Changes for page Breaking Changes
Last modified by Michael Baumgardt on 2026/04/17 12:03
From version 122.5
edited by Chris Burtt-Jones
on 2024/06/04 10:21
on 2024/06/04 10:21
Change comment:
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To version 124.9
edited by Klaus Meyer
on 2025/01/07 16:44
on 2025/01/07 16:44
Change comment:
There is no comment for this version
Summary
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... ... @@ -20,25 +20,35 @@ 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: Adjusted 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" %) 27 27 |(% colspan="1" style="width:117px" %)Gamestarts|(% colspan="1" style="width:119px" %)7.00 Beta 8|(% colspan="2" style="width:1625px" %)**Text references** 28 -|(% 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//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. 29 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 30 |(% colspan="4" style="width:117px" %)highway_fx_electric_02 is still available in "legacy" folder if needed 31 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 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.//43 +The four parameters used to represent flat factors applied to ships' properties with respect to their respective pilots' skill levels. Parameters moved to separate nodes with support for min and max values which, if supplied, scales the factor linearly if the affected ship's unmodified property is within min and max. Factor does not affect the ship if that property is below min. 34 34 ))) 35 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 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.**//47 +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 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 - (% 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//51 +Some material names and texture paths were changed. Please DIFF the materiallibrary.xml from 6.20 with 7.0 to see the difference 42 42 ))) 43 43 |(% colspan="1" style="width:117px" %)(% colspan="1" %) 44 44 ((( ... ... @@ -50,7 +50,7 @@ 50 50 ))) 51 51 |(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 52 52 ((( 53 - //Previously it was possible to set normal clusters to be persistent presentation clusters which was an invalid state.//63 + Previously it was possible to set normal clusters to be persistent presentation clusters which was an invalid state. 54 54 ))) 55 55 |(% colspan="1" style="width:117px" %)(% colspan="1" %) 56 56 ((( ... ... @@ -62,7 +62,7 @@ 62 62 ))) 63 63 |(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 64 64 ((( 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.//75 + 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 ))) 67 67 |(% colspan="1" style="width:117px" %)(% colspan="1" %) 68 68 ((( ... ... @@ -89,9 +89,9 @@ 89 89 ))) 90 90 |(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 91 91 ((( 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.//102 +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 94 - //All groups should now have "weight" parameter added and old "weights" were updated to not have single-digit numbers.//104 +All groups should now have "weight" parameter added and old "weights" were updated to not have single-digit numbers. 95 95 ))) 96 96 |(% colspan="1" %)(% colspan="1" %) 97 97 ((( ... ... @@ -105,9 +105,9 @@ 105 105 ))) 106 106 |(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 107 107 ((( 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.//118 +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. 109 109 110 - //Scripts that need to check whether the player exits travel mode may also need to consider checking whether the player leaves the control seat using <event_player_stopped_control> since this will also result in travel mode stopping.//120 +Scripts that need to check whether the player exits travel mode may also need to consider checking whether the player leaves the control seat using <event_player_stopped_control> since this will also result in travel mode stopping. 111 111 ))) 112 112 |(% colspan="1" %)(% colspan="1" %) 113 113 ((( ... ... @@ -121,11 +121,11 @@ 121 121 ))) 122 122 |(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 123 123 ((( 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.