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
on 2024/12/20 11:39
Change comment:
There is no comment for this version
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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... ... @@ -1,1 +1,1 @@ 1 -xwiki:XWiki. Matthias1 +xwiki:XWiki.Klaus - Content
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... ... @@ -23,8 +23,12 @@ 23 23 === Version 7.50 === 24 24 25 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. 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 +))) 28 28 29 29 === Version 7.00 === 30 30 ... ... @@ -648,10 +648,7 @@ 648 648 ((( 649 649 Script action **<add_actor_to_room/> **attribute **'room'** renamed to **'object'** 650 650 ))) 651 -|(% colspan="4" %)(% colspan="3" %) 652 -((( 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 -))) 655 +|(% colspan="4" %)i 655 655 |(% colspan="1" %)(% colspan="1" %) 656 656 ((( 657 657 Scripts ... ... @@ -664,7 +664,7 @@ 664 664 ))) 665 665 |(% colspan="4" %)(% colspan="3" %) 666 666 ((( 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 +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 ))) 669 669 |(% colspan="1" %)(% colspan="1" %) 670 670 ((( ... ... @@ -678,7 +678,7 @@ 678 678 ))) 679 679 |(% colspan="4" %)(% colspan="3" %) 680 680 ((( 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 +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 ))) 683 683 |(% colspan="1" %)(% colspan="1" %) 684 684 ((( ... ... @@ -692,7 +692,7 @@ 692 692 ))) 693 693 |(% colspan="4" %)(% colspan="3" %) 694 694 ((( 695 - //These actions had no effect and were removed.//696 +These actions had no effect and were removed. 696 696 ))) 697 697 |(% colspan="1" %)(% colspan="1" %) 698 698 ((( ... ... @@ -706,7 +706,7 @@ 706 706 ))) 707 707 |(% colspan="4" %)(% colspan="3" %) 708 708 ((( 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 +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 ))) 711 711 |(% colspan="1" %)(% colspan="1" %) 712 712 ((( ... ... @@ -720,7 +720,7 @@ 720 720 ))) 721 721 |(% colspan="4" %)(% colspan="3" %) 722 722 ((( 723 - //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. 724 724 ))) 725 725 |(% colspan="1" %)(% colspan="1" %) 726 726 ((( ... ... @@ -734,7 +734,7 @@ 734 734 ))) 735 735 |(% colspan="4" %)(% colspan="3" %) 736 736 ((( 737 - //Unused script action <hack_via_control_panel/> was removed.//738 +Unused script action <hack_via_control_panel/> was removed. 738 738 ))) 739 739 |(% colspan="1" %)(% colspan="1" %) 740 740 ((( ... ... @@ -748,7 +748,7 @@ 748 748 ))) 749 749 |(% colspan="4" %)(% colspan="3" %) 750 750 ((( 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 +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 ))) 753 753 |((( 754 754 UI core ... ... @@ -759,7 +759,7 @@ 759 759 ))) 760 760 |(% colspan="4" %)(% colspan="3" %) 761 761 ((( 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 +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 ))) 764 764 |(% colspan="1" %)(% colspan="1" %) 765 765 ((( ... ... @@ -773,7 +773,7 @@ 773 773 ))) 774 774 |(% colspan="4" %)(% colspan="3" %) 775 775 ((( 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 +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 ))) 778 778 |(% colspan="1" %)(% colspan="1" %) 779 779 ((( ... ... @@ -787,8 +787,8 @@ 787 787 ))) 788 788 |(% colspan="4" %)(% colspan="3" %) 789 789 ((( 790 - //$ware.illegal used to return true if the specified ware has the 'illegal' tag which is no longer used.//791 - //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. 