Changes for page Breaking Changes

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

From version 121.2
edited by Volodymyr Boichuk
on 2024/05/29 13:25
Change comment: There is no comment for this version
To version 115.1
edited by Volodymyr Boichuk
on 2024/04/10 12:55
Change comment: There is no comment for this version

Summary

Details

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Content
... ... @@ -23,20 +23,10 @@
23 23  === Version 7.00 ===
24 24  
25 25  
26 -(% class="table-striped" %)
27 -|(% colspan="1" style="width:117px" %) |(% colspan="1" style="width:119px" %) |(% colspan="2" style="width:1625px" %)
28 -|(% colspan="4" style="width:117px" %)
29 -|(% 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
30 -|(% colspan="4" style="width:117px" %)(((
31 -//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.//
32 -)))
33 -|(% 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.
34 -|(% colspan="4" style="width:117px" %)(((
35 -//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.**//
36 -)))
26 +(% class="wrapped" %)
37 37  |(% 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.
38 38  |(% colspan="4" style="width:117px" %)(((
39 -(% 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 DIFF the materiallibrary from 6.20 with 7.0 to see the difference//
40 40  )))
41 41  |(% colspan="1" style="width:117px" %)(% colspan="1" %)
42 42  (((
... ... @@ -46,7 +46,7 @@
46 46  )))|(% colspan="2" style="width:1625px" %)(((
47 47  MD action **<set_presentation_cluster_persistence/>** now requires the cluster to be a presentation cluster.
48 48  )))
49 -|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %)
39 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" title="Background colour :" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" title="Background colour :" %)
50 50  (((
51 51  // Previously it was possible to set normal clusters to be persistent presentation clusters which was an invalid state.//
52 52  )))
... ... @@ -58,7 +58,7 @@
58 58  )))|(% colspan="2" style="width:1625px" %)(((
59 59  **FFI**: RemoveBuildPlot() changed
60 60  )))
61 -|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %)
51 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" title="Background colour :" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" title="Background colour :" %)
62 62  (((
63 63  // 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.//
64 64  )))
... ... @@ -70,14 +70,16 @@
70 70  )))|(% colspan="2" style="width:1625px" %)(((
71 71  **Some Split DLC materials moved to base game**
72 72  )))
73 -|(% colspan="7" title="Background colour :" %)(% colspan="3" title="Background colour :" %)
63 +|(% class="highlight-grey" colspan="7" data-highlight-colour="grey" title="Background colour :" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" title="Background colour :" %)
74 74  (((
75 75  // //"spl_p1_fx" AND "split_p1_hulltexture_01" were moved from Split DLC to base game
76 76  )))
77 77  
68 +----
69 +
78 78  === Version 6.00 ===
79 79  
80 -(% class="table-striped" %)
72 +(% class="wrapped" %)
81 81  |(((
82 82  Libraries
83 83  )))|(((
... ... @@ -85,7 +85,7 @@
85 85  )))|(% colspan="2" %)(((
86 86  Updated weights for ship groups in shipgroups.xml libraries of base game and all DLCs.
87 87  )))
88 -|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %)
80 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" title="Background colour :" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" title="Background colour :" %)
89 89  (((
90 90  //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.//
91 91  
... ... @@ -101,7 +101,7 @@
101 101  (((
102 102  Changed conditions for **<event_player_travelmode_started> <event_player_travelmode_stopped> <event_player_travelmode_charge_started> <event_player_travelmode_charge_aborted>** to be raised.
103 103  )))
104 -|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %)
96 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" title="Background colour :" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" title="Background colour :" %)
105 105  (((
106 106  //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. //
107 107  
... ... @@ -117,7 +117,7 @@
117 117  (((
118 118  Changed result of **<find_object_surface>** action in the case of a failure
119 119  )))
120 -|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %)
112 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" title="Background colour :" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" title="Background colour :" %)
121 121  (((
122 122  //The 'posname' and 'rotname' result attributes of <find_object_surface> will now return null in the case of no valid surface position being found.//
123 123  
... ... @@ -135,7 +135,7 @@
135 135  (((
136 136  Behaviour change for **<match_dock>** script component filter
137 137  )))
138 -|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %)
130 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" title="Background colour :" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" title="Background colour :" %)
139 139  (((
140 140  //<match_dock> nodes can now be used on container and walkablemodule classes without wrapping them in <match_content> nodes.