//134 +The 'posname' and 'rotname' result attributes of <find_object_surface> will now return null in the case of no valid surface position being found. 125 125 126 - //Previously, it returned null only if there was a physics error. It however returned a valid, somewhat-random, position if physics were fine but it was still unable to find a suitable surface position. This position was often unsuitable to use for gameplay purposes so it is now null so the caller can handle the situation.//136 +Previously, it returned null only if there was a physics error. It however returned a valid, somewhat-random, position if physics were fine but it was still unable to find a suitable surface position. This position was often unsuitable to use for gameplay purposes so it is now null so the caller can handle the situation. 127 127 128 - //The action itself has been improved to increase the chance of finding suitable surface positions.//138 +The action itself has been improved to increase the chance of finding suitable surface positions. 129 129 ))) 130 130 |(% colspan="1" %)(% colspan="1" %) 131 131 ((( ... ... @@ -139,8 +139,8 @@ 139 139 ))) 140 140 |(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 141 141 ((( 142 - //<match_dock> nodes can now be used on container and walkablemodule classes without wrapping them in <match_content> nodes.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 +<match_dock> nodes can now be used on container and walkablemodule classes without wrapping them in <match_content> nodes. 153 +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. 144 144 ))) 145 145 |(% colspan="1" %)(% colspan="1" %) 146 146 ((( ... ... @@ -154,7 +154,7 @@ 154 154 ))) 155 155 |(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 156 156 ((( 157 - //The 'result' attribute of get_attackstrength has been moved into the new <result> subnode and renamed to 'total'.//167 +The 'result' attribute of get_attackstrength has been moved into the new <result> subnode and renamed to 'total'. 158 158 ))) 159 159 |((( 160 160 Assets ... ... @@ -165,8 +165,8 @@ 165 165 ))) 166 166 |(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %) 167 167 ((( 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 -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 +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. 179 +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. 170 170 ))) 171 171 |(% colspan="1" %)(% colspan="1" %) 172 172 ((( ... ... @@ -180,7 +180,7 @@ 180 180 ))) 181 181 |(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %) 182 182 ((( 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.//193 +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 ))) 185 185 |((( 186 186 Scripts ... ... @@ -191,7 +191,7 @@ 191 191 ))) 192 192 |(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %) 193 193 ((( 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.//204 +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 ))) 196 196 |((( 197 197 Cutscenes ... ... @@ -202,7 +202,7 @@ 202 202 ))) 203 203 |(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %) 204 204 ((( 205 - //The yaw and pitch nodes in <angles> are now correctly interpreted as values in degrees.//215 +The yaw and pitch nodes in <angles> are now correctly interpreted as values in degrees. 206 206 ))) 207 207 208 208 ---- ... ... @@ -219,7 +219,7 @@ 219 219 ))) 220 220 |(% colspan="7" %)(% colspan="3" %) 221 221 ((( 222 - //'minduration' was unused in X4, maxduration was and still is taken as the actual duration of control panel hacks. No functionality change.//232 +'minduration' was unused in X4, maxduration was and still is taken as the actual duration of control panel hacks. No functionality change. 223 223 ))) 224 224 225 225 ---- ... ... @@ -239,7 +239,7 @@ 239 239 ))) 240 240 |(% colspan="4" %)(% colspan="3" %) 241 241 ((( 242 - //The functionality represented by SetMapRenderCargoContents(), SetMapRenderWorkForceInfo(), SetMapRenderCrewInfo() and SetMapRenderDockedShipInfos() has been removed and the function was therefore stubbed.//252 +The functionality represented by SetMapRenderCargoContents(), SetMapRenderWorkForceInfo(), SetMapRenderCrewInfo() and SetMapRenderDockedShipInfos() has been removed and the function was therefore stubbed. 