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:
There is no comment for this version
To version 124.6
edited by Klaus Meyer
on 2025/01/07 16:42
on 2025/01/07 16:42
Change comment:
There is no comment for this version
Summary
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Page properties (2 modified, 0 added, 0 removed)
Details
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... ... @@ -1,1 +1,1 @@ 1 -xwiki:XWiki. Matthias1 +xwiki:XWiki.Klaus - Content
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... ... @@ -23,10 +23,11 @@ 23 23 === Version 7.50 === 24 24 25 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** 26 +|(% colspan="1" style="width:117px" %)Relations|(% colspan="1" style="width:119px" %)7.50 Beta 4|(% colspan="2" style="width:1625px" %)**Faction relation UI values: Changed mapping of relations to displayed UI values between 0.5 and 1.0 (UI +25 and +30)** 27 +|(% colspan="4" style="width:117px" %) 28 +|(% colspan="1" style="width:117px" %)Parameters|(% colspan="1" style="width:119px" %)7.50 Beta 4|(% colspan="2" style="width:1625px" %)**<holomap><radar>**:** complete change in structure** 27 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 +This section now contains sets of parameters for the different modes it can be in, each in its own <mode> child node. This list can be dynamically expanded to add more modes. 30 30 ))) 31 31 32 32 === Version 7.00 === ... ... @@ -651,10 +651,7 @@ 651 651 ((( 652 652 Script action **<add_actor_to_room/> **attribute **'room'** renamed to **'object'** 653 653 ))) 654 -|(% colspan="4" %)(% colspan="3" %) 655 -((( 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 -))) 655 +|(% colspan="4" %)i 658 658 |(% colspan="1" %)(% colspan="1" %) 659 659 ((( 660 660 Scripts ... ... @@ -667,7 +667,7 @@ 667 667 ))) 668 668 |(% colspan="4" %)(% colspan="3" %) 669 669 ((( 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.//668 +The 'group' attribute of <set_doors_locked/> can no longer be a list. It must be a single tag value. Previously, a list containing one tag was accepted, which was redundant. 671 671 ))) 672 672 |(% colspan="1" %)(% colspan="1" %) 673 673 ((( ... ... @@ -681,7 +681,7 @@ 681 681 ))) 682 682 |(% colspan="4" %)(% colspan="3" %) 683 683 ((( 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.//682 +These events were never triggered, with the exception of <event_hack_started/> on the player entity for instant control panel hacks. Use <event_player_hacked_object> instead. 685 685 ))) 686 686 |(% colspan="1" %)(% colspan="1" %) 687 687 ((( ... ... @@ -695,7 +695,7 @@ 695 695 ))) 696 696 |(% colspan="4" %)(% colspan="3" %) 697 697 ((( 698 - //These actions had no effect and were removed.//696 +These actions had no effect and were removed. 699 699 ))) 700 700 |(% colspan="1" %)(% colspan="1" %) 701 701 ((( ... ... @@ -709,7 +709,7 @@ 709 709 ))) 710 710 |(% colspan="4" %)(% colspan="3" %) 711 711 ((( 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.//710 +The script action was a leftover from the XR era and was never supported in X4 and couldn't be used in a meaningful way. It was therefore decided to better drop it altogether as it's not expected having been used by any mods. 713 713 ))) 714 714 |(% colspan="1" %)(% colspan="1" %) 715 715 ((( ... ... @@ -723,7 +723,7 @@ 723 723 ))) 724 724 |(% colspan="4" %)(% colspan="3" %) 725 725 ((( 726 - //The default confidence of player options is another leftover from the XR era and had no effect in X4.//724 +The default confidence of player options is another leftover from the XR era and had no effect in X4. 727 727 ))) 728 728 |(% colspan="1" %)(% colspan="1" %) 729 729 ((( ... ... @@ -737,7 +737,7 @@ 737 737 ))) 738 738 |(% colspan="4" %)(% colspan="3" %) 739 739 ((( 740 - //Unused script action <hack_via_control_panel/> was removed.//738 +Unused script action <hack_via_control_panel/> was removed. 741 741 ))) 742 742 |(% colspan="1" %)(% colspan="1" %) 743 743 ((( ... ... @@ -751,7 +751,7 @@ 751 751 ))) 752 752 |(% colspan="4" %)(% colspan="3" %) 753 753 ((( 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.