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
on 2024/05/22 13:14
Change comment:
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To version 131.1
edited by Daniel Turner
on 2025/06/11 14:41
on 2025/06/11 14:41
Change comment:
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... ... @@ -20,17 +20,49 @@ 20 20 21 21 {{toc scope="LOCAL" start="3"/}} 22 22 23 +=== Version 8.00 === 24 + 25 +(% class="table-striped" %) 26 +|(% colspan="1" style="width:117px" %)Scripts|(% colspan="1" style="width:119px" %)8.00 Beta 1|(% colspan="4" style="width:1625px" %)Removed MD action **<populate_platforms>** 27 +|(% colspan="6" style="width:117px" %)((( 28 +The deprecated MD action <populate_platforms> has been removed. The previously referenced character quotas in quotas.xml have also been removed. 29 +))) 30 +|(% style="width:117px" %)Assets|(% style="width:117px" %)8.00 Beta 1|(% colspan="4" rowspan="1" style="width:117px" %)**\assets\units\size_m\ship_gen_m_transdrone_container_02** and **\assets\units\size_s\ship_gen_s_transdrone_container_02** moved to **ego_dlc_terran** 31 +|(% colspan="6" style="width:117px" %)**ship_gen_m_transdrone_container_02** and **ship_gen_s_transdrone_container_02** (templates and macros) have been moved to the **ego_dlc_terran** extension and any reference to these files now requires that the resulting dependency on that extension is taken into account. 32 +|(% style="width:117px" %)Assets|(% style="width:117px" %)8.00 Beta 1|(% colspan="4" rowspan="1" style="width:117px" %)Icons moved from **assets\fx\textures\gui** to **assets\textures\ui** 33 +|(% colspan="6" style="width:117px" %)Assets with the exception of the **loadingscreen** folder have been moved and any reference to these files will require updating (mostly affects icons.xml). 34 + 35 +=== Version 7.50 === 36 + 37 +(% class="table-striped" %) 38 +|(% colspan="1" style="width:117px" %)Relations|(% colspan="1" style="width:119px" %)7.50 Beta 4|(% colspan="2" style="width:1625px" %)**Adjusted displayed UI values (25 to 30) for relations between 0.32 and 1.0:** The minimum relation for the "ally" range (0.5) now corresponds to the displayed UI value of precisely +27 (previously rounded down to +26) 39 +|(% colspan="4" style="width:117px" %)((( 40 +The "ally" range is the interval from 0.5 to 1.0, which previously corresponded to the UI value range of approximately +26.9897 to +30. The interpolated mapping within the range from 0.32 and 1.0 has been adjusted so that 0.5 now exactly corresponds to +27. As a consequence, certain relations that were previously between 25 and 28 (rounded down) may have gained +1 in the UI, i.e. they are now displayed as 26 instead of 25, etc. For consistency, the negative range between -1.0 and -0.32 has been adjusted analogously (-0.5 is now displayed as -27). This mostly only affects the UI display, not actual gameplay. 41 +))) 42 +|(% 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** 43 +|(% colspan="7" style="width:117px" %)((( 44 +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. 45 +))) 46 + 23 23 === Version 7.00 === 24 24 25 25 26 26 (% class="table-striped" %) 51 +|(% colspan="1" style="width:117px" %)Gamestarts|(% colspan="1" style="width:119px" %)7.00 Beta 8|(% colspan="2" style="width:1625px" %)**Text references** 52 +|(% 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. 53 +|(% 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** 54 +|(% colspan="4" style="width:117px" %)highway_fx_electric_02 is still available in "legacy" folder if needed 55 +|(% 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 56 +|(% colspan="4" style="width:117px" %)((( 57 +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. 58 +))) 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 - //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.**//61 +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 32 |(% colspan="4" style="width:117px" %)((( 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//65 +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" %) 36 36 ((( ... ... @@ -42,7 +42,7 @@ 42 42 ))) 43 43 |(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 44 44 ((( 45 - //Previously it was possible to set normal clusters to be persistent presentation clusters which was an invalid state.//77 + Previously it was possible to set normal clusters to be persistent presentation clusters which was an invalid state. 46 46 ))) 47 47 |(% colspan="1" style="width:117px" %)(% colspan="1" %) 48 48 ((( ... ... @@ -54,7 +54,7 @@ 54 54 ))) 55 55 |(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 56 56 ((( 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.//89 + 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 ))) 59 59 |(% colspan="1" style="width:117px" %)(% colspan="1" %) 60 60 ((( ... ... @@ -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" %) ... ... @@ -83,9 +83,9 @@ 83 83 ))) 84 84 |(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 85 85 ((( 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.//116 +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 88 - //All groups should now have "weight" parameter added and old "weights" were updated to not have single-digit numbers.