Changes for page Breaking Changes
Last modified by Michael Baumgardt on 2026/04/17 12:03
From version 123.4
edited by Matthias Haan
on 2024/12/20 11:42
on 2024/12/20 11:42
Change comment:
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To version 113.1
edited by Volodymyr Boichuk
on 2023/11/30 12:02
on 2023/11/30 12:02
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)
Details
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... ... @@ -1,1 +1,1 @@ 1 -xwiki:XWiki. Matthias1 +xwiki:XWiki.Volodymyr - Content
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... ... @@ -20,49 +20,11 @@ 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|(% colspan="1" style="width:119px" %)7.50 Beta 4|(% colspan="2" style="width:1625px" %)**<holomap><radar>**:** complete change in structure** 27 -|(% colspan="7" style="width:117px" %)((( 28 -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 - 32 32 === Version 7.00 === 33 33 34 34 35 -(% class="table-striped" %) 36 -|(% colspan="1" style="width:117px" %)Gamestarts|(% colspan="1" style="width:119px" %)7.00 Beta 8|(% colspan="2" style="width:1625px" %)**Text references** 37 -|(% 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.// 38 -|(% 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** 39 -|(% colspan="4" style="width:117px" %)highway_fx_electric_02 is still available in "legacy" folder if needed 40 -|(% 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 41 -|(% colspan="4" style="width:117px" %)((( 42 -//The four parameters used to represent flat factors applied to ships' properties with respect to their respective pilots' skill levels. Parameters moved to separate nodes with support for min and max values which, if supplied, scales the factor linearly if the affected ship's unmodified property is within min and max. Factor does not affect the ship if that property is below min.// 43 -))) 44 -|(% 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. 45 -|(% colspan="4" style="width:117px" %)((( 46 -//The **pantime** parameter has never actually done anything beyond turning panning on or making the transition instant. To make this clear it has been** **replaced with the boolean parameter **instant.**// 47 -))) 48 -|(% 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. 49 -|(% colspan="4" style="width:117px" %)((( 50 -(% style="color:#ffffff" %)//Some material names and texture paths were changed. Please DIFF the materiallibrary.xml from 6.20 with 7.0 to see the difference// 51 -))) 52 52 |(% colspan="1" style="width:117px" %)(% colspan="1" %) 53 53 ((( 54 -Scripts 55 -)))|(% colspan="1" style="width:119px" %)((( 56 -7.00 Beta 1 57 -)))|(% colspan="2" style="width:1625px" %)((( 58 -MD action **<set_presentation_cluster_persistence/>** now requires the cluster to be a presentation cluster. 59 -))) 60 -|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 61 -((( 62 -// Previously it was possible to set normal clusters to be persistent presentation clusters which was an invalid state.// 63 -))) 64 -|(% colspan="1" style="width:117px" %)(% colspan="1" %) 65 -((( 66 66 UI extensions 67 67 )))|(% colspan="1" style="width:119px" %)((( 68 68 7.00 Beta 1 ... ... @@ -69,10 +69,12 @@ 69 69 )))|(% colspan="2" style="width:1625px" %)((( 70 70 **FFI**: RemoveBuildPlot() changed 71 71 ))) 72 -|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 34 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" title="Background colour :" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" title="Background colour :" %) 73 73 ((( 74 74 // The build plot's buildstorage is no longer removed implicitly. The buildstorage will instead be cleaned-up once it is empty and no ships are docked.// 75 75 ))) 38 + 39 +(% class="wrapped" %) 76 76 |(% colspan="1" style="width:117px" %)(% colspan="1" %) 77 77 ((( 78 78 Assets ... ... @@ -81,14 +81,16 @@ 81 81 )))|(% colspan="2" style="width:1625px" %)((( 82 82 **Some Split DLC materials moved to base game** 83 83 ))) 84 -|(% colspan="7" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 48 +|(% class="highlight-grey" colspan="7" data-highlight-colour="grey" title="Background colour :" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" title="Background colour :" %) 85 85 ((( 86 86 // //"spl_p1_fx" AND "split_p1_hulltexture_01" were moved from Split DLC to base game 87 87 ))) 88 88 53 +---- 54 + 89 89 === Version 6.00 === 90 90 91 -(% class=" table-striped" %)57 +(% class="wrapped" %) 92 92 |((( 93 93 Libraries 94 94 )))|((( ... ... @@ -96,7 +96,7 @@ 96 96 )))|(% colspan="2" %)((( 97 97 Updated weights for ship groups in shipgroups.xml libraries of base game and all DLCs. 98 98 ))) 99 -|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 65 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" title="Background colour :" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" title="Background colour :" %) 100 100 ((( 101 101 //Previously some entries were lacking "weight" parameter, causing it to default to "1", which prevent adding new ships to the group with appropriate/configurable granularity.// 102 102 ... ... @@ -112,7 +112,7 @@ 112 112 ((( 113 113 Changed conditions for **<event_player_travelmode_started> <event_player_travelmode_stopped> <event_player_travelmode_charge_started> <event_player_travelmode_charge_aborted>** to be raised. 