792 792 ))) 793 793 |(% colspan="1" %)(% colspan="1" %) 794 794 ((( ... ... @@ -802,7 +802,7 @@ 802 802 ))) 803 803 |(% colspan="4" %)(% colspan="3" %) 804 804 ((( 805 - //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. 806 806 ))) 807 807 |(% colspan="1" %)(% colspan="1" %) 808 808 ((( ... ... @@ -816,8 +816,8 @@ 816 816 ))) 817 817 |(% colspan="4" %)(% colspan="3" %) 818 818 ((( 819 - //old params: param = venture details, param2 = ships involved, param3 = duration//820 - //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 821 821 ))) 822 822 |((( 823 823 Scripts ... ... @@ -829,7 +829,7 @@ 829 829 ))) 830 830 |(% colspan="4" %)(% colspan="3" %) 831 831 ((( 832 - //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/> 833 833 ))) 834 834 |((( 835 835 Scripts ... ... @@ -858,9 +858,9 @@ 858 858 ))) 859 859 |(% colspan="10" %)(% colspan="3" %) 860 860 ((( 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 +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. 862 862 863 - //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. 864 864 ))) 865 865 |((( 866 866 Scripts ... ... @@ -871,7 +871,7 @@ 871 871 )))| | | 872 872 |(% colspan="10" %)(% colspan="3" %) 873 873 ((( 874 - //The script keyword $container.supplyresources now includes reserved wares.//875 +The script keyword $container.supplyresources now includes reserved wares. 875 875 ))) 876 876 877 877 ---- ... ... @@ -891,10 +891,10 @@ 891 891 ))) 892 892 |(% colspan="4" %)(% colspan="3" %) 893 893 ((( 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 -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. 896 896 897 - //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. 898 898 ))) 899 899 |(% colspan="1" %)(% colspan="1" %) 900 900 ((( ... ... @@ -908,7 +908,7 @@ 908 908 ))) 909 909 |(% colspan="4" %)(% colspan="3" %) 910 910 ((( 911 - //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. 912 912 ))) 913 913 914 914 ---- ... ... @@ -928,7 +928,7 @@ 928 928 ))) 929 929 |(% colspan="4" %)(% colspan="3" %) 930 930 ((( 931 - //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. 932 932 ))) 933 933 |(% colspan="1" %)(% colspan="1" %) 934 934 ((( ... ... @@ -942,7 +942,7 @@ 942 942 ))) 943 943 |(% colspan="4" %)(% colspan="3" %) 944 944 ((( 945 - //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. 946 946 ))) 947 947 |(% colspan="1" %)(% colspan="1" %) 948 948 ((( ... ... @@ -956,7 +956,7 @@ 956 956 ))) 957 957 |(% colspan="4" %)(% colspan="3" %) 958 958 ((( 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 +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 ))) 961 961 |((( 962 962 UI extensions ... ... @@ -967,7 +967,7 @@ 967 967 ))) 968 968 |(% colspan="4" %)(% colspan="3" %) 969 969 ((( 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 +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 ))) 972 972 |((( 973 973 UI extensions ... ... @@ -978,8 +978,8 @@ 978 978 ))) 979 979 |(% colspan="4" %)(% colspan="3" %) 980 980 ((( 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 - //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. 983 983 ))) 984 984 |((( 985 985 Scripts ... ... @@ -990,7 +990,7 @@ 990 990 ))) 991 991 |(% colspan="4" %)(% colspan="3" %) 992 992 ((( 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 +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 ))) 995 995 |((( 996 996 Scripts ... ... @@ -1001,7 +1001,7 @@ 1001 1001 ))) 1002 1002 |(% colspan="4" %)(% colspan="3" %) 1003 1003 ((( 1004 - //For prior behavior, check for event.param being non-null.