Changes for page Breaking Changes
Last modified by Michael Baumgardt on 2026/04/17 12:03
From version 123.3
edited by Matthias Haan
on 2024/12/20 11:40
on 2024/12/20 11:40
Change comment:
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To version 117.2
edited by Klaus Meyer
on 2024/05/22 12:31
on 2024/05/22 12:31
Change comment:
There is no comment for this version
Summary
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Page properties (2 modified, 0 added, 0 removed)
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Objects (0 modified, 1 added, 0 removed)
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... ... @@ -20,32 +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" %)Parameters 27 -|(% colspan="4" style="width:117px" %)((( 28 -The <radar> section of <holomap> parameters has drastically changed its structure. It now contains sets of parameters for the different modes it can be in. This list can be dynamically expanded to add more modes. 29 -))) 30 - 31 31 === Version 7.00 === 32 32 33 33 34 -(% class="table-striped" %) 35 -|(% colspan="1" style="width:117px" %)Gamestarts|(% colspan="1" style="width:119px" %)7.00 Beta 8|(% colspan="2" style="width:1625px" %)**Text references** 36 -|(% 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.// 37 -|(% 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** 38 -|(% colspan="4" style="width:117px" %)highway_fx_electric_02 is still available in "legacy" folder if needed 39 -|(% 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 40 -|(% colspan="4" style="width:117px" %)((( 41 -//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.// 42 -))) 26 +(% class="wrapped" %) 43 43 |(% 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. 44 44 |(% colspan="4" style="width:117px" %)((( 45 45 //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.**// 46 46 ))) 47 47 |(% 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. 48 -|(% colspan="4" style="width:117px" %)((( 32 +|(% colspan="4" style="background-color:grey; width:117px" %)((( 49 49 (% 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// 50 50 ))) 51 51 |(% colspan="1" style="width:117px" %)(% colspan="1" %) ... ... @@ -56,7 +56,7 @@ 56 56 )))|(% colspan="2" style="width:1625px" %)((( 57 57 MD action **<set_presentation_cluster_persistence/>** now requires the cluster to be a presentation cluster. 58 58 ))) 59 -|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 43 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" title="Background colour :" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" title="Background colour :" %) 60 60 ((( 61 61 // Previously it was possible to set normal clusters to be persistent presentation clusters which was an invalid state.// 62 62 ))) ... ... @@ -68,7 +68,7 @@ 68 68 )))|(% colspan="2" style="width:1625px" %)((( 69 69 **FFI**: RemoveBuildPlot() changed 70 70 ))) 71 -|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 55 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" title="Background colour :" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" title="Background colour :" %) 72 72 ((( 73 73 // 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.// 74 74 ))) ... ... @@ -80,14 +80,16 @@ 80 80 )))|(% colspan="2" style="width:1625px" %)((( 81 81 **Some Split DLC materials moved to base game** 82 82 ))) 83 -|(% colspan="7" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 67 +|(% class="highlight-grey" colspan="7" data-highlight-colour="grey" title="Background colour :" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" title="Background colour :" %) 84 84 ((( 85 85 // //"spl_p1_fx" AND "split_p1_hulltexture_01" were moved from Split DLC to base game 86 86 ))) 87 87 72 +---- 73 + 88 88 === Version 6.00 === 89 89 90 -(% class=" table-striped" %)76 +(% class="wrapped" %) 91 91 |((( 92 92 Libraries 93 93 )))|((( ... ... @@ -95,7 +95,7 @@ 95 95 )))|(% colspan="2" %)((( 96 96 Updated weights for ship groups in shipgroups.xml libraries of base game and all DLCs. 97 97 ))) 98 -|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 84 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" title="Background colour :" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" title="Background colour :" %) 99 99 ((( 100 100 //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.// 101 101 ... ... @@ -111,7 +111,7 @@ 111 111 ((( 112 112 Changed conditions for **<event_player_travelmode_started> <event_player_travelmode_stopped> <event_player_travelmode_charge_started> <event_player_travelmode_charge_aborted>** to be raised. 