114 114 ))) 115 -|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 81 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" title="Background colour :" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" title="Background colour :" %) 116 116 ((( 117 117 //The <event_player_travelmode_started>, <event_player_travelmode_stopped>, <event_player_travelmode_charge_started> and <event_player_travelmode_charge_aborted> events will no longer be raised if the player is a passenger on board a ship which enters or leaves travel mode. Previously these events would be raised whether the player was the pilot or a passenger. // 118 118 ... ... @@ -128,7 +128,7 @@ 128 128 ((( 129 129 Changed result of **<find_object_surface>** action in the case of a failure 130 130 ))) 131 -|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 97 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" title="Background colour :" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" title="Background colour :" %) 132 132 ((( 133 133 //The 'posname' and 'rotname' result attributes of <find_object_surface> will now return null in the case of no valid surface position being found.// 134 134 ... ... @@ -146,7 +146,7 @@ 146 146 ((( 147 147 Behaviour change for **<match_dock>** script component filter 148 148 ))) 149 -|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 115 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" title="Background colour :" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" title="Background colour :" %) 150 150 ((( 151 151 //<match_dock> nodes can now be used on container and walkablemodule classes without wrapping them in <match_content> nodes. 152 152 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.// ... ... @@ -161,7 +161,7 @@ 161 161 ((( 162 162 Changed result attribute location for **<get_attackstrength>** 163 163 ))) 164 -|(% 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 :" %) 165 165 ((( 166 166 //The 'result' attribute of get_attackstrength has been moved into the new <result> subnode and renamed to 'total'.// 167 167 ))) ... ... @@ -172,7 +172,7 @@ 172 172 )))|(% colspan="2" %)((( 173 173 Surface element **connections** are incompatible by default unless tagged as "**standard**", and also "**combat**" for non-missile, non-mining weapons 174 174 ))) 175 -|(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %) 141 +|(% 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%" %) 176 176 ((( 177 177 //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. 178 178 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.// ... ... @@ -187,7 +187,7 @@ 187 187 ((( 188 188 Changed behaviour of attribute **sortbygatedistanceto** when finding objects, discarding unreachable objects 189 189 ))) 190 -|(% 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%" %) 191 191 ((( 192 192 //When finding components with attribute "sortbygatedistanceto", e.g. in <find_object>, any objects with a negative gatedistance (i.e. unreachable objects) are automatically excluded from the result.// 193 193 ))) ... ... @@ -198,7 +198,7 @@ 198 198 )))|(% colspan="2" %)((( 199 199 **<event_player_owned_killed_object>** and **<event_player_owned_destroyed>** are now triggered before the corresponding **<event_object_destroyed>**, instead of afterwards. 200 200 ))) 201 -|(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %) 167 +|(% 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%" %) 202 202 ((( 203 203 //The order of events was adjusted, allowing handlers of <event_player_owned_killed_object> and <event_player_owned_destroyed> to access commander/subordinate relationship of the destroyed object.// 204 204 ))) ... ... @@ -209,7 +209,7 @@ 209 209 )))|(% colspan="2" %)((( 210 210 Changed behaviour of **<angles>** in cutscenes 211 211 ))) 212 -|(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %) 178 +|(% 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%" %) 213 213 ((( 214 214 //The yaw and pitch nodes in <angles> are now correctly interpreted as values in degrees.// 215 215 ))) ... ... @@ -218,7 +218,7 @@ 218 218 219 219 === Version 5.00 === 220 220 221 -(% class=" table-striped" %)187 +(% class="wrapped" %) 222 222 |((( 223 223 Parameters 224 224 )))|((( ... ... @@ -226,7 +226,7 @@ 226 226 )))|(% colspan="2" %)((( 227 227 **<controlpanel><entry>: minduration** removed, **maxduration** renamed to duration 228 228 ))) 229 -|(% colspan="7" %)(% colspan="3" %) 195 +|(% class="highlight-grey" colspan="7" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 230 230 ((( 231 231 //'minduration' was unused in X4, maxduration was and still is taken as the actual duration of control panel hacks. No functionality change.// 232 232 ))) ... ... @@ -235,7 +235,7 @@ 235 235 236 236 === Version 4.10 === 237 237 238 -(% class=" table-striped" %)204 +(% class="wrapped" %) 239 239 |(% colspan="1" %)(% colspan="1" %) 240 240 ((( 241 241 UI extensions ... ... @@ -246,7 +246,7 @@ 246 246 ((( 247 247 **FFI**: SetMapRenderCargoContents(), SetMapRenderWorkForceInfo(), SetMapRenderCrewInfo() and SetMapRenderDockedShipInfos() deprecated 248 248 ))) 249 -|(% colspan="4" %)(% colspan="3" %) 215 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 250 250 ((( 251 251 //The functionality represented by SetMapRenderCargoContents(), SetMapRenderWorkForceInfo(), SetMapRenderCrewInfo() and SetMapRenderDockedShipInfos() has been removed and the function was therefore stubbed.// 252 252 ))) ... ... @@ -260,7 +260,7 @@ 260 260 ((( 261 261 **FFI**: CustomGameStartPlayerProperty2 changed 262 262 ))) 263 -|(% colspan="4" %)(% colspan="3" %) 229 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 264 264 ((( 265 265 //This struct was added in 4.10 Beta 2 and an additional member count was added in Beta 6.