Changes for page Breaking Changes
Last modified by Michael Baumgardt on 2026/04/17 12:03
From version 122.3
edited by Chris Burtt-Jones
on 2024/06/04 10:19
on 2024/06/04 10:19
Change comment:
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To version 115.5
edited by Matthias Haan
on 2024/05/22 12:18
on 2024/05/22 12:18
Change comment:
There is no comment for this version
Summary
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Page properties (2 modified, 0 added, 0 removed)
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Objects (0 modified, 1 added, 0 removed)
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... ... @@ -1,1 +1,1 @@ 1 -xwiki:XWiki. CBJ1 +xwiki:XWiki.Matthias - Content
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... ... @@ -23,19 +23,9 @@ 23 23 === Version 7.00 === 24 24 25 25 26 -(% class=" table-striped" %)27 -|(% colspan="1" style="width:117px" %) Gamestarts|(% colspan="1" style="width:119px" %)7.00 Beta8|(% colspan="2" style="width:1625px" %)**Textchange**26 +(% class="wrapped" %) 27 +|(% colspan="1" style="width:117px" %)Scripts|(% colspan="1" style="width:119px" %)7.00 Beta 6|(% colspan="2" style="width:1625px" %)MD action 28 28 |(% colspan="4" style="width:117px" %) 29 -|(% 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** 30 -|(% colspan="4" style="width:117px" %)highway_fx_electric_02 is still available in "legacy" folder if needed 31 -|(% 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 32 -|(% colspan="4" style="width:117px" %)((( 33 -//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.// 34 -))) 35 -|(% 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. 36 -|(% colspan="4" style="width:117px" %)((( 37 -//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.**// 38 -))) 39 39 |(% 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. 40 40 |(% colspan="4" style="width:117px" %)((( 41 41 (% 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// ... ... @@ -48,7 +48,7 @@ 48 48 )))|(% colspan="2" style="width:1625px" %)((( 49 49 MD action **<set_presentation_cluster_persistence/>** now requires the cluster to be a presentation cluster. 50 50 ))) 51 -|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 41 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" title="Background colour :" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" title="Background colour :" %) 52 52 ((( 53 53 // Previously it was possible to set normal clusters to be persistent presentation clusters which was an invalid state.// 54 54 ))) ... ... @@ -60,7 +60,7 @@ 60 60 )))|(% colspan="2" style="width:1625px" %)((( 61 61 **FFI**: RemoveBuildPlot() changed 62 62 ))) 63 -|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 53 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" title="Background colour :" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" title="Background colour :" %) 64 64 ((( 65 65 // 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.// 66 66 ))) ... ... @@ -72,14 +72,16 @@ 72 72 )))|(% colspan="2" style="width:1625px" %)((( 73 73 **Some Split DLC materials moved to base game** 74 74 ))) 75 -|(% colspan="7" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 65 +|(% class="highlight-grey" colspan="7" data-highlight-colour="grey" title="Background colour :" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" title="Background colour :" %) 76 76 ((( 77 77 // //"spl_p1_fx" AND "split_p1_hulltexture_01" were moved from Split DLC to base game 78 78 ))) 79 79 70 +---- 71 + 80 80 === Version 6.00 === 81 81 82 -(% class=" table-striped" %)74 +(% class="wrapped" %) 83 83 |((( 84 84 Libraries 85 85 )))|((( ... ... @@ -87,7 +87,7 @@ 87 87 )))|(% colspan="2" %)((( 88 88 Updated weights for ship groups in shipgroups.xml libraries of base game and all DLCs. 89 89 ))) 90 -|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 82 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" title="Background colour :" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" title="Background colour :" %) 91 91 ((( 92 92 //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.// 93 93 ... ... @@ -103,7 +103,7 @@ 103 103 ((( 104 104 Changed conditions for **<event_player_travelmode_started> <event_player_travelmode_stopped> <event_player_travelmode_charge_started> <event_player_travelmode_charge_aborted>** to be raised. 