Changes for page Breaking Changes
Last modified by Michael Baumgardt on 2026/04/17 12:03
From version 120.1
edited by Daniel Turner
on 2024/05/22 14:15
on 2024/05/22 14:15
Change comment:
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To version 124.6
edited by Klaus Meyer
on 2025/01/07 16:42
on 2025/01/07 16:42
Change comment:
There is no comment for this version
Summary
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... ... @@ -20,10 +20,28 @@ 20 20 21 21 {{toc scope="LOCAL" start="3"/}} 22 22 23 +=== Version 7.50 === 24 + 25 +(% class="table-striped" %) 26 +|(% colspan="1" style="width:117px" %)Relations|(% colspan="1" style="width:119px" %)7.50 Beta 4|(% colspan="2" style="width:1625px" %)**Faction relation UI values: Changed mapping of relations to displayed UI values between 0.5 and 1.0 (UI +25 and +30)** 27 +|(% colspan="4" style="width:117px" %) 28 +|(% colspan="1" style="width:117px" %)Parameters|(% colspan="1" style="width:119px" %)7.50 Beta 4|(% colspan="2" style="width:1625px" %)**<holomap><radar>**:** complete change in structure** 29 +|(% colspan="7" style="width:117px" %)((( 30 +This section now contains sets of parameters for the different modes it can be in, each in its own <mode> child node. This list can be dynamically expanded to add more modes. 31 +))) 32 + 23 23 === Version 7.00 === 24 24 25 25 26 26 (% class="table-striped" %) 37 +|(% colspan="1" style="width:117px" %)Gamestarts|(% colspan="1" style="width:119px" %)7.00 Beta 8|(% colspan="2" style="width:1625px" %)**Text references** 38 +|(% colspan="4" style="width:117px" %)//Fields containing text references in gamestarts.xml now have full text conversion applied, allowing texts to be constructed from multiple text entries, e.g. {1234,56}\n\n{1234,78}. As a result, raw text placed in the text fields needs to be formatted accordingly, e.g. "Test start (easy)" would need to be changed to "Test start \(easy\)" to avoid the text in brackets being treated as a comment.// 39 +|(% colspan="1" style="width:117px" %)Assets|(% colspan="1" style="width:119px" %)7.00 Beta 7|(% colspan="2" style="width:1625px" %)**\assets\textures\fx\highway_fx_electric_02** was deleted and replaced with **\assets\textures\fx\fx_p2_electric_01** 40 +|(% colspan="4" style="width:117px" %)highway_fx_electric_02 is still available in "legacy" folder if needed 41 +|(% colspan="1" style="width:117px" %)Parameters|(% colspan="1" style="width:119px" %)7.00 Beta 7|(% colspan="2" style="width:1625px" %)**<aiflight><skills>**: **strafespeed**, **strafeacc**, **steeringspeed**, **steeringacc** moved to separate nodes; added support for min and max values 42 +|(% colspan="4" style="width:117px" %)((( 43 +//The four parameters used to represent flat factors applied to ships' properties with respect to their respective pilots' skill levels. Parameters moved to separate nodes with support for min and max values which, if supplied, scales the factor linearly if the affected ship's unmodified property is within min and max. Factor does not affect the ship if that property is below min.// 44 +))) 27 27 |(% colspan="1" style="width:117px" %)Scripts|(% colspan="1" style="width:119px" %)7.00 Beta 6|(% colspan="2" style="width:1625px" %)MD action **<set_holomap_target>** parameter change. 28 28 |(% colspan="4" style="width:117px" %)((( 29 29 //The **pantime** parameter has never actually done anything beyond turning panning on or making the transition instant. To make this clear it has been** **replaced with the boolean parameter **instant.**// ... ... @@ -634,10 +634,7 @@ 634 634 ((( 635 635 Script action **<add_actor_to_room/> **attribute **'room'** renamed to **'object'** 636 636 ))) 637 -|(% colspan="4" %)(% colspan="3" %) 638 -((( 639 -//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.// 640 -))) 655 +|(% colspan="4" %)i 641 641 |(% colspan="1" %)(% colspan="1" %) 642 642 ((( 643 643 Scripts ... ... @@ -650,7 +650,7 @@ 650 650 ))) 651 651 |(% colspan="4" %)(% colspan="3" %) 652 652 ((( 653 - //The 'group' attribute of <set_doors_locked/> can no longer be a list. It must be a single tag value. Previously, a list containing one tag was accepted, which was redundant.