// 266 266 ))) ... ... @@ -274,7 +274,7 @@ 274 274 ((( 275 275 Renamed **<stationinfobox>** to **<infobox>** 276 276 ))) 277 -|(% colspan="4" %)(% colspan="3" %) 243 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 278 278 ((( 279 279 //Info box parameters are now shared across stations and ships. The node has a more generic name to reflect that.// 280 280 ))) ... ... @@ -288,7 +288,7 @@ 288 288 ((( 289 289 **FFI**: SetMacroMapPlayerSectorOffset() deprecated 290 290 ))) 291 -|(% colspan="4" %)(% colspan="3" %) 257 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 292 292 ((( 293 293 //The functionality represented by SetMacroMapPlayerSectorOffset() has been removed and the function was therefore stubbed. Setting the gamestart properties "sector" and "offset" will affect the universe macro map instead directly.// 294 294 ))) ... ... @@ -299,7 +299,7 @@ 299 299 )))|(% colspan="2" %)((( 300 300 **FFI**: FilterComponentForMapMode() and SetMapObjectFilter() changed 301 301 ))) 302 -|(% colspan="4" %)(% colspan="3" %) 268 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 303 303 ((( 304 304 //These functions were added in 4.10 Beta 1 and an additional boolean parameter allowentitydeliverymissionobject was added in Beta 2.// 305 305 ))) ... ... @@ -310,7 +310,7 @@ 310 310 )))|(% colspan="2" %)((( 311 311 People related attributes of mission** <delivery> **node moved 312 312 ))) 313 -|(% colspan="4" %)(% colspan="3" %) 279 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 314 314 ((( 315 315 //The <delivery> node of <create_mission> and <update_mission> has been changed to support a new <wares> subnode. The people related attributes: 'people' and 'skills' have been moved from the <delivery> node itself to a <people> subnode.// 316 316 ))) ... ... @@ -324,7 +324,7 @@ 324 324 ((( 325 325 **$destructible.productions** replaced with $defensible.productions 326 326 ))) 327 -|(% colspan="4" %)(% colspan="3" %) 293 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 328 328 ((( 329 329 //The $destructible.productions script property was removed and reimplemented as $defensible.productions meaning some old uses may no longer work unless the destructible is also a defensible. The old implementation functioned by finding the containing object of the destructible (including itself) to query for the production modules.// 330 330 ))) ... ... @@ -335,7 +335,7 @@ 335 335 )))|(% colspan="2" %)((( 336 336 Removed script property **$object.spawnsourceseed** 337 337 ))) 338 -|(% colspan="4" %)(% colspan="3" %) 304 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 339 339 ((( 340 340 //The spawnsource seed is no longer directly accessible by scripts. Use $component.seed, which will internally use the spawnsource seed if able. Note: An improvement is that .seed on objects without a spawnsource seed will now result in a value that differs between objects of the same macro, meaning it can now reliably be used for player property or job ships.// 341 341 ))) ... ... @@ -344,7 +344,7 @@ 344 344 345 345 === Version 4.00 === 346 346 347 -(% class=" table-striped" %)313 +(% class="wrapped" %) 348 348 |(% colspan="1" %)(% colspan="1" %) 349 349 ((( 350 350 UI core ... ... @@ -355,7 +355,7 @@ 355 355 ((( 356 356 Controlled ship can change without a **gameplanchange-event** occurring. 357 357 ))) 358 -|(% colspan="4" %)(% colspan="3" %) 324 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 359 359 ((( 360 360 //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). 361 361 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.// ... ... @@ -367,7 +367,7 @@ 367 367 )))|(% colspan="2" %)((( 368 368 Parameters of **<event_terraforming_project_succeeded>** and **<event_terraforming_project_failed>** changed 369 369 ))) 370 -|(% colspan="4" %)(% colspan="3" %) 336 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 371 371 ((( 372 372 //Old params: param = project ID, param2 = were there positive side-effects?, param3 = were there negative side-effects? 373 373 New params: param = project ID, param2 = [were there positive side-effects?, were there negative side-effects?], param3 = payout in Credits ... ... @@ -383,7 +383,7 @@ 383 383 ((( 384 384 **FFI:** GetFactionRelationStatus() handling for faction relation range [-20,-10] changed 385 385 ))) 386 -|(% colspan="4" %)(% colspan="3" %) 352 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 387 387 ((( 388 388 //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. 389 389 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).// ... ... @@ -400,7 +400,7 @@ 400 400 ((( 401 401 **FFI:** GetRelationStatus()/GetRelationStatus2() handling for objects in relation range [-25,-10] changed 402 402 ))) 403 -|(% colspan="4" %)(% colspan="3" %) 369 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 404 404 ((( 405 405 //4.00 Beta 5// //introduces a new 'hostile' relation status and the game now distinguishes between hostile and enemy relation states. Objects not yet 'hostile' with the player are now visualized differently and therefore distinguishable from real hostile ones. Because of that, several related changes were made for these objects to bring them more in line with how 'neutral' objects behave (f.e. no automatic attacking of these objects by the player property anymore, no target selection when targeting the closest enemy, etc.). To reflect this, these objects are now returning 1 (neutral) as the relation status by the GetRelationStatus()/GetRelationStatus2() functions.