105 105 ))) 106 -|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 98 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" title="Background colour :" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" title="Background colour :" %) 107 107 ((( 108 108 //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. // 109 109 ... ... @@ -119,7 +119,7 @@ 119 119 ((( 120 120 Changed result of **<find_object_surface>** action in the case of a failure 121 121 ))) 122 -|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 114 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" title="Background colour :" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" title="Background colour :" %) 123 123 ((( 124 124 //The 'posname' and 'rotname' result attributes of <find_object_surface> will now return null in the case of no valid surface position being found.// 125 125 ... ... @@ -137,7 +137,7 @@ 137 137 ((( 138 138 Behaviour change for **<match_dock>** script component filter 139 139 ))) 140 -|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 132 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" title="Background colour :" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" title="Background colour :" %) 141 141 ((( 142 142 //<match_dock> nodes can now be used on container and walkablemodule classes without wrapping them in <match_content> nodes. 143 143 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.// ... ... @@ -152,7 +152,7 @@ 152 152 ((( 153 153 Changed result attribute location for **<get_attackstrength>** 154 154 ))) 155 -|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 147 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" title="Background colour :" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" title="Background colour :" %) 156 156 ((( 157 157 //The 'result' attribute of get_attackstrength has been moved into the new <result> subnode and renamed to 'total'.// 158 158 ))) ... ... @@ -163,7 +163,7 @@ 163 163 )))|(% colspan="2" %)((( 164 164 Surface element **connections** are incompatible by default unless tagged as "**standard**", and also "**combat**" for non-missile, non-mining weapons 165 165 ))) 166 -|(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %) 158 +|(% class="highlight-grey" colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% class="highlight-grey" colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %) 167 167 ((( 168 168 //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. 169 169 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.// ... ... @@ -178,7 +178,7 @@ 178 178 ((( 179 179 Changed behaviour of attribute **sortbygatedistanceto** when finding objects, discarding unreachable objects 180 180 ))) 181 -|(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %) 173 +|(% class="highlight-grey" colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% class="highlight-grey" colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %) 182 182 ((( 183 183 //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.// 184 184 ))) ... ... @@ -189,7 +189,7 @@ 189 189 )))|(% colspan="2" %)((( 190 190 **<event_player_owned_killed_object>** and **<event_player_owned_destroyed>** are now triggered before the corresponding **<event_object_destroyed>**, instead of afterwards. 191 191 ))) 192 -|(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %) 184 +|(% class="highlight-grey" colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% class="highlight-grey" colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %) 193 193 ((( 194 194 //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.// 195 195 ))) ... ... @@ -200,7 +200,7 @@ 200 200 )))|(% colspan="2" %)((( 201 201 Changed behaviour of **<angles>** in cutscenes 202 202 ))) 203 -|(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %) 195 +|(% class="highlight-grey" colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% class="highlight-grey" colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %) 204 204 ((( 205 205 //The yaw and pitch nodes in <angles> are now correctly interpreted as values in degrees.// 206 206 ))) ... ... @@ -209,7 +209,7 @@ 209 209 210 210 === Version 5.00 === 211 211 212 -(% class=" table-striped" %)204 +(% class="wrapped" %) 213 213 |((( 214 214 Parameters 215 215 )))|((( ... ... @@ -217,7 +217,7 @@ 217 217 )))|(% colspan="2" %)((( 218 218 **<controlpanel><entry>: minduration** removed, **maxduration** renamed to duration 219 219 ))) 220 -|(% colspan="7" %)(% colspan="3" %) 212 +|(% class="highlight-grey" colspan="7" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 221 221 ((( 222 222 //'minduration' was unused in X4, maxduration was and still is taken as the actual duration of control panel hacks. No functionality change.