//118 +All groups should now have "weight" parameter added and old "weights" were updated to not have single-digit numbers. 89 89 ))) 90 90 |(% colspan="1" %)(% colspan="1" %) 91 91 ((( ... ... @@ -99,9 +99,9 @@ 99 99 ))) 100 100 |(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 101 101 ((( 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.//132 +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. 103 103 104 - //Scripts that need to check whether the player exits travel mode may also need to consider checking whether the player leaves the control seat using <event_player_stopped_control> since this will also result in travel mode stopping.//134 +Scripts that need to check whether the player exits travel mode may also need to consider checking whether the player leaves the control seat using <event_player_stopped_control> since this will also result in travel mode stopping. 105 105 ))) 106 106 |(% colspan="1" %)(% colspan="1" %) 107 107 ((( ... ... @@ -115,11 +115,11 @@ 115 115 ))) 116 116 |(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 117 117 ((( 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.//148 +The 'posname' and 'rotname' result attributes of <find_object_surface> will now return null in the case of no valid surface position being found. 119 119 120 - //Previously, it returned null only if there was a physics error. It however returned a valid, somewhat-random, position if physics were fine but it was still unable to find a suitable surface position. This position was often unsuitable to use for gameplay purposes so it is now null so the caller can handle the situation.//150 +Previously, it returned null only if there was a physics error. It however returned a valid, somewhat-random, position if physics were fine but it was still unable to find a suitable surface position. This position was often unsuitable to use for gameplay purposes so it is now null so the caller can handle the situation. 121 121 122 - //The action itself has been improved to increase the chance of finding suitable surface positions.//152 +The action itself has been improved to increase the chance of finding suitable surface positions. 123 123 ))) 124 124 |(% colspan="1" %)(% colspan="1" %) 125 125 ((( ... ... @@ -133,8 +133,8 @@ 133 133 ))) 134 134 |(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 135 135 ((( 136 - //<match_dock> nodes can now be used on container and walkablemodule classes without wrapping them in <match_content> nodes.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. //166 +<match_dock> nodes can now be used on container and walkablemodule classes without wrapping them in <match_content> nodes. 167 +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. 138 138 ))) 139 139 |(% colspan="1" %)(% colspan="1" %) 140 140 ((( ... ... @@ -148,7 +148,7 @@ 148 148 ))) 149 149 |(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 150 150 ((( 151 - //The 'result' attribute of get_attackstrength has been moved into the new <result> subnode and renamed to 'total'.//181 +The 'result' attribute of get_attackstrength has been moved into the new <result> subnode and renamed to 'total'. 152 152 ))) 153 153 |((( 154 154 Assets ... ... @@ -159,8 +159,8 @@ 159 159 ))) 160 160 |(% 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 - //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 -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. //192 +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. 193 +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. 164 164 ))) 165 165 |(% colspan="1" %)(% colspan="1" %) 166 166 ((( ... ... @@ -174,7 +174,7 @@ 174 174 ))) 175 175 |(% 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 - //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.//207 +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 ))) 179 179 |((( 180 180 Scripts ... ... @@ -185,7 +185,7 @@ 185 185 ))) 186 186 |(% 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 - //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.//218 +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 ))) 190 190 |((( 191 191 Cutscenes ... ... @@ -196,7 +196,7 @@ 196 196 ))) 197 197 |(% 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 - //The yaw and pitch nodes in <angles> are now correctly interpreted as values in degrees.//229 +The yaw and pitch nodes in <angles> are now correctly interpreted as values in degrees. 200 200 ))) 201 201 202 202 ---- ... ... @@ -213,7 +213,7 @@ 213 213 ))) 214 214 |(% colspan="7" %)(% colspan="3" %) 215 215 ((( 216 - //'minduration' was unused in X4, maxduration was and still is taken as the actual duration of control panel hacks. No functionality change.//246 +'minduration' was unused in X4, maxduration was and still is taken as the actual duration of control panel hacks. No functionality change. 217 217 ))) 218 218 219 219 ---- ... ... @@ -233,7 +233,7 @@ 233 233 ))) 234 234 |(% colspan="4" %)(% colspan="3" %) 235 235 ((( 236 - //The functionality represented by SetMapRenderCargoContents(), SetMapRenderWorkForceInfo(), SetMapRenderCrewInfo() and SetMapRenderDockedShipInfos() has been removed and the function was therefore stubbed.