Changes for page Breaking Changes

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

From version 122.1
edited by Volodymyr Boichuk
on 2024/05/29 13:26
Change comment: There is no comment for this version
To version 124.6
edited by Klaus Meyer
on 2025/01/07 16:42
Change comment: There is no comment for this version

Summary

Details

Page properties
Author
... ... @@ -1,1 +1,1 @@
1 -xwiki:XWiki.Volodymyr
1 +xwiki:XWiki.Klaus
Content
... ... @@ -20,10 +20,22 @@
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.//
27 27  |(% 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**
28 28  |(% colspan="4" style="width:117px" %)highway_fx_electric_02 is still available in "legacy" folder if needed
29 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
... ... @@ -640,10 +640,7 @@
640 640  (((
641 641  Script action **<add_actor_to_room/> **attribute **'room'** renamed to **'object'**
642 642  )))
643 -|(% colspan="4" %)(% colspan="3" %)
644 -(((
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 -)))
655 +|(% colspan="4" %)i
647 647  |(% colspan="1" %)(% colspan="1" %)
648 648  (((
649 649  Scripts
... ... @@ -656,7 +656,7 @@
656 656  )))
657 657  |(% colspan="4" %)(% colspan="3" %)
658 658  (((
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.//
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.
660 660  )))
661 661  |(% colspan="1" %)(% colspan="1" %)
662 662  (((
... ... @@ -670,7 +670,7 @@
670 670  )))
671 671  |(% colspan="4" %)(% colspan="3" %)
672 672  (((
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.//
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.
674 674  )))
675 675  |(% colspan="1" %)(% colspan="1" %)
676 676  (((
... ... @@ -684,7 +684,7 @@
684 684  )))
685 685  |(% colspan="4" %)(% colspan="3" %)
686 686  (((
687 -//These actions had no effect and were removed.//
696 +These actions had no effect and were removed.
688 688  )))
689 689  |(% colspan="1" %)(% colspan="1" %)
690 690  (((
... ... @@ -698,7 +698,7 @@
698 698  )))
699 699  |(% colspan="4" %)(% colspan="3" %)
700 700  (((
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.//
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.
702 702  )))
703 703  |(% colspan="1" %)(% colspan="1" %)
704 704  (((
... ... @@ -712,7 +712,7 @@
712 712  )))
713 713  |(% colspan="4" %)(% colspan="3" %)
714 714  (((
715 -//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.
716 716  )))
717 717  |(% colspan="1" %)(% colspan="1" %)
718 718  (((
... ... @@ -726,7 +726,7 @@
726 726  )))
727 727  |(% colspan="4" %)(% colspan="3" %)
728 728  (((
729 -//Unused script action <hack_via_control_panel/> was removed.//
738 +Unused script action <hack_via_control_panel/> was removed.
730 730  )))
731 731  |(% colspan="1" %)(% colspan="1" %)
732 732  (((
... ... @@ -740,7 +740,7 @@
740 740  )))
741 741  |(% colspan="4" %)(% colspan="3" %)
742 742  (((
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.//
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.
744 744  )))
745 745  |(((
746 746  UI core
... ... @@ -751,7 +751,7 @@
751 751  )))
752 752  |(% colspan="4" %)(% colspan="3" %)
753 753  (((
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.//
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.
755 755  )))
756 756  |(% colspan="1" %)(% colspan="1" %)
757 757  (((
... ... @@ -765,7 +765,7 @@
765 765  )))
766 766  |(% colspan="4" %)(% colspan="3" %)
767 767  (((
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.//
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.
769 769  )))
770 770  |(% colspan="1" %)(% colspan="1" %)
771 771  (((
... ... @@ -779,8 +779,8 @@
779 779  )))
780 780  |(% colspan="4" %)(% colspan="3" %)
781 781  (((
782 -//$ware.illegal used to return true if the specified ware has the 'illegal' tag which is no longer used.//