141 141  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.//
... ... @@ -150,7 +150,7 @@
150 150  (((
151 151  Changed result attribute location for **<get_attackstrength>**
152 152  )))
153 -|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %)
145 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" title="Background colour :" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" title="Background colour :" %)
154 154  (((
155 155  //The 'result' attribute of get_attackstrength has been moved into the new <result> subnode and renamed to 'total'.//
156 156  )))
... ... @@ -161,7 +161,7 @@
161 161  )))|(% colspan="2" %)(((
162 162  Surface element **connections** are incompatible by default unless tagged as "**standard**", and also "**combat**" for non-missile, non-mining weapons
163 163  )))
164 -|(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)
156 +|(% 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%" %)
165 165  (((
166 166  //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.
167 167  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.//
... ... @@ -176,7 +176,7 @@
176 176  (((
177 177  Changed behaviour of attribute **sortbygatedistanceto** when finding objects, discarding unreachable objects
178 178  )))
179 -|(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)
171 +|(% 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%" %)
180 180  (((
181 181  //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.//
182 182  )))
... ... @@ -187,7 +187,7 @@
187 187  )))|(% colspan="2" %)(((
188 188  **<event_player_owned_killed_object>** and **<event_player_owned_destroyed>** are now triggered before the corresponding **<event_object_destroyed>**, instead of afterwards.
189 189  )))
190 -|(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)
182 +|(% 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%" %)
191 191  (((
192 192  //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.//
193 193  )))
... ... @@ -198,7 +198,7 @@
198 198  )))|(% colspan="2" %)(((
199 199  Changed behaviour of **<angles>** in cutscenes
200 200  )))
201 -|(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)
193 +|(% 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%" %)
202 202  (((
203 203  //The yaw and pitch nodes in <angles> are now correctly interpreted as values in degrees.//
204 204  )))
... ... @@ -207,7 +207,7 @@
207 207  
208 208  === Version 5.00 ===
209 209  
210 -(% class="table-striped" %)
202 +(% class="wrapped" %)
211 211  |(((
212 212  Parameters
213 213  )))|(((
... ... @@ -215,7 +215,7 @@
215 215  )))|(% colspan="2" %)(((
216 216  **<controlpanel><entry>: minduration** removed, **maxduration** renamed to duration
217 217  )))
218 -|(% colspan="7" %)(% colspan="3" %)
210 +|(% class="highlight-grey" colspan="7" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
219 219  (((
220 220  //'minduration' was unused in X4, maxduration was and still is taken as the actual duration of control panel hacks. No functionality change.//
221 221  )))
... ... @@ -224,7 +224,7 @@
224 224  
225 225  === Version 4.10 ===
226 226  
227 -(% class="table-striped" %)
219 +(% class="wrapped" %)
228 228  |(% colspan="1" %)(% colspan="1" %)
229 229  (((
230 230  UI extensions
... ... @@ -235,7 +235,7 @@
235 235  (((
236 236  **FFI**: SetMapRenderCargoContents(), SetMapRenderWorkForceInfo(), SetMapRenderCrewInfo() and SetMapRenderDockedShipInfos() deprecated
237 237  )))
238 -|(% colspan="4" %)(% colspan="3" %)
230 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
239 239  (((
240 240  //The functionality represented by SetMapRenderCargoContents(), SetMapRenderWorkForceInfo(), SetMapRenderCrewInfo() and SetMapRenderDockedShipInfos() has been removed and the function was therefore stubbed.//
241 241  )))
... ... @@ -249,7 +249,7 @@
249 249  (((
250 250  **FFI**: CustomGameStartPlayerProperty2 changed
251 251  )))
252 -|(% colspan="4" %)(% colspan="3" %)
244 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
253 253  (((
254 254  //This struct was added in 4.10 Beta 2 and an additional member count was added in Beta 6.//
255 255  )))
... ... @@ -263,7 +263,7 @@
263 263  (((
264 264  Renamed **<stationinfobox>** to **<infobox>**
265 265  )))
266 -|(% colspan="4" %)(% colspan="3" %)
258 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
267 267  (((
268 268  //Info box parameters are now shared across stations and ships. The node has a more generic name to reflect that.//
269 269  )))
... ... @@ -277,7 +277,7 @@
277 277  (((
278 278  **FFI**: SetMacroMapPlayerSectorOffset() deprecated
279 279  )))