243 243 ))) 244 244 |(% colspan="1" %)(% colspan="1" %) 245 245 ((( ... ... @@ -253,7 +253,7 @@ 253 253 ))) 254 254 |(% colspan="4" %)(% colspan="3" %) 255 255 ((( 256 - //This struct was added in 4.10 Beta 2 and an additional member count was added in Beta 6.//266 +This struct was added in 4.10 Beta 2 and an additional member count was added in Beta 6. 257 257 ))) 258 258 |(% colspan="1" %)(% colspan="1" %) 259 259 ((( ... ... @@ -267,7 +267,7 @@ 267 267 ))) 268 268 |(% colspan="4" %)(% colspan="3" %) 269 269 ((( 270 - //Info box parameters are now shared across stations and ships. The node has a more generic name to reflect that.//280 +Info box parameters are now shared across stations and ships. The node has a more generic name to reflect that. 271 271 ))) 272 272 |(% colspan="1" %)(% colspan="1" %) 273 273 ((( ... ... @@ -281,7 +281,7 @@ 281 281 ))) 282 282 |(% colspan="4" %)(% colspan="3" %) 283 283 ((( 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.//294 +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 ))) 286 286 |((( 287 287 UI extensions ... ... @@ -292,7 +292,7 @@ 292 292 ))) 293 293 |(% colspan="4" %)(% colspan="3" %) 294 294 ((( 295 - //These functions were added in 4.10 Beta 1 and an additional boolean parameter allowentitydeliverymissionobject was added in Beta 2.//305 +These functions were added in 4.10 Beta 1 and an additional boolean parameter allowentitydeliverymissionobject was added in Beta 2. 296 296 ))) 297 297 |((( 298 298 Scripts ... ... @@ -303,7 +303,7 @@ 303 303 ))) 304 304 |(% colspan="4" %)(% colspan="3" %) 305 305 ((( 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.//316 +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 ))) 308 308 |(% colspan="1" %)(% colspan="1" %) 309 309 ((( ... ... @@ -317,7 +317,7 @@ 317 317 ))) 318 318 |(% colspan="4" %)(% colspan="3" %) 319 319 ((( 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.//330 +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 ))) 322 322 |((( 323 323 Scripts ... ... @@ -328,7 +328,7 @@ 328 328 ))) 329 329 |(% colspan="4" %)(% colspan="3" %) 330 330 ((( 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.//341 +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 ))) 333 333 334 334 ---- ... ... @@ -348,8 +348,8 @@ 348 348 ))) 349 349 |(% colspan="4" %)(% colspan="3" %) 350 350 ((( 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 -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. //361 +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). 362 +In order to support the new emergency eject feature which was added in 4.00 Beta 7, this assurance was dropped. As of 4.00 Beta 10 it is now possible that the ship the player controls can swap without the gameplanchange-event being risen which one could rely upon in previous versions. If your addon relied on the fact that the ship would not change without first going into first person mode, you will have to adjust your addon accordingly. 353 353 ))) 354 354 |((( 355 355 Scripts ... ... @@ -360,9 +360,9 @@ 360 360 ))) 361 361 |(% colspan="4" %)(% colspan="3" %) 362 362 ((( 363 - //Old params: param = project ID, param2 = were there positive side-effects?, param3 = were there negative side-effects?373 +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 365 -Note: param3 only exists in <event_terraforming_project_succeeded> and not in <event_terraforming_project_failed>, but both now have the booleans in a list for consistency //375 +Note: param3 only exists in <event_terraforming_project_succeeded> and not in <event_terraforming_project_failed>, but both now have the booleans in a list for consistency 366 366 ))) 367 367 |(% colspan="1" %)(% colspan="1" %) 368 368 ((( ... ... @@ -376,10 +376,10 @@ 376 376 ))) 377 377 |(% colspan="4" %)(% colspan="3" %) 378 378 ((( 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 -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 +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. 390 +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). 381 381 382 - //If you rely on a handling where these factions are treated like enemies, please use the new GetFactionRelationStatus2() function instead.//392 +If you rely on a handling where these factions are treated like enemies, please use the new GetFactionRelationStatus2() function instead. 