113 113 ))) 114 -|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 100 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" title="Background colour :" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" title="Background colour :" %) 115 115 ((( 116 116 //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. // 117 117 ... ... @@ -127,7 +127,7 @@ 127 127 ((( 128 128 Changed result of **<find_object_surface>** action in the case of a failure 129 129 ))) 130 -|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 116 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" title="Background colour :" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" title="Background colour :" %) 131 131 ((( 132 132 //The 'posname' and 'rotname' result attributes of <find_object_surface> will now return null in the case of no valid surface position being found.// 133 133 ... ... @@ -145,7 +145,7 @@ 145 145 ((( 146 146 Behaviour change for **<match_dock>** script component filter 147 147 ))) 148 -|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 134 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" title="Background colour :" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" title="Background colour :" %) 149 149 ((( 150 150 //<match_dock> nodes can now be used on container and walkablemodule classes without wrapping them in <match_content> nodes. 151 151 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.// ... ... @@ -160,7 +160,7 @@ 160 160 ((( 161 161 Changed result attribute location for **<get_attackstrength>** 162 162 ))) 163 -|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 149 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" title="Background colour :" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" title="Background colour :" %) 164 164 ((( 165 165 //The 'result' attribute of get_attackstrength has been moved into the new <result> subnode and renamed to 'total'.// 166 166 ))) ... ... @@ -171,7 +171,7 @@ 171 171 )))|(% colspan="2" %)((( 172 172 Surface element **connections** are incompatible by default unless tagged as "**standard**", and also "**combat**" for non-missile, non-mining weapons 173 173 ))) 174 -|(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %) 160 +|(% 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%" %) 175 175 ((( 176 176 //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. 177 177 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.// ... ... @@ -186,7 +186,7 @@ 186 186 ((( 187 187 Changed behaviour of attribute **sortbygatedistanceto** when finding objects, discarding unreachable objects 188 188 ))) 189 -|(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %) 175 +|(% 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%" %) 190 190 ((( 191 191 //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.// 192 192 ))) ... ... @@ -197,7 +197,7 @@ 197 197 )))|(% colspan="2" %)((( 198 198 **<event_player_owned_killed_object>** and **<event_player_owned_destroyed>** are now triggered before the corresponding **<event_object_destroyed>**, instead of afterwards. 199 199 ))) 200 -|(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %) 186 +|(% 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%" %) 201 201 ((( 202 202 //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.// 203 203 ))) ... ... @@ -208,7 +208,7 @@ 208 208 )))|(% colspan="2" %)((( 209 209 Changed behaviour of **<angles>** in cutscenes 210 210 ))) 211 -|(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %) 197 +|(% 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%" %) 212 212 ((( 213 213 //The yaw and pitch nodes in <angles> are now correctly interpreted as values in degrees.// 214 214 ))) ... ... @@ -217,7 +217,7 @@ 217 217 218 218 === Version 5.00 === 219 219 220 -(% class=" table-striped" %)206 +(% class="wrapped" %) 221 221 |((( 222 222 Parameters 223 223 )))|((( ... ... @@ -225,7 +225,7 @@ 225 225 )))|(% colspan="2" %)((( 226 226 **<controlpanel><entry>: minduration** removed, **maxduration** renamed to duration 227 227 ))) 228 -|(% colspan="7" %)(% colspan="3" %) 214 +|(% class="highlight-grey" colspan="7" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 229 229 ((( 230 230 //'minduration' was unused in X4, maxduration was and still is taken as the actual duration of control panel hacks. No functionality change.