280 -|(% colspan="4" %)(% colspan="3" %)
272 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
281 281  (((
282 282  //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.//
283 283  )))
... ... @@ -288,7 +288,7 @@
288 288  )))|(% colspan="2" %)(((
289 289  **FFI**: FilterComponentForMapMode() and SetMapObjectFilter() changed
290 290  )))
291 -|(% colspan="4" %)(% colspan="3" %)
283 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
292 292  (((
293 293  //These functions were added in 4.10 Beta 1 and an additional boolean parameter allowentitydeliverymissionobject was added in Beta 2.//
294 294  )))
... ... @@ -299,7 +299,7 @@
299 299  )))|(% colspan="2" %)(((
300 300  People related attributes of mission** <delivery> **node moved
301 301  )))
302 -|(% colspan="4" %)(% colspan="3" %)
294 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
303 303  (((
304 304  //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.//
305 305  )))
... ... @@ -313,7 +313,7 @@
313 313  (((
314 314  **$destructible.productions** replaced with $defensible.productions
315 315  )))
316 -|(% colspan="4" %)(% colspan="3" %)
308 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
317 317  (((
318 318  //The $destructible.productions script property was removed and reimplemented as $defensible.productions meaning some old uses may no longer work unless the destructible is also a defensible. The old implementation functioned by finding the containing object of the destructible (including itself) to query for the production modules.//
319 319  )))
... ... @@ -324,7 +324,7 @@
324 324  )))|(% colspan="2" %)(((
325 325  Removed script property **$object.spawnsourceseed**
326 326  )))
327 -|(% colspan="4" %)(% colspan="3" %)
319 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
328 328  (((
329 329  //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.//
330 330  )))
... ... @@ -333,7 +333,7 @@
333 333  
334 334  === Version 4.00 ===
335 335  
336 -(% class="table-striped" %)
328 +(% class="wrapped" %)
337 337  |(% colspan="1" %)(% colspan="1" %)
338 338  (((
339 339  UI core
... ... @@ -344,7 +344,7 @@
344 344  (((
345 345  Controlled ship can change without a **gameplanchange-event** occurring.
346 346  )))
347 -|(% colspan="4" %)(% colspan="3" %)
339 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
348 348  (((
349 349  //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).
350 350  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.//
... ... @@ -356,7 +356,7 @@
356 356  )))|(% colspan="2" %)(((
357 357  Parameters of **<event_terraforming_project_succeeded>** and **<event_terraforming_project_failed>** changed
358 358  )))
359 -|(% colspan="4" %)(% colspan="3" %)
351 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
360 360  (((
361 361  //Old params: param = project ID, param2 = were there positive side-effects?, param3 = were there negative side-effects?
362 362  New params: param = project ID, param2 = [were there positive side-effects?, were there negative side-effects?], param3 = payout in Credits
... ... @@ -372,7 +372,7 @@
372 372  (((
373 373  **FFI:** GetFactionRelationStatus() handling for faction relation range [-20,-10] changed
374 374  )))
375 -|(% colspan="4" %)(% colspan="3" %)
367 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
376 376  (((
377 377  //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.
378 378  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).//
... ... @@ -389,7 +389,7 @@
389 389  (((
390 390  **FFI:** GetRelationStatus()/GetRelationStatus2() handling for objects in relation range [-25,-10] changed
391 391  )))
392 -|(% colspan="4" %)(% colspan="3" %)
384 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
393 393  (((
394 394  //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.//
395 395  
... ... @@ -402,7 +402,7 @@
402 402  )))|(% colspan="2" %)(((
403 403  **requiresconstructionvessel** parameter moved
404 404  )))
405 -|(% colspan="4" %)(% colspan="3" %)
397 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
406 406  (((
407 407  //The 'requiresconstructionvessel' attribute has been moved from the 'recycling' node itself, to the new 'station' subnode.//
408 408  )))
... ... @@ -413,7 +413,7 @@
413 413  )))|(% colspan="2" %)(((
414 414  Changed behaviour of **gatedistance** script property
415 415  )))
416 -|(% colspan="4" %)(% colspan="3" %)
408 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
417 417  (((
418 418  //The 'gatedistance' script property now minimizes the number of gate jumps instead of counting the number gate jumps in the fastest route.//