383 383 ))) 384 384 |(% colspan="1" %)(% colspan="1" %) 385 385 ((( ... ... @@ -393,9 +393,9 @@ 393 393 ))) 394 394 |(% colspan="4" %)(% colspan="3" %) 395 395 ((( 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.//406 +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. 397 397 398 - //If you rely on a handling where they are treated like enemies, please use the new GetRelationStatus3()//function which returns the new range for these objects: 1 (meaning 'enemy' (aka: not yet hostile) here with following relations having been shifted up).408 +If you rely on a handling where they are treated like enemies, please use the new GetRelationStatus3() function which returns the new range for these objects: 1 (meaning 'enemy' (aka: not yet hostile) here with following relations having been shifted up). 399 399 ))) 400 400 |((( 401 401 Parameters ... ... @@ -406,7 +406,7 @@ 406 406 ))) 407 407 |(% colspan="4" %)(% colspan="3" %) 408 408 ((( 409 - //The 'requiresconstructionvessel' attribute has been moved from the 'recycling' node itself, to the new 'station' subnode.//419 +The 'requiresconstructionvessel' attribute has been moved from the 'recycling' node itself, to the new 'station' subnode. 410 410 ))) 411 411 |((( 412 412 Scripts ... ... @@ -417,7 +417,7 @@ 417 417 ))) 418 418 |(% colspan="4" %)(% colspan="3" %) 419 419 ((( 420 - //The 'gatedistance' script property now minimizes the number of gate jumps instead of counting the number gate jumps in the fastest route.//430 +The 'gatedistance' script property now minimizes the number of gate jumps instead of counting the number gate jumps in the fastest route. 421 421 ))) 422 422 423 423 ---- ... ... @@ -434,7 +434,7 @@ 434 434 ))) 435 435 |(% colspan="7" %)(% colspan="3" %) 436 436 ((( 437 - //These mission limit-related functions (added in 3.30 Beta 1 and 2) are replaced with FFI IsMissionLimitReached()//447 +These mission limit-related functions (added in 3.30 Beta 1 and 2) are replaced with FFI IsMissionLimitReached() 438 438 ))) 439 439 440 440 ---- ... ... @@ -451,9 +451,9 @@ 451 451 ))) 452 452 |(% colspan="4" %)(% colspan="3" %) 453 453 ((( 454 - //Old params: param = attacked object, param2 = attack method, param3 = attacked component//455 - //New params: param = attacked object, param2 = attack method, param3 = attack component detail list: [attacked component, attacking weapon]456 -Note that this also means the component attribute to the events is no longer available, so scripts checking the attacked component need to use event.param3.{1} instead //464 +Old params: param = attacked object, param2 = attack method, param3 = attacked component 465 +New params: param = attacked object, param2 = attack method, param3 = attack component detail list: [attacked component, attacking weapon] 466 +Note that this also means the component attribute to the events is no longer available, so scripts checking the attacked component need to use event.param3.{1} instead 457 457 ))) 458 458 |(% colspan="1" %)(% colspan="1" %) 459 459 ((( ... ... @@ -467,7 +467,7 @@ 467 467 ))) 468 468 |(% colspan="4" %)(% colspan="3" %) 469 469 ((( 470 - //$trade.restriction.faction has been replaced with $trade.restriction.factions, which returns a list of factions.//480 +$trade.restriction.faction has been replaced with $trade.restriction.factions, which returns a list of factions. 471 471 ))) 472 472 |((( 473 473 UI extensions ... ... @@ -478,7 +478,7 @@ 478 478 ))) 479 479 |(% colspan="4" %)(% colspan="3" %) 480 480 ((( 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.//491 +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 ))) 483 483 484 484 ---- ... ... @@ -498,7 +498,7 @@ 498 498 ))) 499 499 |(% colspan="7" %)(% colspan="3" %) 500 500 ((( 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.//511 +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 ))) 503 503 504 504 ---- ... ... @@ -518,7 +518,7 @@ 518 518 ))) 519 519 |(% colspan="4" %)(% colspan="3" %) 520 520 ((( 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.//531 +<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 ))) 523 523 |(% colspan="1" %)(% colspan="1" %) 524 524 ((( ... ... @@ -532,7 +532,7 @@ 532 532 ))) 533 533 |(% colspan="4" %)(% colspan="3" %) 534 534 ((( 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.