// 231 231 ))) ... ... @@ -234,7 +234,7 @@ 234 234 235 235 === Version 4.10 === 236 236 237 -(% class=" table-striped" %)223 +(% class="wrapped" %) 238 238 |(% colspan="1" %)(% colspan="1" %) 239 239 ((( 240 240 UI extensions ... ... @@ -245,7 +245,7 @@ 245 245 ((( 246 246 **FFI**: SetMapRenderCargoContents(), SetMapRenderWorkForceInfo(), SetMapRenderCrewInfo() and SetMapRenderDockedShipInfos() deprecated 247 247 ))) 248 -|(% colspan="4" %)(% colspan="3" %) 234 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 249 249 ((( 250 250 //The functionality represented by SetMapRenderCargoContents(), SetMapRenderWorkForceInfo(), SetMapRenderCrewInfo() and SetMapRenderDockedShipInfos() has been removed and the function was therefore stubbed.// 251 251 ))) ... ... @@ -259,7 +259,7 @@ 259 259 ((( 260 260 **FFI**: CustomGameStartPlayerProperty2 changed 261 261 ))) 262 -|(% colspan="4" %)(% colspan="3" %) 248 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 263 263 ((( 264 264 //This struct was added in 4.10 Beta 2 and an additional member count was added in Beta 6.// 265 265 ))) ... ... @@ -273,7 +273,7 @@ 273 273 ((( 274 274 Renamed **<stationinfobox>** to **<infobox>** 275 275 ))) 276 -|(% colspan="4" %)(% colspan="3" %) 262 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 277 277 ((( 278 278 //Info box parameters are now shared across stations and ships. The node has a more generic name to reflect that.// 279 279 ))) ... ... @@ -287,7 +287,7 @@ 287 287 ((( 288 288 **FFI**: SetMacroMapPlayerSectorOffset() deprecated 289 289 ))) 290 -|(% colspan="4" %)(% colspan="3" %) 276 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 291 291 ((( 292 292 //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.// 293 293 ))) ... ... @@ -298,7 +298,7 @@ 298 298 )))|(% colspan="2" %)((( 299 299 **FFI**: FilterComponentForMapMode() and SetMapObjectFilter() changed 300 300 ))) 301 -|(% colspan="4" %)(% colspan="3" %) 287 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 302 302 ((( 303 303 //These functions were added in 4.10 Beta 1 and an additional boolean parameter allowentitydeliverymissionobject was added in Beta 2.// 304 304 ))) ... ... @@ -309,7 +309,7 @@ 309 309 )))|(% colspan="2" %)((( 310 310 People related attributes of mission** <delivery> **node moved 311 311 ))) 312 -|(% colspan="4" %)(% colspan="3" %) 298 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 313 313 ((( 314 314 //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.// 315 315 ))) ... ... @@ -323,7 +323,7 @@ 323 323 ((( 324 324 **$destructible.productions** replaced with $defensible.productions 325 325 ))) 326 -|(% colspan="4" %)(% colspan="3" %) 312 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 327 327 ((( 328 328 //The $destructible.productions script property was removed and reimplemented as $defensible.productions meaning some old uses may no longer work unless the destructible is also a defensible. The old implementation functioned by finding the containing object of the destructible (including itself) to query for the production modules.// 329 329 ))) ... ... @@ -334,7 +334,7 @@ 334 334 )))|(% colspan="2" %)((( 335 335 Removed script property **$object.spawnsourceseed** 336 336 ))) 337 -|(% colspan="4" %)(% colspan="3" %) 323 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 338 338 ((( 339 339 //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.// 340 340 ))) ... ... @@ -343,7 +343,7 @@ 343 343 344 344 === Version 4.00 === 345 345 346 -(% class=" table-striped" %)332 +(% class="wrapped" %) 347 347 |(% colspan="1" %)(% colspan="1" %) 348 348 ((( 349 349 UI core ... ... @@ -354,7 +354,7 @@ 354 354 ((( 355 355 Controlled ship can change without a **gameplanchange-event** occurring. 356 356 ))) 357 -|(% colspan="4" %)(% colspan="3" %) 343 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 358 358 ((( 359 359 //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). 360 360 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.// ... ... @@ -366,7 +366,7 @@ 366 366 )))|(% colspan="2" %)((( 367 367 Parameters of **<event_terraforming_project_succeeded>** and **<event_terraforming_project_failed>** changed 368 368 ))) 369 -|(% colspan="4" %)(% colspan="3" %) 355 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 370 370 ((( 371 371 //Old params: param = project ID, param2 = were there positive side-effects?, param3 = were there negative side-effects? 372 372 New params: param = project ID, param2 = [were there positive side-effects?, were there negative side-effects?], param3 = payout in Credits ... ... @@ -382,7 +382,7 @@ 382 382 ((( 383 383 **FFI:** GetFactionRelationStatus() handling for faction relation range [-20,-10] changed 384 384 ))) 385 -|(% colspan="4" %)(% colspan="3" %) 371 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 386 386 ((( 387 387 //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. 