783 -//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.
784 784  )))
785 785  |(% colspan="1" %)(% colspan="1" %)
786 786  (((
... ... @@ -794,7 +794,7 @@
794 794  )))
795 795  |(% colspan="4" %)(% colspan="3" %)
796 796  (((
797 -//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.
798 798  )))
799 799  |(% colspan="1" %)(% colspan="1" %)
800 800  (((
... ... @@ -808,8 +808,8 @@
808 808  )))
809 809  |(% colspan="4" %)(% colspan="3" %)
810 810  (((
811 -//old params: param = venture details, param2 = ships involved, param3 = duration//
812 -//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
813 813  )))
814 814  |(((
815 815  Scripts
... ... @@ -821,7 +821,7 @@
821 821  )))
822 822  |(% colspan="4" %)(% colspan="3" %)
823 823  (((
824 -//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/>
825 825  )))
826 826  |(((
827 827  Scripts
... ... @@ -850,9 +850,9 @@
850 850  )))
851 851  |(% colspan="10" %)(% colspan="3" %)
852 852  (((
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.//
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.
854 854  
855 -//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.
856 856  )))
857 857  |(((
858 858  Scripts
... ... @@ -863,7 +863,7 @@
863 863  )))| | |
864 864  |(% colspan="10" %)(% colspan="3" %)
865 865  (((
866 -//The script keyword $container.supplyresources now includes reserved wares.//
875 +The script keyword $container.supplyresources now includes reserved wares.
867 867  )))
868 868  
869 869  ----
... ... @@ -883,10 +883,10 @@
883 883  )))
884 884  |(% colspan="4" %)(% colspan="3" %)
885 885  (((
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 -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.
888 888  
889 -//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.
890 890  )))
891 891  |(% colspan="1" %)(% colspan="1" %)
892 892  (((
... ... @@ -900,7 +900,7 @@
900 900  )))
901 901  |(% colspan="4" %)(% colspan="3" %)
902 902  (((
903 -//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.
904 904  )))
905 905  
906 906  ----
... ... @@ -920,7 +920,7 @@
920 920  )))
921 921  |(% colspan="4" %)(% colspan="3" %)
922 922  (((
923 -//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.
924 924  )))
925 925  |(% colspan="1" %)(% colspan="1" %)
926 926  (((
... ... @@ -934,7 +934,7 @@
934 934  )))
935 935  |(% colspan="4" %)(% colspan="3" %)
936 936  (((
937 -//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.
938 938  )))
939 939  |(% colspan="1" %)(% colspan="1" %)
940 940  (((
... ... @@ -948,7 +948,7 @@
948 948  )))
949 949  |(% colspan="4" %)(% colspan="3" %)
950 950  (((
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.//
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.
952 952  )))
953 953  |(((
954 954  UI extensions
... ... @@ -959,7 +959,7 @@
959 959  )))
960 960  |(% colspan="4" %)(% colspan="3" %)
961 961  (((
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.//
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.
963 963  )))
964 964  |(((
965 965  UI extensions
... ... @@ -970,8 +970,8 @@
970 970  )))
971 971  |(% colspan="4" %)(% colspan="3" %)
972 972  (((
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 -//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.
975 975  )))
976 976  |(((
977 977  Scripts
... ... @@ -982,7 +982,7 @@
982 982  )))
983 983  |(% colspan="4" %)(% colspan="3" %)
984 984  (((
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.//
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.
986 986  )))
987 987  |(((
988 988  Scripts
... ... @@ -993,7 +993,7 @@
993 993  )))
994 994  |(% colspan="4" %)(% colspan="3" %)
995 995  (((
996 -//For prior behavior, check for event.param being non-null.//
1005 +For prior behavior, check for event.param being non-null.