// 406 406 ... ... @@ -413,7 +413,7 @@ 413 413 )))|(% colspan="2" %)((( 414 414 **requiresconstructionvessel** parameter moved 415 415 ))) 416 -|(% colspan="4" %)(% colspan="3" %) 382 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 417 417 ((( 418 418 //The 'requiresconstructionvessel' attribute has been moved from the 'recycling' node itself, to the new 'station' subnode.// 419 419 ))) ... ... @@ -424,7 +424,7 @@ 424 424 )))|(% colspan="2" %)((( 425 425 Changed behaviour of **gatedistance** script property 426 426 ))) 427 -|(% colspan="4" %)(% colspan="3" %) 393 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 428 428 ((( 429 429 //The 'gatedistance' script property now minimizes the number of gate jumps instead of counting the number gate jumps in the fastest route.// 430 430 ))) ... ... @@ -433,7 +433,7 @@ 433 433 434 434 === Version 3.30 === 435 435 436 -(% class=" table-striped" %)402 +(% class="wrapped" %) 437 437 |((( 438 438 UI extensions 439 439 )))|((( ... ... @@ -441,7 +441,7 @@ 441 441 )))|(% colspan="2" %)((( 442 442 **FFI: **Removed** GetMissionLimit() **and** IsMissionLimitEnabled()** 443 443 ))) 444 -|(% colspan="7" %)(% colspan="3" %) 410 +|(% class="highlight-grey" colspan="7" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 445 445 ((( 446 446 //These mission limit-related functions (added in 3.30 Beta 1 and 2) are replaced with FFI IsMissionLimitReached()// 447 447 ))) ... ... @@ -450,7 +450,7 @@ 450 450 451 451 === Version 3.20 === 452 452 453 -(% class=" table-striped" %)419 +(% class="wrapped" %) 454 454 |((( 455 455 Scripts 456 456 )))|((( ... ... @@ -458,7 +458,7 @@ 458 458 )))|(% colspan="2" %)((( 459 459 Parameters of **<event_player_attacked_object/>** and **<event_object_attacked_object/>** changed 460 460 ))) 461 -|(% colspan="4" %)(% colspan="3" %) 427 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 462 462 ((( 463 463 //Old params: param = attacked object, param2 = attack method, param3 = attacked component// 464 464 //New params: param = attacked object, param2 = attack method, param3 = attack component detail list: [attacked component, attacking weapon] ... ... @@ -474,7 +474,7 @@ 474 474 ((( 475 475 Removed script property $trade.**restriction.faction** 476 476 ))) 477 -|(% colspan="4" %)(% colspan="3" %) 443 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 478 478 ((( 479 479 //$trade.restriction.faction has been replaced with $trade.restriction.factions, which returns a list of factions.// 480 480 ))) ... ... @@ -485,7 +485,7 @@ 485 485 )))|(% colspan="2" %)((( 486 486 **Lua**: **GetTradeRestrictions()**, **ToggleFactionTradeRestriction()** and **ToggleFactionTradeWareOverride()** are now obsolete! 487 487 ))) 488 -|(% colspan="4" %)(% colspan="3" %) 454 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 489 489 ((( 490 490 //With the addition of the Trade Rule feature the given functions are obsolete and do not function anymore. This set of functions will return dummy values to avoid breaking scripts. Use GetAllTradeRules(), GetContainerTradeRuleID(), SetContainerTradeRule() and similar trade rule functions as replacement.// 491 491 ))) ... ... @@ -494,7 +494,7 @@ 494 494 495 495 === Version 3.10 === 496 496 497 -(% class=" table-striped" %)463 +(% class="wrapped" %) 498 498 |(% colspan="1" %)(% colspan="1" %) 499 499 ((( 500 500 Scripts ... ... @@ -505,7 +505,7 @@ 505 505 ((( 506 506 Removed script action **<add_build/>** 507 507 ))) 508 -|(% colspan="7" %)(% colspan="3" %) 474 +|(% class="highlight-grey" colspan="7" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 509 509 ((( 510 510 //Removed <add_build/> action which was no longer needed and would result in builds being added in unsupported ways. Use other <add_build_xxx/> actions.// 511 511 ))) ... ... @@ -514,7 +514,7 @@ 514 514 515 515 === Version 3.00 === 516 516 517 -(% class=" table-striped" %)483 +(% class="wrapped" %) 518 518 |(% colspan="1" %)(% colspan="1" %) 519 519 ((( 520 520 Scripts ... ... @@ -525,7 +525,7 @@ 525 525 ((( 526 526 Changed behaviour of script action **<get_suitable_job/>** 527 527 ))) 528 -|(% colspan="4" %)(% colspan="3" %) 494 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 529 529 ((( 530 530 //<get_suitable_job/> previously did not respect job quotas or the current number of job ships. It now does, only returning job IDs which are not exceeding the maxgalaxy quota. Using 'exceedquota' allows the action to behave as before.// 531 531 ))) ... ... @@ -539,7 +539,7 @@ 539 539 ((( 540 540 Changed behaviour of script action **<get_ware_definition/>** 541 541 ))) 542 -|(% colspan="4" %)(% colspan="3" %) 508 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 543 543 ((( 544 544 //<get_ware_definition/> previously filtered for equipment wares by default. This is now not the case and existing cases now use flags="equipment". Additional filter attributes for group and tags has also been added.