388 388 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).// ... ... @@ -399,7 +399,7 @@ 399 399 ((( 400 400 **FFI:** GetRelationStatus()/GetRelationStatus2() handling for objects in relation range [-25,-10] changed 401 401 ))) 402 -|(% colspan="4" %)(% colspan="3" %) 388 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 403 403 ((( 404 404 //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.// 405 405 ... ... @@ -412,7 +412,7 @@ 412 412 )))|(% colspan="2" %)((( 413 413 **requiresconstructionvessel** parameter moved 414 414 ))) 415 -|(% colspan="4" %)(% colspan="3" %) 401 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 416 416 ((( 417 417 //The 'requiresconstructionvessel' attribute has been moved from the 'recycling' node itself, to the new 'station' subnode.// 418 418 ))) ... ... @@ -423,7 +423,7 @@ 423 423 )))|(% colspan="2" %)((( 424 424 Changed behaviour of **gatedistance** script property 425 425 ))) 426 -|(% colspan="4" %)(% colspan="3" %) 412 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 427 427 ((( 428 428 //The 'gatedistance' script property now minimizes the number of gate jumps instead of counting the number gate jumps in the fastest route.// 429 429 ))) ... ... @@ -432,7 +432,7 @@ 432 432 433 433 === Version 3.30 === 434 434 435 -(% class=" table-striped" %)421 +(% class="wrapped" %) 436 436 |((( 437 437 UI extensions 438 438 )))|((( ... ... @@ -440,7 +440,7 @@ 440 440 )))|(% colspan="2" %)((( 441 441 **FFI: **Removed** GetMissionLimit() **and** IsMissionLimitEnabled()** 442 442 ))) 443 -|(% colspan="7" %)(% colspan="3" %) 429 +|(% class="highlight-grey" colspan="7" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 444 444 ((( 445 445 //These mission limit-related functions (added in 3.30 Beta 1 and 2) are replaced with FFI IsMissionLimitReached()// 446 446 ))) ... ... @@ -449,7 +449,7 @@ 449 449 450 450 === Version 3.20 === 451 451 452 -(% class=" table-striped" %)438 +(% class="wrapped" %) 453 453 |((( 454 454 Scripts 455 455 )))|((( ... ... @@ -457,7 +457,7 @@ 457 457 )))|(% colspan="2" %)((( 458 458 Parameters of **<event_player_attacked_object/>** and **<event_object_attacked_object/>** changed 459 459 ))) 460 -|(% colspan="4" %)(% colspan="3" %) 446 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 461 461 ((( 462 462 //Old params: param = attacked object, param2 = attack method, param3 = attacked component// 463 463 //New params: param = attacked object, param2 = attack method, param3 = attack component detail list: [attacked component, attacking weapon] ... ... @@ -473,7 +473,7 @@ 473 473 ((( 474 474 Removed script property $trade.**restriction.faction** 475 475 ))) 476 -|(% colspan="4" %)(% colspan="3" %) 462 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 477 477 ((( 478 478 //$trade.restriction.faction has been replaced with $trade.restriction.factions, which returns a list of factions.// 479 479 ))) ... ... @@ -484,7 +484,7 @@ 484 484 )))|(% colspan="2" %)((( 485 485 **Lua**: **GetTradeRestrictions()**, **ToggleFactionTradeRestriction()** and **ToggleFactionTradeWareOverride()** are now obsolete! 486 486 ))) 487 -|(% colspan="4" %)(% colspan="3" %) 473 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 488 488 ((( 489 489 //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.// 490 490 ))) ... ... @@ -493,7 +493,7 @@ 493 493 494 494 === Version 3.10 === 495 495 496 -(% class=" table-striped" %)482 +(% class="wrapped" %) 497 497 |(% colspan="1" %)(% colspan="1" %) 498 498 ((( 499 499 Scripts ... ... @@ -504,7 +504,7 @@ 504 504 ((( 505 505 Removed script action **<add_build/>** 506 506 ))) 507 -|(% colspan="7" %)(% colspan="3" %) 493 +|(% class="highlight-grey" colspan="7" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 508 508 ((( 509 509 //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.// 510 510 ))) ... ... @@ -513,7 +513,7 @@ 513 513 514 514 === Version 3.00 === 515 515 516 -(% class=" table-striped" %)502 +(% class="wrapped" %) 517 517 |(% colspan="1" %)(% colspan="1" %) 518 518 ((( 519 519 Scripts ... ... @@ -524,7 +524,7 @@ 524 524 ((( 525 525 Changed behaviour of script action **<get_suitable_job/>** 526 526 ))) 527 -|(% colspan="4" %)(% colspan="3" %) 513 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 528 528 ((( 529 529 //<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.