//668 +The 'group' attribute of <set_doors_locked/> can no longer be a list. It must be a single tag value. Previously, a list containing one tag was accepted, which was redundant. 654 654 ))) 655 655 |(% colspan="1" %)(% colspan="1" %) 656 656 ((( ... ... @@ -664,7 +664,7 @@ 664 664 ))) 665 665 |(% colspan="4" %)(% colspan="3" %) 666 666 ((( 667 - //These events were never triggered, with the exception of <event_hack_started/> on the player entity for instant control panel hacks. Use <event_player_hacked_object> instead.//682 +These events were never triggered, with the exception of <event_hack_started/> on the player entity for instant control panel hacks. Use <event_player_hacked_object> instead. 668 668 ))) 669 669 |(% colspan="1" %)(% colspan="1" %) 670 670 ((( ... ... @@ -678,7 +678,7 @@ 678 678 ))) 679 679 |(% colspan="4" %)(% colspan="3" %) 680 680 ((( 681 - //These actions had no effect and were removed.//696 +These actions had no effect and were removed. 682 682 ))) 683 683 |(% colspan="1" %)(% colspan="1" %) 684 684 ((( ... ... @@ -692,7 +692,7 @@ 692 692 ))) 693 693 |(% colspan="4" %)(% colspan="3" %) 694 694 ((( 695 - //The script action was a leftover from the XR era and was never supported in X4 and couldn't be used in a meaningful way. It was therefore decided to better drop it altogether as it's not expected having been used by any mods.//710 +The script action was a leftover from the XR era and was never supported in X4 and couldn't be used in a meaningful way. It was therefore decided to better drop it altogether as it's not expected having been used by any mods. 696 696 ))) 697 697 |(% colspan="1" %)(% colspan="1" %) 698 698 ((( ... ... @@ -706,7 +706,7 @@ 706 706 ))) 707 707 |(% colspan="4" %)(% colspan="3" %) 708 708 ((( 709 - //The default confidence of player options is another leftover from the XR era and had no effect in X4.//724 +The default confidence of player options is another leftover from the XR era and had no effect in X4. 710 710 ))) 711 711 |(% colspan="1" %)(% colspan="1" %) 712 712 ((( ... ... @@ -720,7 +720,7 @@ 720 720 ))) 721 721 |(% colspan="4" %)(% colspan="3" %) 722 722 ((( 723 - //Unused script action <hack_via_control_panel/> was removed.//738 +Unused script action <hack_via_control_panel/> was removed. 724 724 ))) 725 725 |(% colspan="1" %)(% colspan="1" %) 726 726 ((( ... ... @@ -734,7 +734,7 @@ 734 734 ))) 735 735 |(% colspan="4" %)(% colspan="3" %) 736 736 ((( 737 - //GetMiniGameCursorPosition() was a left over from the XR era and never supposed to be shipped with X4. The function practically always returned 0 and hence we don't expect the removal of this obsolete function causing any actual mod to break.//752 +GetMiniGameCursorPosition() was a left over from the XR era and never supposed to be shipped with X4. The function practically always returned 0 and hence we don't expect the removal of this obsolete function causing any actual mod to break. 738 738 ))) 739 739 |((( 740 740 UI core ... ... @@ -745,7 +745,7 @@ 745 745 ))) 746 746 |(% colspan="4" %)(% colspan="3" %) 747 747 ((( 748 - //In 3.0 Beta 1 we added support to display icons for keyboard bindings, if an icon is available for the specified keys. This results in GetLocalizedInteractiveNotificationKey() potentially returning a different text now if such an icon is assigned to the mapped key/button.//763 +In 3.0 Beta 1 we added support to display icons for keyboard bindings, if an icon is available for the specified keys. This results in GetLocalizedInteractiveNotificationKey() potentially returning a different text now if such an icon is assigned to the mapped key/button. 749 749 ))) 750 750 |(% colspan="1" %)(% colspan="1" %) 751 751 ((( ... ... @@ -759,7 +759,7 @@ 759 759 ))) 760 760 |(% colspan="4" %)(% colspan="3" %) 761 761 ((( 762 - //In 3.0 Beta 1 we added support for a new weapon mod property "SurfaceElementFactor" to allow weapons to deal increased damage to surface elements such as Shield Generators, Turrets or Engines.