// 223 223 ))) ... ... @@ -226,7 +226,7 @@ 226 226 227 227 === Version 4.10 === 228 228 229 -(% class=" table-striped" %)221 +(% class="wrapped" %) 230 230 |(% colspan="1" %)(% colspan="1" %) 231 231 ((( 232 232 UI extensions ... ... @@ -237,7 +237,7 @@ 237 237 ((( 238 238 **FFI**: SetMapRenderCargoContents(), SetMapRenderWorkForceInfo(), SetMapRenderCrewInfo() and SetMapRenderDockedShipInfos() deprecated 239 239 ))) 240 -|(% colspan="4" %)(% colspan="3" %) 232 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 241 241 ((( 242 242 //The functionality represented by SetMapRenderCargoContents(), SetMapRenderWorkForceInfo(), SetMapRenderCrewInfo() and SetMapRenderDockedShipInfos() has been removed and the function was therefore stubbed.// 243 243 ))) ... ... @@ -251,7 +251,7 @@ 251 251 ((( 252 252 **FFI**: CustomGameStartPlayerProperty2 changed 253 253 ))) 254 -|(% colspan="4" %)(% colspan="3" %) 246 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 255 255 ((( 256 256 //This struct was added in 4.10 Beta 2 and an additional member count was added in Beta 6.// 257 257 ))) ... ... @@ -265,7 +265,7 @@ 265 265 ((( 266 266 Renamed **<stationinfobox>** to **<infobox>** 267 267 ))) 268 -|(% colspan="4" %)(% colspan="3" %) 260 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 269 269 ((( 270 270 //Info box parameters are now shared across stations and ships. The node has a more generic name to reflect that.// 271 271 ))) ... ... @@ -279,7 +279,7 @@ 279 279 ((( 280 280 **FFI**: SetMacroMapPlayerSectorOffset() deprecated 281 281 ))) 282 -|(% colspan="4" %)(% colspan="3" %) 274 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 283 283 ((( 284 284 //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.// 285 285 ))) ... ... @@ -290,7 +290,7 @@ 290 290 )))|(% colspan="2" %)((( 291 291 **FFI**: FilterComponentForMapMode() and SetMapObjectFilter() changed 292 292 ))) 293 -|(% colspan="4" %)(% colspan="3" %) 285 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 294 294 ((( 295 295 //These functions were added in 4.10 Beta 1 and an additional boolean parameter allowentitydeliverymissionobject was added in Beta 2.// 296 296 ))) ... ... @@ -301,7 +301,7 @@ 301 301 )))|(% colspan="2" %)((( 302 302 People related attributes of mission** <delivery> **node moved 303 303 ))) 304 -|(% colspan="4" %)(% colspan="3" %) 296 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 305 305 ((( 306 306 //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.// 307 307 ))) ... ... @@ -315,7 +315,7 @@ 315 315 ((( 316 316 **$destructible.productions** replaced with $defensible.productions 317 317 ))) 318 -|(% colspan="4" %)(% colspan="3" %) 310 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 319 319 ((( 320 320 //The $destructible.productions script property was removed and reimplemented as $defensible.productions meaning some old uses may no longer work unless the destructible is also a defensible. The old implementation functioned by finding the containing object of the destructible (including itself) to query for the production modules.// 321 321 ))) ... ... @@ -326,7 +326,7 @@ 326 326 )))|(% colspan="2" %)((( 327 327 Removed script property **$object.spawnsourceseed** 328 328 ))) 329 -|(% colspan="4" %)(% colspan="3" %) 321 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 330 330 ((( 331 331 //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.// 332 332 ))) ... ... @@ -335,7 +335,7 @@ 335 335 336 336 === Version 4.00 === 337 337 338 -(% class=" table-striped" %)330 +(% class="wrapped" %) 339 339 |(% colspan="1" %)(% colspan="1" %) 340 340 ((( 341 341 UI core ... ... @@ -346,7 +346,7 @@ 346 346 ((( 347 347 Controlled ship can change without a **gameplanchange-event** occurring. 348 348 ))) 349 -|(% colspan="4" %)(% colspan="3" %) 341 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 350 350 ((( 351 351 //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). 352 352 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.// ... ... @@ -358,7 +358,7 @@ 358 358 )))|(% colspan="2" %)((( 359 359 Parameters of **<event_terraforming_project_succeeded>** and **<event_terraforming_project_failed>** changed 360 360 ))) 361 -|(% colspan="4" %)(% colspan="3" %) 353 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 362 362 ((( 363 363 //Old params: param = project ID, param2 = were there positive side-effects?, param3 = were there negative side-effects? 