//545 +<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 ))) 537 537 |(% colspan="1" %)(% colspan="1" %) 538 538 ((( ... ... @@ -546,9 +546,9 @@ 546 546 ))) 547 547 |(% colspan="4" %)(% colspan="3" %) 548 548 ((( 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.)559 +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.) 550 550 551 - //Note that this change has no effect on the actual content of scripts or cutscenes. The MD script/cutscene names are stored in the files, regardless of the filenames, so that references to them remain unchanged (e.g., "md.Setup.Start" references a cue in setup.xml).//561 +Note that this change has no effect on the actual content of scripts or cutscenes. The MD script/cutscene names are stored in the files, regardless of the filenames, so that references to them remain unchanged (e.g., "md.Setup.Start" references a cue in setup.xml). 552 552 ))) 553 553 |(% colspan="1" %)(% colspan="1" %) 554 554 ((( ... ... @@ -562,7 +562,7 @@ 562 562 ))) 563 563 |(% colspan="4" %)(% colspan="3" %) 564 564 ((( 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.//575 +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 ))) 567 567 |(% colspan="1" %)(% colspan="1" %) 568 568 ((( ... ... @@ -576,8 +576,8 @@ 576 576 ))) 577 577 |(% colspan="4" %)(% colspan="3" %) 578 578 ((( 579 - //Before the change, positions are relative to $dockingbay.parent.580 -After the change, positions are relative to $dockingbay as specified in the documentation. //589 +Before the change, positions are relative to $dockingbay.parent. 590 +After the change, positions are relative to $dockingbay as specified in the documentation. 581 581 ))) 582 582 |(% colspan="1" %)(% colspan="1" %) 583 583 ((( ... ... @@ -591,7 +591,7 @@ 591 591 ))) 592 592 |(% colspan="4" %)(% colspan="3" %) 593 593 ((( 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().//604 +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 ))) 596 596 |((( 597 597 Scripts ... ... @@ -602,7 +602,7 @@ 602 602 ))) 603 603 |(% colspan="4" %)(% colspan="3" %) 604 604 ((( 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.615 +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. 607 607 If in your scripts you make use of the <event_object_changed_owner> condition you need to verify that you indeed want to work with the "effective" component owner or whether your script code actually should work with the true owner of an object and update your code accordingly. 608 608 On top of that the 3rd parameter of <event_object_changed_owner> (trueprevious) was dropped as the event is no longer triggered upon a change of the true owner alone (i.e. only if the change of the true owner has also an effect on the "effective" component owner). ... ... @@ -619,7 +619,7 @@ 619 619 ))) 620 620 |(% colspan="4" %)(% colspan="3" %) 621 621 ((( 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.//632 +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 ))) 624 624 |((( 625 625 Job/God ... ... @@ -630,7 +630,7 @@ 630 630 ))) 631 631 |(% colspan="4" %)(% colspan="3" %) 632 632 ((( 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.//643 +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 ))) 635 635 |(% colspan="1" %)(% colspan="1" %) 636 636 ((( ... ... @@ -644,7 +644,7 @@ 644 644 ))) 645 645 |(% colspan="4" %)(% colspan="3" %) 646 646 ((( 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.//657 +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 ))) 649 649 |(% colspan="1" %)(% colspan="1" %) 650 650 ((( ... ... @@ -658,7 +658,7 @@ 658 658 ))) 659 659 |(% colspan="4" %)(% colspan="3" %) 660 660 ((( 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.//671 +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 ))) 663 663 |(% colspan="1" %)(% colspan="1" %) 664 664 ((( ... ... @@ -672,7 +672,7 @@ 672 672 ))) 673 673 |(% colspan="4" %)(% colspan="3" %) 674 674 ((( 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.//685 +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 ))) 677 677 |(% colspan="1" %)(% colspan="1" %) 678 678 ((( ... ... @@ -686,7 +686,7 @@ 686 686 ))) 687 687 |(% colspan="4" %)(% colspan="3" %) 688 688 ((( 689 - //These actions had no effect and were removed.//699 +These actions had no effect and were removed. 