Changes for page Breaking Changes
Last modified by Michael Baumgardt on 2026/04/17 12:03
From version 119.2
edited by Daniel Turner
on 2024/05/22 13:31
on 2024/05/22 13:31
Change comment:
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To version 114.9
edited by Volodymyr Boichuk
on 2024/04/10 12:53
on 2024/04/10 12:53
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, 1 added, 0 removed)
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... ... @@ -23,14 +23,12 @@ 23 23 === Version 7.00 === 24 24 25 25 26 -(% class="table-striped" %) 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 -|(% 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.**// 30 -))) 26 +(% class="wrapped" %) 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// 29 +//Some material names and texture pathes were changed. Please// 30 + 31 + 34 34 ))) 35 35 |(% colspan="1" style="width:117px" %)(% colspan="1" %) 36 36 ((( ... ... @@ -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 -|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 41 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" title="Background colour :" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" 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 -|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 53 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" title="Background colour :" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" 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 ))) ... ... @@ -64,17 +64,16 @@ 64 64 )))|(% colspan="2" style="width:1625px" %)((( 65 65 **Some Split DLC materials moved to base game** 66 66 ))) 67 -|(% colspan="7" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 65 +|(% class="highlight-grey" colspan="7" data-highlight-colour="grey" title="Background colour :" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" 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 -|(% colspan="7" title="Background colour :" %) 72 72 73 73 ---- 74 74 75 75 === Version 6.00 === 76 76 77 -(% class=" table-striped" %)74 +(% class="wrapped" %) 78 78 |((( 79 79 Libraries 80 80 )))|((( ... ... @@ -82,7 +82,7 @@ 82 82 )))|(% colspan="2" %)((( 83 83 Updated weights for ship groups in shipgroups.xml libraries of base game and all DLCs. 84 84 ))) 85 -|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 82 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" title="Background colour :" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" title="Background colour :" %) 86 86 ((( 87 87 //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.// 88 88 ... ... @@ -98,7 +98,7 @@ 98 98 ((( 99 99 Changed conditions for **<event_player_travelmode_started> <event_player_travelmode_stopped> <event_player_travelmode_charge_started> <event_player_travelmode_charge_aborted>** to be raised. 100 100 ))) 101 -|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 98 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" title="Background colour :" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" title="Background colour :" %) 102 102 ((( 103 103 //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. // 104 104 ... ... @@ -114,7 +114,7 @@ 114 114 ((( 115 115 Changed result of **<find_object_surface>** action in the case of a failure 116 116 ))) 117 -|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 114 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" title="Background colour :" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" title="Background colour :" %) 118 118 ((( 119 119 //The 'posname' and 'rotname' result attributes of <find_object_surface> will now return null in the case of no valid surface position being found.// 120 120 ... ... @@ -132,7 +132,7 @@ 132 132 ((( 133 133 Behaviour change for **<match_dock>** script component filter 134 134 ))) 135 -|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 132 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" title="Background colour :" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" title="Background colour :" %) 136 136 ((( 137 137 //<match_dock> nodes can now be used on container and walkablemodule classes without wrapping them in <match_content> nodes. 138 138 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.