419 419  )))
... ... @@ -422,7 +422,7 @@
422 422  
423 423  === Version 3.30 ===
424 424  
425 -(% class="table-striped" %)
417 +(% class="wrapped" %)
426 426  |(((
427 427  UI extensions
428 428  )))|(((
... ... @@ -430,7 +430,7 @@
430 430  )))|(% colspan="2" %)(((
431 431  **FFI: **Removed** GetMissionLimit() **and** IsMissionLimitEnabled()**
432 432  )))
433 -|(% colspan="7" %)(% colspan="3" %)
425 +|(% class="highlight-grey" colspan="7" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
434 434  (((
435 435  //These mission limit-related functions (added in 3.30 Beta 1 and 2) are replaced with FFI IsMissionLimitReached()//
436 436  )))
... ... @@ -439,7 +439,7 @@
439 439  
440 440  === Version 3.20 ===
441 441  
442 -(% class="table-striped" %)
434 +(% class="wrapped" %)
443 443  |(((
444 444  Scripts
445 445  )))|(((
... ... @@ -447,7 +447,7 @@
447 447  )))|(% colspan="2" %)(((
448 448  Parameters of **<event_player_attacked_object/>** and **<event_object_attacked_object/>** changed
449 449  )))
450 -|(% colspan="4" %)(% colspan="3" %)
442 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
451 451  (((
452 452  //Old params: param = attacked object, param2 = attack method, param3 = attacked component//
453 453  //New params: param = attacked object, param2 = attack method, param3 = attack component detail list: [attacked component, attacking weapon]
... ... @@ -463,7 +463,7 @@
463 463  (((
464 464  Removed script property $trade.**restriction.faction**
465 465  )))
466 -|(% colspan="4" %)(% colspan="3" %)
458 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
467 467  (((
468 468  //$trade.restriction.faction has been replaced with $trade.restriction.factions, which returns a list of factions.//
469 469  )))
... ... @@ -474,7 +474,7 @@
474 474  )))|(% colspan="2" %)(((
475 475  **Lua**: **GetTradeRestrictions()**, **ToggleFactionTradeRestriction()** and **ToggleFactionTradeWareOverride()** are now obsolete!
476 476  )))
477 -|(% colspan="4" %)(% colspan="3" %)
469 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
478 478  (((
479 479  //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.//
480 480  )))
... ... @@ -483,7 +483,7 @@
483 483  
484 484  === Version 3.10 ===
485 485  
486 -(% class="table-striped" %)
478 +(% class="wrapped" %)
487 487  |(% colspan="1" %)(% colspan="1" %)
488 488  (((
489 489  Scripts
... ... @@ -494,7 +494,7 @@
494 494  (((
495 495  Removed script action **<add_build/>**
496 496  )))
497 -|(% colspan="7" %)(% colspan="3" %)
489 +|(% class="highlight-grey" colspan="7" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
498 498  (((
499 499  //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.//
500 500  )))
... ... @@ -503,7 +503,7 @@
503 503  
504 504  === Version 3.00 ===
505 505  
506 -(% class="table-striped" %)
498 +(% class="wrapped" %)
507 507  |(% colspan="1" %)(% colspan="1" %)
508 508  (((
509 509  Scripts
... ... @@ -514,7 +514,7 @@
514 514  (((
515 515  Changed behaviour of script action **<get_suitable_job/>**
516 516  )))
517 -|(% colspan="4" %)(% colspan="3" %)
509 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
518 518  (((
519 519  //<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.//
520 520  )))
... ... @@ -528,7 +528,7 @@
528 528  (((
529 529  Changed behaviour of script action **<get_ware_definition/>**
530 530  )))
531 -|(% colspan="4" %)(% colspan="3" %)
523 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
532 532  (((
533 533  //<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.//
534 534  )))
... ... @@ -542,7 +542,7 @@
542 542  (((
543 543  Renamed all files in the **md**, ui, and **cutscenes** folders to lower-case
544 544  )))
545 -|(% colspan="4" %)(% colspan="3" %)
537 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
546 546  (((
547 547  //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.)
548 548  
... ... @@ -558,7 +558,7 @@
558 558  (((
559 559  Adjustments of some MD library cues in the base game to change their usage from **<include_actions>** to <run_actions>
560 560  )))
561 -|(% colspan="4" %)(% colspan="3" %)
553 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
562 562  (((
563 563  //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.//
564 564  )))
... ... @@ -572,7 +572,7 @@
572 572  (((
573 573  Changes to $dockingbay.**todockpos** and $dockingbay.**launchpos**
574 574  )))
575 -|(% colspan="4" %)(% colspan="3" %)
567 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
576 576  (((
577 577  //Before the change, positions are relative to $dockingbay.parent.