690 690 ))) 691 691 |(% colspan="1" %)(% colspan="1" %) 692 692 ((( ... ... @@ -700,7 +700,7 @@ 700 700 ))) 701 701 |(% colspan="4" %)(% colspan="3" %) 702 702 ((( 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.//713 +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 ))) 705 705 |(% colspan="1" %)(% colspan="1" %) 706 706 ((( ... ... @@ -714,7 +714,7 @@ 714 714 ))) 715 715 |(% colspan="4" %)(% colspan="3" %) 716 716 ((( 717 - //The default confidence of player options is another leftover from the XR era and had no effect in X4.//727 +The default confidence of player options is another leftover from the XR era and had no effect in X4. 718 718 ))) 719 719 |(% colspan="1" %)(% colspan="1" %) 720 720 ((( ... ... @@ -728,7 +728,7 @@ 728 728 ))) 729 729 |(% colspan="4" %)(% colspan="3" %) 730 730 ((( 731 - //Unused script action <hack_via_control_panel/> was removed.//741 +Unused script action <hack_via_control_panel/> was removed. 732 732 ))) 733 733 |(% colspan="1" %)(% colspan="1" %) 734 734 ((( ... ... @@ -742,7 +742,7 @@ 742 742 ))) 743 743 |(% colspan="4" %)(% colspan="3" %) 744 744 ((( 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.//755 +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 ))) 747 747 |((( 748 748 UI core ... ... @@ -753,7 +753,7 @@ 753 753 ))) 754 754 |(% colspan="4" %)(% colspan="3" %) 755 755 ((( 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.//766 +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 ))) 758 758 |(% colspan="1" %)(% colspan="1" %) 759 759 ((( ... ... @@ -767,7 +767,7 @@ 767 767 ))) 768 768 |(% colspan="4" %)(% colspan="3" %) 769 769 ((( 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.//780 +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 ))) 772 772 |(% colspan="1" %)(% colspan="1" %) 773 773 ((( ... ... @@ -781,8 +781,8 @@ 781 781 ))) 782 782 |(% colspan="4" %)(% colspan="3" %) 783 783 ((( 784 - //$ware.illegal used to return true if the specified ware has the 'illegal' tag which is no longer used.//785 - //It now returns true if $ware is illegal to any faction in the game.//794 +$ware.illegal used to return true if the specified ware has the 'illegal' tag which is no longer used. 795 +It now returns true if $ware is illegal to any faction in the game. 786 786 ))) 787 787 |(% colspan="1" %)(% colspan="1" %) 788 788 ((( ... ... @@ -796,7 +796,7 @@ 796 796 ))) 797 797 |(% colspan="4" %)(% colspan="3" %) 798 798 ((( 799 - //The MD script RML_Flight_Along_Path was not referened and was removed.//809 +The MD script RML_Flight_Along_Path was not referened and was removed. 800 800 ))) 801 801 |(% colspan="1" %)(% colspan="1" %) 802 802 ((( ... ... @@ -810,8 +810,8 @@ 810 810 ))) 811 811 |(% colspan="4" %)(% colspan="3" %) 812 812 ((( 813 - //old params: param = venture details, param2 = ships involved, param3 = duration//814 - //new params: param = venture detail list: [mission name, mission type], param2 = list of ships involved, param3 = duration//823 +old params: param = venture details, param2 = ships involved, param3 = duration 824 +new params: param = venture detail list: [mission name, mission type], param2 = list of ships involved, param3 = duration 815 815 ))) 816 816 |((( 817 817 Scripts ... ... @@ -823,7 +823,7 @@ 823 823 ))) 824 824 |(% colspan="4" %)(% colspan="3" %) 825 825 ((( 826 - //The common action <set_object_wing_name/> has been replaced with <set_object_fleet_name/>//836 +The common action <set_object_wing_name/> has been replaced with <set_object_fleet_name/> 827 827 ))) 828 828 |((( 829 829 Scripts ... ... @@ -852,9 +852,9 @@ 852 852 ))) 853 853 |(% colspan="10" %)(% colspan="3" %) 854 854 ((( 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.//865 +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. 856 856 857 - //Sub nodes such as match_child will have checkoperational default to false. Existing uses may find that results now include non-operational components.//867 +Sub nodes such as match_child will have checkoperational default to false. Existing uses may find that results now include non-operational components. 858 858 ))) 859 859 |((( 860 860 Scripts ... ... @@ -865,7 +865,7 @@ 865 865 )))| | | 866 866 |(% colspan="10" %)(% colspan="3" %) 867 867 ((( 868 - //The script keyword $container.supplyresources now includes reserved wares.