// ... ... @@ -147,7 +147,7 @@ 147 147 ((( 148 148 Changed result attribute location for **<get_attackstrength>** 149 149 ))) 150 -|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 147 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" title="Background colour :" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" title="Background colour :" %) 151 151 ((( 152 152 //The 'result' attribute of get_attackstrength has been moved into the new <result> subnode and renamed to 'total'.// 153 153 ))) ... ... @@ -158,7 +158,7 @@ 158 158 )))|(% colspan="2" %)((( 159 159 Surface element **connections** are incompatible by default unless tagged as "**standard**", and also "**combat**" for non-missile, non-mining weapons 160 160 ))) 161 -|(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %) 158 +|(% class="highlight-grey" colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% class="highlight-grey" colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %) 162 162 ((( 163 163 //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. 164 164 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.// ... ... @@ -173,7 +173,7 @@ 173 173 ((( 174 174 Changed behaviour of attribute **sortbygatedistanceto** when finding objects, discarding unreachable objects 175 175 ))) 176 -|(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %) 173 +|(% class="highlight-grey" colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% class="highlight-grey" colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %) 177 177 ((( 178 178 //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.// 179 179 ))) ... ... @@ -184,7 +184,7 @@ 184 184 )))|(% colspan="2" %)((( 185 185 **<event_player_owned_killed_object>** and **<event_player_owned_destroyed>** are now triggered before the corresponding **<event_object_destroyed>**, instead of afterwards. 186 186 ))) 187 -|(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %) 184 +|(% class="highlight-grey" colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% class="highlight-grey" colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %) 188 188 ((( 189 189 //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.// 190 190 ))) ... ... @@ -195,7 +195,7 @@ 195 195 )))|(% colspan="2" %)((( 196 196 Changed behaviour of **<angles>** in cutscenes 197 197 ))) 198 -|(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %) 195 +|(% class="highlight-grey" colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% class="highlight-grey" colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %) 199 199 ((( 200 200 //The yaw and pitch nodes in <angles> are now correctly interpreted as values in degrees.// 201 201 ))) ... ... @@ -204,7 +204,7 @@ 204 204 205 205 === Version 5.00 === 206 206 207 -(% class=" table-striped" %)204 +(% class="wrapped" %) 208 208 |((( 209 209 Parameters 210 210 )))|((( ... ... @@ -212,7 +212,7 @@ 212 212 )))|(% colspan="2" %)((( 213 213 **<controlpanel><entry>: minduration** removed, **maxduration** renamed to duration 214 214 ))) 215 -|(% colspan="7" %)(% colspan="3" %) 212 +|(% class="highlight-grey" colspan="7" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 216 216 ((( 217 217 //'minduration' was unused in X4, maxduration was and still is taken as the actual duration of control panel hacks. No functionality change.// 218 218 ))) ... ... @@ -221,7 +221,7 @@ 221 221 222 222 === Version 4.10 === 223 223 224 -(% class=" table-striped" %)221 +(% class="wrapped" %) 225 225 |(% colspan="1" %)(% colspan="1" %) 226 226 ((( 227 227 UI extensions ... ... @@ -232,7 +232,7 @@ 232 232 ((( 233 233 **FFI**: SetMapRenderCargoContents(), SetMapRenderWorkForceInfo(), SetMapRenderCrewInfo() and SetMapRenderDockedShipInfos() deprecated 234 234 ))) 235 -|(% colspan="4" %)(% colspan="3" %) 232 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 236 236 ((( 237 237 //The functionality represented by SetMapRenderCargoContents(), SetMapRenderWorkForceInfo(), SetMapRenderCrewInfo() and SetMapRenderDockedShipInfos() has been removed and the function was therefore stubbed.// 238 238 ))) ... ... @@ -246,7 +246,7 @@ 246 246 ((( 247 247 **FFI**: CustomGameStartPlayerProperty2 changed 248 248 ))) 249 -|(% colspan="4" %)(% colspan="3" %) 246 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 250 250 ((( 251 251 //This struct was added in 4.10 Beta 2 and an additional member count was added in Beta 6.