Changes for page Breaking Changes

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

From version 123.2
edited by Matthias Haan
on 2024/12/20 11:39
Change comment: There is no comment for this version
To version 115.3
edited by Volodymyr Boichuk
on 2024/04/10 12:56
Change comment: There is no comment for this version

Summary

Details

Page properties
Author
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1 -xwiki:XWiki.Matthias
1 +xwiki:XWiki.Volodymyr
Content
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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" %)Parameters
27 -|(% colspan="4" style="width:117px" %)The <radar> section of <holomap> parameters has drastically changed its structure.
28 -
29 29  === Version 7.00 ===
30 30  
31 31  
32 -(% class="table-striped" %)
33 -|(% colspan="1" style="width:117px" %)Gamestarts|(% colspan="1" style="width:119px" %)7.00 Beta 8|(% colspan="2" style="width:1625px" %)**Text references**
34 -|(% 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.//
35 -|(% 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**
36 -|(% colspan="4" style="width:117px" %)highway_fx_electric_02 is still available in "legacy" folder if needed
37 -|(% 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
38 -|(% colspan="4" style="width:117px" %)(((
39 -//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.//
40 -)))
41 -|(% 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.
42 -|(% colspan="4" style="width:117px" %)(((
43 -//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.**//
44 -)))
26 +(% class="wrapped" %)
45 45  |(% 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.
46 46  |(% colspan="4" style="width:117px" %)(((
47 47  (% 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//
... ... @@ -54,7 +54,7 @@
54 54  )))|(% colspan="2" style="width:1625px" %)(((
55 55  MD action **<set_presentation_cluster_persistence/>** now requires the cluster to be a presentation cluster.
56 56  )))
57 -|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %)
39 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" title="Background colour :" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" title="Background colour :" %)
58 58  (((
59 59  // Previously it was possible to set normal clusters to be persistent presentation clusters which was an invalid state.//
60 60  )))
... ... @@ -66,7 +66,7 @@
66 66  )))|(% colspan="2" style="width:1625px" %)(((
67 67  **FFI**: RemoveBuildPlot() changed
68 68  )))
69 -|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %)
51 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" title="Background colour :" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" title="Background colour :" %)
70 70  (((
71 71  // 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.//
72 72  )))
... ... @@ -78,14 +78,16 @@
78 78  )))|(% colspan="2" style="width:1625px" %)(((
79 79  **Some Split DLC materials moved to base game**
80 80  )))
81 -|(% colspan="7" title="Background colour :" %)(% colspan="3" title="Background colour :" %)
63 +|(% class="highlight-grey" colspan="7" data-highlight-colour="grey" title="Background colour :" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" title="Background colour :" %)
82 82  (((
83 83  // //"spl_p1_fx" AND "split_p1_hulltexture_01" were moved from Split DLC to base game
84 84  )))
85 85  
68 +----
69 +
86 86  === Version 6.00 ===
87 87  
88 -(% class="table-striped" %)
72 +(% class="wrapped" %)
89 89  |(((
90 90  Libraries
91 91  )))|(((
... ... @@ -93,7 +93,7 @@
93 93  )))|(% colspan="2" %)(((
94 94  Updated weights for ship groups in shipgroups.xml libraries of base game and all DLCs.
95 95  )))
96 -|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %)
80 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" title="Background colour :" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" title="Background colour :" %)
97 97  (((
98 98  //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.//
99 99  
... ... @@ -109,7 +109,7 @@
109 109  (((
110 110  Changed conditions for **<event_player_travelmode_started> <event_player_travelmode_stopped> <event_player_travelmode_charge_started> <event_player_travelmode_charge_aborted>** to be raised.
111 111  )))
112 -|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %)
96 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" title="Background colour :" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" title="Background colour :" %)
113 113  (((
114 114  //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. //
115 115  
... ... @@ -125,7 +125,7 @@
125 125  (((
126 126  Changed result of **<find_object_surface>** action in the case of a failure
127 127  )))
128 -|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %)
112 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" title="Background colour :" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" title="Background colour :" %)
129 129  (((
130 130  //The 'posname' and 'rotname' result attributes of <find_object_surface> will now return null in the case of no valid surface position being found.//
131 131  
... ... @@ -143,7 +143,7 @@
143 143  (((
144 144  Behaviour change for **<match_dock>** script component filter
145 145  )))
146 -|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %)
130 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" title="Background colour :" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" title="Background colour :" %)
147 147  (((
148 148  //<match_dock> nodes can now be used on container and walkablemodule classes without wrapping them in <match_content> nodes.