// 530 530 ))) ... ... @@ -538,7 +538,7 @@ 538 538 ((( 539 539 Changed behaviour of script action **<get_ware_definition/>** 540 540 ))) 541 -|(% colspan="4" %)(% colspan="3" %) 527 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 542 542 ((( 543 543 //<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.// 544 544 ))) ... ... @@ -552,7 +552,7 @@ 552 552 ((( 553 553 Renamed all files in the **md**, ui, and **cutscenes** folders to lower-case 554 554 ))) 555 -|(% colspan="4" %)(% colspan="3" %) 541 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 556 556 ((( 557 557 //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.) 558 558 ... ... @@ -568,7 +568,7 @@ 568 568 ((( 569 569 Adjustments of some MD library cues in the base game to change their usage from **<include_actions>** to <run_actions> 570 570 ))) 571 -|(% colspan="4" %)(% colspan="3" %) 557 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 572 572 ((( 573 573 //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.// 574 574 ))) ... ... @@ -582,7 +582,7 @@ 582 582 ((( 583 583 Changes to $dockingbay.**todockpos** and $dockingbay.**launchpos** 584 584 ))) 585 -|(% colspan="4" %)(% colspan="3" %) 571 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 586 586 ((( 587 587 //Before the change, positions are relative to $dockingbay.parent. 588 588 After the change, positions are relative to $dockingbay as specified in the documentation.// ... ... @@ -597,7 +597,7 @@ 597 597 ((( 598 598 Support for entity flag "**skillsvisible**" dropped 599 599 ))) 600 -|(% colspan="4" %)(% colspan="3" %) 586 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 601 601 ((( 602 602 //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().// 603 603 ))) ... ... @@ -608,7 +608,7 @@ 608 608 )))|(% colspan="2" %)((( 609 609 Changes to **<event_object_changed_owner>** and added **<event_object_changed_true_owner>**. 610 610 ))) 611 -|(% colspan="4" %)(% colspan="3" %) 597 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 612 612 ((( 613 613 //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. 614 614 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. ... ... @@ -625,7 +625,7 @@ 625 625 ((( 626 626 **MissionBoard** support dropped 627 627 ))) 628 -|(% colspan="4" %)(% colspan="3" %) 614 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 629 629 ((( 630 630 //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.// 631 631 ))) ... ... @@ -636,7 +636,7 @@ 636 636 )))|(% colspan="2" %)((( 637 637 By default, **job/god entries** now only spawn objects in space added by the extension in which they are defined 638 638 ))) 639 -|(% colspan="4" %)(% colspan="3" %) 625 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 640 640 ((( 641 641 //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.// 642 642 ))) ... ... @@ -650,7 +650,7 @@ 650 650 ((( 651 651 Script action **<add_actor_to_room/> **attribute **'room'** renamed to **'object'** 652 652 ))) 653 -|(% colspan="4" %)(% colspan="3" %) 639 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 654 654 ((( 655 655 //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.// 656 656 ))) ... ... @@ -664,7 +664,7 @@ 664 664 ((( 665 665 Script action **<set_doors_locked/>** attribute **'group'** changed 666 666 ))) 667 -|(% colspan="4" %)(% colspan="3" %) 653 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 668 668 ((( 669 669 //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.// 670 670 ))) ... ... @@ -678,7 +678,7 @@ 678 678 ((( 679 679 Script conditions **<event_hack_*/>** and **<event_controlpanel_hack_*/>** removed 680 680 ))) 681 -|(% colspan="4" %)(% colspan="3" %) 667 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 682 682 ((( 683 683 //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.// 684 684 ))) ... ... @@ -692,7 +692,7 @@ 692 692 ((( 693 693 Script actions **<set_hack_target/>** and **<abort_hack/>** removed 694 694 ))) 695 -|(% colspan="4" %)(% colspan="3" %) 681 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 696 696 ((( 697 697 //These actions had no effect and were removed.// 698 698 ))) ... ... @@ -706,7 +706,7 @@ 706 706 ((( 707 707 **<setup_conversation_minigame/>** script action removed 708 708 ))) 709 -|(% colspan="4" %)(% colspan="3" %) 695 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 710 710 ((( 711 711 //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.