// 252 252 ))) ... ... @@ -260,7 +260,7 @@ 260 260 ((( 261 261 Renamed **<stationinfobox>** to **<infobox>** 262 262 ))) 263 -|(% colspan="4" %)(% colspan="3" %) 260 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 264 264 ((( 265 265 //Info box parameters are now shared across stations and ships. The node has a more generic name to reflect that.// 266 266 ))) ... ... @@ -274,7 +274,7 @@ 274 274 ((( 275 275 **FFI**: SetMacroMapPlayerSectorOffset() deprecated 276 276 ))) 277 -|(% colspan="4" %)(% colspan="3" %) 274 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 278 278 ((( 279 279 //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.// 280 280 ))) ... ... @@ -285,7 +285,7 @@ 285 285 )))|(% colspan="2" %)((( 286 286 **FFI**: FilterComponentForMapMode() and SetMapObjectFilter() changed 287 287 ))) 288 -|(% colspan="4" %)(% colspan="3" %) 285 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 289 289 ((( 290 290 //These functions were added in 4.10 Beta 1 and an additional boolean parameter allowentitydeliverymissionobject was added in Beta 2.// 291 291 ))) ... ... @@ -296,7 +296,7 @@ 296 296 )))|(% colspan="2" %)((( 297 297 People related attributes of mission** <delivery> **node moved 298 298 ))) 299 -|(% colspan="4" %)(% colspan="3" %) 296 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 300 300 ((( 301 301 //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.// 302 302 ))) ... ... @@ -310,7 +310,7 @@ 310 310 ((( 311 311 **$destructible.productions** replaced with $defensible.productions 312 312 ))) 313 -|(% colspan="4" %)(% colspan="3" %) 310 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 314 314 ((( 315 315 //The $destructible.productions script property was removed and reimplemented as $defensible.productions meaning some old uses may no longer work unless the destructible is also a defensible. The old implementation functioned by finding the containing object of the destructible (including itself) to query for the production modules.// 316 316 ))) ... ... @@ -321,7 +321,7 @@ 321 321 )))|(% colspan="2" %)((( 322 322 Removed script property **$object.spawnsourceseed** 323 323 ))) 324 -|(% colspan="4" %)(% colspan="3" %) 321 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 325 325 ((( 326 326 //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.// 327 327 ))) ... ... @@ -330,7 +330,7 @@ 330 330 331 331 === Version 4.00 === 332 332 333 -(% class=" table-striped" %)330 +(% class="wrapped" %) 334 334 |(% colspan="1" %)(% colspan="1" %) 335 335 ((( 336 336 UI core ... ... @@ -341,7 +341,7 @@ 341 341 ((( 342 342 Controlled ship can change without a **gameplanchange-event** occurring. 343 343 ))) 344 -|(% colspan="4" %)(% colspan="3" %) 341 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 345 345 ((( 346 346 //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). 347 347 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.// ... ... @@ -353,7 +353,7 @@ 353 353 )))|(% colspan="2" %)((( 354 354 Parameters of **<event_terraforming_project_succeeded>** and **<event_terraforming_project_failed>** changed 355 355 ))) 356 -|(% colspan="4" %)(% colspan="3" %) 353 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 357 357 ((( 358 358 //Old params: param = project ID, param2 = were there positive side-effects?, param3 = were there negative side-effects? 359 359 New params: param = project ID, param2 = [were there positive side-effects?, were there negative side-effects?], param3 = payout in Credits ... ... @@ -369,7 +369,7 @@ 369 369 ((( 370 370 **FFI:** GetFactionRelationStatus() handling for faction relation range [-20,-10] changed 371 371 ))) 372 -|(% colspan="4" %)(% colspan="3" %) 369 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 373 373 ((( 374 374 //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. 375 375 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).// ... ... @@ -386,7 +386,7 @@ 386 386 ((( 387 387 **FFI:** GetRelationStatus()/GetRelationStatus2() handling for objects in relation range [-25,-10] changed 388 388 ))) 389 -|(% colspan="4" %)(% colspan="3" %) 386 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 390 390 ((( 391 391 //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.// 392 392 ... ... @@ -399,7 +399,7 @@ 399 399 )))|(% colspan="2" %)((( 400 400 **requiresconstructionvessel** parameter moved 401 401 ))) 402 -|(% colspan="4" %)(% colspan="3" %) 399 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 403 403 ((( 404 404 //The 'requiresconstructionvessel' attribute has been moved from the 'recycling' node itself, to the new 'station' subnode.