// 545 545 ))) ... ... @@ -553,7 +553,7 @@ 553 553 ((( 554 554 Renamed all files in the **md**, ui, and **cutscenes** folders to lower-case 555 555 ))) 556 -|(% colspan="4" %)(% colspan="3" %) 522 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 557 557 ((( 558 558 //All MD, UI, and cutscene files have been renamed as lower-case. For most users this should have no effect since files packed in catalogs are essentially case-insensitive. However, this change can affect users on Linux systems when running a mod that contains single files instead of a catalog, and/or when playing with unpacked base game files//. If your mod has XML patch files that are not packed in a catalog, the filenames must be lower-case to match the filenames in the base game. (For info on using mod catalogs, see the Readme of the X Catalog Tool.) 559 559 ... ... @@ -569,7 +569,7 @@ 569 569 ((( 570 570 Adjustments of some MD library cues in the base game to change their usage from **<include_actions>** to <run_actions> 571 571 ))) 572 -|(% colspan="4" %)(% colspan="3" %) 538 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 573 573 ((( 574 574 //Some MD library cues in the base game that were previously used with <include_actions> have been adjusted, so they must now be used with the new MD action <run_actions> instead. Mods that use such a library with <include_actions> will have to switch to <run_actions> as well. A list of affected libraries is not provided here. Note: Additional library cues may be adjusted in future builds without further warning.// 575 575 ))) ... ... @@ -583,7 +583,7 @@ 583 583 ((( 584 584 Changes to $dockingbay.**todockpos** and $dockingbay.**launchpos** 585 585 ))) 586 -|(% colspan="4" %)(% colspan="3" %) 552 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 587 587 ((( 588 588 //Before the change, positions are relative to $dockingbay.parent. 589 589 After the change, positions are relative to $dockingbay as specified in the documentation.// ... ... @@ -598,7 +598,7 @@ 598 598 ((( 599 599 Support for entity flag "**skillsvisible**" dropped 600 600 ))) 601 -|(% colspan="4" %)(% colspan="3" %) 567 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 602 602 ((( 603 603 //Entity skills are always visible; that flag was a leftover from XR. We removed support for the script property .skillsvisible, the attribute "skillsvisible" of <set_entity_traits> and <set_npc_template_traits>, and the parameter "skillsvisible" of Lua function GetComponentData().// 604 604 ))) ... ... @@ -609,7 +609,7 @@ 609 609 )))|(% colspan="2" %)((( 610 610 Changes to **<event_object_changed_owner>** and added **<event_object_changed_true_owner>**. 611 611 ))) 612 -|(% colspan="4" %)(% colspan="3" %) 578 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 613 613 ((( 614 614 //Before 3.0 Beta 2 there was just a single <event_object//_changed_owner> condition. This condition was triggered in multiple cases when an owner change occurred. However, the exact cases were inconsistent and also the event could have been triggered w/o an effective owner change having been applied. 615 615 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. ... ... @@ -626,7 +626,7 @@ 626 626 ((( 627 627 **MissionBoard** support dropped 628 628 ))) 629 -|(% colspan="4" %)(% colspan="3" %) 595 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 630 630 ((( 631 631 //MissionBoards was a dummy asset type which was only used during early development and never meant to be shipped in the released version. If any mod tried to make use of this asset type, undefined behaviour would occur. Therefore we cleaned things up in 3.0 Beta 1 including deprecating/removing any related UI/script function.// 632 632 ))) ... ... @@ -637,7 +637,7 @@ 637 637 )))|(% colspan="2" %)((( 638 638 By default, **job/god entries** now only spawn objects in space added by the extension in which they are defined 639 639 ))) 640 -|(% colspan="4" %)(% colspan="3" %) 606 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 641 641 ((( 642 642 //To better support extensions which add to the base game map, a job/god entry now defaults to only spawning objects in areas of the map that are added by the extension in which that entry is defined. You can override this behaviour by adding a matchextension="false" attribute to the job/god entry definition. This allows the entry to spawn objects anywhere that matches the entry's other criteria.// 643 643 ))) ... ... @@ -651,7 +651,7 @@ 651 651 ((( 652 652 Script action **<add_actor_to_room/> **attribute **'room'** renamed to **'object'** 653 653 ))) 654 -|(% colspan="4" %)(% colspan="3" %) 620 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 655 655 ((( 656 656 //Due to engine changes, script action <add_actor_to_room/> has had the attribute 'room' changed to 'object', which is more accurate. Most likely requires a 'position' if a slot is not provided.// 657 657 ))) ... ... @@ -665,7 +665,7 @@ 665 665 ((( 666 666 Script action **<set_doors_locked/>** attribute **'group'** changed 667 667 ))) 668 -|(% colspan="4" %)(% colspan="3" %) 634 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 669 669 ((( 670 670 //The 'group' attribute of <set_doors_locked/> can no longer be a list. It must be a single tag value. Previously, a list containing one tag was accepted, which was redundant.// 671 671 ))) ... ... @@ -679,7 +679,7 @@ 679 679 ((( 680 680 Script conditions **<event_hack_*/>** and **<event_controlpanel_hack_*/>** removed 681 681 ))) 682 -|(% colspan="4" %)(% colspan="3" %) 648 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 683 683 ((( 684 684 //These events were never triggered, with the exception of <event_hack_started/> on the player entity for instant control panel hacks. Use <event_player_hacked_object> instead.// 685 685 ))) ... ... @@ -693,7 +693,7 @@ 693 693 ((( 694 694 Script actions **<set_hack_target/>** and **<abort_hack/>** removed 695 695 ))) 696 -|(% colspan="4" %)(% colspan="3" %) 662 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 697 697 ((( 698 698 //These actions had no effect and were removed.