149 149  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.//
... ... @@ -158,7 +158,7 @@
158 158  (((
159 159  Changed result attribute location for **<get_attackstrength>**
160 160  )))
161 -|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %)
145 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" title="Background colour :" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" title="Background colour :" %)
162 162  (((
163 163  //The 'result' attribute of get_attackstrength has been moved into the new <result> subnode and renamed to 'total'.//
164 164  )))
... ... @@ -169,7 +169,7 @@
169 169  )))|(% colspan="2" %)(((
170 170  Surface element **connections** are incompatible by default unless tagged as "**standard**", and also "**combat**" for non-missile, non-mining weapons
171 171  )))
172 -|(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)
156 +|(% class="highlight-grey" colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% class="highlight-grey" colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)
173 173  (((
174 174  //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.
175 175  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.//
... ... @@ -184,7 +184,7 @@
184 184  (((
185 185  Changed behaviour of attribute **sortbygatedistanceto** when finding objects, discarding unreachable objects
186 186  )))
187 -|(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)
171 +|(% class="highlight-grey" colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% class="highlight-grey" colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)
188 188  (((
189 189  //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.//
190 190  )))
... ... @@ -195,7 +195,7 @@
195 195  )))|(% colspan="2" %)(((
196 196  **<event_player_owned_killed_object>** and **<event_player_owned_destroyed>** are now triggered before the corresponding **<event_object_destroyed>**, instead of afterwards.
197 197  )))
198 -|(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)
182 +|(% class="highlight-grey" colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% class="highlight-grey" colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)
199 199  (((
200 200  //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.//
201 201  )))
... ... @@ -206,7 +206,7 @@
206 206  )))|(% colspan="2" %)(((
207 207  Changed behaviour of **<angles>** in cutscenes
208 208  )))
209 -|(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)
193 +|(% class="highlight-grey" colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% class="highlight-grey" colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)
210 210  (((
211 211  //The yaw and pitch nodes in <angles> are now correctly interpreted as values in degrees.//
212 212  )))
... ... @@ -215,7 +215,7 @@
215 215  
216 216  === Version 5.00 ===
217 217  
218 -(% class="table-striped" %)
202 +(% class="wrapped" %)
219 219  |(((
220 220  Parameters
221 221  )))|(((
... ... @@ -223,7 +223,7 @@
223 223  )))|(% colspan="2" %)(((
224 224  **<controlpanel><entry>: minduration** removed, **maxduration** renamed to duration
225 225  )))
226 -|(% colspan="7" %)(% colspan="3" %)
210 +|(% class="highlight-grey" colspan="7" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
227 227  (((
228 228  //'minduration' was unused in X4, maxduration was and still is taken as the actual duration of control panel hacks. No functionality change.//
229 229  )))
... ... @@ -232,7 +232,7 @@
232 232  
233 233  === Version 4.10 ===
234 234  
235 -(% class="table-striped" %)
219 +(% class="wrapped" %)
236 236  |(% colspan="1" %)(% colspan="1" %)
237 237  (((
238 238  UI extensions
... ... @@ -243,7 +243,7 @@
243 243  (((
244 244  **FFI**: SetMapRenderCargoContents(), SetMapRenderWorkForceInfo(), SetMapRenderCrewInfo() and SetMapRenderDockedShipInfos() deprecated
245 245  )))
246 -|(% colspan="4" %)(% colspan="3" %)
230 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
247 247  (((
248 248  //The functionality represented by SetMapRenderCargoContents(), SetMapRenderWorkForceInfo(), SetMapRenderCrewInfo() and SetMapRenderDockedShipInfos() has been removed and the function was therefore stubbed.//
249 249  )))
