1" %)
1097 1097  (((
... ... @@ -1105,9 +1105,9 @@
1105 1105  )))
1106 1106  |(% colspan="4" %)(% colspan="3" %)
1107 1107  (((
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.//
1121 +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  
1110 -//The new function declaration is: void SetGuidance(UniverseID componentid, UIPosRot offset)//
1123 +The new function declaration is: void SetGuidance(UniverseID componentid, UIPosRot offset)
1111 1111  )))
1112 1112  |(((
1113 1113  UI extensions
... ... @@ -1118,7 +1118,7 @@
1118 1118  )))
1119 1119  |(% colspan="4" %)(% colspan="3" %)
1120 1120  (((
1121 -//CancelConstruction() now returns if the cancellation was successful. //
1134 +CancelConstruction() now returns if the cancellation was successful.
1122 1122  )))
1123 1123  
1124 1124  ----
... ... @@ -1135,7 +1135,7 @@
1135 1135  )))
1136 1136  |(% colspan="4" %)(% colspan="3" %)
1137 1137  (((
1138 -//Instead of "nextdestname", use the properties "destination" or "destinationsector" to retrieve a destination component, then retrieve its "name" property.//
1151 +Instead of "nextdestname", use the properties "destination" or "destinationsector" to retrieve a destination component, then retrieve its "name" property.
1139 1139  )))
1140 1140  
1141 1141  ----