578 578  After the change, positions are relative to $dockingbay as specified in the documentation.//
... ... @@ -587,7 +587,7 @@
587 587  (((
588 588  Support for entity flag "**skillsvisible**" dropped
589 589  )))
590 -|(% colspan="4" %)(% colspan="3" %)
582 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
591 591  (((
592 592  //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().//
593 593  )))
... ... @@ -598,7 +598,7 @@
598 598  )))|(% colspan="2" %)(((
599 599  Changes to **<event_object_changed_owner>** and added **<event_object_changed_true_owner>**.
600 600  )))
601 -|(% colspan="4" %)(% colspan="3" %)
593 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
602 602  (((
603 603  //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.
604 604  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.
... ... @@ -615,7 +615,7 @@
615 615  (((
616 616  **MissionBoard** support dropped
617 617  )))
618 -|(% colspan="4" %)(% colspan="3" %)
610 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
619 619  (((
620 620  //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.//
621 621  )))
... ... @@ -626,7 +626,7 @@
626 626  )))|(% colspan="2" %)(((
627 627  By default, **job/god entries** now only spawn objects in space added by the extension in which they are defined
628 628  )))
629 -|(% colspan="4" %)(% colspan="3" %)
621 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
630 630  (((
631 631  //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.//
632 632  )))
... ... @@ -640,7 +640,7 @@
640 640  (((
641 641  Script action **<add_actor_to_room/> **attribute **'room'** renamed to **'object'**
642 642  )))
643 -|(% colspan="4" %)(% colspan="3" %)
635 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
644 644  (((
645 645  //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.//
646 646  )))
... ... @@ -654,7 +654,7 @@
654 654  (((
655 655  Script action **<set_doors_locked/>** attribute **'group'** changed
656 656  )))
657 -|(% colspan="4" %)(% colspan="3" %)
649 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
658 658  (((
659 659  //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.//
660 660  )))
... ... @@ -668,7 +668,7 @@
668 668  (((
669 669  Script conditions **<event_hack_*/>** and **<event_controlpanel_hack_*/>** removed
670 670  )))
671 -|(% colspan="4" %)(% colspan="3" %)
663 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
672 672  (((
673 673  //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.//
674 674  )))
... ... @@ -682,7 +682,7 @@
682 682  (((
683 683  Script actions **<set_hack_target/>** and **<abort_hack/>** removed
684 684  )))
685 -|(% colspan="4" %)(% colspan="3" %)
677 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
686 686  (((
687 687  //These actions had no effect and were removed.//
688 688  )))
... ... @@ -696,7 +696,7 @@
696 696  (((
697 697  **<setup_conversation_minigame/>** script action removed
698 698  )))
699 -|(% colspan="4" %)(% colspan="3" %)
691 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
700 700  (((
701 701  //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.//
702 702  )))
... ... @@ -710,7 +710,7 @@
710 710  (((
711 711  <add_player_choice_*> **confidence** attribute removed
712 712  )))
713 -|(% colspan="4" %)(% colspan="3" %)
705 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
714 714  (((
715 715  //The default confidence of player options is another leftover from the XR era and had no effect in X4.//
716 716  )))
... ... @@ -724,7 +724,7 @@
724 724  (((
725 725  **<hack_via_control_panel/>** script action removed
726 726  )))
727 -|(% colspan="4" %)(% colspan="3" %)
719 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
728 728  (((
729 729  //Unused script action <hack_via_control_panel/> was removed.//
730 730  )))
... ... @@ -738,7 +738,7 @@
738 738  (((
739 739  **Lua: **GetMiniGameCursorPosition() removed
740 740  )))
741 -|(% colspan="4" %)(% colspan="3" %)
733 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
742 742  (((
743 743  //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.//
744 744  )))
... ... @@ -749,7 +749,7 @@