//878 +The script keyword $container.supplyresources now includes reserved wares. 869 869 ))) 870 870 871 871 ---- ... ... @@ -885,10 +885,10 @@ 885 885 ))) 886 886 |(% colspan="4" %)(% colspan="3" %) 887 887 ((( 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 -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 +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. 899 +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. 890 890 891 - //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.//901 +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. 892 892 ))) 893 893 |(% colspan="1" %)(% colspan="1" %) 894 894 ((( ... ... @@ -902,7 +902,7 @@ 902 902 ))) 903 903 |(% colspan="4" %)(% colspan="3" %) 904 904 ((( 905 - //The underlying behaviour remains the same in that it involves the buildprocessor, not the buildmodule. The attribute name has simply been corrected.//915 +The underlying behaviour remains the same in that it involves the buildprocessor, not the buildmodule. The attribute name has simply been corrected. 906 906 ))) 907 907 908 908 ---- ... ... @@ -922,7 +922,7 @@ 922 922 ))) 923 923 |(% colspan="4" %)(% colspan="3" %) 924 924 ((( 925 - //The construction sequence which was finished should now be accessed via the buildtask provided via param3.//935 +The construction sequence which was finished should now be accessed via the buildtask provided via param3. 926 926 ))) 927 927 |(% colspan="1" %)(% colspan="1" %) 928 928 ((( ... ... @@ -936,7 +936,7 @@ 936 936 ))) 937 937 |(% colspan="4" %)(% colspan="3" %) 938 938 ((( 939 - //The 'recruitstrength', 'veteranstrength' and 'elitestrength' script parameters were no longer required for balancing the boarding gameplay, and were removed.//949 +The 'recruitstrength', 'veteranstrength' and 'elitestrength' script parameters were no longer required for balancing the boarding gameplay, and were removed. 940 940 ))) 941 941 |(% colspan="1" %)(% colspan="1" %) 942 942 ((( ... ... @@ -950,7 +950,7 @@ 950 950 ))) 951 951 |(% colspan="4" %)(% colspan="3" %) 952 952 ((( 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.//963 +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 ))) 955 955 |((( 956 956 UI extensions ... ... @@ -961,7 +961,7 @@ 961 961 ))) 962 962 |(% colspan="4" %)(% colspan="3" %) 963 963 ((( 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.//974 +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 ))) 966 966 |((( 967 967 UI extensions ... ... @@ -972,8 +972,8 @@ 972 972 ))) 973 973 |(% colspan="4" %)(% colspan="3" %) 974 974 ((( 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 - //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.//985 +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. 986 +Therefore, in 2.0 Beta 1 we drop the error indication in case of an attempt to set the formation fails. We are currently working on a better solution to the underlying problem and hope to have it ready as part of a following beta. 977 977 ))) 978 978 |((( 979 979 Scripts ... ... @@ -984,7 +984,7 @@ 984 984 ))) 985 985 |(% colspan="4" %)(% colspan="3" %) 986 986 ((( 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.//997 +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 ))) 989 989 |((( 990 990 Scripts ... ... @@ -995,7 +995,7 @@ 995 995 ))) 996 996 |(% colspan="4" %)(% colspan="3" %) 997 997 ((( 998 - //For prior behavior, check for event.param being non-null.//1008 +For prior behavior, check for event.param being non-null. 999 999 ))) 1000 1000 |((( 1001 1001 AI Scripts ... ... @@ -1006,11 +1006,11 @@ 1006 1006 ))) 1007 1007 |(% colspan="4" %)(% colspan="3" %) 1008 1008 ((( 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 - //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.//1011 - //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.//1019 +Changed: Attribute "primary" is now optional and defines whether weapons from the ship's active primary weapon group will be fired. Defaults to true. 1020 +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. 1021 +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. 1012 1012 1013 - //Corrects now-obsolete assumption that primary weapon groups only contain guns and secondary weapon groups only contain missile launchers.