... ... @@ -257,7 +257,7 @@
257 257  (((
258 258  **FFI**: CustomGameStartPlayerProperty2 changed
259 259  )))
260 -|(% colspan="4" %)(% colspan="3" %)
244 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
261 261  (((
262 262  //This struct was added in 4.10 Beta 2 and an additional member count was added in Beta 6.//
263 263  )))
... ... @@ -271,7 +271,7 @@
271 271  (((
272 272  Renamed **<stationinfobox>** to **<infobox>**
273 273  )))
274 -|(% colspan="4" %)(% colspan="3" %)
258 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
275 275  (((
276 276  //Info box parameters are now shared across stations and ships. The node has a more generic name to reflect that.//
277 277  )))
... ... @@ -285,7 +285,7 @@
285 285  (((
286 286  **FFI**: SetMacroMapPlayerSectorOffset() deprecated
287 287  )))
288 -|(% colspan="4" %)(% colspan="3" %)
272 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
289 289  (((
290 290  //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.//
291 291  )))
... ... @@ -296,7 +296,7 @@
296 296  )))|(% colspan="2" %)(((
297 297  **FFI**: FilterComponentForMapMode() and SetMapObjectFilter() changed
298 298  )))
299 -|(% colspan="4" %)(% colspan="3" %)
283 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
300 300  (((
301 301  //These functions were added in 4.10 Beta 1 and an additional boolean parameter allowentitydeliverymissionobject was added in Beta 2.//
302 302  )))
... ... @@ -307,7 +307,7 @@
307 307  )))|(% colspan="2" %)(((
308 308  People related attributes of mission** <delivery> **node moved
309 309  )))
310 -|(% colspan="4" %)(% colspan="3" %)
294 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
311 311  (((
312 312  //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.//
313 313  )))
... ... @@ -321,7 +321,7 @@
321 321  (((
322 322  **$destructible.productions** replaced with $defensible.productions
323 323  )))
324 -|(% colspan="4" %)(% colspan="3" %)
308 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
325 325  (((
326 326  //The $destructible.productions script property was removed and reimplemented as $defensible.productions meaning some old uses may no longer work unless the destructible is also a defensible. The old implementation functioned by finding the containing object of the destructible (including itself) to query for the production modules.//
327 327  )))
... ... @@ -332,7 +332,7 @@
332 332  )))|(% colspan="2" %)(((
333 333  Removed script property **$object.spawnsourceseed**
334 334  )))
335 -|(% colspan="4" %)(% colspan="3" %)
319 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
336 336  (((
337 337  //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.//
338 338  )))
... ... @@ -341,7 +341,7 @@
341 341  
342 342  === Version 4.00 ===
343 343  
344 -(% class="table-striped" %)
328 +(% class="wrapped" %)
345 345  |(% colspan="1" %)(% colspan="1" %)
346 346  (((
347 347  UI core
... ... @@ -352,7 +352,7 @@
352 352  (((
353 353  Controlled ship can change without a **gameplanchange-event** occurring.
354 354  )))
355 -|(% colspan="4" %)(% colspan="3" %)
339 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
356 356  (((
357 357  //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).
358 358  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.//
... ... @@ -364,7 +364,7 @@
364 364  )))|(% colspan="2" %)(((
365 365  Parameters of **<event_terraforming_project_succeeded>** and **<event_terraforming_project_failed>** changed
366 366  )))
367 -|(% colspan="4" %)(% colspan="3" %)
351 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
368 368  (((
369 369  //Old params: param = project ID, param2 = were there positive side-effects?, param3 = were there negative side-effects?
370 370  New params: param = project ID, param2 = [were there positive side-effects?, were there negative side-effects?], param3 = payout in Credits
... ... @@ -380,7 +380,7 @@
380 380  (((
381 381  **FFI:** GetFactionRelationStatus() handling for faction relation range [-20,-10] changed
382 382  )))
383 -|(% colspan="4" %)(% colspan="3" %)
367 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
384 384  (((
385 385  //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.