// 712 712 ))) ... ... @@ -720,7 +720,7 @@ 720 720 ((( 721 721 <add_player_choice_*> **confidence** attribute removed 722 722 ))) 723 -|(% colspan="4" %)(% colspan="3" %) 709 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 724 724 ((( 725 725 //The default confidence of player options is another leftover from the XR era and had no effect in X4.// 726 726 ))) ... ... @@ -734,7 +734,7 @@ 734 734 ((( 735 735 **<hack_via_control_panel/>** script action removed 736 736 ))) 737 -|(% colspan="4" %)(% colspan="3" %) 723 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 738 738 ((( 739 739 //Unused script action <hack_via_control_panel/> was removed.// 740 740 ))) ... ... @@ -748,7 +748,7 @@ 748 748 ((( 749 749 **Lua: **GetMiniGameCursorPosition() removed 750 750 ))) 751 -|(% colspan="4" %)(% colspan="3" %) 737 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 752 752 ((( 753 753 //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.// 754 754 ))) ... ... @@ -759,7 +759,7 @@ 759 759 )))|(% colspan="2" %)((( 760 760 **FFI: **GetLocalizedInteractiveNotificationKey can return icon placeholders 761 761 ))) 762 -|(% colspan="4" %)(% colspan="3" %) 748 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 763 763 ((( 764 764 //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.// 765 765 ))) ... ... @@ -773,7 +773,7 @@ 773 773 ((( 774 774 **FFI: **UIWeaponMod returned by GetInstalledWeaponMod() now includes property SurfaceElementFactor 775 775 ))) 776 -|(% colspan="4" %)(% colspan="3" %) 762 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 777 777 ((( 778 778 //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.// 779 779 ))) ... ... @@ -787,7 +787,7 @@ 787 787 ((( 788 788 **$ware.illegal** updated 789 789 ))) 790 -|(% colspan="4" %)(% colspan="3" %) 776 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 791 791 ((( 792 792 //$ware.illegal used to return true if the specified ware has the 'illegal' tag which is no longer used.// 793 793 //It now returns true if $ware is illegal to any faction in the game.// ... ... @@ -802,7 +802,7 @@ 802 802 ((( 803 803 MD script **RML_Flight_Along_Path** removed 804 804 ))) 805 -|(% colspan="4" %)(% colspan="3" %) 791 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 806 806 ((( 807 807 //The MD script RML_Flight_Along_Path was not referened and was removed.// 808 808 ))) ... ... @@ -816,7 +816,7 @@ 816 816 ((( 817 817 parameters of **<event_venture_mission_completed/>** changed 818 818 ))) 819 -|(% colspan="4" %)(% colspan="3" %) 805 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 820 820 ((( 821 821 //old params: param = venture details, param2 = ships involved, param3 = duration// 822 822 //new params: param = venture detail list: [mission name, mission type], param2 = list of ships involved, param3 = duration// ... ... @@ -829,7 +829,7 @@ 829 829 **<set_object_wing_name/>** removed, 830 830 **<set_object_fleet_name/>** added 831 831 ))) 832 -|(% colspan="4" %)(% colspan="3" %) 818 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 833 833 ((( 834 834 //The common action <set_object_wing_name/> has been replaced with <set_object_fleet_name/>// 835 835 ))) ... ... @@ -841,7 +841,7 @@ 841 841 **$controllable.wing.*** removed, 842 842 **$controllable.fleet.*** added 843 843 ))) 844 -|(% colspan="4" %)(% colspan="3" %) 830 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 845 845 ((( 846 846 $controllable.wing.name, $controllable.wing.iscommander, and $controllable.wing.commander have been replaced with $controllable.fleet.name, $controllable.fleet.iscommander, and $controllable.fleet.commander 847 847 ))) ... ... @@ -850,7 +850,7 @@ 850 850 851 851 === Version 2.60 === 852 852 853 -(% class=" table-striped" %)839 +(% class="wrapped" %) 854 854 |((( 855 855 Scripts 856 856 )))|((( ... ... @@ -858,7 +858,7 @@ 858 858 )))|(% colspan="2" %)((( 859 859 '**checkoperational**' filter behaviour changed 860 860 ))) 861 -|(% colspan="10" %)(% colspan="3" %) 847 +|(% class="highlight-grey" colspan="10" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 862 862 ((( 863 863 //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.// 864 864 ... ... @@ -871,7 +871,7 @@ 871 871 )))|(% colspan="2" %)((( 872 872 $container.**supplyresources** behavior changed 873 873 )))| | | 874 -|(% colspan="10" %)(% colspan="3" %) 860 +|(% class="highlight-grey" colspan="10" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 875 875 ((( 876 876 //The script keyword $container.supplyresources now includes reserved wares.