364 364 New params: param = project ID, param2 = [were there positive side-effects?, were there negative side-effects?], param3 = payout in Credits ... ... @@ -374,7 +374,7 @@ 374 374 ((( 375 375 **FFI:** GetFactionRelationStatus() handling for faction relation range [-20,-10] changed 376 376 ))) 377 -|(% colspan="4" %)(% colspan="3" %) 369 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 378 378 ((( 379 379 //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. 380 380 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).// ... ... @@ -391,7 +391,7 @@ 391 391 ((( 392 392 **FFI:** GetRelationStatus()/GetRelationStatus2() handling for objects in relation range [-25,-10] changed 393 393 ))) 394 -|(% colspan="4" %)(% colspan="3" %) 386 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 395 395 ((( 396 396 //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.// 397 397 ... ... @@ -404,7 +404,7 @@ 404 404 )))|(% colspan="2" %)((( 405 405 **requiresconstructionvessel** parameter moved 406 406 ))) 407 -|(% colspan="4" %)(% colspan="3" %) 399 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 408 408 ((( 409 409 //The 'requiresconstructionvessel' attribute has been moved from the 'recycling' node itself, to the new 'station' subnode.// 410 410 ))) ... ... @@ -415,7 +415,7 @@ 415 415 )))|(% colspan="2" %)((( 416 416 Changed behaviour of **gatedistance** script property 417 417 ))) 418 -|(% colspan="4" %)(% colspan="3" %) 410 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 419 419 ((( 420 420 //The 'gatedistance' script property now minimizes the number of gate jumps instead of counting the number gate jumps in the fastest route.// 421 421 ))) ... ... @@ -424,7 +424,7 @@ 424 424 425 425 === Version 3.30 === 426 426 427 -(% class=" table-striped" %)419 +(% class="wrapped" %) 428 428 |((( 429 429 UI extensions 430 430 )))|((( ... ... @@ -432,7 +432,7 @@ 432 432 )))|(% colspan="2" %)((( 433 433 **FFI: **Removed** GetMissionLimit() **and** IsMissionLimitEnabled()** 434 434 ))) 435 -|(% colspan="7" %)(% colspan="3" %) 427 +|(% class="highlight-grey" colspan="7" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 436 436 ((( 437 437 //These mission limit-related functions (added in 3.30 Beta 1 and 2) are replaced with FFI IsMissionLimitReached()// 438 438 ))) ... ... @@ -441,7 +441,7 @@ 441 441 442 442 === Version 3.20 === 443 443 444 -(% class=" table-striped" %)436 +(% class="wrapped" %) 445 445 |((( 446 446 Scripts 447 447 )))|((( ... ... @@ -449,7 +449,7 @@ 449 449 )))|(% colspan="2" %)((( 450 450 Parameters of **<event_player_attacked_object/>** and **<event_object_attacked_object/>** changed 451 451 ))) 452 -|(% colspan="4" %)(% colspan="3" %) 444 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 453 453 ((( 454 454 //Old params: param = attacked object, param2 = attack method, param3 = attacked component// 455 455 //New params: param = attacked object, param2 = attack method, param3 = attack component detail list: [attacked component, attacking weapon] ... ... @@ -465,7 +465,7 @@ 465 465 ((( 466 466 Removed script property $trade.**restriction.faction** 467 467 ))) 468 -|(% colspan="4" %)(% colspan="3" %) 460 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 469 469 ((( 470 470 //$trade.restriction.faction has been replaced with $trade.restriction.factions, which returns a list of factions.// 471 471 ))) ... ... @@ -476,7 +476,7 @@ 476 476 )))|(% colspan="2" %)((( 477 477 **Lua**: **GetTradeRestrictions()**, **ToggleFactionTradeRestriction()** and **ToggleFactionTradeWareOverride()** are now obsolete! 478 478 ))) 479 -|(% colspan="4" %)(% colspan="3" %) 471 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 480 480 ((( 481 481 //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.// 482 482 ))) ... ... @@ -485,7 +485,7 @@ 485 485 486 486 === Version 3.10 === 487 487 488 -(% class=" table-striped" %)480 +(% class="wrapped" %) 489 489 |(% colspan="1" %)(% colspan="1" %) 490 490 ((( 491 491 Scripts ... ... @@ -496,7 +496,7 @@ 496 496 ((( 497 497 Removed script action **<add_build/>** 498 498 ))) 499 -|(% colspan="7" %)(% colspan="3" %) 491 +|(% class="highlight-grey" colspan="7" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 500 500 ((( 501 501 //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.// 502 502 ))) ... ... @@ -505,7 +505,7 @@ 505 505 506 506 === Version 3.00 === 507 507 508 -(% class=" table-striped" %)500 +(% class="wrapped" %) 509 509 |(% colspan="1" %)(% colspan="1" %) 510 510 ((( 511 511 Scripts ... ... @@ -516,7 +516,7 @@ 516 516 ((( 517 517 Changed behaviour of script action **<get_suitable_job/>** 518 518 ))) 519 -|(% colspan="4" %)(% colspan="3" %) 511 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 520 520 ((( 521 521 //<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.