//1005 +For prior behavior, check for event.param being non-null. 1005 1005 ))) 1006 1006 |((( 1007 1007 AI Scripts ... ... @@ -1012,11 +1012,11 @@ 1012 1012 ))) 1013 1013 |(% colspan="4" %)(% colspan="3" %) 1014 1014 ((( 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 - //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.//1017 - //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. 1018 1018 1019 - //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. 1020 1020 ))) 1021 1021 |((( 1022 1022 UI extensions ... ... @@ -1027,7 +1027,7 @@ 1027 1027 ))) 1028 1028 |(% colspan="4" %)(% colspan="3" %) 1029 1029 ((( 1030 - //Added possibility to query build tasks of a certain buildmodule.//1031 +Added possibility to query build tasks of a certain buildmodule. 1031 1031 ))) 1032 1032 |((( 1033 1033 UI extensions ... ... @@ -1038,7 +1038,7 @@ 1038 1038 ))) 1039 1039 |(% colspan="4" %)(% colspan="3" %) 1040 1040 ((( 1041 - //Added list of resources a buildmodule needs to build.//1042 +Added list of resources a buildmodule needs to build. 1042 1042 ))) 1043 1043 |((( 1044 1044 UI extensions ... ... @@ -1049,7 +1049,7 @@ 1049 1049 ))) 1050 1050 |(% colspan="4" %)(% colspan="3" %) 1051 1051 ((( 1052 - //Unused, derelict function from XR - use GetComponentData(..., "hullpercent") instead.//1053 +Unused, derelict function from XR - use GetComponentData(..., "hullpercent") instead. 1053 1053 ))) 1054 1054 |((( 1055 1055 UI extensions ... ... @@ -1060,7 +1060,7 @@ 1060 1060 ))) 1061 1061 |(% colspan="4" %)(% colspan="3" %) 1062 1062 ((( 1063 - //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. 1064 1064 ))) 1065 1065 1066 1066 ---- ... ... @@ -1077,7 +1077,7 @@ 1077 1077 ))) 1078 1078 |(% colspan="4" %)(% colspan="3" %) 1079 1079 ((( 1080 - //The "docksizes" property no longer includes internal ship storage docks.//1081 +The "docksizes" property no longer includes internal ship storage docks. 1081 1081 ))) 1082 1082 |((( 1083 1083 All ... ... @@ -1088,11 +1088,11 @@ 1088 1088 ))) 1089 1089 |(% colspan="4" %)(% colspan="3" %) 1090 1090 ((( 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 +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 1093 - //Lua: Adjusted GetComponentData() and HasShipyard(), added HasWharf()//1094 - //Lua / GetComponentData() properties: Removed "iscapitalshipyard", fixed "isshipyard", added "canbuildships", "iswharf", "isequipmentdock"//1095 - //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) 1096 1096 ))) 1097 1097 |((( 1098 1098 UI extensions ... ... @@ -1103,7 +1103,7 @@ 1103 1103 ))) 1104 1104 |(% colspan="4" %)(% colspan="3" %) 1105 1105 ((( 1106 - //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. 1107 1107 ))) 1108 1108 |(% colspan="1" %)(% colspan="1" %) 1109 1109 ((( ... ... @@ -1117,9 +1117,9 @@ 1117 1117 ))) 1118 1118 |(% colspan="4" %)(% colspan="3" %) 1119 1119 ((( 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 +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 1122 - //The new function declaration is: void SetGuidance(UniverseID componentid, UIPosRot offset)//1123 +The new function declaration is: void SetGuidance(UniverseID componentid, UIPosRot offset) 1123 1123 ))) 1124 1124 |((( 1125 1125 UI extensions ... ... @@ -1130,7 +1130,7 @@ 1130 1130 ))) 1131 1131 |(% colspan="4" %)(% colspan="3" %) 1132 1132 ((( 1133 - //CancelConstruction() now returns if the cancellation was successful.//1134 +CancelConstruction() now returns if the cancellation was successful. 1134 1134 ))) 1135 1135 1136 1136 ---- ... ... @@ -1147,7 +1147,7 @@ 1147 1147 ))) 1148 1148 |(% colspan="4" %)(% colspan="3" %) 1149 1149 ((( 1150 - //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. 1151 1151 ))) 1152 1152 1153 1153 ----