//752 +GetMiniGameCursorPosition() was a left over from the XR era and never supposed to be shipped with X4. The function practically always returned 0 and hence we don't expect the removal of this obsolete function causing any actual mod to break. 755 755 ))) 756 756 |((( 757 757 UI core ... ... @@ -762,7 +762,7 @@ 762 762 ))) 763 763 |(% colspan="4" %)(% colspan="3" %) 764 764 ((( 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.//763 +In 3.0 Beta 1 we added support to display icons for keyboard bindings, if an icon is available for the specified keys. This results in GetLocalizedInteractiveNotificationKey() potentially returning a different text now if such an icon is assigned to the mapped key/button. 766 766 ))) 767 767 |(% colspan="1" %)(% colspan="1" %) 768 768 ((( ... ... @@ -776,7 +776,7 @@ 776 776 ))) 777 777 |(% colspan="4" %)(% colspan="3" %) 778 778 ((( 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.//777 +In 3.0 Beta 1 we added support for a new weapon mod property "SurfaceElementFactor" to allow weapons to deal increased damage to surface elements such as Shield Generators, Turrets or Engines. 780 780 ))) 781 781 |(% colspan="1" %)(% colspan="1" %) 782 782 ((( ... ... @@ -790,8 +790,8 @@ 790 790 ))) 791 791 |(% colspan="4" %)(% colspan="3" %) 792 792 ((( 793 - //$ware.illegal used to return true if the specified ware has the 'illegal' tag which is no longer used.//794 - //It now returns true if $ware is illegal to any faction in the game.//791 +$ware.illegal used to return true if the specified ware has the 'illegal' tag which is no longer used. 792 +It now returns true if $ware is illegal to any faction in the game. 795 795 ))) 796 796 |(% colspan="1" %)(% colspan="1" %) 797 797 ((( ... ... @@ -805,7 +805,7 @@ 805 805 ))) 806 806 |(% colspan="4" %)(% colspan="3" %) 807 807 ((( 808 - //The MD script RML_Flight_Along_Path was not referened and was removed.//806 +The MD script RML_Flight_Along_Path was not referened and was removed. 809 809 ))) 810 810 |(% colspan="1" %)(% colspan="1" %) 811 811 ((( ... ... @@ -819,8 +819,8 @@ 819 819 ))) 820 820 |(% colspan="4" %)(% colspan="3" %) 821 821 ((( 822 - //old params: param = venture details, param2 = ships involved, param3 = duration//823 - //new params: param = venture detail list: [mission name, mission type], param2 = list of ships involved, param3 = duration//820 +old params: param = venture details, param2 = ships involved, param3 = duration 821 +new params: param = venture detail list: [mission name, mission type], param2 = list of ships involved, param3 = duration 824 824 ))) 825 825 |((( 826 826 Scripts ... ... @@ -832,7 +832,7 @@ 832 832 ))) 833 833 |(% colspan="4" %)(% colspan="3" %) 834 834 ((( 835 - //The common action <set_object_wing_name/> has been replaced with <set_object_fleet_name/>//833 +The common action <set_object_wing_name/> has been replaced with <set_object_fleet_name/> 836 836 ))) 837 837 |((( 838 838 Scripts ... ... @@ -861,9 +861,9 @@ 861 861 ))) 862 862 |(% colspan="10" %)(% colspan="3" %) 863 863 ((( 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.//862 +Actions and conditions which use the 'checkoperational' filter now behave differently. Instead of changing how 'class' and 'exactclass' behave, checkoperational == true adds an additional filter for the components being of state operational, equivalent to state="componentstate.operational". This is implicitly enabled in action elements (e.g. <find_.../>) or condition elements (e.g. <count_...>), meaning that find_ship will only find operational ships. Using such actions/conditions with checkoperational="false" will include non-operational components such as wrecked and constructions. Existing uses may find that results now exclude non-operational components. 865 865 866 - //Sub nodes such as match_child will have checkoperational default to false. Existing uses may find that results now include non-operational components.//864 +Sub nodes such as match_child will have checkoperational default to false. Existing uses may find that results now include non-operational components. 867 867 ))) 868 868 |((( 869 869 Scripts ... ... @@ -874,7 +874,7 @@ 874 874 )))| | | 875 875 |(% colspan="10" %)(% colspan="3" %) 876 876 ((( 877 - //The script keyword $container.supplyresources now includes reserved wares.