// 877 877 ))) ... ... @@ -880,7 +880,7 @@ 880 880 881 881 === Version 2.20 === 882 882 883 -(% class=" table-striped" %)869 +(% class="wrapped" %) 884 884 |(% colspan="1" %)(% colspan="1" %) 885 885 ((( 886 886 UI core ... ... @@ -891,7 +891,7 @@ 891 891 ((( 892 892 **Lua: GetControllerInfo()** returned mouseSteering/mouseCursor values are undefined. 893 893 ))) 894 -|(% colspan="4" %)(% colspan="3" %) 880 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 895 895 ((( 896 896 //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. 897 897 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.// ... ... @@ -908,7 +908,7 @@ 908 908 ((( 909 909 Attribute for build related conditions e.g. **<event_build_finished/>** renamed from 'buildmodule' to 'buildprocessor' 910 910 ))) 911 -|(% colspan="4" %)(% colspan="3" %) 897 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 912 912 ((( 913 913 //The underlying behaviour remains the same in that it involves the buildprocessor, not the buildmodule. The attribute name has simply been corrected.// 914 914 ))) ... ... @@ -917,7 +917,7 @@ 917 917 918 918 === Version 2.00 === 919 919 920 -(% class=" table-striped" %)906 +(% class="wrapped" %) 921 921 |(% colspan="1" %)(% colspan="1" %) 922 922 ((( 923 923 Scripts ... ... @@ -928,7 +928,7 @@ 928 928 ((( 929 929 **<event_build_finished/> **param2 now returns null instead of a construction sequence 930 930 ))) 931 -|(% colspan="4" %)(% colspan="3" %) 917 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 932 932 ((( 933 933 //The construction sequence which was finished should now be accessed via the buildtask provided via param3.// 934 934 ))) ... ... @@ -942,7 +942,7 @@ 942 942 ((( 943 943 **param.boarding.{...}** strength parameters removed 944 944 ))) 945 -|(% colspan="4" %)(% colspan="3" %) 931 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 946 946 ((( 947 947 //The 'recruitstrength', 'veteranstrength' and 'elitestrength' script parameters were no longer required for balancing the boarding gameplay, and were removed.// 948 948 ))) ... ... @@ -956,7 +956,7 @@ 956 956 ((( 957 957 **$defensible.boardee/$defensible.boarder** and **<set_object_boarder/>/<remove_object_boarder/>** removed 958 958 ))) 959 -|(% colspan="4" %)(% colspan="3" %) 945 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 960 960 ((( 961 961 //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.// 962 962 ))) ... ... @@ -967,7 +967,7 @@ 967 967 )))|(% colspan="2" %)((( 968 968 **FFI: GetUpgradeSlotCurrentComponent()/GetUpgradeSlotGroup()** works on non-operationals 969 969 ))) 970 -|(% colspan="4" %)(% colspan="3" %) 956 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 971 971 ((( 972 972 //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.// 973 973 ))) ... ... @@ -978,7 +978,7 @@ 978 978 )))|(% colspan="2" %)((( 979 979 **FFI: SetFormationShape()** no longer indicates an error upon certain error cases 980 980 ))) 981 -|(% colspan="4" %)(% colspan="3" %) 967 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 982 982 ((( 983 983 //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.// 984 984 //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.// ... ... @@ -990,7 +990,7 @@ 990 990 )))|(% colspan="2" %)((( 991 991 **<create_formation/>** now requires the attributes: 'leader' and 'follower'. Attribute 'object' is now deprecated. 992 992 ))) 993 -|(% colspan="4" %)(% colspan="3" %) 979 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 994 994 ((( 995 995 //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.// 996 996 ))) ... ... @@ -1001,7 +1001,7 @@ 1001 1001 )))|(% colspan="2" %)((( 1002 1002 **<event_player_changed_target/>** now fires and returns null if the player deselects a target. 1003 1003 ))) 1004 -|(% colspan="4" %)(% colspan="3" %) 990 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 1005 1005 ((( 1006 1006 //For prior behavior, check for event.param being non-null.// 1007 1007 ))) ... ... @@ -1012,7 +1012,7 @@ 1012 1012 )))|(% colspan="2" %)((( 1013 1013 **<shoot/>/<shoot_at/>** attribute changes. 1014 1014 ))) 1015 -|(% colspan="4" %)(% colspan="3" %) 1001 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 1016 1016 ((( 1017 1017 //Changed: Attribute "primary" is now optional and defines whether weapons from the ship's active primary weapon group will be fired. Defaults to true.// 1018 1018 //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.// ... ... @@ -1027,7 +1027,7 @@ 1027 1027 )))|(% colspan="2" %)((( 1028 1028 **FFI: GetBuildTask()/GetNumBuildTasks()** got a new "buildmoduleid" parameter. 