//1023 +Corrects now-obsolete assumption that primary weapon groups only contain guns and secondary weapon groups only contain missile launchers. 1014 1014 ))) 1015 1015 |((( 1016 1016 UI extensions ... ... @@ -1021,7 +1021,7 @@ 1021 1021 ))) 1022 1022 |(% colspan="4" %)(% colspan="3" %) 1023 1023 ((( 1024 - //Added possibility to query build tasks of a certain buildmodule.//1034 +Added possibility to query build tasks of a certain buildmodule. 1025 1025 ))) 1026 1026 |((( 1027 1027 UI extensions ... ... @@ -1032,7 +1032,7 @@ 1032 1032 ))) 1033 1033 |(% colspan="4" %)(% colspan="3" %) 1034 1034 ((( 1035 - //Added list of resources a buildmodule needs to build.//1045 +Added list of resources a buildmodule needs to build. 1036 1036 ))) 1037 1037 |((( 1038 1038 UI extensions ... ... @@ -1043,7 +1043,7 @@ 1043 1043 ))) 1044 1044 |(% colspan="4" %)(% colspan="3" %) 1045 1045 ((( 1046 - //Unused, derelict function from XR - use GetComponentData(..., "hullpercent") instead.//1056 +Unused, derelict function from XR - use GetComponentData(..., "hullpercent") instead. 1047 1047 ))) 1048 1048 |((( 1049 1049 UI extensions ... ... @@ -1054,7 +1054,7 @@ 1054 1054 ))) 1055 1055 |(% colspan="4" %)(% colspan="3" %) 1056 1056 ((( 1057 - //Changed return value type to const char* to better identify failure reasons in Lua script.//1067 +Changed return value type to const char* to better identify failure reasons in Lua script. 1058 1058 ))) 1059 1059 1060 1060 ---- ... ... @@ -1071,7 +1071,7 @@ 1071 1071 ))) 1072 1072 |(% colspan="4" %)(% colspan="3" %) 1073 1073 ((( 1074 - //The "docksizes" property no longer includes internal ship storage docks.//1084 +The "docksizes" property no longer includes internal ship storage docks. 1075 1075 ))) 1076 1076 |((( 1077 1077 All ... ... @@ -1082,11 +1082,11 @@ 1082 1082 ))) 1083 1083 |(% colspan="4" %)(% colspan="3" %) 1084 1084 ((( 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".//1095 +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 1087 - //Lua: Adjusted GetComponentData() and HasShipyard(), added HasWharf()//1088 - //Lua / GetComponentData() properties: Removed "iscapitalshipyard", fixed "isshipyard", added "canbuildships", "iswharf", "isequipmentdock"//1089 - //Scripts: Fixed property .isshipyard, added .iswharf (.canbuildships existed already)//1097 +Lua: Adjusted GetComponentData() and HasShipyard(), added HasWharf() 1098 +Lua / GetComponentData() properties: Removed "iscapitalshipyard", fixed "isshipyard", added "canbuildships", "iswharf", "isequipmentdock" 1099 +Scripts: Fixed property .isshipyard, added .iswharf (.canbuildships existed already) 1090 1090 ))) 1091 1091 |((( 1092 1092 UI extensions ... ... @@ -1097,7 +1097,7 @@ 1097 1097 ))) 1098 1098 |(% colspan="4" %)(% colspan="3" %) 1099 1099 ((( 1100 - //Added new "operational" field to retrieve information about number of operational upgrades in a group.//1110 +Added new "operational" field to retrieve information about number of operational upgrades in a group. 1101 1101 ))) 1102 1102 |(% colspan="1" %)(% colspan="1" %) 1103 1103 ((( ... ... @@ -1111,9 +1111,9 @@ 1111 1111 ))) 1112 1112 |(% colspan="4" %)(% colspan="3" %) 1113 1113 ((( 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.//1124 +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 1116 - //The new function declaration is: void SetGuidance(UniverseID componentid, UIPosRot offset)//1126 +The new function declaration is: void SetGuidance(UniverseID componentid, UIPosRot offset) 1117 1117 ))) 1118 1118 |((( 1119 1119 UI extensions ... ... @@ -1124,7 +1124,7 @@ 1124 1124 ))) 1125 1125 |(% colspan="4" %)(% colspan="3" %) 1126 1126 ((( 1127 - //CancelConstruction() now returns if the cancellation was successful.//1137 +CancelConstruction() now returns if the cancellation was successful. 1128 1128 ))) 1129 1129 1130 1130 ---- ... ... @@ -1141,7 +1141,7 @@ 1141 1141 ))) 1142 1142 |(% colspan="4" %)(% colspan="3" %) 1143 1143 ((( 1144 - //Instead of "nextdestname", use the properties "destination" or "destinationsector" to retrieve a destination component, then retrieve its "name" property.//1154 +Instead of "nextdestname", use the properties "destination" or "destinationsector" to retrieve a destination component, then retrieve its "name" property. 1145 1145 ))) 1146 1146 1147 1147 ----