// 522 522 ))) ... ... @@ -530,7 +530,7 @@ 530 530 ((( 531 531 Changed behaviour of script action **<get_ware_definition/>** 532 532 ))) 533 -|(% colspan="4" %)(% colspan="3" %) 525 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 534 534 ((( 535 535 //<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.// 536 536 ))) ... ... @@ -544,7 +544,7 @@ 544 544 ((( 545 545 Renamed all files in the **md**, ui, and **cutscenes** folders to lower-case 546 546 ))) 547 -|(% colspan="4" %)(% colspan="3" %) 539 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 548 548 ((( 549 549 //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.) 550 550 ... ... @@ -560,7 +560,7 @@ 560 560 ((( 561 561 Adjustments of some MD library cues in the base game to change their usage from **<include_actions>** to <run_actions> 562 562 ))) 563 -|(% colspan="4" %)(% colspan="3" %) 555 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 564 564 ((( 565 565 //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.// 566 566 ))) ... ... @@ -574,7 +574,7 @@ 574 574 ((( 575 575 Changes to $dockingbay.**todockpos** and $dockingbay.**launchpos** 576 576 ))) 577 -|(% colspan="4" %)(% colspan="3" %) 569 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 578 578 ((( 579 579 //Before the change, positions are relative to $dockingbay.parent. 580 580 After the change, positions are relative to $dockingbay as specified in the documentation.// ... ... @@ -589,7 +589,7 @@ 589 589 ((( 590 590 Support for entity flag "**skillsvisible**" dropped 591 591 ))) 592 -|(% colspan="4" %)(% colspan="3" %) 584 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 593 593 ((( 594 594 //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().// 595 595 ))) ... ... @@ -600,7 +600,7 @@ 600 600 )))|(% colspan="2" %)((( 601 601 Changes to **<event_object_changed_owner>** and added **<event_object_changed_true_owner>**. 602 602 ))) 603 -|(% colspan="4" %)(% colspan="3" %) 595 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 604 604 ((( 605 605 //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. 606 606 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. ... ... @@ -617,7 +617,7 @@ 617 617 ((( 618 618 **MissionBoard** support dropped 619 619 ))) 620 -|(% colspan="4" %)(% colspan="3" %) 612 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 621 621 ((( 622 622 //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.// 623 623 ))) ... ... @@ -628,7 +628,7 @@ 628 628 )))|(% colspan="2" %)((( 629 629 By default, **job/god entries** now only spawn objects in space added by the extension in which they are defined 630 630 ))) 631 -|(% colspan="4" %)(% colspan="3" %) 623 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 632 632 ((( 633 633 //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.// 634 634 ))) ... ... @@ -642,7 +642,7 @@ 642 642 ((( 643 643 Script action **<add_actor_to_room/> **attribute **'room'** renamed to **'object'** 644 644 ))) 645 -|(% colspan="4" %)(% colspan="3" %) 637 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 646 646 ((( 647 647 //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.// 648 648 ))) ... ... @@ -656,7 +656,7 @@ 656 656 ((( 657 657 Script action **<set_doors_locked/>** attribute **'group'** changed 658 658 ))) 659 -|(% colspan="4" %)(% colspan="3" %) 651 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 660 660 ((( 661 661 //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.// 662 662 ))) ... ... @@ -670,7 +670,7 @@ 670 670 ((( 671 671 Script conditions **<event_hack_*/>** and **<event_controlpanel_hack_*/>** removed 672 672 ))) 673 -|(% colspan="4" %)(% colspan="3" %) 665 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 674 674 ((( 675 675 //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.// 676 676 ))) ... ... @@ -684,7 +684,7 @@ 684 684 ((( 685 685 Script actions **<set_hack_target/>** and **<abort_hack/>** removed 686 686 ))) 687 -|(% colspan="4" %)(% colspan="3" %) 679 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 688 688 ((( 689 689 //These actions had no effect and were removed.// 690 690 ))) ... ... @@ -698,7 +698,7 @@ 698 698 ((( 699 699 **<setup_conversation_minigame/>** script action removed 700 700 ))) 701 -|(% colspan="4" %)(% colspan="3" %) 693 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 702 702 ((( 703 703 //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.