Changes for page Breaking Changes
Last modified by Michael Baumgardt on 2026/04/17 12:03
From version 123.1
edited by Chris Burtt-Jones
on 2024/06/04 10:23
on 2024/06/04 10:23
Change comment:
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To version 124.6
edited by Klaus Meyer
on 2025/01/07 16:42
on 2025/01/07 16:42
Change comment:
There is no comment for this version
Summary
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Page properties (2 modified, 0 added, 0 removed)
Details
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... ... @@ -20,6 +20,16 @@ 20 20 21 21 {{toc scope="LOCAL" start="3"/}} 22 22 23 +=== Version 7.50 === 24 + 25 +(% class="table-striped" %) 26 +|(% colspan="1" style="width:117px" %)Relations|(% colspan="1" style="width:119px" %)7.50 Beta 4|(% colspan="2" style="width:1625px" %)**Faction relation UI values: Changed mapping of relations to displayed UI values between 0.5 and 1.0 (UI +25 and +30)** 27 +|(% colspan="4" style="width:117px" %) 28 +|(% colspan="1" style="width:117px" %)Parameters|(% colspan="1" style="width:119px" %)7.50 Beta 4|(% colspan="2" style="width:1625px" %)**<holomap><radar>**:** complete change in structure** 29 +|(% colspan="7" style="width:117px" %)((( 30 +This section now contains sets of parameters for the different modes it can be in, each in its own <mode> child node. This list can be dynamically expanded to add more modes. 31 +))) 32 + 23 23 === Version 7.00 === 24 24 25 25 ... ... @@ -642,10 +642,7 @@ 642 642 ((( 643 643 Script action **<add_actor_to_room/> **attribute **'room'** renamed to **'object'** 644 644 ))) 645 -|(% colspan="4" %)(% colspan="3" %) 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.// 648 -))) 655 +|(% colspan="4" %)i 649 649 |(% colspan="1" %)(% colspan="1" %) 650 650 ((( 651 651 Scripts ... ... @@ -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.//668 +The 'group' attribute of <set_doors_locked/> can no longer be a list. It must be a single tag value. Previously, a list containing one tag was accepted, which was redundant. 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.//682 +These events were never triggered, with the exception of <event_hack_started/> on the player entity for instant control panel hacks. Use <event_player_hacked_object> instead. 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.//696 +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.//710 +The script action was a leftover from the XR era and was never supported in X4 and couldn't be used in a meaningful way. It was therefore decided to better drop it altogether as it's not expected having been used by any mods. 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.//724 +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.//738 +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.//752 +GetMiniGameCursorPosition() was a left over from the XR era and never supposed to be shipped with X4. The function practically always returned 0 and hence we don't expect the removal of this obsolete function causing any actual mod to break. 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.//763 +In 3.0 Beta 1 we added support to display icons for keyboard bindings, if an icon is available for the specified keys. This results in GetLocalizedInteractiveNotificationKey() potentially returning a different text now if such an icon is assigned to the mapped key/button. 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.//777 +In 3.0 Beta 1 we added support for a new weapon mod property "SurfaceElementFactor" to allow weapons to deal increased damage to surface elements such as Shield Generators, Turrets or Engines. 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 $ware is illegal to any faction in the game.//791 +$ware.illegal used to return true if the specified ware has the 'illegal' tag which is no longer used. 792 +It now returns true if $ware is illegal to any faction in the game. 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.//806 +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//820 +old params: param = venture details, param2 = ships involved, param3 = duration 821 +new params: param = venture detail list: [mission name, mission type], param2 = list of ships involved, param3 = duration 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/>//833 +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.//862 +Actions and conditions which use the 'checkoperational' filter now behave differently. Instead of changing how 'class' and 'exactclass' behave, checkoperational == true adds an additional filter for the components being of state operational, equivalent to state="componentstate.operational". This is implicitly enabled in action elements (e.g. <find_.../>) or condition elements (e.g. <count_...>), meaning that find_ship will only find operational ships. Using such actions/conditions with checkoperational="false" will include non-operational components such as wrecked and constructions. Existing uses may find that results now exclude non-operational components. 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.//864 +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.