1029 1029 ))) 1030 -|(% colspan="4" %)(% colspan="3" %) 1016 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 1031 1031 ((( 1032 1032 //Added possibility to query build tasks of a certain buildmodule.// 1033 1033 ))) ... ... @@ -1038,7 +1038,7 @@ 1038 1038 )))|(% colspan="2" %)((( 1039 1039 **Lua:** **GetLibraryEntry()** retrieved a new "buildresources" field. 1040 1040 ))) 1041 -|(% colspan="4" %)(% colspan="3" %) 1027 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 1042 1042 ((( 1043 1043 //Added list of resources a buildmodule needs to build.// 1044 1044 ))) ... ... @@ -1049,7 +1049,7 @@ 1049 1049 )))|(% colspan="2" %)((( 1050 1050 **Lua: CalculateTotalHullFraction() **was removed. 1051 1051 ))) 1052 -|(% colspan="4" %)(% colspan="3" %) 1038 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 1053 1053 ((( 1054 1054 //Unused, derelict function from XR - use GetComponentData(..., "hullpercent") instead.// 1055 1055 ))) ... ... @@ -1060,7 +1060,7 @@ 1060 1060 )))|(% colspan="2" %)((( 1061 1061 **FFI: RequestDockAtReason()/UndockPlayerShip() **changed their return values. 1062 1062 ))) 1063 -|(% colspan="4" %)(% colspan="3" %) 1049 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 1064 1064 ((( 1065 1065 //Changed return value type to const char* to better identify failure reasons in Lua script.// 1066 1066 ))) ... ... @@ -1069,7 +1069,7 @@ 1069 1069 1070 1070 === Version 1.50 === 1071 1071 1072 -(% class=" table-striped" %)1058 +(% class="wrapped" %) 1073 1073 |((( 1074 1074 UI extensions 1075 1075 )))|((( ... ... @@ -1077,7 +1077,7 @@ 1077 1077 )))|(% colspan="2" %)((( 1078 1078 **Lua: GetComponentData() **changed behavior of "docksizes" property. 1079 1079 ))) 1080 -|(% colspan="4" %)(% colspan="3" %) 1066 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 1081 1081 ((( 1082 1082 //The "docksizes" property no longer includes internal ship storage docks.// 1083 1083 ))) ... ... @@ -1088,7 +1088,7 @@ 1088 1088 )))|(% colspan="2" %)((( 1089 1089 **Meaning of "Shipyard"** was corrected throughout Lua/MD/AI scripts, so that Wharfs are not Shipyards (unlike in XR). 1090 1090 ))) 1091 -|(% colspan="4" %)(% colspan="3" %) 1077 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 1092 1092 ((( 1093 1093 //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".// 1094 1094 ... ... @@ -1103,7 +1103,7 @@ 1103 1103 )))|(% colspan="2" %)((( 1104 1104 **FFI: UpgradeGroupInfo **datatype was changed. 1105 1105 ))) 1106 -|(% colspan="4" %)(% colspan="3" %) 1092 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 1107 1107 ((( 1108 1108 //Added new "operational" field to retrieve information about number of operational upgrades in a group.// 1109 1109 ))) ... ... @@ -1117,7 +1117,7 @@ 1117 1117 ((( 1118 1118 **FFI: SetGuidance()** removed useinfopoint argument. 1119 1119 ))) 1120 -|(% colspan="4" %)(% colspan="3" %) 1106 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 1121 1121 ((( 1122 1122 //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.// 1123 1123 ... ... @@ -1130,7 +1130,7 @@ 1130 1130 )))|(% colspan="2" %)((( 1131 1131 **FFI: CancelConstruction() **changed its return value. 1132 1132 ))) 1133 -|(% colspan="4" %)(% colspan="3" %) 1119 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 1134 1134 ((( 1135 1135 //CancelConstruction() now returns if the cancellation was successful. // 1136 1136 ))) ... ... @@ -1139,7 +1139,7 @@ 1139 1139 1140 1140 === Version 1.32 === 1141 1141 1142 -(% class=" table-striped" %)1128 +(% class="wrapped" %) 1143 1143 |((( 1144 1144 UI extensions 1145 1145 )))|((( ... ... @@ -1147,7 +1147,7 @@ 1147 1147 )))|(% colspan="2" %)((( 1148 1148 **Lua: GetComponentData() **removed the "nextdestname" property. 1149 1149 ))) 1150 -|(% colspan="4" %)(% colspan="3" %) 1136 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 1151 1151 ((( 1152 1152 //Instead of "nextdestname", use the properties "destination" or "destinationsector" to retrieve a destination component, then retrieve its "name" property.// 1153 1153 ))) ... ... @@ -1156,7 +1156,7 @@ 1156 1156 1157 1157 === Version 1.20 === 1158 1158 1159 -(% class=" table-striped" %)1145 +(% class="wrapped" %) 1160 1160 |((( 1161 1161 UI extensions 1162 1162 )))|((( ... ... @@ -1164,7 +1164,7 @@ 1164 1164 )))|(% colspan="2" %)((( 1165 1165 **FFI: GetAAOption()** got a new "useconfig" parameter. 1166 1166 ))) 1167 -|(% colspan="4" %)(% colspan="3" %) 1153 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 1168 1168 ((( 1169 1169 //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.// 1170 1170 )))
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