// 704 704 ))) ... ... @@ -712,7 +712,7 @@ 712 712 ((( 713 713 <add_player_choice_*> **confidence** attribute removed 714 714 ))) 715 -|(% colspan="4" %)(% colspan="3" %) 707 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 716 716 ((( 717 717 //The default confidence of player options is another leftover from the XR era and had no effect in X4.// 718 718 ))) ... ... @@ -726,7 +726,7 @@ 726 726 ((( 727 727 **<hack_via_control_panel/>** script action removed 728 728 ))) 729 -|(% colspan="4" %)(% colspan="3" %) 721 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 730 730 ((( 731 731 //Unused script action <hack_via_control_panel/> was removed.// 732 732 ))) ... ... @@ -740,7 +740,7 @@ 740 740 ((( 741 741 **Lua: **GetMiniGameCursorPosition() removed 742 742 ))) 743 -|(% colspan="4" %)(% colspan="3" %) 735 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 744 744 ((( 745 745 //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.// 746 746 ))) ... ... @@ -751,7 +751,7 @@ 751 751 )))|(% colspan="2" %)((( 752 752 **FFI: **GetLocalizedInteractiveNotificationKey can return icon placeholders 753 753 ))) 754 -|(% colspan="4" %)(% colspan="3" %) 746 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 755 755 ((( 756 756 //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.// 757 757 ))) ... ... @@ -765,7 +765,7 @@ 765 765 ((( 766 766 **FFI: **UIWeaponMod returned by GetInstalledWeaponMod() now includes property SurfaceElementFactor 767 767 ))) 768 -|(% colspan="4" %)(% colspan="3" %) 760 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 769 769 ((( 770 770 //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.// 771 771 ))) ... ... @@ -779,7 +779,7 @@ 779 779 ((( 780 780 **$ware.illegal** updated 781 781 ))) 782 -|(% colspan="4" %)(% colspan="3" %) 774 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 783 783 ((( 784 784 //$ware.illegal used to return true if the specified ware has the 'illegal' tag which is no longer used.// 785 785 //It now returns true if $ware is illegal to any faction in the game.// ... ... @@ -794,7 +794,7 @@ 794 794 ((( 795 795 MD script **RML_Flight_Along_Path** removed 796 796 ))) 797 -|(% colspan="4" %)(% colspan="3" %) 789 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 798 798 ((( 799 799 //The MD script RML_Flight_Along_Path was not referened and was removed.// 800 800 ))) ... ... @@ -808,7 +808,7 @@ 808 808 ((( 809 809 parameters of **<event_venture_mission_completed/>** changed 810 810 ))) 811 -|(% colspan="4" %)(% colspan="3" %) 803 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 812 812 ((( 813 813 //old params: param = venture details, param2 = ships involved, param3 = duration// 814 814 //new params: param = venture detail list: [mission name, mission type], param2 = list of ships involved, param3 = duration// ... ... @@ -821,7 +821,7 @@ 821 821 **<set_object_wing_name/>** removed, 822 822 **<set_object_fleet_name/>** added 823 823 ))) 824 -|(% colspan="4" %)(% colspan="3" %) 816 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 825 825 ((( 826 826 //The common action <set_object_wing_name/> has been replaced with <set_object_fleet_name/>// 827 827 ))) ... ... @@ -833,7 +833,7 @@ 833 833 **$controllable.wing.*** removed, 834 834 **$controllable.fleet.*** added 835 835 ))) 836 -|(% colspan="4" %)(% colspan="3" %) 828 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 837 837 ((( 838 838 $controllable.wing.name, $controllable.wing.iscommander, and $controllable.wing.commander have been replaced with $controllable.fleet.name, $controllable.fleet.iscommander, and $controllable.fleet.commander 839 839 ))) ... ... @@ -842,7 +842,7 @@ 842 842 843 843 === Version 2.60 === 844 844 845 -(% class=" table-striped" %)837 +(% class="wrapped" %) 846 846 |((( 847 847 Scripts 848 848 )))|((( ... ... @@ -850,7 +850,7 @@ 850 850 )))|(% colspan="2" %)((( 851 851 '**checkoperational**' filter behaviour changed 852 852 ))) 853 -|(% colspan="10" %)(% colspan="3" %) 845 +|(% class="highlight-grey" colspan="10" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 854 854 ((( 855 855 //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.// 856 856 ... ... @@ -863,7 +863,7 @@ 863 863 )))|(% colspan="2" %)((( 864 864 $container.**supplyresources** behavior changed 865 865 )))| | | 866 -|(% colspan="10" %)(% colspan="3" %) 858 +|(% class="highlight-grey" colspan="10" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 867 867 ((( 868 868 //The script keyword $container.supplyresources now includes reserved wares.