386 386  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).//
... ... @@ -397,7 +397,7 @@
397 397  (((
398 398  **FFI:** GetRelationStatus()/GetRelationStatus2() handling for objects in relation range [-25,-10] changed
399 399  )))
400 -|(% colspan="4" %)(% colspan="3" %)
384 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
401 401  (((
402 402  //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.//
403 403  
... ... @@ -410,7 +410,7 @@
410 410  )))|(% colspan="2" %)(((
411 411  **requiresconstructionvessel** parameter moved
412 412  )))
413 -|(% colspan="4" %)(% colspan="3" %)
397 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
414 414  (((
415 415  //The 'requiresconstructionvessel' attribute has been moved from the 'recycling' node itself, to the new 'station' subnode.//
416 416  )))
... ... @@ -421,7 +421,7 @@
421 421  )))|(% colspan="2" %)(((
422 422  Changed behaviour of **gatedistance** script property
423 423  )))
424 -|(% colspan="4" %)(% colspan="3" %)
408 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
425 425  (((
426 426  //The 'gatedistance' script property now minimizes the number of gate jumps instead of counting the number gate jumps in the fastest route.//
427 427  )))
... ... @@ -430,7 +430,7 @@
430 430  
431 431  === Version 3.30 ===
432 432  
433 -(% class="table-striped" %)
417 +(% class="wrapped" %)
434 434  |(((
435 435  UI extensions
436 436  )))|(((
... ... @@ -438,7 +438,7 @@
438 438  )))|(% colspan="2" %)(((
439 439  **FFI: **Removed** GetMissionLimit() **and** IsMissionLimitEnabled()**
440 440  )))
441 -|(% colspan="7" %)(% colspan="3" %)
425 +|(% class="highlight-grey" colspan="7" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
442 442  (((
443 443  //These mission limit-related functions (added in 3.30 Beta 1 and 2) are replaced with FFI IsMissionLimitReached()//
444 444  )))
... ... @@ -447,7 +447,7 @@
447 447  
448 448  === Version 3.20 ===
449 449  
450 -(% class="table-striped" %)
434 +(% class="wrapped" %)
451 451  |(((
452 452  Scripts
453 453  )))|(((
... ... @@ -455,7 +455,7 @@
455 455  )))|(% colspan="2" %)(((
456 456  Parameters of **<event_player_attacked_object/>** and **<event_object_attacked_object/>** changed
457 457  )))
458 -|(% colspan="4" %)(% colspan="3" %)
442 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
459 459  (((
460 460  //Old params: param = attacked object, param2 = attack method, param3 = attacked component//
461 461  //New params: param = attacked object, param2 = attack method, param3 = attack component detail list: [attacked component, attacking weapon]
... ... @@ -471,7 +471,7 @@
471 471  (((
472 472  Removed script property $trade.**restriction.faction**
473 473  )))
474 -|(% colspan="4" %)(% colspan="3" %)
458 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
475 475  (((
476 476  //$trade.restriction.faction has been replaced with $trade.restriction.factions, which returns a list of factions.//
477 477  )))
... ... @@ -482,7 +482,7 @@
482 482  )))|(% colspan="2" %)(((
483 483  **Lua**: **GetTradeRestrictions()**, **ToggleFactionTradeRestriction()** and **ToggleFactionTradeWareOverride()** are now obsolete!
484 484  )))
485 -|(% colspan="4" %)(% colspan="3" %)
469 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
486 486  (((
487 487  //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.//
488 488  )))
... ... @@ -491,7 +491,7 @@
491 491  
492 492  === Version 3.10 ===
493 493  
494 -(% class="table-striped" %)
478 +(% class="wrapped" %)
495 495  |(% colspan="1" %)(% colspan="1" %)
496 496  (((
497 497  Scripts
... ... @@ -502,7 +502,7 @@
502 502  (((
503 503  Removed script action **<add_build/>**
504 504  )))
505 -|(% colspan="7" %)(% colspan="3" %)
489 +|(% class="highlight-grey" colspan="7" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
506 506  (((
507 507  //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.//
508 508  )))
... ... @@ -511,7 +511,7 @@
511 511  
512 512  === Version 3.00 ===
513 513  
514 -(% class="table-striped" %)
498 +(% class="wrapped" %)
515 515  |(% colspan="1" %)(% colspan="1" %)
516 516  (((
517 517  Scripts
... ... @@ -522,7 +522,7 @@
522 522  (((
523 523  Changed behaviour of script action **<get_suitable_job/>**
524 524  )))
525 -|(% colspan="4" %)(% colspan="3" %)
509 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
526 526  (((
527 527  //<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.//
528 528  )))
... ... @@ -536,7 +536,7 @@
536 536  (((
537 537  Changed behaviour of script action **<get_ware_definition/>**
538 538  )))
539 -|(% colspan="4" %)(% colspan="3" %)
523 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
540 540  (((
541 541  //<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.//
542 542  )))
... ... @@ -550,7 +550,7 @@
550 550  (((
551 551  Renamed all files in the **md**, ui, and **cutscenes** folders to lower-case
552 552  )))
553 -|(% colspan="4" %)(% colspan="3" %)
537 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
554 554  (((
555 555  //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.)
556 556  
... ... @@ -566,7 +566,7 @@
566 566  (((
567 567  Adjustments of some MD library cues in the base game to change their usage from **<include_actions>** to <run_actions>
568 568  )))
569 -|(% colspan="4" %)(% colspan="3" %)
553 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
570 570  (((
571 571  //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.//
572 572  )))
... ... @@ -580,7 +580,7 @@
580 580  (((
581 581  Changes to $dockingbay.**todockpos** and $dockingbay.**launchpos**
582 582  )))
583 -|(% colspan="4" %)(% colspan="3" %)
567 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
584 584  (((
585 585  //Before the change, positions are relative to $dockingbay.parent.