// 405 405 ))) ... ... @@ -410,7 +410,7 @@ 410 410 )))|(% colspan="2" %)((( 411 411 Changed behaviour of **gatedistance** script property 412 412 ))) 413 -|(% colspan="4" %)(% colspan="3" %) 410 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 414 414 ((( 415 415 //The 'gatedistance' script property now minimizes the number of gate jumps instead of counting the number gate jumps in the fastest route.// 416 416 ))) ... ... @@ -419,7 +419,7 @@ 419 419 420 420 === Version 3.30 === 421 421 422 -(% class=" table-striped" %)419 +(% class="wrapped" %) 423 423 |((( 424 424 UI extensions 425 425 )))|((( ... ... @@ -427,7 +427,7 @@ 427 427 )))|(% colspan="2" %)((( 428 428 **FFI: **Removed** GetMissionLimit() **and** IsMissionLimitEnabled()** 429 429 ))) 430 -|(% colspan="7" %)(% colspan="3" %) 427 +|(% class="highlight-grey" colspan="7" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 431 431 ((( 432 432 //These mission limit-related functions (added in 3.30 Beta 1 and 2) are replaced with FFI IsMissionLimitReached()// 433 433 ))) ... ... @@ -436,7 +436,7 @@ 436 436 437 437 === Version 3.20 === 438 438 439 -(% class=" table-striped" %)436 +(% class="wrapped" %) 440 440 |((( 441 441 Scripts 442 442 )))|((( ... ... @@ -444,7 +444,7 @@ 444 444 )))|(% colspan="2" %)((( 445 445 Parameters of **<event_player_attacked_object/>** and **<event_object_attacked_object/>** changed 446 446 ))) 447 -|(% colspan="4" %)(% colspan="3" %) 444 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 448 448 ((( 449 449 //Old params: param = attacked object, param2 = attack method, param3 = attacked component// 450 450 //New params: param = attacked object, param2 = attack method, param3 = attack component detail list: [attacked component, attacking weapon] ... ... @@ -460,7 +460,7 @@ 460 460 ((( 461 461 Removed script property $trade.**restriction.faction** 462 462 ))) 463 -|(% colspan="4" %)(% colspan="3" %) 460 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 464 464 ((( 465 465 //$trade.restriction.faction has been replaced with $trade.restriction.factions, which returns a list of factions.// 466 466 ))) ... ... @@ -471,7 +471,7 @@ 471 471 )))|(% colspan="2" %)((( 472 472 **Lua**: **GetTradeRestrictions()**, **ToggleFactionTradeRestriction()** and **ToggleFactionTradeWareOverride()** are now obsolete! 473 473 ))) 474 -|(% colspan="4" %)(% colspan="3" %) 471 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 475 475 ((( 476 476 //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.// 477 477 ))) ... ... @@ -480,7 +480,7 @@ 480 480 481 481 === Version 3.10 === 482 482 483 -(% class=" table-striped" %)480 +(% class="wrapped" %) 484 484 |(% colspan="1" %)(% colspan="1" %) 485 485 ((( 486 486 Scripts ... ... @@ -491,7 +491,7 @@ 491 491 ((( 492 492 Removed script action **<add_build/>** 493 493 ))) 494 -|(% colspan="7" %)(% colspan="3" %) 491 +|(% class="highlight-grey" colspan="7" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 495 495 ((( 496 496 //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.// 497 497 ))) ... ... @@ -500,7 +500,7 @@ 500 500 501 501 === Version 3.00 === 502 502 503 -(% class=" table-striped" %)500 +(% class="wrapped" %) 504 504 |(% colspan="1" %)(% colspan="1" %) 505 505 ((( 506 506 Scripts ... ... @@ -511,7 +511,7 @@ 511 511 ((( 512 512 Changed behaviour of script action **<get_suitable_job/>** 513 513 ))) 514 -|(% colspan="4" %)(% colspan="3" %) 511 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 515 515 ((( 516 516 //<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.// 517 517 ))) ... ... @@ -525,7 +525,7 @@ 525 525 ((( 526 526 Changed behaviour of script action **<get_ware_definition/>** 527 527 ))) 528 -|(% colspan="4" %)(% colspan="3" %) 525 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 529 529 ((( 530 530 //<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.// 531 531 ))) ... ... @@ -539,7 +539,7 @@ 539 539 ((( 540 540 Renamed all files in the **md**, ui, and **cutscenes** folders to lower-case 541 541 ))) 542 -|(% colspan="4" %)(% colspan="3" %) 539 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 543 543 ((( 544 544 //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.) 