// 869 869 ))) ... ... @@ -872,7 +872,7 @@ 872 872 873 873 === Version 2.20 === 874 874 875 -(% class=" table-striped" %)867 +(% class="wrapped" %) 876 876 |(% colspan="1" %)(% colspan="1" %) 877 877 ((( 878 878 UI core ... ... @@ -883,7 +883,7 @@ 883 883 ((( 884 884 **Lua: GetControllerInfo()** returned mouseSteering/mouseCursor values are undefined. 885 885 ))) 886 -|(% colspan="4" %)(% colspan="3" %) 878 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 887 887 ((( 888 888 //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. 889 889 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.// ... ... @@ -900,7 +900,7 @@ 900 900 ((( 901 901 Attribute for build related conditions e.g. **<event_build_finished/>** renamed from 'buildmodule' to 'buildprocessor' 902 902 ))) 903 -|(% colspan="4" %)(% colspan="3" %) 895 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 904 904 ((( 905 905 //The underlying behaviour remains the same in that it involves the buildprocessor, not the buildmodule. The attribute name has simply been corrected.// 906 906 ))) ... ... @@ -909,7 +909,7 @@ 909 909 910 910 === Version 2.00 === 911 911 912 -(% class=" table-striped" %)904 +(% class="wrapped" %) 913 913 |(% colspan="1" %)(% colspan="1" %) 914 914 ((( 915 915 Scripts ... ... @@ -920,7 +920,7 @@ 920 920 ((( 921 921 **<event_build_finished/> **param2 now returns null instead of a construction sequence 922 922 ))) 923 -|(% colspan="4" %)(% colspan="3" %) 915 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 924 924 ((( 925 925 //The construction sequence which was finished should now be accessed via the buildtask provided via param3.// 926 926 ))) ... ... @@ -934,7 +934,7 @@ 934 934 ((( 935 935 **param.boarding.{...}** strength parameters removed 936 936 ))) 937 -|(% colspan="4" %)(% colspan="3" %) 929 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 938 938 ((( 939 939 //The 'recruitstrength', 'veteranstrength' and 'elitestrength' script parameters were no longer required for balancing the boarding gameplay, and were removed.// 940 940 ))) ... ... @@ -948,7 +948,7 @@ 948 948 ((( 949 949 **$defensible.boardee/$defensible.boarder** and **<set_object_boarder/>/<remove_object_boarder/>** removed 950 950 ))) 951 -|(% colspan="4" %)(% colspan="3" %) 943 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 952 952 ((( 953 953 //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.// 954 954 ))) ... ... @@ -959,7 +959,7 @@ 959 959 )))|(% colspan="2" %)((( 960 960 **FFI: GetUpgradeSlotCurrentComponent()/GetUpgradeSlotGroup()** works on non-operationals 961 961 ))) 962 -|(% colspan="4" %)(% colspan="3" %) 954 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 963 963 ((( 964 964 //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.// 965 965 ))) ... ... @@ -970,7 +970,7 @@ 970 970 )))|(% colspan="2" %)((( 971 971 **FFI: SetFormationShape()** no longer indicates an error upon certain error cases 972 972 ))) 973 -|(% colspan="4" %)(% colspan="3" %) 965 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 974 974 ((( 975 975 //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.// 976 976 //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.// ... ... @@ -982,7 +982,7 @@ 982 982 )))|(% colspan="2" %)((( 983 983 **<create_formation/>** now requires the attributes: 'leader' and 'follower'. Attribute 'object' is now deprecated. 984 984 ))) 985 -|(% colspan="4" %)(% colspan="3" %) 977 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 986 986 ((( 987 987 //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.// 988 988 ))) ... ... @@ -993,7 +993,7 @@ 993 993 )))|(% colspan="2" %)((( 994 994 **<event_player_changed_target/>** now fires and returns null if the player deselects a target. 995 995 ))) 996 -|(% colspan="4" %)(% colspan="3" %) 988 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 997 997 ((( 998 998 //For prior behavior, check for event.param being non-null.// 999 999 ))) ... ... @@ -1004,7 +1004,7 @@ 1004 1004 )))|(% colspan="2" %)((( 1005 1005 **<shoot/>/<shoot_at/>** attribute changes. 1006 1006 ))) 1007 -|(% colspan="4" %)(% colspan="3" %) 999 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 1008 1008 ((( 1009 1009 //Changed: Attribute "primary" is now optional and defines whether weapons from the ship's active primary weapon group will be fired. Defaults to true.// 1010 1010 //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.// ... ... @@ -1019,7 +1019,7 @@ 1019 1019 )))|(% colspan="2" %)((( 1020 1020 **FFI: GetBuildTask()/GetNumBuildTasks()** got a new "buildmoduleid" parameter. 