//777 +In 3.0 Beta 1 we added support for a new weapon mod property "SurfaceElementFactor" to allow weapons to deal increased damage to surface elements such as Shield Generators, Turrets or Engines. 763 763 ))) 764 764 |(% colspan="1" %)(% colspan="1" %) 765 765 ((( ... ... @@ -773,8 +773,8 @@ 773 773 ))) 774 774 |(% colspan="4" %)(% colspan="3" %) 775 775 ((( 776 - //$ware.illegal used to return true if the specified ware has the 'illegal' tag which is no longer used.//777 - //It now returns true if $ware is illegal to any faction in the game.//791 +$ware.illegal used to return true if the specified ware has the 'illegal' tag which is no longer used. 792 +It now returns true if $ware is illegal to any faction in the game. 778 778 ))) 779 779 |(% colspan="1" %)(% colspan="1" %) 780 780 ((( ... ... @@ -788,7 +788,7 @@ 788 788 ))) 789 789 |(% colspan="4" %)(% colspan="3" %) 790 790 ((( 791 - //The MD script RML_Flight_Along_Path was not referened and was removed.//806 +The MD script RML_Flight_Along_Path was not referened and was removed. 792 792 ))) 793 793 |(% colspan="1" %)(% colspan="1" %) 794 794 ((( ... ... @@ -802,8 +802,8 @@ 802 802 ))) 803 803 |(% colspan="4" %)(% colspan="3" %) 804 804 ((( 805 - //old params: param = venture details, param2 = ships involved, param3 = duration//806 - //new params: param = venture detail list: [mission name, mission type], param2 = list of ships involved, param3 = duration//820 +old params: param = venture details, param2 = ships involved, param3 = duration 821 +new params: param = venture detail list: [mission name, mission type], param2 = list of ships involved, param3 = duration 807 807 ))) 808 808 |((( 809 809 Scripts ... ... @@ -815,7 +815,7 @@ 815 815 ))) 816 816 |(% colspan="4" %)(% colspan="3" %) 817 817 ((( 818 - //The common action <set_object_wing_name/> has been replaced with <set_object_fleet_name/>//833 +The common action <set_object_wing_name/> has been replaced with <set_object_fleet_name/> 819 819 ))) 820 820 |((( 821 821 Scripts ... ... @@ -844,9 +844,9 @@ 844 844 ))) 845 845 |(% colspan="10" %)(% colspan="3" %) 846 846 ((( 847 - //Actions and conditions which use the 'checkoperational' filter now behave differently. Instead of changing how 'class' and 'exactclass' behave, checkoperational == true adds an additional filter for the components being of state operational, equivalent to state="componentstate.operational". This is implicitly enabled in action elements (e.g. <find_.../>) or condition elements (e.g. <count_...>), meaning that find_ship will only find operational ships. Using such actions/conditions with checkoperational="false" will include non-operational components such as wrecked and constructions. Existing uses may find that results now exclude non-operational components.//862 +Actions and conditions which use the 'checkoperational' filter now behave differently. Instead of changing how 'class' and 'exactclass' behave, checkoperational == true adds an additional filter for the components being of state operational, equivalent to state="componentstate.operational". This is implicitly enabled in action elements (e.g. <find_.../>) or condition elements (e.g. <count_...>), meaning that find_ship will only find operational ships. Using such actions/conditions with checkoperational="false" will include non-operational components such as wrecked and constructions. Existing uses may find that results now exclude non-operational components. 848 848 849 - //Sub nodes such as match_child will have checkoperational default to false. Existing uses may find that results now include non-operational components.//864 +Sub nodes such as match_child will have checkoperational default to false. Existing uses may find that results now include non-operational components. 850 850 ))) 851 851 |((( 852 852 Scripts ... ... @@ -857,7 +857,7 @@ 857 857 )))| | | 858 858 |(% colspan="10" %)(% colspan="3" %) 859 859 ((( 860 - //The script keyword $container.supplyresources now includes reserved wares.//875 +The script keyword $container.supplyresources now includes reserved wares. 