// 699 699 ))) ... ... @@ -707,7 +707,7 @@ 707 707 ((( 708 708 **<setup_conversation_minigame/>** script action removed 709 709 ))) 710 -|(% colspan="4" %)(% colspan="3" %) 676 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 711 711 ((( 712 712 //The script action was a leftover from the XR era and was never supported in X4 and couldn't be used in a meaningful way. It was therefore decided to better drop it altogether as it's not expected having been used by any mods.// 713 713 ))) ... ... @@ -721,7 +721,7 @@ 721 721 ((( 722 722 <add_player_choice_*> **confidence** attribute removed 723 723 ))) 724 -|(% colspan="4" %)(% colspan="3" %) 690 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 725 725 ((( 726 726 //The default confidence of player options is another leftover from the XR era and had no effect in X4.// 727 727 ))) ... ... @@ -735,7 +735,7 @@ 735 735 ((( 736 736 **<hack_via_control_panel/>** script action removed 737 737 ))) 738 -|(% colspan="4" %)(% colspan="3" %) 704 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 739 739 ((( 740 740 //Unused script action <hack_via_control_panel/> was removed.// 741 741 ))) ... ... @@ -749,7 +749,7 @@ 749 749 ((( 750 750 **Lua: **GetMiniGameCursorPosition() removed 751 751 ))) 752 -|(% colspan="4" %)(% colspan="3" %) 718 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 753 753 ((( 754 754 //GetMiniGameCursorPosition() was a left over from the XR era and never supposed to be shipped with X4. The function practically always returned 0 and hence we don't expect the removal of this obsolete function causing any actual mod to break.// 755 755 ))) ... ... @@ -760,7 +760,7 @@ 760 760 )))|(% colspan="2" %)((( 761 761 **FFI: **GetLocalizedInteractiveNotificationKey can return icon placeholders 762 762 ))) 763 -|(% colspan="4" %)(% colspan="3" %) 729 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 764 764 ((( 765 765 //In 3.0 Beta 1 we added support to display icons for keyboard bindings, if an icon is available for the specified keys. This results in GetLocalizedInteractiveNotificationKey() potentially returning a different text now if such an icon is assigned to the mapped key/button.// 766 766 ))) ... ... @@ -774,7 +774,7 @@ 774 774 ((( 775 775 **FFI: **UIWeaponMod returned by GetInstalledWeaponMod() now includes property SurfaceElementFactor 776 776 ))) 777 -|(% colspan="4" %)(% colspan="3" %) 743 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 778 778 ((( 779 779 //In 3.0 Beta 1 we added support for a new weapon mod property "SurfaceElementFactor" to allow weapons to deal increased damage to surface elements such as Shield Generators, Turrets or Engines.// 780 780 ))) ... ... @@ -788,7 +788,7 @@ 788 788 ((( 789 789 **$ware.illegal** updated 790 790 ))) 791 -|(% colspan="4" %)(% colspan="3" %) 757 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 792 792 ((( 793 793 //$ware.illegal used to return true if the specified ware has the 'illegal' tag which is no longer used.// 794 794 //It now returns true if $ware is illegal to any faction in the game.// ... ... @@ -803,7 +803,7 @@ 803 803 ((( 804 804 MD script **RML_Flight_Along_Path** removed 805 805 ))) 806 -|(% colspan="4" %)(% colspan="3" %) 772 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 807 807 ((( 808 808 //The MD script RML_Flight_Along_Path was not referened and was removed.// 809 809 ))) ... ... @@ -817,7 +817,7 @@ 817 817 ((( 818 818 parameters of **<event_venture_mission_completed/>** changed 819 819 ))) 820 -|(% colspan="4" %)(% colspan="3" %) 786 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 821 821 ((( 822 822 //old params: param = venture details, param2 = ships involved, param3 = duration// 823 823 //new params: param = venture detail list: [mission name, mission type], param2 = list of ships involved, param3 = duration// ... ... @@ -830,7 +830,7 @@ 830 830 **<set_object_wing_name/>** removed, 831 831 **<set_object_fleet_name/>** added 832 832 ))) 833 -|(% colspan="4" %)(% colspan="3" %) 799 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 834 834 ((( 835 835 //The common action <set_object_wing_name/> has been replaced with <set_object_fleet_name/>// 836 836 ))) ... ... @@ -842,7 +842,7 @@ 842 842 **$controllable.wing.*** removed, 843 843 **$controllable.fleet.*** added 844 844 ))) 845 -|(% colspan="4" %)(% colspan="3" %) 811 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 846 846 ((( 847 847 $controllable.wing.name, $controllable.wing.iscommander, and $controllable.wing.commander have been replaced with $controllable.fleet.name, $controllable.fleet.iscommander, and $controllable.fleet.commander 848 848 ))) ... ... @@ -851,7 +851,7 @@ 851 851 852 852 === Version 2.60 === 853 853 854 -(% class=" table-striped" %)820 +(% class="wrapped" %) 855 855 |((( 856 856 Scripts 857 857 )))|((( ... ... @@ -859,7 +859,7 @@ 859 859 )))|(% colspan="2" %)((( 860 860 '**checkoperational**' filter behaviour changed 861 861 ))) 862 -|(% colspan="10" %)(% colspan="3" %) 828 +|(% class="highlight-grey" colspan="10" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 863 863 ((( 864 864 //Actions and conditions which use the 'checkoperational' filter now behave differently. Instead of changing how 'class' and 'exactclass' behave, checkoperational == true adds an additional filter for the components being of state operational, equivalent to state="componentstate.operational". This is implicitly enabled in action elements (e.g. <find_.../>) or condition elements (e.g. <count_...