//266 +The functionality represented by SetMapRenderCargoContents(), SetMapRenderWorkForceInfo(), SetMapRenderCrewInfo() and SetMapRenderDockedShipInfos() has been removed and the function was therefore stubbed. 237 237 ))) 238 238 |(% colspan="1" %)(% colspan="1" %) 239 239 ((( ... ... @@ -247,7 +247,7 @@ 247 247 ))) 248 248 |(% colspan="4" %)(% colspan="3" %) 249 249 ((( 250 - //This struct was added in 4.10 Beta 2 and an additional member count was added in Beta 6.//280 +This struct was added in 4.10 Beta 2 and an additional member count was added in Beta 6. 251 251 ))) 252 252 |(% colspan="1" %)(% colspan="1" %) 253 253 ((( ... ... @@ -261,7 +261,7 @@ 261 261 ))) 262 262 |(% colspan="4" %)(% colspan="3" %) 263 263 ((( 264 - //Info box parameters are now shared across stations and ships. The node has a more generic name to reflect that.//294 +Info box parameters are now shared across stations and ships. The node has a more generic name to reflect that. 265 265 ))) 266 266 |(% colspan="1" %)(% colspan="1" %) 267 267 ((( ... ... @@ -275,7 +275,7 @@ 275 275 ))) 276 276 |(% colspan="4" %)(% colspan="3" %) 277 277 ((( 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.//308 +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 ))) 280 280 |((( 281 281 UI extensions ... ... @@ -286,7 +286,7 @@ 286 286 ))) 287 287 |(% colspan="4" %)(% colspan="3" %) 288 288 ((( 289 - //These functions were added in 4.10 Beta 1 and an additional boolean parameter allowentitydeliverymissionobject was added in Beta 2.//319 +These functions were added in 4.10 Beta 1 and an additional boolean parameter allowentitydeliverymissionobject was added in Beta 2. 290 290 ))) 291 291 |((( 292 292 Scripts ... ... @@ -297,7 +297,7 @@ 297 297 ))) 298 298 |(% colspan="4" %)(% colspan="3" %) 299 299 ((( 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.//330 +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 ))) 302 302 |(% colspan="1" %)(% colspan="1" %) 303 303 ((( ... ... @@ -311,7 +311,7 @@ 311 311 ))) 312 312 |(% colspan="4" %)(% colspan="3" %) 313 313 ((( 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.//344 +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 ))) 316 316 |((( 317 317 Scripts ... ... @@ -322,7 +322,7 @@ 322 322 ))) 323 323 |(% colspan="4" %)(% colspan="3" %) 324 324 ((( 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.//355 +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 ))) 327 327 328 328 ---- ... ... @@ -342,8 +342,8 @@ 342 342 ))) 343 343 |(% colspan="4" %)(% colspan="3" %) 344 344 ((( 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 -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. //375 +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). 376 +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. 347 347 ))) 348 348 |((( 349 349 Scripts ... ... @@ -354,9 +354,9 @@ 354 354 ))) 355 355 |(% colspan="4" %)(% colspan="3" %) 356 356 ((( 357 - //Old params: param = project ID, param2 = were there positive side-effects?, param3 = were there negative side-effects?387 +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 359 -Note: param3 only exists in <event_terraforming_project_succeeded> and not in <event_terraforming_project_failed>, but both now have the booleans in a list for consistency //389 +Note: param3 only exists in <event_terraforming_project_succeeded> and not in <event_terraforming_project_failed>, but both now have the booleans in a list for consistency 360 360 ))) 361 361 |(% colspan="1" %)(% colspan="1" %) 362 362 ((( ... ... @@ -370,10 +370,10 @@ 370 370 ))) 371 371 |(% colspan="4" %)(% colspan="3" %) 372 372 ((( 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 -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). //403 +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. 404 +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). 375 375 376 - //If you rely on a handling where these factions are treated like enemies, please use the new GetFactionRelationStatus2() function instead.//406 +If you rely on a handling where these factions are treated like enemies, please use the new GetFactionRelationStatus2() function instead. 377 377 ))) 378 378 |(% colspan="1" %)(% colspan="1" %) 379 379 ((( ... ... @@ -387,9 +387,9 @@ 387 387 ))) 388 388 |(% colspan="4" %)(% colspan="3" %) 389 389 ((( 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.//420 +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. 391 391 392 - //If you rely on a handling where they are treated like enemies, please use the new GetRelationStatus3()//function which returns the new range for these objects: 1 (meaning 'enemy' (aka: not yet hostile) here with following relations having been shifted up).422 +If you rely on a handling where they are treated like enemies, please use the new GetRelationStatus3() function which returns the new range for these objects: 1 (meaning 'enemy' (aka: not yet hostile) here with following relations having been shifted up). 