749 749  )))|(% colspan="2" %)(((
750 750  **FFI: **GetLocalizedInteractiveNotificationKey can return icon placeholders
751 751  )))
752 -|(% colspan="4" %)(% colspan="3" %)
744 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
753 753  (((
754 754  //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.//
755 755  )))
... ... @@ -763,7 +763,7 @@
763 763  (((
764 764  **FFI: **UIWeaponMod returned by GetInstalledWeaponMod() now includes property SurfaceElementFactor
765 765  )))
766 -|(% colspan="4" %)(% colspan="3" %)
758 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
767 767  (((
768 768  //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.//
769 769  )))
... ... @@ -777,7 +777,7 @@
777 777  (((
778 778  **$ware.illegal** updated
779 779  )))
780 -|(% colspan="4" %)(% colspan="3" %)
772 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
781 781  (((
782 782  //$ware.illegal used to return true if the specified ware has the 'illegal' tag which is no longer used.//
783 783  //It now returns true if $ware is illegal to any faction in the game.//
... ... @@ -792,7 +792,7 @@
792 792  (((
793 793  MD script **RML_Flight_Along_Path** removed
794 794  )))
795 -|(% colspan="4" %)(% colspan="3" %)
787 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
796 796  (((
797 797  //The MD script RML_Flight_Along_Path was not referened and was removed.//
798 798  )))
... ... @@ -806,7 +806,7 @@
806 806  (((
807 807  parameters of **<event_venture_mission_completed/>** changed
808 808  )))
809 -|(% colspan="4" %)(% colspan="3" %)
801 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
810 810  (((
811 811  //old params: param = venture details, param2 = ships involved, param3 = duration//
812 812  //new params: param = venture detail list: [mission name, mission type], param2 = list of ships involved, param3 = duration//
... ... @@ -819,7 +819,7 @@
819 819  **<set_object_wing_name/>** removed,
820 820  **<set_object_fleet_name/>** added
821 821  )))
822 -|(% colspan="4" %)(% colspan="3" %)
814 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
823 823  (((
824 824  //The common action <set_object_wing_name/> has been replaced with <set_object_fleet_name/>//
825 825  )))
... ... @@ -831,7 +831,7 @@
831 831  **$controllable.wing.*** removed,
832 832  **$controllable.fleet.*** added
833 833  )))
834 -|(% colspan="4" %)(% colspan="3" %)
826 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
835 835  (((
836 836  $controllable.wing.name, $controllable.wing.iscommander, and $controllable.wing.commander have been replaced with $controllable.fleet.name, $controllable.fleet.iscommander, and $controllable.fleet.commander
837 837  )))
... ... @@ -840,7 +840,7 @@
840 840  
841 841  === Version 2.60 ===
842 842  
843 -(% class="table-striped" %)
835 +(% class="wrapped" %)
844 844  |(((
845 845  Scripts
846 846  )))|(((
... ... @@ -848,7 +848,7 @@
848 848  )))|(% colspan="2" %)(((
849 849  '**checkoperational**' filter behaviour changed
850 850  )))
851 -|(% colspan="10" %)(% colspan="3" %)
843 +|(% class="highlight-grey" colspan="10" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
852 852  (((
853 853  //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.//
854 854  
... ... @@ -861,7 +861,7 @@
861 861  )))|(% colspan="2" %)(((
862 862  $container.**supplyresources** behavior changed
863 863  )))| | |
864 -|(% colspan="10" %)(% colspan="3" %)
856 +|(% class="highlight-grey" colspan="10" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
865 865  (((
866 866  //The script keyword $container.supplyresources now includes reserved wares.//
867 867  )))
... ... @@ -870,7 +870,7 @@
870 870  
871 871  === Version 2.20 ===
872 872  
873 -(% class="table-striped" %)
865 +(% class="wrapped" %)
874 874  |(% colspan="1" %)(% colspan="1" %)
875 875  (((
876 876  UI core
... ... @@ -881,7 +881,7 @@
881 881  (((
882 882  **Lua: GetControllerInfo()** returned mouseSteering/mouseCursor values are undefined.
883 883  )))
884 -|(% colspan="4" %)(% colspan="3" %)
876 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
885 885  (((
886 886  //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.