586 586  After the change, positions are relative to $dockingbay as specified in the documentation.//
... ... @@ -595,7 +595,7 @@
595 595  (((
596 596  Support for entity flag "**skillsvisible**" dropped
597 597  )))
598 -|(% colspan="4" %)(% colspan="3" %)
582 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
599 599  (((
600 600  //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().//
601 601  )))
... ... @@ -606,7 +606,7 @@
606 606  )))|(% colspan="2" %)(((
607 607  Changes to **<event_object_changed_owner>** and added **<event_object_changed_true_owner>**.
608 608  )))
609 -|(% colspan="4" %)(% colspan="3" %)
593 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
610 610  (((
611 611  //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.
612 612  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.
... ... @@ -623,7 +623,7 @@
623 623  (((
624 624  **MissionBoard** support dropped
625 625  )))
626 -|(% colspan="4" %)(% colspan="3" %)
610 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
627 627  (((
628 628  //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.//
629 629  )))
... ... @@ -634,7 +634,7 @@
634 634  )))|(% colspan="2" %)(((
635 635  By default, **job/god entries** now only spawn objects in space added by the extension in which they are defined
636 636  )))
637 -|(% colspan="4" %)(% colspan="3" %)
621 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
638 638  (((
639 639  //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.//
640 640  )))
... ... @@ -648,7 +648,7 @@
648 648  (((
649 649  Script action **<add_actor_to_room/> **attribute **'room'** renamed to **'object'**
650 650  )))
651 -|(% colspan="4" %)(% colspan="3" %)
635 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
652 652  (((
653 653  //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.//
654 654  )))
... ... @@ -662,7 +662,7 @@
662 662  (((
663 663  Script action **<set_doors_locked/>** attribute **'group'** changed
664 664  )))
665 -|(% colspan="4" %)(% colspan="3" %)
649 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
666 666  (((
667 667  //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.//
668 668  )))
... ... @@ -676,7 +676,7 @@
676 676  (((
677 677  Script conditions **<event_hack_*/>** and **<event_controlpanel_hack_*/>** removed
678 678  )))
679 -|(% colspan="4" %)(% colspan="3" %)
663 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
680 680  (((
681 681  //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.//
682 682  )))
... ... @@ -690,7 +690,7 @@
690 690  (((
691 691  Script actions **<set_hack_target/>** and **<abort_hack/>** removed
692 692  )))
693 -|(% colspan="4" %)(% colspan="3" %)
677 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
694 694  (((
695 695  //These actions had no effect and were removed.//
696 696  )))
... ... @@ -704,7 +704,7 @@
704 704  (((
705 705  **<setup_conversation_minigame/>** script action removed
706 706  )))
707 -|(% colspan="4" %)(% colspan="3" %)
691 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
708 708  (((
709 709  //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.//
710 710  )))
... ... @@ -718,7 +718,7 @@
718 718  (((
719 719  <add_player_choice_*> **confidence** attribute removed
720 720  )))
721 -|(% colspan="4" %)(% colspan="3" %)
705 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
722 722  (((
723 723  //The default confidence of player options is another leftover from the XR era and had no effect in X4.//
724 724  )))
... ... @@ -732,7 +732,7 @@
732 732  (((
733 733  **<hack_via_control_panel/>** script action removed
734 734  )))
735 -|(% colspan="4" %)(% colspan="3" %)
719 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
736 736  (((
737 737  //Unused script action <hack_via_control_panel/> was removed.//
738 738  )))
... ... @@ -746,7 +746,7 @@
746 746  (((
747 747  **Lua: **GetMiniGameCursorPosition() removed
748 748  )))
749 -|(% colspan="4" %)(% colspan="3" %)
733 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
750 750  (((
751 751  //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.//
752 752  )))
... ... @@ -757,7 +757,7 @@