>), meaning that find_ship will only find operational ships. Using such actions/conditions with checkoperational="false" will include non-operational components such as wrecked and constructions. Existing uses may find that results now exclude non-operational components.// 865 865 ... ... @@ -872,7 +872,7 @@ 872 872 )))|(% colspan="2" %)((( 873 873 $container.**supplyresources** behavior changed 874 874 )))| | | 875 -|(% colspan="10" %)(% colspan="3" %) 841 +|(% class="highlight-grey" colspan="10" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 876 876 ((( 877 877 //The script keyword $container.supplyresources now includes reserved wares.// 878 878 ))) ... ... @@ -881,7 +881,7 @@ 881 881 882 882 === Version 2.20 === 883 883 884 -(% class=" table-striped" %)850 +(% class="wrapped" %) 885 885 |(% colspan="1" %)(% colspan="1" %) 886 886 ((( 887 887 UI core ... ... @@ -892,7 +892,7 @@ 892 892 ((( 893 893 **Lua: GetControllerInfo()** returned mouseSteering/mouseCursor values are undefined. 894 894 ))) 895 -|(% colspan="4" %)(% colspan="3" %) 861 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 896 896 ((( 897 897 //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. 898 898 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.// ... ... @@ -909,7 +909,7 @@ 909 909 ((( 910 910 Attribute for build related conditions e.g. **<event_build_finished/>** renamed from 'buildmodule' to 'buildprocessor' 911 911 ))) 912 -|(% colspan="4" %)(% colspan="3" %) 878 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 913 913 ((( 914 914 //The underlying behaviour remains the same in that it involves the buildprocessor, not the buildmodule. The attribute name has simply been corrected.// 915 915 ))) ... ... @@ -918,7 +918,7 @@ 918 918 919 919 === Version 2.00 === 920 920 921 -(% class=" table-striped" %)887 +(% class="wrapped" %) 922 922 |(% colspan="1" %)(% colspan="1" %) 923 923 ((( 924 924 Scripts ... ... @@ -929,7 +929,7 @@ 929 929 ((( 930 930 **<event_build_finished/> **param2 now returns null instead of a construction sequence 931 931 ))) 932 -|(% colspan="4" %)(% colspan="3" %) 898 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 933 933 ((( 934 934 //The construction sequence which was finished should now be accessed via the buildtask provided via param3.// 935 935 ))) ... ... @@ -943,7 +943,7 @@ 943 943 ((( 944 944 **param.boarding.{...}** strength parameters removed 945 945 ))) 946 -|(% colspan="4" %)(% colspan="3" %) 912 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 947 947 ((( 948 948 //The 'recruitstrength', 'veteranstrength' and 'elitestrength' script parameters were no longer required for balancing the boarding gameplay, and were removed.// 949 949 ))) ... ... @@ -957,7 +957,7 @@ 957 957 ((( 958 958 **$defensible.boardee/$defensible.boarder** and **<set_object_boarder/>/<remove_object_boarder/>** removed 959 959 ))) 960 -|(% colspan="4" %)(% colspan="3" %) 926 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 961 961 ((( 962 962 //Due to changes to boarding in X4, the boarding connections accessed by these script properties and actions became redundent and thus, removed. Any connections set by these actions in a savegame will not survive loading.// 963 963 ))) ... ... @@ -968,7 +968,7 @@ 968 968 )))|(% colspan="2" %)((( 969 969 **FFI: GetUpgradeSlotCurrentComponent()/GetUpgradeSlotGroup()** works on non-operationals 970 970 ))) 971 -|(% colspan="4" %)(% colspan="3" %) 937 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 972 972 ((( 973 973 //Before 2.0 Beta 1 using GetUpgradeSlotCurrentComponent() or GetUpgradeSlotGroup() only performed on operational objects (i.e. not wrecked objects or objects under construction). Since this is inconsistent with the rest of the UI functions, this was considered a bug and fixed in 2.0 Beta 1. If you require the old behavior, use the FFI function: IsComponentOperational() to check the passed object's state before making the call.// 974 974 ))) ... ... @@ -979,7 +979,7 @@ 979 979 )))|(% colspan="2" %)((( 980 980 **FFI: SetFormationShape()** no longer indicates an error upon certain error cases 981 981 ))) 982 -|(% colspan="4" %)(% colspan="3" %) 948 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 983 983 ((( 984 984 //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.// 985 985 //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.// ... ... @@ -991,7 +991,7 @@ 991 991 )))|(% colspan="2" %)((( 992 992 **<create_formation/>** now requires the attributes: 'leader' and 'follower'. Attribute 'object' is now deprecated. 993 993 ))) 994 -|(% colspan="4" %)(% colspan="3" %) 960 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 995 995 ((( 996 996 //This now enforces a leader and at least one follower in order to create or change a formation. Former implementation made it possible to create formations without any followers which led to issues.// 997 997 ))) ... ... @@ -1002,7 +1002,7 @@ 1002 1002 )))|(% colspan="2" %)((( 1003 1003 **<event_player_changed_target/>** now fires and returns null if the player deselects a target. 1004 1004 ))) 1005 -|(% colspan="4" %)(% colspan="3" %) 971 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 1006 1006 ((( 1007 1007 //For prior behavior, check for event.param being non-null.// 1008 1008 ))) ... ... @@ -1013,7 +1013,7 @@ 1013 1013 )))|(% colspan="2" %)((( 1014 1014 **<shoot/>/<shoot_at/>** attribute changes. 