545 545 ... ... @@ -555,7 +555,7 @@ 555 555 ((( 556 556 Adjustments of some MD library cues in the base game to change their usage from **<include_actions>** to <run_actions> 557 557 ))) 558 -|(% colspan="4" %)(% colspan="3" %) 555 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 559 559 ((( 560 560 //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.// 561 561 ))) ... ... @@ -569,7 +569,7 @@ 569 569 ((( 570 570 Changes to $dockingbay.**todockpos** and $dockingbay.**launchpos** 571 571 ))) 572 -|(% colspan="4" %)(% colspan="3" %) 569 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 573 573 ((( 574 574 //Before the change, positions are relative to $dockingbay.parent. 575 575 After the change, positions are relative to $dockingbay as specified in the documentation.// ... ... @@ -584,7 +584,7 @@ 584 584 ((( 585 585 Support for entity flag "**skillsvisible**" dropped 586 586 ))) 587 -|(% colspan="4" %)(% colspan="3" %) 584 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 588 588 ((( 589 589 //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().// 590 590 ))) ... ... @@ -595,7 +595,7 @@ 595 595 )))|(% colspan="2" %)((( 596 596 Changes to **<event_object_changed_owner>** and added **<event_object_changed_true_owner>**. 597 597 ))) 598 -|(% colspan="4" %)(% colspan="3" %) 595 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 599 599 ((( 600 600 //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. 601 601 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. ... ... @@ -612,7 +612,7 @@ 612 612 ((( 613 613 **MissionBoard** support dropped 614 614 ))) 615 -|(% colspan="4" %)(% colspan="3" %) 612 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 616 616 ((( 617 617 //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.// 618 618 ))) ... ... @@ -623,7 +623,7 @@ 623 623 )))|(% colspan="2" %)((( 624 624 By default, **job/god entries** now only spawn objects in space added by the extension in which they are defined 625 625 ))) 626 -|(% colspan="4" %)(% colspan="3" %) 623 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 627 627 ((( 628 628 //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.// 629 629 ))) ... ... @@ -637,7 +637,7 @@ 637 637 ((( 638 638 Script action **<add_actor_to_room/> **attribute **'room'** renamed to **'object'** 639 639 ))) 640 -|(% colspan="4" %)(% colspan="3" %) 637 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 641 641 ((( 642 642 //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.// 643 643 ))) ... ... @@ -651,7 +651,7 @@ 651 651 ((( 652 652 Script action **<set_doors_locked/>** attribute **'group'** changed 653 653 ))) 654 -|(% colspan="4" %)(% colspan="3" %) 651 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 655 655 ((( 656 656 //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.// 657 657 ))) ... ... @@ -665,7 +665,7 @@ 665 665 ((( 666 666 Script conditions **<event_hack_*/>** and **<event_controlpanel_hack_*/>** removed 667 667 ))) 668 -|(% colspan="4" %)(% colspan="3" %) 665 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 669 669 ((( 670 670 //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.// 671 671 ))) ... ... @@ -679,7 +679,7 @@ 679 679 ((( 680 680 Script actions **<set_hack_target/>** and **<abort_hack/>** removed 681 681 ))) 682 -|(% colspan="4" %)(% colspan="3" %) 679 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 683 683 ((( 684 684 //These actions had no effect and were removed.// 685 685 ))) ... ... @@ -693,7 +693,7 @@ 693 693 ((( 694 694 **<setup_conversation_minigame/>** script action removed 695 695 ))) 696 -|(% colspan="4" %)(% colspan="3" %) 693 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 697 697 ((( 698 698 //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.// 699 699 ))) ... ... @@ -707,7 +707,7 @@ 707 707 ((( 708 708 <add_player_choice_*> **confidence** attribute removed 709 709 ))) 710 -|(% colspan="4" %)(% colspan="3" %) 707 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 711 711 ((( 712 712 //The default confidence of player options is another leftover from the XR era and had no effect in X4.// 713 713 ))) ... ... @@ -721,7 +721,7 @@ 721 721 ((( 722 722 **<hack_via_control_panel/>** script action removed 723 723 ))) 724 -|(% colspan="4" %)(% colspan="3" %) 721 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 725 725 ((( 726 726 //Unused script action <hack_via_control_panel/> was removed.