757 757  )))|(% colspan="2" %)(((
758 758  **FFI: **GetLocalizedInteractiveNotificationKey can return icon placeholders
759 759  )))
760 -|(% colspan="4" %)(% colspan="3" %)
744 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
761 761  (((
762 762  //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.//
763 763  )))
... ... @@ -771,7 +771,7 @@
771 771  (((
772 772  **FFI: **UIWeaponMod returned by GetInstalledWeaponMod() now includes property SurfaceElementFactor
773 773  )))
774 -|(% colspan="4" %)(% colspan="3" %)
758 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
775 775  (((
776 776  //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.//
777 777  )))
... ... @@ -785,7 +785,7 @@
785 785  (((
786 786  **$ware.illegal** updated
787 787  )))
788 -|(% colspan="4" %)(% colspan="3" %)
772 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
789 789  (((
790 790  //$ware.illegal used to return true if the specified ware has the 'illegal' tag which is no longer used.//
791 791  //It now returns true if $ware is illegal to any faction in the game.//
... ... @@ -800,7 +800,7 @@
800 800  (((
801 801  MD script **RML_Flight_Along_Path** removed
802 802  )))
803 -|(% colspan="4" %)(% colspan="3" %)
787 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
804 804  (((
805 805  //The MD script RML_Flight_Along_Path was not referened and was removed.//
806 806  )))
... ... @@ -814,7 +814,7 @@
814 814  (((
815 815  parameters of **<event_venture_mission_completed/>** changed
816 816  )))
817 -|(% colspan="4" %)(% colspan="3" %)
801 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
818 818  (((
819 819  //old params: param = venture details, param2 = ships involved, param3 = duration//
820 820  //new params: param = venture detail list: [mission name, mission type], param2 = list of ships involved, param3 = duration//
... ... @@ -827,7 +827,7 @@
827 827  **<set_object_wing_name/>** removed,
828 828  **<set_object_fleet_name/>** added
829 829  )))
830 -|(% colspan="4" %)(% colspan="3" %)
814 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
831 831  (((
832 832  //The common action <set_object_wing_name/> has been replaced with <set_object_fleet_name/>//
833 833  )))
... ... @@ -839,7 +839,7 @@
839 839  **$controllable.wing.*** removed,
840 840  **$controllable.fleet.*** added
841 841  )))
842 -|(% colspan="4" %)(% colspan="3" %)
826 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
843 843  (((
844 844  $controllable.wing.name, $controllable.wing.iscommander, and $controllable.wing.commander have been replaced with $controllable.fleet.name, $controllable.fleet.iscommander, and $controllable.fleet.commander
845 845  )))
... ... @@ -848,7 +848,7 @@
848 848  
849 849  === Version 2.60 ===
850 850  
851 -(% class="table-striped" %)
835 +(% class="wrapped" %)
852 852  |(((
853 853  Scripts
854 854  )))|(((
... ... @@ -856,7 +856,7 @@
856 856  )))|(% colspan="2" %)(((
857 857  '**checkoperational**' filter behaviour changed
858 858  )))
859 -|(% colspan="10" %)(% colspan="3" %)
843 +|(% class="highlight-grey" colspan="10" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
860 860  (((
861 861  //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.//
862 862  
... ... @@ -869,7 +869,7 @@
869 869  )))|(% colspan="2" %)(((
870 870  $container.**supplyresources** behavior changed
871 871  )))| | |
872 -|(% colspan="10" %)(% colspan="3" %)
856 +|(% class="highlight-grey" colspan="10" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
873 873  (((
874 874  //The script keyword $container.supplyresources now includes reserved wares.//
875 875  )))
... ... @@ -878,7 +878,7 @@
878 878  
879 879  === Version 2.20 ===
880 880  
881 -(% class="table-striped" %)
865 +(% class="wrapped" %)
882 882  |(% colspan="1" %)(% colspan="1" %)
883 883  (((
884 884  UI core
... ... @@ -889,7 +889,7 @@
889 889  (((
890 890  **Lua: GetControllerInfo()** returned mouseSteering/mouseCursor values are undefined.
891 891  )))
892 -|(% colspan="4" %)(% colspan="3" %)
876 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
893 893  (((
894 894  //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.