997 997  )))
998 998  |(((
999 999  AI Scripts
... ... @@ -1004,11 +1004,11 @@
1004 1004  )))
1005 1005  |(% colspan="4" %)(% colspan="3" %)
1006 1006  (((
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 -//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.//
1009 -//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.
1010 1010  
1011 -//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.
1012 1012  )))
1013 1013  |(((
1014 1014  UI extensions
... ... @@ -1019,7 +1019,7 @@
1019 1019  )))
1020 1020  |(% colspan="4" %)(% colspan="3" %)
1021 1021  (((
1022 -//Added possibility to query build tasks of a certain buildmodule.//
1031 +Added possibility to query build tasks of a certain buildmodule.
1023 1023  )))
1024 1024  |(((
1025 1025  UI extensions
... ... @@ -1030,7 +1030,7 @@
1030 1030  )))
1031 1031  |(% colspan="4" %)(% colspan="3" %)
1032 1032  (((
1033 -//Added list of resources a buildmodule needs to build.//
1042 +Added list of resources a buildmodule needs to build.
1034 1034  )))
1035 1035  |(((
1036 1036  UI extensions
... ... @@ -1041,7 +1041,7 @@
1041 1041  )))
1042 1042  |(% colspan="4" %)(% colspan="3" %)
1043 1043  (((
1044 -//Unused, derelict function from XR - use GetComponentData(..., "hullpercent") instead.//
1053 +Unused, derelict function from XR - use GetComponentData(..., "hullpercent") instead.
1045 1045  )))
1046 1046  |(((
1047 1047  UI extensions
... ... @@ -1052,7 +1052,7 @@
1052 1052  )))
1053 1053  |(% colspan="4" %)(% colspan="3" %)
1054 1054  (((
1055 -//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.
1056 1056  )))
1057 1057  
1058 1058  ----
... ... @@ -1069,7 +1069,7 @@
1069 1069  )))
1070 1070  |(% colspan="4" %)(% colspan="3" %)
1071 1071  (((
1072 -//The "docksizes" property no longer includes internal ship storage docks.//
1081 +The "docksizes" property no longer includes internal ship storage docks.
1073 1073  )))
1074 1074  |(((
1075 1075  All
... ... @@ -1080,11 +1080,11 @@
1080 1080  )))
1081 1081  |(% colspan="4" %)(% colspan="3" %)
1082 1082  (((
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".//
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".
1084 1084  
1085 -//Lua: Adjusted GetComponentData() and HasShipyard(), added HasWharf()//
1086 -//Lua / GetComponentData() properties: Removed "iscapitalshipyard", fixed "isshipyard", added "canbuildships", "iswharf", "isequipmentdock"//
1087 -//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)
1088 1088  )))
1089 1089  |(((
1090 1090  UI extensions
... ... @@ -1095,7 +1095,7 @@
1095 1095  )))
1096 1096  |(% colspan="4" %)(% colspan="3" %)
1097 1097  (((
1098 -//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.
1099 1099  )))
1100 1100  |(% colspan="1" %)(% colspan="1" %)
1101 1101  (((
... ... @@ -1109,9 +1109,9 @@
1109 1109  )))
1110 1110  |(% colspan="4" %)(% colspan="3" %)
1111 1111  (((
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.//
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.
1113 1113  
1114 -//The new function declaration is: void SetGuidance(UniverseID componentid, UIPosRot offset)//
1123 +The new function declaration is: void SetGuidance(UniverseID componentid, UIPosRot offset)
1115 1115  )))
1116 1116  |(((
1117 1117  UI extensions
... ... @@ -1122,7 +1122,7 @@
1122 1122  )))
1123 1123  |(% colspan="4" %)(% colspan="3" %)
1124 1124  (((
1125 -//CancelConstruction() now returns if the cancellation was successful. //
1134 +CancelConstruction() now returns if the cancellation was successful.
1126 1126  )))
1127 1127  
1128 1128  ----
... ... @@ -1139,7 +1139,7 @@
1139 1139  )))
1140 1140  |(% colspan="4" %)(% colspan="3" %)
1141 1141  (((
1142 -//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.
1143 1143  )))
1144 1144  
1145 1145  ----