//875 +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. //895 +2.20 Beta 3 introduced the new direct mouse steering mode. The mode was however not integrated as a first level mode and hence GetControllerInfo() returned the "gamepad" mode while direct mouse steering was active. 896 +In 2.20 Beta 4 we improved the situation slightly so that a call to GetControllerInfo() will return either "mouseCursor" or "mouseSteering" in any of the 3 mouse modes. 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.//898 +It's a pending change to ensure that the returned mode is more reasonable in an upcoming patch. So be aware that another breaking change might be introduced at some point. 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.//912 +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.//932 +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.//946 +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.//960 +Due to changes to boarding in X4, the boarding connections accessed by these script properties and actions became redundent and thus, removed. Any connections set by these actions in a savegame will not survive loading. 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.//971 +Before 2.0 Beta 1 using GetUpgradeSlotCurrentComponent() or GetUpgradeSlotGroup() only performed on operational objects (i.e. not wrecked objects or objects under construction). Since this is inconsistent with the rest of the UI functions, this was considered a bug and fixed in 2.0 Beta 1. If you require the old behavior, use the FFI function: IsComponentOperational() to check the passed object's state before making the call. 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.//982 +Before 2.0 Beta 1 a call to SetFormationShape() indicated an error state to the caller in certain cases where setting a formation shape (potentially) failed. Due to a design flaw in the handling of formations, this however doesn't do any good, since the function by itself doesn't really set the formation shape in all cases. On top of that the call can fail at random. Hence, at the moment an indication of an error case that setting a formation potentially fails is no good to the caller and he has no means to distinguish that case from a real error case. 983 +Therefore, in 2.0 Beta 1 we drop the error indication in case of an attempt to set the formation fails. We are currently working on a better solution to the underlying problem and hope to have it ready as part of a following beta. 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.//994 +This now enforces a leader and at least one follower in order to create or change a formation. Former implementation made it possible to create formations without any followers which led to issues. 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.//1005 +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.//1016 +Changed: Attribute "primary" is now optional and defines whether weapons from the ship's active primary weapon group will be fired. Defaults to true. 1017 +New attribute: "secondary" is an optional attribute that defines whether weapons from the ship's active secondary weapon group will be fired. Defaults to true. 1018 +New attribute: "missiles" is an optional attribute that defines whether only missile launchers will be used. If false, only guns will be fired. Defaults to false. 1012 1012 1013 - //Corrects now-obsolete assumption that primary weapon groups only contain guns and secondary weapon groups only contain missile launchers.//1020 +Corrects now-obsolete assumption that primary weapon groups only contain guns and secondary weapon groups only contain missile launchers. 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.//1031 +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.//1042 +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.//1053 +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.//1064 +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.//1081 +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".//1092 +Shipyards (formerly also known as Capital Shipyards) can build capital ships, while Wharfs only build non-capital ships. To check whether a station is a Shipyard or a Wharf, check whether the station "can build ships". 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)//1094 +Lua: Adjusted GetComponentData() and HasShipyard(), added HasWharf() 1095 +Lua / GetComponentData() properties: Removed "iscapitalshipyard", fixed "isshipyard", added "canbuildships", "iswharf", "isequipmentdock" 1096 +Scripts: Fixed property .isshipyard, added .iswharf (.canbuildships existed already) 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.//1107 +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.//1121 +In X Rebirth "info points" existed (which were mainly used as interaction points to scan stations/access information about modules). These were removed in X4 but this left-over property here was missed to be removed in-time for release. It was therefore removed now in order to move towards a stable/clean UI API. 1115 1115 1116 - //The new function declaration is: void SetGuidance(UniverseID componentid, UIPosRot offset)//1123 +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.//1134 +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.//1151 +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 ----