895 895  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.//
... ... @@ -906,7 +906,7 @@
906 906  (((
907 907  Attribute for build related conditions e.g. **<event_build_finished/>** renamed from 'buildmodule' to 'buildprocessor'
908 908  )))
909 -|(% colspan="4" %)(% colspan="3" %)
893 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
910 910  (((
911 911  //The underlying behaviour remains the same in that it involves the buildprocessor, not the buildmodule. The attribute name has simply been corrected.//
912 912  )))
... ... @@ -915,7 +915,7 @@
915 915  
916 916  === Version 2.00 ===
917 917  
918 -(% class="table-striped" %)
902 +(% class="wrapped" %)
919 919  |(% colspan="1" %)(% colspan="1" %)
920 920  (((
921 921  Scripts
... ... @@ -926,7 +926,7 @@
926 926  (((
927 927  **<event_build_finished/> **param2 now returns null instead of a construction sequence
928 928  )))
929 -|(% colspan="4" %)(% colspan="3" %)
913 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
930 930  (((
931 931  //The construction sequence which was finished should now be accessed via the buildtask provided via param3.//
932 932  )))
... ... @@ -940,7 +940,7 @@
940 940  (((
941 941  **param.boarding.{...}** strength parameters removed
942 942  )))
943 -|(% colspan="4" %)(% colspan="3" %)
927 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
944 944  (((
945 945  //The 'recruitstrength', 'veteranstrength' and 'elitestrength' script parameters were no longer required for balancing the boarding gameplay, and were removed.//
946 946  )))
... ... @@ -954,7 +954,7 @@
954 954  (((
955 955  **$defensible.boardee/$defensible.boarder** and **<set_object_boarder/>/<remove_object_boarder/>** removed
956 956  )))
957 -|(% colspan="4" %)(% colspan="3" %)
941 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
958 958  (((
959 959  //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.//
960 960  )))
... ... @@ -965,7 +965,7 @@
965 965  )))|(% colspan="2" %)(((
966 966  **FFI: GetUpgradeSlotCurrentComponent()/GetUpgradeSlotGroup()** works on non-operationals
967 967  )))
968 -|(% colspan="4" %)(% colspan="3" %)
952 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
969 969  (((
970 970  //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.//
971 971  )))
... ... @@ -976,7 +976,7 @@
976 976  )))|(% colspan="2" %)(((
977 977  **FFI: SetFormationShape()** no longer indicates an error upon certain error cases
978 978  )))
979 -|(% colspan="4" %)(% colspan="3" %)
963 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
980 980  (((
981 981  //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.//
982 982  //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.//
... ... @@ -988,7 +988,7 @@
988 988  )))|(% colspan="2" %)(((
989 989  **<create_formation/>** now requires the attributes: 'leader' and 'follower'. Attribute 'object' is now deprecated.
990 990  )))
991 -|(% colspan="4" %)(% colspan="3" %)
975 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
992 992  (((
993 993  //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.//
994 994  )))
... ... @@ -999,7 +999,7 @@
999 999  )))|(% colspan="2" %)(((
1000 1000  **<event_player_changed_target/>** now fires and returns null if the player deselects a target.
1001 1001  )))
1002 -|(% colspan="4" %)(% colspan="3" %)
986 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
1003 1003  (((
1004 1004  //For prior behavior, check for event.param being non-null.//
1005 1005  )))
... ... @@ -1010,7 +1010,7 @@
1010 1010  )))|(% colspan="2" %)(((
1011 1011  **<shoot/>/<shoot_at/>** attribute changes.
1012 1012  )))
1013 -|(% colspan="4" %)(% colspan="3" %)
997 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
1014 1014  (((
1015 1015  //Changed: Attribute "primary" is now optional and defines whether weapons from the ship's active primary weapon group will be fired. Defaults to true.//
1016 1016  //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.//
... ... @@ -1025,7 +1025,7 @@
1025 1025  )))|(% colspan="2" %)(((
1026 1026  **FFI: GetBuildTask()/GetNumBuildTasks()** got a new "buildmoduleid" parameter.
1027 1027  )))
1028 -|(% colspan="4" %)(% colspan="3" %)
1012 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
1029 1029  (((
1030 1030  //Added possibility to query build tasks of a certain buildmodule.//
1031 1031  )))
... ... @@ -1036,7 +1036,7 @@
1036 1036  )))|(% colspan="2" %)(((
1037 1037  **Lua:** **GetLibraryEntry()** retrieved a new "buildresources" field.
1038 1038  )))
1039 -|(% colspan="4" %)(% colspan="3" %)
1023 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
1040 1040  (((
1041 1041  //Added list of resources a buildmodule needs to build.//
1042 1042  )))
... ... @@ -1047,7 +1047,7 @@
1047 1047  )))|(% colspan="2" %)(((
1048 1048  **Lua: CalculateTotalHullFraction() **was removed.
1049 1049  )))
1050 -|(% colspan="4" %)(% colspan="3" %)
1034 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
1051 1051  (((
1052 1052  //Unused, derelict function from XR - use GetComponentData(..., "hullpercent") instead.//
1053 1053  )))
... ... @@ -1058,7 +1058,7 @@
1058 1058  )))|(% colspan="2" %)(((
1059 1059  **FFI: RequestDockAtReason()/UndockPlayerShip() **changed their return values.