861 861 ))) 862 862 863 863 ---- ... ... @@ -877,10 +877,10 @@ 877 877 ))) 878 878 |(% colspan="4" %)(% colspan="3" %) 879 879 ((( 880 - //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.881 -In 2.20 Beta 4 we improved the situation slightly so that a call to GetControllerInfo() will return either "mouseCursor" or "mouseSteering" in any of the 3 mouse modes. //895 +2.20 Beta 3 introduced the new direct mouse steering mode. The mode was however not integrated as a first level mode and hence GetControllerInfo() returned the "gamepad" mode while direct mouse steering was active. 896 +In 2.20 Beta 4 we improved the situation slightly so that a call to GetControllerInfo() will return either "mouseCursor" or "mouseSteering" in any of the 3 mouse modes. 882 882 883 - //It's a pending change to ensure that the returned mode is more reasonable in an upcoming patch. So be aware that another breaking change might be introduced at some point.//898 +It's a pending change to ensure that the returned mode is more reasonable in an upcoming patch. So be aware that another breaking change might be introduced at some point. 884 884 ))) 885 885 |(% colspan="1" %)(% colspan="1" %) 886 886 ((( ... ... @@ -894,7 +894,7 @@ 894 894 ))) 895 895 |(% colspan="4" %)(% colspan="3" %) 896 896 ((( 897 - //The underlying behaviour remains the same in that it involves the buildprocessor, not the buildmodule. The attribute name has simply been corrected.//912 +The underlying behaviour remains the same in that it involves the buildprocessor, not the buildmodule. The attribute name has simply been corrected. 898 898 ))) 899 899 900 900 ---- ... ... @@ -914,7 +914,7 @@ 914 914 ))) 915 915 |(% colspan="4" %)(% colspan="3" %) 916 916 ((( 917 - //The construction sequence which was finished should now be accessed via the buildtask provided via param3.//932 +The construction sequence which was finished should now be accessed via the buildtask provided via param3. 918 918 ))) 919 919 |(% colspan="1" %)(% colspan="1" %) 920 920 ((( ... ... @@ -928,7 +928,7 @@ 928 928 ))) 929 929 |(% colspan="4" %)(% colspan="3" %) 930 930 ((( 931 - //The 'recruitstrength', 'veteranstrength' and 'elitestrength' script parameters were no longer required for balancing the boarding gameplay, and were removed.//946 +The 'recruitstrength', 'veteranstrength' and 'elitestrength' script parameters were no longer required for balancing the boarding gameplay, and were removed. 932 932 ))) 933 933 |(% colspan="1" %)(% colspan="1" %) 934 934 ((( ... ... @@ -942,7 +942,7 @@ 942 942 ))) 943 943 |(% colspan="4" %)(% colspan="3" %) 944 944 ((( 945 - //Due to changes to boarding in X4, the boarding connections accessed by these script properties and actions became redundent and thus, removed. Any connections set by these actions in a savegame will not survive loading.//960 +Due to changes to boarding in X4, the boarding connections accessed by these script properties and actions became redundent and thus, removed. Any connections set by these actions in a savegame will not survive loading. 946 946 ))) 947 947 |((( 948 948 UI extensions ... ... @@ -953,7 +953,7 @@ 953 953 ))) 954 954 |(% colspan="4" %)(% colspan="3" %) 955 955 ((( 956 - //Before 2.0 Beta 1 using GetUpgradeSlotCurrentComponent() or GetUpgradeSlotGroup() only performed on operational objects (i.e. not wrecked objects or objects under construction). Since this is inconsistent with the rest of the UI functions, this was considered a bug and fixed in 2.0 Beta 1. If you require the old behavior, use the FFI function: IsComponentOperational() to check the passed object's state before making the call.//971 +Before 2.0 Beta 1 using GetUpgradeSlotCurrentComponent() or GetUpgradeSlotGroup() only performed on operational objects (i.e. not wrecked objects or objects under construction). Since this is inconsistent with the rest of the UI functions, this was considered a bug and fixed in 2.0 Beta 1. If you require the old behavior, use the FFI function: IsComponentOperational() to check the passed object's state before making the call. 957 957 ))) 958 958 |((( 959 959 UI extensions ... ... @@ -964,8 +964,8 @@ 964 964 ))) 965 965 |(% colspan="4" %)(% colspan="3" %) 966 966 ((( 967 - //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.