887 887  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.//
... ... @@ -898,7 +898,7 @@
898 898  (((
899 899  Attribute for build related conditions e.g. **<event_build_finished/>** renamed from 'buildmodule' to 'buildprocessor'
900 900  )))
901 -|(% colspan="4" %)(% colspan="3" %)
893 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
902 902  (((
903 903  //The underlying behaviour remains the same in that it involves the buildprocessor, not the buildmodule. The attribute name has simply been corrected.//
904 904  )))
... ... @@ -907,7 +907,7 @@
907 907  
908 908  === Version 2.00 ===
909 909  
910 -(% class="table-striped" %)
902 +(% class="wrapped" %)
911 911  |(% colspan="1" %)(% colspan="1" %)
912 912  (((
913 913  Scripts
... ... @@ -918,7 +918,7 @@
918 918  (((
919 919  **<event_build_finished/> **param2 now returns null instead of a construction sequence
920 920  )))
921 -|(% colspan="4" %)(% colspan="3" %)
913 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
922 922  (((
923 923  //The construction sequence which was finished should now be accessed via the buildtask provided via param3.//
924 924  )))
... ... @@ -932,7 +932,7 @@
932 932  (((
933 933  **param.boarding.{...}** strength parameters removed
934 934  )))
935 -|(% colspan="4" %)(% colspan="3" %)
927 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
936 936  (((
937 937  //The 'recruitstrength', 'veteranstrength' and 'elitestrength' script parameters were no longer required for balancing the boarding gameplay, and were removed.//
938 938  )))
... ... @@ -946,7 +946,7 @@
946 946  (((
947 947  **$defensible.boardee/$defensible.boarder** and **<set_object_boarder/>/<remove_object_boarder/>** removed
948 948  )))
949 -|(% colspan="4" %)(% colspan="3" %)
941 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
950 950  (((
951 951  //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.//
952 952  )))
... ... @@ -957,7 +957,7 @@
957 957  )))|(% colspan="2" %)(((
958 958  **FFI: GetUpgradeSlotCurrentComponent()/GetUpgradeSlotGroup()** works on non-operationals
959 959  )))
960 -|(% colspan="4" %)(% colspan="3" %)
952 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
961 961  (((
962 962  //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.//
963 963  )))
... ... @@ -968,7 +968,7 @@
968 968  )))|(% colspan="2" %)(((
969 969  **FFI: SetFormationShape()** no longer indicates an error upon certain error cases
970 970  )))
971 -|(% colspan="4" %)(% colspan="3" %)
963 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
972 972  (((
973 973  //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.//
974 974  //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.//
... ... @@ -980,7 +980,7 @@
980 980  )))|(% colspan="2" %)(((
981 981  **<create_formation/>** now requires the attributes: 'leader' and 'follower'. Attribute 'object' is now deprecated.
982 982  )))
983 -|(% colspan="4" %)(% colspan="3" %)
975 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
984 984  (((
985 985  //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.//
986 986  )))
... ... @@ -991,7 +991,7 @@
991 991  )))|(% colspan="2" %)(((
992 992  **<event_player_changed_target/>** now fires and returns null if the player deselects a target.
993 993  )))
994 -|(% colspan="4" %)(% colspan="3" %)
986 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
995 995  (((
996 996  //For prior behavior, check for event.param being non-null.//
997 997  )))
... ... @@ -1002,7 +1002,7 @@
1002 1002  )))|(% colspan="2" %)(((
1003 1003  **<shoot/>/<shoot_at/>** attribute changes.
1004 1004  )))
1005 -|(% colspan="4" %)(% colspan="3" %)
997 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
1006 1006  (((
1007 1007  //Changed: Attribute "primary" is now optional and defines whether weapons from the ship's active primary weapon group will be fired. Defaults to true.//
1008 1008  //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.//
... ... @@ -1017,7 +1017,7 @@
1017 1017  )))|(% colspan="2" %)(((
1018 1018  **FFI: GetBuildTask()/GetNumBuildTasks()** got a new "buildmoduleid" parameter.
1019 1019  )))
1020 -|(% colspan="4" %)(% colspan="3" %)
1012 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
1021 1021  (((
1022 1022  //Added possibility to query build tasks of a certain buildmodule.//
1023 1023  )))
... ... @@ -1028,7 +1028,7 @@
1028 1028  )))|(% colspan="2" %)(((
1029 1029  **Lua:** **GetLibraryEntry()** retrieved a new "buildresources" field.
1030 1030  )))
1031 -|(% colspan="4" %)(% colspan="3" %)
1023 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
1032 1032  (((
1033 1033  //Added list of resources a buildmodule needs to build.//
1034 1034  )))
... ... @@ -1039,7 +1039,7 @@
1039 1039  )))|(% colspan="2" %)(((
1040 1040  **Lua: CalculateTotalHullFraction() **was removed.
1041 1041  )))
1042 -|(% colspan="4" %)(% colspan="3" %)
1034 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
1043 1043  (((
1044 1044  //Unused, derelict function from XR - use GetComponentData(..., "hullpercent") instead.//
1045 1045  )))
... ... @@ -1050,7 +1050,7 @@
1050 1050  )))|(% colspan="2" %)(((
1051 1051  **FFI: RequestDockAtReason()/UndockPlayerShip() **changed their return values.