393 393 ))) 394 394 |((( 395 395 Parameters ... ... @@ -400,7 +400,7 @@ 400 400 ))) 401 401 |(% colspan="4" %)(% colspan="3" %) 402 402 ((( 403 - //The 'requiresconstructionvessel' attribute has been moved from the 'recycling' node itself, to the new 'station' subnode.//433 +The 'requiresconstructionvessel' attribute has been moved from the 'recycling' node itself, to the new 'station' subnode. 404 404 ))) 405 405 |((( 406 406 Scripts ... ... @@ -411,7 +411,7 @@ 411 411 ))) 412 412 |(% colspan="4" %)(% colspan="3" %) 413 413 ((( 414 - //The 'gatedistance' script property now minimizes the number of gate jumps instead of counting the number gate jumps in the fastest route.//444 +The 'gatedistance' script property now minimizes the number of gate jumps instead of counting the number gate jumps in the fastest route. 415 415 ))) 416 416 417 417 ---- ... ... @@ -428,7 +428,7 @@ 428 428 ))) 429 429 |(% colspan="7" %)(% colspan="3" %) 430 430 ((( 431 - //These mission limit-related functions (added in 3.30 Beta 1 and 2) are replaced with FFI IsMissionLimitReached()//461 +These mission limit-related functions (added in 3.30 Beta 1 and 2) are replaced with FFI IsMissionLimitReached() 432 432 ))) 433 433 434 434 ---- ... ... @@ -445,9 +445,9 @@ 445 445 ))) 446 446 |(% colspan="4" %)(% colspan="3" %) 447 447 ((( 448 - //Old params: param = attacked object, param2 = attack method, param3 = attacked component//449 - //New params: param = attacked object, param2 = attack method, param3 = attack component detail list: [attacked component, attacking weapon]450 -Note that this also means the component attribute to the events is no longer available, so scripts checking the attacked component need to use event.param3.{1} instead //478 +Old params: param = attacked object, param2 = attack method, param3 = attacked component 479 +New params: param = attacked object, param2 = attack method, param3 = attack component detail list: [attacked component, attacking weapon] 480 +Note that this also means the component attribute to the events is no longer available, so scripts checking the attacked component need to use event.param3.{1} instead 451 451 ))) 452 452 |(% colspan="1" %)(% colspan="1" %) 453 453 ((( ... ... @@ -461,7 +461,7 @@ 461 461 ))) 462 462 |(% colspan="4" %)(% colspan="3" %) 463 463 ((( 464 - //$trade.restriction.faction has been replaced with $trade.restriction.factions, which returns a list of factions.//494 +$trade.restriction.faction has been replaced with $trade.restriction.factions, which returns a list of factions. 465 465 ))) 466 466 |((( 467 467 UI extensions ... ... @@ -472,7 +472,7 @@ 472 472 ))) 473 473 |(% colspan="4" %)(% colspan="3" %) 474 474 ((( 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.//505 +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 ))) 477 477 478 478 ---- ... ... @@ -492,7 +492,7 @@ 492 492 ))) 493 493 |(% colspan="7" %)(% colspan="3" %) 494 494 ((( 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.//525 +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 ))) 497 497 498 498 ---- ... ... @@ -512,7 +512,7 @@ 512 512 ))) 513 513 |(% colspan="4" %)(% colspan="3" %) 514 514 ((( 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.//545 +<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 ))) 517 517 |(% colspan="1" %)(% colspan="1" %) 518 518 ((( ... ... @@ -526,7 +526,7 @@ 526 526 ))) 527 527 |(% colspan="4" %)(% colspan="3" %) 528 528 ((( 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.//559 +<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 ))) 531 531 |(% colspan="1" %)(% colspan="1" %) 532 532 ((( ... ... @@ -540,9 +540,9 @@ 540 540 ))) 541 541 |(% colspan="4" %)(% colspan="3" %) 542 542 ((( 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.)573 +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.) 544 544 545 - //Note that this change has no effect on the actual content of scripts or cutscenes. The MD script/cutscene names are stored in the files, regardless of the filenames, so that references to them remain unchanged (e.g., "md.Setup.Start" references a cue in setup.xml).//575 +Note that this change has no effect on the actual content of scripts or cutscenes. The MD script/cutscene names are stored in the files, regardless of the filenames, so that references to them remain unchanged (e.g., "md.Setup.Start" references a cue in setup.xml). 546 546 ))) 547 547 |(% colspan="1" %)(% colspan="1" %) 548 548 ((( ... ... @@ -556,7 +556,7 @@ 556 556 ))) 557 557 |(% colspan="4" %)(% colspan="3" %) 558 558 ((( 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.//589 +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 ))) 561 561 |(% colspan="1" %)(% colspan="1" %) 562 562 ((( ... ... @@ -570,8 +570,8 @@ 570 570 ))) 571 571 |(% colspan="4" %)(% colspan="3" %) 572 572 ((( 573 - //Before the change, positions are relative to $dockingbay.parent.574 -After the change, positions are relative to $dockingbay as specified in the documentation. //603 +Before the change, positions are relative to $dockingbay.parent. 604 +After the change, positions are relative to $dockingbay as specified in the documentation. 