1015 1015 ))) 1016 -|(% colspan="4" %)(% colspan="3" %) 982 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 1017 1017 ((( 1018 1018 //Changed: Attribute "primary" is now optional and defines whether weapons from the ship's active primary weapon group will be fired. Defaults to true.// 1019 1019 //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.// ... ... @@ -1028,7 +1028,7 @@ 1028 1028 )))|(% colspan="2" %)((( 1029 1029 **FFI: GetBuildTask()/GetNumBuildTasks()** got a new "buildmoduleid" parameter. 1030 1030 ))) 1031 -|(% colspan="4" %)(% colspan="3" %) 997 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 1032 1032 ((( 1033 1033 //Added possibility to query build tasks of a certain buildmodule.// 1034 1034 ))) ... ... @@ -1039,7 +1039,7 @@ 1039 1039 )))|(% colspan="2" %)((( 1040 1040 **Lua:** **GetLibraryEntry()** retrieved a new "buildresources" field. 1041 1041 ))) 1042 -|(% colspan="4" %)(% colspan="3" %) 1008 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 1043 1043 ((( 1044 1044 //Added list of resources a buildmodule needs to build.// 1045 1045 ))) ... ... @@ -1050,7 +1050,7 @@ 1050 1050 )))|(% colspan="2" %)((( 1051 1051 **Lua: CalculateTotalHullFraction() **was removed. 1052 1052 ))) 1053 -|(% colspan="4" %)(% colspan="3" %) 1019 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 1054 1054 ((( 1055 1055 //Unused, derelict function from XR - use GetComponentData(..., "hullpercent") instead.// 1056 1056 ))) ... ... @@ -1061,7 +1061,7 @@ 1061 1061 )))|(% colspan="2" %)((( 1062 1062 **FFI: RequestDockAtReason()/UndockPlayerShip() **changed their return values. 1063 1063 ))) 1064 -|(% colspan="4" %)(% colspan="3" %) 1030 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 1065 1065 ((( 1066 1066 //Changed return value type to const char* to better identify failure reasons in Lua script.// 1067 1067 ))) ... ... @@ -1070,7 +1070,7 @@ 1070 1070 1071 1071 === Version 1.50 === 1072 1072 1073 -(% class=" table-striped" %)1039 +(% class="wrapped" %) 1074 1074 |((( 1075 1075 UI extensions 1076 1076 )))|((( ... ... @@ -1078,7 +1078,7 @@ 1078 1078 )))|(% colspan="2" %)((( 1079 1079 **Lua: GetComponentData() **changed behavior of "docksizes" property. 1080 1080 ))) 1081 -|(% colspan="4" %)(% colspan="3" %) 1047 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 1082 1082 ((( 1083 1083 //The "docksizes" property no longer includes internal ship storage docks.// 1084 1084 ))) ... ... @@ -1089,7 +1089,7 @@ 1089 1089 )))|(% colspan="2" %)((( 1090 1090 **Meaning of "Shipyard"** was corrected throughout Lua/MD/AI scripts, so that Wharfs are not Shipyards (unlike in XR). 1091 1091 ))) 1092 -|(% colspan="4" %)(% colspan="3" %) 1058 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 1093 1093 ((( 1094 1094 //Shipyards (formerly also known as Capital Shipyards) can build capital ships, while Wharfs only build non-capital ships. To check whether a station is a Shipyard or a Wharf, check whether the station "can build ships".// 1095 1095 ... ... @@ -1104,7 +1104,7 @@ 1104 1104 )))|(% colspan="2" %)((( 1105 1105 **FFI: UpgradeGroupInfo **datatype was changed. 1106 1106 ))) 1107 -|(% colspan="4" %)(% colspan="3" %) 1073 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 1108 1108 ((( 1109 1109 //Added new "operational" field to retrieve information about number of operational upgrades in a group.// 1110 1110 ))) ... ... @@ -1118,7 +1118,7 @@ 1118 1118 ((( 1119 1119 **FFI: SetGuidance()** removed useinfopoint argument. 1120 1120 ))) 1121 -|(% colspan="4" %)(% colspan="3" %) 1087 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 1122 1122 ((( 1123 1123 //In X Rebirth "info points" existed (which were mainly used as interaction points to scan stations/access information about modules). These were removed in X4 but this left-over property here was missed to be removed in-time for release. It was therefore removed now in order to move towards a stable/clean UI API.// 1124 1124 ... ... @@ -1131,7 +1131,7 @@ 1131 1131 )))|(% colspan="2" %)((( 1132 1132 **FFI: CancelConstruction() **changed its return value. 1133 1133 ))) 1134 -|(% colspan="4" %)(% colspan="3" %) 1100 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 1135 1135 ((( 1136 1136 //CancelConstruction() now returns if the cancellation was successful. // 1137 1137 ))) ... ... @@ -1140,7 +1140,7 @@ 1140 1140 1141 1141 === Version 1.32 === 1142 1142 1143 -(% class=" table-striped" %)1109 +(% class="wrapped" %) 1144 1144 |((( 1145 1145 UI extensions 1146 1146 )))|((( ... ... @@ -1148,7 +1148,7 @@ 1148 1148 )))|(% colspan="2" %)((( 1149 1149 **Lua: GetComponentData() **removed the "nextdestname" property. 1150 1150 ))) 1151 -|(% colspan="4" %)(% colspan="3" %) 1117 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 1152 1152 ((( 1153 1153 //Instead of "nextdestname", use the properties "destination" or "destinationsector" to retrieve a destination component, then retrieve its "name" property.// 1154 1154 ))) ... ... @@ -1157,7 +1157,7 @@ 1157 1157 1158 1158 === Version 1.20 === 1159 1159 1160 -(% class=" table-striped" %)1126 +(% class="wrapped" %) 1161 1161 |((( 1162 1162 UI extensions 1163 1163 )))|((( ... ... @@ -1165,7 +1165,7 @@ 1165 1165 )))|(% colspan="2" %)((( 1166 1166 **FFI: GetAAOption()** got a new "useconfig" parameter. 1167 1167 ))) 1168 -|(% colspan="4" %)(% colspan="3" %) 1134 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 1169 1169 ((( 1170 1170 //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.// 1171 1171 )))
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