// 727 727 ))) ... ... @@ -735,7 +735,7 @@ 735 735 ((( 736 736 **Lua: **GetMiniGameCursorPosition() removed 737 737 ))) 738 -|(% colspan="4" %)(% colspan="3" %) 735 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 739 739 ((( 740 740 //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.// 741 741 ))) ... ... @@ -746,7 +746,7 @@ 746 746 )))|(% colspan="2" %)((( 747 747 **FFI: **GetLocalizedInteractiveNotificationKey can return icon placeholders 748 748 ))) 749 -|(% colspan="4" %)(% colspan="3" %) 746 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 750 750 ((( 751 751 //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.// 752 752 ))) ... ... @@ -760,7 +760,7 @@ 760 760 ((( 761 761 **FFI: **UIWeaponMod returned by GetInstalledWeaponMod() now includes property SurfaceElementFactor 762 762 ))) 763 -|(% colspan="4" %)(% colspan="3" %) 760 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 764 764 ((( 765 765 //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.// 766 766 ))) ... ... @@ -774,7 +774,7 @@ 774 774 ((( 775 775 **$ware.illegal** updated 776 776 ))) 777 -|(% colspan="4" %)(% colspan="3" %) 774 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 778 778 ((( 779 779 //$ware.illegal used to return true if the specified ware has the 'illegal' tag which is no longer used.// 780 780 //It now returns true if $ware is illegal to any faction in the game.// ... ... @@ -789,7 +789,7 @@ 789 789 ((( 790 790 MD script **RML_Flight_Along_Path** removed 791 791 ))) 792 -|(% colspan="4" %)(% colspan="3" %) 789 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 793 793 ((( 794 794 //The MD script RML_Flight_Along_Path was not referened and was removed.// 795 795 ))) ... ... @@ -803,7 +803,7 @@ 803 803 ((( 804 804 parameters of **<event_venture_mission_completed/>** changed 805 805 ))) 806 -|(% colspan="4" %)(% colspan="3" %) 803 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 807 807 ((( 808 808 //old params: param = venture details, param2 = ships involved, param3 = duration// 809 809 //new params: param = venture detail list: [mission name, mission type], param2 = list of ships involved, param3 = duration// ... ... @@ -816,7 +816,7 @@ 816 816 **<set_object_wing_name/>** removed, 817 817 **<set_object_fleet_name/>** added 818 818 ))) 819 -|(% colspan="4" %)(% colspan="3" %) 816 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 820 820 ((( 821 821 //The common action <set_object_wing_name/> has been replaced with <set_object_fleet_name/>// 822 822 ))) ... ... @@ -828,7 +828,7 @@ 828 828 **$controllable.wing.*** removed, 829 829 **$controllable.fleet.*** added 830 830 ))) 831 -|(% colspan="4" %)(% colspan="3" %) 828 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 832 832 ((( 833 833 $controllable.wing.name, $controllable.wing.iscommander, and $controllable.wing.commander have been replaced with $controllable.fleet.name, $controllable.fleet.iscommander, and $controllable.fleet.commander 834 834 ))) ... ... @@ -837,7 +837,7 @@ 837 837 838 838 === Version 2.60 === 839 839 840 -(% class=" table-striped" %)837 +(% class="wrapped" %) 841 841 |((( 842 842 Scripts 843 843 )))|((( ... ... @@ -845,7 +845,7 @@ 845 845 )))|(% colspan="2" %)((( 846 846 '**checkoperational**' filter behaviour changed 847 847 ))) 848 -|(% colspan="10" %)(% colspan="3" %) 845 +|(% class="highlight-grey" colspan="10" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 849 849 ((( 850 850 //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.// 851 851 ... ... @@ -858,7 +858,7 @@ 858 858 )))|(% colspan="2" %)((( 859 859 $container.**supplyresources** behavior changed 860 860 )))| | | 861 -|(% colspan="10" %)(% colspan="3" %) 858 +|(% class="highlight-grey" colspan="10" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 862 862 ((( 863 863 //The script keyword $container.supplyresources now includes reserved wares.// 864 864 ))) ... ... @@ -867,7 +867,7 @@ 867 867 868 868 === Version 2.20 === 869 869 870 -(% class=" table-striped" %)867 +(% class="wrapped" %) 871 871 |(% colspan="1" %)(% colspan="1" %) 872 872 ((( 873 873 UI core ... ... @@ -878,7 +878,7 @@ 878 878 ((( 879 879 **Lua: GetControllerInfo()** returned mouseSteering/mouseCursor values are undefined. 880 880 ))) 881 -|(% colspan="4" %)(% colspan="3" %) 878 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 882 882 ((( 883 883 //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. 