1052 1052  )))
1053 -|(% colspan="4" %)(% colspan="3" %)
1045 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
1054 1054  (((
1055 1055  //Changed return value type to const char* to better identify failure reasons in Lua script.//
1056 1056  )))
... ... @@ -1059,7 +1059,7 @@
1059 1059  
1060 1060  === Version 1.50 ===
1061 1061  
1062 -(% class="table-striped" %)
1054 +(% class="wrapped" %)
1063 1063  |(((
1064 1064  UI extensions
1065 1065  )))|(((
... ... @@ -1067,7 +1067,7 @@
1067 1067  )))|(% colspan="2" %)(((
1068 1068  **Lua: GetComponentData() **changed behavior of "docksizes" property.
1069 1069  )))
1070 -|(% colspan="4" %)(% colspan="3" %)
1062 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
1071 1071  (((
1072 1072  //The "docksizes" property no longer includes internal ship storage docks.//
1073 1073  )))
... ... @@ -1078,7 +1078,7 @@
1078 1078  )))|(% colspan="2" %)(((
1079 1079  **Meaning of "Shipyard"** was corrected throughout Lua/MD/AI scripts, so that Wharfs are not Shipyards (unlike in XR).
1080 1080  )))
1081 -|(% colspan="4" %)(% colspan="3" %)
1073 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
1082 1082  (((
1083 1083  //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".//
1084 1084  
... ... @@ -1093,7 +1093,7 @@
1093 1093  )))|(% colspan="2" %)(((
1094 1094  **FFI: UpgradeGroupInfo **datatype was changed.
1095 1095  )))
1096 -|(% colspan="4" %)(% colspan="3" %)
1088 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
1097 1097  (((
1098 1098  //Added new "operational" field to retrieve information about number of operational upgrades in a group.//
1099 1099  )))
... ... @@ -1107,7 +1107,7 @@
1107 1107  (((
1108 1108  **FFI: SetGuidance()** removed useinfopoint argument.
1109 1109  )))
1110 -|(% colspan="4" %)(% colspan="3" %)
1102 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
1111 1111  (((
1112 1112  //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.//
1113 1113  
... ... @@ -1120,7 +1120,7 @@
1120 1120  )))|(% colspan="2" %)(((
1121 1121  **FFI: CancelConstruction() **changed its return value.
1122 1122  )))
1123 -|(% colspan="4" %)(% colspan="3" %)
1115 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
1124 1124  (((
1125 1125  //CancelConstruction() now returns if the cancellation was successful. //
1126 1126  )))
... ... @@ -1129,7 +1129,7 @@
1129 1129  
1130 1130  === Version 1.32 ===
1131 1131  
1132 -(% class="table-striped" %)
1124 +(% class="wrapped" %)
1133 1133  |(((
1134 1134  UI extensions
1135 1135  )))|(((
... ... @@ -1137,7 +1137,7 @@
1137 1137  )))|(% colspan="2" %)(((
1138 1138  **Lua: GetComponentData() **removed the "nextdestname" property.
1139 1139  )))
1140 -|(% colspan="4" %)(% colspan="3" %)
1132 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
1141 1141  (((
1142 1142  //Instead of "nextdestname", use the properties "destination" or "destinationsector" to retrieve a destination component, then retrieve its "name" property.//
1143 1143  )))
... ... @@ -1146,7 +1146,7 @@
1146 1146  
1147 1147  === Version 1.20 ===
1148 1148  
1149 -(% class="table-striped" %)
1141 +(% class="wrapped" %)
1150 1150  |(((
1151 1151  UI extensions
1152 1152  )))|(((
... ... @@ -1154,7 +1154,7 @@
1154 1154  )))|(% colspan="2" %)(((
1155 1155  **FFI: GetAAOption()** got a new "useconfig" parameter.
1156 1156  )))
1157 -|(% colspan="4" %)(% colspan="3" %)
1149 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
1158 1158  (((
1159 1159  //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.//
1160 1160  )))
Confluence.Code.ConfluencePageClass[0]
id
... ... @@ -1,0 +1,1 @@
1 +78577854
space
... ... @@ -1,0 +1,1 @@
1 +X4WIKI
url
... ... @@ -1,0 +1,1 @@
1 +https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/78577854/Breaking Changes