//968 - //Therefore, in 2.0 Beta 1 we drop the error indication in case of an attempt to set the formation fails. We are currently working on a better solution to the underlying problem and hope to have it ready as part of a following beta.//982 +Before 2.0 Beta 1 a call to SetFormationShape() indicated an error state to the caller in certain cases where setting a formation shape (potentially) failed. Due to a design flaw in the handling of formations, this however doesn't do any good, since the function by itself doesn't really set the formation shape in all cases. On top of that the call can fail at random. Hence, at the moment an indication of an error case that setting a formation potentially fails is no good to the caller and he has no means to distinguish that case from a real error case. 983 +Therefore, in 2.0 Beta 1 we drop the error indication in case of an attempt to set the formation fails. We are currently working on a better solution to the underlying problem and hope to have it ready as part of a following beta. 969 969 ))) 970 970 |((( 971 971 Scripts ... ... @@ -976,7 +976,7 @@ 976 976 ))) 977 977 |(% colspan="4" %)(% colspan="3" %) 978 978 ((( 979 - //This now enforces a leader and at least one follower in order to create or change a formation. Former implementation made it possible to create formations without any followers which led to issues.//994 +This now enforces a leader and at least one follower in order to create or change a formation. Former implementation made it possible to create formations without any followers which led to issues. 980 980 ))) 981 981 |((( 982 982 Scripts ... ... @@ -987,7 +987,7 @@ 987 987 ))) 988 988 |(% colspan="4" %)(% colspan="3" %) 989 989 ((( 990 - //For prior behavior, check for event.param being non-null.//1005 +For prior behavior, check for event.param being non-null. 991 991 ))) 992 992 |((( 993 993 AI Scripts ... ... @@ -998,11 +998,11 @@ 998 998 ))) 999 999 |(% colspan="4" %)(% colspan="3" %) 1000 1000 ((( 1001 - //Changed: Attribute "primary" is now optional and defines whether weapons from the ship's active primary weapon group will be fired. Defaults to true.//1002 - //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.//1003 - //New attribute: "missiles" is an optional attribute that defines whether only missile launchers will be used. If false, only guns will be fired. Defaults to false.//1016 +Changed: Attribute "primary" is now optional and defines whether weapons from the ship's active primary weapon group will be fired. Defaults to true. 1017 +New attribute: "secondary" is an optional attribute that defines whether weapons from the ship's active secondary weapon group will be fired. Defaults to true. 1018 +New attribute: "missiles" is an optional attribute that defines whether only missile launchers will be used. If false, only guns will be fired. Defaults to false. 1004 1004 1005 - //Corrects now-obsolete assumption that primary weapon groups only contain guns and secondary weapon groups only contain missile launchers.//1020 +Corrects now-obsolete assumption that primary weapon groups only contain guns and secondary weapon groups only contain missile launchers. 1006 1006 ))) 1007 1007 |((( 1008 1008 UI extensions ... ... @@ -1013,7 +1013,7 @@ 1013 1013 ))) 1014 1014 |(% colspan="4" %)(% colspan="3" %) 1015 1015 ((( 1016 - //Added possibility to query build tasks of a certain buildmodule.//1031 +Added possibility to query build tasks of a certain buildmodule. 1017 1017 ))) 1018 1018 |((( 1019 1019 UI extensions ... ... @@ -1024,7 +1024,7 @@ 1024 1024 ))) 1025 1025 |(% colspan="4" %)(% colspan="3" %) 1026 1026 ((( 1027 - //Added list of resources a buildmodule needs to build.//1042 +Added list of resources a buildmodule needs to build. 1028 1028 ))) 1029 1029 |((( 1030 1030 UI extensions ... ... @@ -1035,7 +1035,7 @@ 1035 1035 ))) 1036 1036 |(% colspan="4" %)(% colspan="3" %) 1037 1037 ((( 1038 - //Unused, derelict function from XR - use GetComponentData(..., "hullpercent") instead.//1053 +Unused, derelict function from XR - use GetComponentData(..., "hullpercent") instead. 