884 884 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.// ... ... @@ -895,7 +895,7 @@ 895 895 ((( 896 896 Attribute for build related conditions e.g. **<event_build_finished/>** renamed from 'buildmodule' to 'buildprocessor' 897 897 ))) 898 -|(% colspan="4" %)(% colspan="3" %) 895 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 899 899 ((( 900 900 //The underlying behaviour remains the same in that it involves the buildprocessor, not the buildmodule. The attribute name has simply been corrected.// 901 901 ))) ... ... @@ -904,7 +904,7 @@ 904 904 905 905 === Version 2.00 === 906 906 907 -(% class=" table-striped" %)904 +(% class="wrapped" %) 908 908 |(% colspan="1" %)(% colspan="1" %) 909 909 ((( 910 910 Scripts ... ... @@ -915,7 +915,7 @@ 915 915 ((( 916 916 **<event_build_finished/> **param2 now returns null instead of a construction sequence 917 917 ))) 918 -|(% colspan="4" %)(% colspan="3" %) 915 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 919 919 ((( 920 920 //The construction sequence which was finished should now be accessed via the buildtask provided via param3.// 921 921 ))) ... ... @@ -929,7 +929,7 @@ 929 929 ((( 930 930 **param.boarding.{...}** strength parameters removed 931 931 ))) 932 -|(% colspan="4" %)(% colspan="3" %) 929 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 933 933 ((( 934 934 //The 'recruitstrength', 'veteranstrength' and 'elitestrength' script parameters were no longer required for balancing the boarding gameplay, and were removed.// 935 935 ))) ... ... @@ -943,7 +943,7 @@ 943 943 ((( 944 944 **$defensible.boardee/$defensible.boarder** and **<set_object_boarder/>/<remove_object_boarder/>** removed 945 945 ))) 946 -|(% colspan="4" %)(% colspan="3" %) 943 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 947 947 ((( 948 948 //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.// 949 949 ))) ... ... @@ -954,7 +954,7 @@ 954 954 )))|(% colspan="2" %)((( 955 955 **FFI: GetUpgradeSlotCurrentComponent()/GetUpgradeSlotGroup()** works on non-operationals 956 956 ))) 957 -|(% colspan="4" %)(% colspan="3" %) 954 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 958 958 ((( 959 959 //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.// 960 960 ))) ... ... @@ -965,7 +965,7 @@ 965 965 )))|(% colspan="2" %)((( 966 966 **FFI: SetFormationShape()** no longer indicates an error upon certain error cases 967 967 ))) 968 -|(% colspan="4" %)(% colspan="3" %) 965 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 969 969 ((( 970 970 //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.// 971 971 //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.// ... ... @@ -977,7 +977,7 @@ 977 977 )))|(% colspan="2" %)((( 978 978 **<create_formation/>** now requires the attributes: 'leader' and 'follower'. Attribute 'object' is now deprecated. 979 979 ))) 980 -|(% colspan="4" %)(% colspan="3" %) 977 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 981 981 ((( 982 982 //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.// 983 983 ))) ... ... @@ -988,7 +988,7 @@ 988 988 )))|(% colspan="2" %)((( 989 989 **<event_player_changed_target/>** now fires and returns null if the player deselects a target. 990 990 ))) 991 -|(% colspan="4" %)(% colspan="3" %) 988 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 992 992 ((( 993 993 //For prior behavior, check for event.param being non-null.// 994 994 ))) ... ... @@ -999,7 +999,7 @@ 999 999 )))|(% colspan="2" %)((( 1000 1000 **<shoot/>/<shoot_at/>** attribute changes. 1001 1001 ))) 1002 -|(% colspan="4" %)(% colspan="3" %) 999 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 1003 1003 ((( 1004 1004 //Changed: Attribute "primary" is now optional and defines whether weapons from the ship's active primary weapon group will be fired. Defaults to true.// 1005 1005 //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.// ... ... @@ -1014,7 +1014,7 @@ 1014 1014 )))|(% colspan="2" %)((( 1015 1015 **FFI: GetBuildTask()/GetNumBuildTasks()** got a new "buildmoduleid" parameter. 1016 1016 ))) 1017 -|(% colspan="4" %)(% colspan="3" %) 1014 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 1018 1018 ((( 1019 1019 //Added possibility to query build tasks of a certain buildmodule.