1060 1060  )))
1061 -|(% colspan="4" %)(% colspan="3" %)
1045 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
1062 1062  (((
1063 1063  //Changed return value type to const char* to better identify failure reasons in Lua script.//
1064 1064  )))
... ... @@ -1067,7 +1067,7 @@
1067 1067  
1068 1068  === Version 1.50 ===
1069 1069  
1070 -(% class="table-striped" %)
1054 +(% class="wrapped" %)
1071 1071  |(((
1072 1072  UI extensions
1073 1073  )))|(((
... ... @@ -1075,7 +1075,7 @@
1075 1075  )))|(% colspan="2" %)(((
1076 1076  **Lua: GetComponentData() **changed behavior of "docksizes" property.
1077 1077  )))
1078 -|(% colspan="4" %)(% colspan="3" %)
1062 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
1079 1079  (((
1080 1080  //The "docksizes" property no longer includes internal ship storage docks.//
1081 1081  )))
... ... @@ -1086,7 +1086,7 @@
1086 1086  )))|(% colspan="2" %)(((
1087 1087  **Meaning of "Shipyard"** was corrected throughout Lua/MD/AI scripts, so that Wharfs are not Shipyards (unlike in XR).
1088 1088  )))
1089 -|(% colspan="4" %)(% colspan="3" %)
1073 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
1090 1090  (((
1091 1091  //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 1092  
... ... @@ -1101,7 +1101,7 @@
1101 1101  )))|(% colspan="2" %)(((
1102 1102  **FFI: UpgradeGroupInfo **datatype was changed.
1103 1103  )))
1104 -|(% colspan="4" %)(% colspan="3" %)
1088 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
1105 1105  (((
1106 1106  //Added new "operational" field to retrieve information about number of operational upgrades in a group.//
1107 1107  )))
... ... @@ -1115,7 +1115,7 @@
1115 1115  (((
1116 1116  **FFI: SetGuidance()** removed useinfopoint argument.
1117 1117  )))
1118 -|(% colspan="4" %)(% colspan="3" %)
1102 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
1119 1119  (((
1120 1120  //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 1121  
... ... @@ -1128,7 +1128,7 @@
1128 1128  )))|(% colspan="2" %)(((
1129 1129  **FFI: CancelConstruction() **changed its return value.
1130 1130  )))
1131 -|(% colspan="4" %)(% colspan="3" %)
1115 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
1132 1132  (((
1133 1133  //CancelConstruction() now returns if the cancellation was successful. //
1134 1134  )))
... ... @@ -1137,7 +1137,7 @@
1137 1137  
1138 1138  === Version 1.32 ===
1139 1139  
1140 -(% class="table-striped" %)
1124 +(% class="wrapped" %)
1141 1141  |(((
1142 1142  UI extensions
1143 1143  )))|(((
... ... @@ -1145,7 +1145,7 @@
1145 1145  )))|(% colspan="2" %)(((
1146 1146  **Lua: GetComponentData() **removed the "nextdestname" property.
1147 1147  )))
1148 -|(% colspan="4" %)(% colspan="3" %)
1132 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
1149 1149  (((
1150 1150  //Instead of "nextdestname", use the properties "destination" or "destinationsector" to retrieve a destination component, then retrieve its "name" property.//
1151 1151  )))
... ... @@ -1154,7 +1154,7 @@
1154 1154  
1155 1155  === Version 1.20 ===
1156 1156  
1157 -(% class="table-striped" %)
1141 +(% class="wrapped" %)
1158 1158  |(((
1159 1159  UI extensions
1160 1160  )))|(((
... ... @@ -1162,7 +1162,7 @@
1162 1162  )))|(% colspan="2" %)(((
1163 1163  **FFI: GetAAOption()** got a new "useconfig" parameter.
1164 1164  )))
1165 -|(% colspan="4" %)(% colspan="3" %)
1149 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
1166 1166  (((
1167 1167  //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.//
1168 1168  )))
Confluence.Code.ConfluencePageClass[0]
id
... ... @@ -1,0 +1,1 @@
1 +78577854
space
... ... @@ -1,0 +1,1 @@
1 +X4WIKI
url
... ... @@ -1,0 +1,1 @@
1 +https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/78577854/Breaking Changes