575 575 ))) 576 576 |(% colspan="1" %)(% colspan="1" %) 577 577 ((( ... ... @@ -585,7 +585,7 @@ 585 585 ))) 586 586 |(% colspan="4" %)(% colspan="3" %) 587 587 ((( 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().//618 +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 ))) 590 590 |((( 591 591 Scripts ... ... @@ -596,7 +596,7 @@ 596 596 ))) 597 597 |(% colspan="4" %)(% colspan="3" %) 598 598 ((( 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.629 +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. 601 601 If in your scripts you make use of the <event_object_changed_owner> condition you need to verify that you indeed want to work with the "effective" component owner or whether your script code actually should work with the true owner of an object and update your code accordingly. 602 602 On top of that the 3rd parameter of <event_object_changed_owner> (trueprevious) was dropped as the event is no longer triggered upon a change of the true owner alone (i.e. only if the change of the true owner has also an effect on the "effective" component owner). ... ... @@ -613,7 +613,7 @@ 613 613 ))) 614 614 |(% colspan="4" %)(% colspan="3" %) 615 615 ((( 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.//646 +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 ))) 618 618 |((( 619 619 Job/God ... ... @@ -624,7 +624,7 @@ 624 624 ))) 625 625 |(% colspan="4" %)(% colspan="3" %) 626 626 ((( 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.//657 +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 ))) 629 629 |(% colspan="1" %)(% colspan="1" %) 630 630 ((( ... ... @@ -638,7 +638,7 @@ 638 638 ))) 639 639 |(% colspan="4" %)(% colspan="3" %) 640 640 ((( 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.//671 +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 ))) 643 643 |(% colspan="1" %)(% colspan="1" %) 644 644 ((( ... ... @@ -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.//685 +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.//699 +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.//713 +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.//727 +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.//741 +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.//755 +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.//769 +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.//780 +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.//794 +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 $ware is illegal to any faction in the game.//808 +$ware.illegal used to return true if the specified ware has the 'illegal' tag which is no longer used. 809 +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.//823 +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//837 +old params: param = venture details, param2 = ships involved, param3 = duration 838 +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/>//850 +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.//879 +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.//881 +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.//892 +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. //912 +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. 913 +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.//915 +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.//929 +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.//949 +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.//963 +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.//977 +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.//988 +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.//999 +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. 1000 +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.//1011 +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.//1022 +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.//1033 +Changed: Attribute "primary" is now optional and defines whether weapons from the ship's active primary weapon group will be fired. Defaults to true. 1034 +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. 1035 +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.//1037 +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.//1048 +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.//1059 +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.//1070 +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.//1081 +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.//1098 +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".//1109 +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)//1111 +Lua: Adjusted GetComponentData() and HasShipyard(), added HasWharf() 1112 +Lua / GetComponentData() properties: Removed "iscapitalshipyard", fixed "isshipyard", added "canbuildships", "iswharf", "isequipmentdock" 1113 +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.//1124 +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.//1138 +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)//1140 +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.//1151 +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.//1168 +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 ----