// 1020 1020 ))) ... ... @@ -1025,7 +1025,7 @@ 1025 1025 )))|(% colspan="2" %)((( 1026 1026 **Lua:** **GetLibraryEntry()** retrieved a new "buildresources" field. 1027 1027 ))) 1028 -|(% colspan="4" %)(% colspan="3" %) 1025 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 1029 1029 ((( 1030 1030 //Added list of resources a buildmodule needs to build.// 1031 1031 ))) ... ... @@ -1036,7 +1036,7 @@ 1036 1036 )))|(% colspan="2" %)((( 1037 1037 **Lua: CalculateTotalHullFraction() **was removed. 1038 1038 ))) 1039 -|(% colspan="4" %)(% colspan="3" %) 1036 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 1040 1040 ((( 1041 1041 //Unused, derelict function from XR - use GetComponentData(..., "hullpercent") instead.// 1042 1042 ))) ... ... @@ -1047,7 +1047,7 @@ 1047 1047 )))|(% colspan="2" %)((( 1048 1048 **FFI: RequestDockAtReason()/UndockPlayerShip() **changed their return values. 1049 1049 ))) 1050 -|(% colspan="4" %)(% colspan="3" %) 1047 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 1051 1051 ((( 1052 1052 //Changed return value type to const char* to better identify failure reasons in Lua script.// 1053 1053 ))) ... ... @@ -1056,7 +1056,7 @@ 1056 1056 1057 1057 === Version 1.50 === 1058 1058 1059 -(% class=" table-striped" %)1056 +(% class="wrapped" %) 1060 1060 |((( 1061 1061 UI extensions 1062 1062 )))|((( ... ... @@ -1064,7 +1064,7 @@ 1064 1064 )))|(% colspan="2" %)((( 1065 1065 **Lua: GetComponentData() **changed behavior of "docksizes" property. 1066 1066 ))) 1067 -|(% colspan="4" %)(% colspan="3" %) 1064 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 1068 1068 ((( 1069 1069 //The "docksizes" property no longer includes internal ship storage docks.// 1070 1070 ))) ... ... @@ -1075,7 +1075,7 @@ 1075 1075 )))|(% colspan="2" %)((( 1076 1076 **Meaning of "Shipyard"** was corrected throughout Lua/MD/AI scripts, so that Wharfs are not Shipyards (unlike in XR). 1077 1077 ))) 1078 -|(% colspan="4" %)(% colspan="3" %) 1075 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 1079 1079 ((( 1080 1080 //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".// 1081 1081 ... ... @@ -1090,7 +1090,7 @@ 1090 1090 )))|(% colspan="2" %)((( 1091 1091 **FFI: UpgradeGroupInfo **datatype was changed. 1092 1092 ))) 1093 -|(% colspan="4" %)(% colspan="3" %) 1090 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 1094 1094 ((( 1095 1095 //Added new "operational" field to retrieve information about number of operational upgrades in a group.// 1096 1096 ))) ... ... @@ -1104,7 +1104,7 @@ 1104 1104 ((( 1105 1105 **FFI: SetGuidance()** removed useinfopoint argument. 1106 1106 ))) 1107 -|(% colspan="4" %)(% colspan="3" %) 1104 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 1108 1108 ((( 1109 1109 //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.// 1110 1110 ... ... @@ -1117,7 +1117,7 @@ 1117 1117 )))|(% colspan="2" %)((( 1118 1118 **FFI: CancelConstruction() **changed its return value. 1119 1119 ))) 1120 -|(% colspan="4" %)(% colspan="3" %) 1117 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 1121 1121 ((( 1122 1122 //CancelConstruction() now returns if the cancellation was successful. // 1123 1123 ))) ... ... @@ -1126,7 +1126,7 @@ 1126 1126 1127 1127 === Version 1.32 === 1128 1128 1129 -(% class=" table-striped" %)1126 +(% class="wrapped" %) 1130 1130 |((( 1131 1131 UI extensions 1132 1132 )))|((( ... ... @@ -1134,7 +1134,7 @@ 1134 1134 )))|(% colspan="2" %)((( 1135 1135 **Lua: GetComponentData() **removed the "nextdestname" property. 1136 1136 ))) 1137 -|(% colspan="4" %)(% colspan="3" %) 1134 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 1138 1138 ((( 1139 1139 //Instead of "nextdestname", use the properties "destination" or "destinationsector" to retrieve a destination component, then retrieve its "name" property.// 1140 1140 ))) ... ... @@ -1143,7 +1143,7 @@ 1143 1143 1144 1144 === Version 1.20 === 1145 1145 1146 -(% class=" table-striped" %)1143 +(% class="wrapped" %) 1147 1147 |((( 1148 1148 UI extensions 1149 1149 )))|((( ... ... @@ -1151,7 +1151,7 @@ 1151 1151 )))|(% colspan="2" %)((( 1152 1152 **FFI: GetAAOption()** got a new "useconfig" parameter. 1153 1153 ))) 1154 -|(% colspan="4" %)(% colspan="3" %) 1151 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 1155 1155 ((( 1156 1156 //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.// 1157 1157 )))
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