1039 1039 ))) 1040 1040 |((( 1041 1041 UI extensions ... ... @@ -1046,7 +1046,7 @@ 1046 1046 ))) 1047 1047 |(% colspan="4" %)(% colspan="3" %) 1048 1048 ((( 1049 - //Changed return value type to const char* to better identify failure reasons in Lua script.//1064 +Changed return value type to const char* to better identify failure reasons in Lua script. 1050 1050 ))) 1051 1051 1052 1052 ---- ... ... @@ -1063,7 +1063,7 @@ 1063 1063 ))) 1064 1064 |(% colspan="4" %)(% colspan="3" %) 1065 1065 ((( 1066 - //The "docksizes" property no longer includes internal ship storage docks.//1081 +The "docksizes" property no longer includes internal ship storage docks. 1067 1067 ))) 1068 1068 |((( 1069 1069 All ... ... @@ -1074,11 +1074,11 @@ 1074 1074 ))) 1075 1075 |(% colspan="4" %)(% colspan="3" %) 1076 1076 ((( 1077 - //Shipyards (formerly also known as Capital Shipyards) can build capital ships, while Wharfs only build non-capital ships. To check whether a station is a Shipyard or a Wharf, check whether the station "can build ships".//1092 +Shipyards (formerly also known as Capital Shipyards) can build capital ships, while Wharfs only build non-capital ships. To check whether a station is a Shipyard or a Wharf, check whether the station "can build ships". 1078 1078 1079 - //Lua: Adjusted GetComponentData() and HasShipyard(), added HasWharf()//1080 - //Lua / GetComponentData() properties: Removed "iscapitalshipyard", fixed "isshipyard", added "canbuildships", "iswharf", "isequipmentdock"//1081 - //Scripts: Fixed property .isshipyard, added .iswharf (.canbuildships existed already)//1094 +Lua: Adjusted GetComponentData() and HasShipyard(), added HasWharf() 1095 +Lua / GetComponentData() properties: Removed "iscapitalshipyard", fixed "isshipyard", added "canbuildships", "iswharf", "isequipmentdock" 1096 +Scripts: Fixed property .isshipyard, added .iswharf (.canbuildships existed already) 1082 1082 ))) 1083 1083 |((( 1084 1084 UI extensions ... ... @@ -1089,7 +1089,7 @@ 1089 1089 ))) 1090 1090 |(% colspan="4" %)(% colspan="3" %) 1091 1091 ((( 1092 - //Added new "operational" field to retrieve information about number of operational upgrades in a group.//1107 +Added new "operational" field to retrieve information about number of operational upgrades in a group. 1093 1093 ))) 1094 1094 |(% colspan="1" %)(% colspan="1" %) 1095 1095 ((( ... ... @@ -1103,9 +1103,9 @@ 1103 1103 ))) 1104 1104 |(% colspan="4" %)(% colspan="3" %) 1105 1105 ((( 1106 - //In X Rebirth "info points" existed (which were mainly used as interaction points to scan stations/access information about modules). These were removed in X4 but this left-over property here was missed to be removed in-time for release. It was therefore removed now in order to move towards a stable/clean UI API.//1121 +In X Rebirth "info points" existed (which were mainly used as interaction points to scan stations/access information about modules). These were removed in X4 but this left-over property here was missed to be removed in-time for release. It was therefore removed now in order to move towards a stable/clean UI API. 1107 1107 1108 - //The new function declaration is: void SetGuidance(UniverseID componentid, UIPosRot offset)//1123 +The new function declaration is: void SetGuidance(UniverseID componentid, UIPosRot offset) 1109 1109 ))) 1110 1110 |((( 1111 1111 UI extensions ... ... @@ -1116,7 +1116,7 @@ 1116 1116 ))) 1117 1117 |(% colspan="4" %)(% colspan="3" %) 1118 1118 ((( 1119 - //CancelConstruction() now returns if the cancellation was successful.//1134 +CancelConstruction() now returns if the cancellation was successful. 1120 1120 ))) 1121 1121 1122 1122 ---- ... ... @@ -1133,7 +1133,7 @@ 1133 1133 ))) 1134 1134 |(% colspan="4" %)(% colspan="3" %) 1135 1135 ((( 1136 - //Instead of "nextdestname", use the properties "destination" or "destinationsector" to retrieve a destination component, then retrieve its "name" property.//1151 +Instead of "nextdestname", use the properties "destination" or "destinationsector" to retrieve a destination component, then retrieve its "name" property. 1137 1137 ))) 1138 1138 1139 1139 ----