1021 1021 ))) 1022 -|(% colspan="4" %)(% colspan="3" %) 1014 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 1023 1023 ((( 1024 1024 //Added possibility to query build tasks of a certain buildmodule.// 1025 1025 ))) ... ... @@ -1030,7 +1030,7 @@ 1030 1030 )))|(% colspan="2" %)((( 1031 1031 **Lua:** **GetLibraryEntry()** retrieved a new "buildresources" field. 1032 1032 ))) 1033 -|(% colspan="4" %)(% colspan="3" %) 1025 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 1034 1034 ((( 1035 1035 //Added list of resources a buildmodule needs to build.// 1036 1036 ))) ... ... @@ -1041,7 +1041,7 @@ 1041 1041 )))|(% colspan="2" %)((( 1042 1042 **Lua: CalculateTotalHullFraction() **was removed. 1043 1043 ))) 1044 -|(% colspan="4" %)(% colspan="3" %) 1036 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 1045 1045 ((( 1046 1046 //Unused, derelict function from XR - use GetComponentData(..., "hullpercent") instead.// 1047 1047 ))) ... ... @@ -1052,7 +1052,7 @@ 1052 1052 )))|(% colspan="2" %)((( 1053 1053 **FFI: RequestDockAtReason()/UndockPlayerShip() **changed their return values. 1054 1054 ))) 1055 -|(% colspan="4" %)(% colspan="3" %) 1047 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 1056 1056 ((( 1057 1057 //Changed return value type to const char* to better identify failure reasons in Lua script.// 1058 1058 ))) ... ... @@ -1061,7 +1061,7 @@ 1061 1061 1062 1062 === Version 1.50 === 1063 1063 1064 -(% class=" table-striped" %)1056 +(% class="wrapped" %) 1065 1065 |((( 1066 1066 UI extensions 1067 1067 )))|((( ... ... @@ -1069,7 +1069,7 @@ 1069 1069 )))|(% colspan="2" %)((( 1070 1070 **Lua: GetComponentData() **changed behavior of "docksizes" property. 1071 1071 ))) 1072 -|(% colspan="4" %)(% colspan="3" %) 1064 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 1073 1073 ((( 1074 1074 //The "docksizes" property no longer includes internal ship storage docks.// 1075 1075 ))) ... ... @@ -1080,7 +1080,7 @@ 1080 1080 )))|(% colspan="2" %)((( 1081 1081 **Meaning of "Shipyard"** was corrected throughout Lua/MD/AI scripts, so that Wharfs are not Shipyards (unlike in XR). 1082 1082 ))) 1083 -|(% colspan="4" %)(% colspan="3" %) 1075 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 1084 1084 ((( 1085 1085 //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".// 1086 1086 ... ... @@ -1095,7 +1095,7 @@ 1095 1095 )))|(% colspan="2" %)((( 1096 1096 **FFI: UpgradeGroupInfo **datatype was changed. 1097 1097 ))) 1098 -|(% colspan="4" %)(% colspan="3" %) 1090 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 1099 1099 ((( 1100 1100 //Added new "operational" field to retrieve information about number of operational upgrades in a group.// 1101 1101 ))) ... ... @@ -1109,7 +1109,7 @@ 1109 1109 ((( 1110 1110 **FFI: SetGuidance()** removed useinfopoint argument. 1111 1111 ))) 1112 -|(% colspan="4" %)(% colspan="3" %) 1104 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 1113 1113 ((( 1114 1114 //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.// 1115 1115 ... ... @@ -1122,7 +1122,7 @@ 1122 1122 )))|(% colspan="2" %)((( 1123 1123 **FFI: CancelConstruction() **changed its return value. 1124 1124 ))) 1125 -|(% colspan="4" %)(% colspan="3" %) 1117 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 1126 1126 ((( 1127 1127 //CancelConstruction() now returns if the cancellation was successful. // 1128 1128 ))) ... ... @@ -1131,7 +1131,7 @@ 1131 1131 1132 1132 === Version 1.32 === 1133 1133 1134 -(% class=" table-striped" %)1126 +(% class="wrapped" %) 1135 1135 |((( 1136 1136 UI extensions 1137 1137 )))|((( ... ... @@ -1139,7 +1139,7 @@ 1139 1139 )))|(% colspan="2" %)((( 1140 1140 **Lua: GetComponentData() **removed the "nextdestname" property. 1141 1141 ))) 1142 -|(% colspan="4" %)(% colspan="3" %) 1134 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 1143 1143 ((( 1144 1144 //Instead of "nextdestname", use the properties "destination" or "destinationsector" to retrieve a destination component, then retrieve its "name" property.// 1145 1145 ))) ... ... @@ -1148,7 +1148,7 @@ 1148 1148 1149 1149 === Version 1.20 === 1150 1150 1151 -(% class=" table-striped" %)1143 +(% class="wrapped" %) 1152 1152 |((( 1153 1153 UI extensions 1154 1154 )))|((( ... ... @@ -1156,7 +1156,7 @@ 1156 1156 )))|(% colspan="2" %)((( 1157 1157 **FFI: GetAAOption()** got a new "useconfig" parameter. 1158 1158 ))) 1159 -|(% colspan="4" %)(% colspan="3" %) 1151 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 1160 1160 ((( 1161 1161 //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.// 1162 1162 )))
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