//875 +The script keyword $container.supplyresources now includes reserved wares. 878 878 ))) 879 879 880 880 ---- ... ... @@ -894,10 +894,10 @@ 894 894 ))) 895 895 |(% colspan="4" %)(% colspan="3" %) 896 896 ((( 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 -In 2.20 Beta 4 we improved the situation slightly so that a call to GetControllerInfo() will return either "mouseCursor" or "mouseSteering" in any of the 3 mouse modes. //895 +2.20 Beta 3 introduced the new direct mouse steering mode. The mode was however not integrated as a first level mode and hence GetControllerInfo() returned the "gamepad" mode while direct mouse steering was active. 896 +In 2.20 Beta 4 we improved the situation slightly so that a call to GetControllerInfo() will return either "mouseCursor" or "mouseSteering" in any of the 3 mouse modes. 899 899 900 - //It's a pending change to ensure that the returned mode is more reasonable in an upcoming patch. So be aware that another breaking change might be introduced at some point.//898 +It's a pending change to ensure that the returned mode is more reasonable in an upcoming patch. So be aware that another breaking change might be introduced at some point. 901 901 ))) 902 902 |(% colspan="1" %)(% colspan="1" %) 903 903 ((( ... ... @@ -911,7 +911,7 @@ 911 911 ))) 912 912 |(% colspan="4" %)(% colspan="3" %) 913 913 ((( 914 - //The underlying behaviour remains the same in that it involves the buildprocessor, not the buildmodule. The attribute name has simply been corrected.//912 +The underlying behaviour remains the same in that it involves the buildprocessor, not the buildmodule. The attribute name has simply been corrected. 915 915 ))) 916 916 917 917 ---- ... ... @@ -931,7 +931,7 @@ 931 931 ))) 932 932 |(% colspan="4" %)(% colspan="3" %) 933 933 ((( 934 - //The construction sequence which was finished should now be accessed via the buildtask provided via param3.//932 +The construction sequence which was finished should now be accessed via the buildtask provided via param3. 935 935 ))) 936 936 |(% colspan="1" %)(% colspan="1" %) 937 937 ((( ... ... @@ -945,7 +945,7 @@ 945 945 ))) 946 946 |(% colspan="4" %)(% colspan="3" %) 947 947 ((( 948 - //The 'recruitstrength', 'veteranstrength' and 'elitestrength' script parameters were no longer required for balancing the boarding gameplay, and were removed.//946 +The 'recruitstrength', 'veteranstrength' and 'elitestrength' script parameters were no longer required for balancing the boarding gameplay, and were removed. 949 949 ))) 950 950 |(% colspan="1" %)(% colspan="1" %) 951 951 ((( ... ... @@ -959,7 +959,7 @@ 959 959 ))) 960 960 |(% colspan="4" %)(% colspan="3" %) 961 961 ((( 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.//960 +Due to changes to boarding in X4, the boarding connections accessed by these script properties and actions became redundent and thus, removed. Any connections set by these actions in a savegame will not survive loading. 963 963 ))) 964 964 |((( 965 965 UI extensions ... ... @@ -970,7 +970,7 @@ 970 970 ))) 971 971 |(% colspan="4" %)(% colspan="3" %) 972 972 ((( 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.//971 +Before 2.0 Beta 1 using GetUpgradeSlotCurrentComponent() or GetUpgradeSlotGroup() only performed on operational objects (i.e. not wrecked objects or objects under construction). Since this is inconsistent with the rest of the UI functions, this was considered a bug and fixed in 2.0 Beta 1. If you require the old behavior, use the FFI function: IsComponentOperational() to check the passed object's state before making the call. 974 974 ))) 975 975 |((( 976 976 UI extensions ... ... @@ -981,8 +981,8 @@ 981 981 ))) 982 982 |(% colspan="4" %)(% colspan="3" %) 983 983 ((( 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 - //Therefore, in 2.0 Beta 1 we drop the error indication in case of an attempt to set the formation fails. We are currently working on a better solution to the underlying problem and hope to have it ready as part of a following beta.//982 +Before 2.0 Beta 1 a call to SetFormationShape() indicated an error state to the caller in certain cases where setting a formation shape (potentially) failed. Due to a design flaw in the handling of formations, this however doesn't do any good, since the function by itself doesn't really set the formation shape in all cases. On top of that the call can fail at random. Hence, at the moment an indication of an error case that setting a formation potentially fails is no good to the caller and he has no means to distinguish that case from a real error case. 983 +Therefore, in 2.0 Beta 1 we drop the error indication in case of an attempt to set the formation fails. We are currently working on a better solution to the underlying problem and hope to have it ready as part of a following beta. 986 986 ))) 987 987 |((( 988 988 Scripts ... ... @@ -993,7 +993,7 @@ 993 993 ))) 994 994 |(% colspan="4" %)(% colspan="3" %) 995 995 ((( 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.//994 +This now enforces a leader and at least one follower in order to create or change a formation. Former implementation made it possible to create formations without any followers which led to issues. 997 997 ))) 998 998 |((( 999 999 Scripts ... ... @@ -1004,7 +1004,7 @@ 1004 1004 ))) 1005 1005 |(% colspan="4" %)(% colspan="3" %) 1006 1006 ((( 1007 - //For prior behavior, check for event.param being non-null.//1005 +For prior behavior, check for event.param being non-null. 1008 1008 ))) 1009 1009 |((( 1010 1010 AI Scripts ... ... @@ -1015,11 +1015,11 @@ 1015 1015 ))) 1016 1016 |(% colspan="4" %)(% colspan="3" %) 1017 1017 ((( 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 - //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.//1020 - //New attribute: "missiles" is an optional attribute that defines whether only missile launchers will be used. If false, only guns will be fired. Defaults to false.//1016 +Changed: Attribute "primary" is now optional and defines whether weapons from the ship's active primary weapon group will be fired. Defaults to true. 1017 +New attribute: "secondary" is an optional attribute that defines whether weapons from the ship's active secondary weapon group will be fired. Defaults to true. 1018 +New attribute: "missiles" is an optional attribute that defines whether only missile launchers will be used. If false, only guns will be fired. Defaults to false. 1021 1021 1022 - //Corrects now-obsolete assumption that primary weapon groups only contain guns and secondary weapon groups only contain missile launchers.//1020 +Corrects now-obsolete assumption that primary weapon groups only contain guns and secondary weapon groups only contain missile launchers. 1023 1023 ))) 1024 1024 |((( 1025 1025 UI extensions ... ... @@ -1030,7 +1030,7 @@ 1030 1030 ))) 1031 1031 |(% colspan="4" %)(% colspan="3" %) 1032 1032 ((( 1033 - //Added possibility to query build tasks of a certain buildmodule.//1031 +Added possibility to query build tasks of a certain buildmodule. 1034 1034 ))) 1035 1035 |((( 1036 1036 UI extensions ... ... @@ -1041,7 +1041,7 @@ 1041 1041 ))) 1042 1042 |(% colspan="4" %)(% colspan="3" %) 1043 1043 ((( 1044 - //Added list of resources a buildmodule needs to build.//1042 +Added list of resources a buildmodule needs to build. 1045 1045 ))) 1046 1046 |((( 1047 1047 UI extensions ... ... @@ -1052,7 +1052,7 @@ 1052 1052 ))) 1053 1053 |(% colspan="4" %)(% colspan="3" %) 1054 1054 ((( 1055 - //Unused, derelict function from XR - use GetComponentData(..., "hullpercent") instead.//1053 +Unused, derelict function from XR - use GetComponentData(..., "hullpercent") instead. 1056 1056 ))) 1057 1057 |((( 1058 1058 UI extensions ... ... @@ -1063,7 +1063,7 @@ 1063 1063 ))) 1064 1064 |(% colspan="4" %)(% colspan="3" %) 1065 1065 ((( 1066 - //Changed return value type to const char* to better identify failure reasons in Lua script.//1064 +Changed return value type to const char* to better identify failure reasons in Lua script. 1067 1067 ))) 1068 1068 1069 1069 ---- ... ... @@ -1080,7 +1080,7 @@ 1080 1080 ))) 1081 1081 |(% colspan="4" %)(% colspan="3" %) 1082 1082 ((( 1083 - //The "docksizes" property no longer includes internal ship storage docks.//1081 +The "docksizes" property no longer includes internal ship storage docks. 1084 1084 ))) 1085 1085 |((( 1086 1086 All ... ... @@ -1091,11 +1091,11 @@ 1091 1091 ))) 1092 1092 |(% colspan="4" %)(% colspan="3" %) 1093 1093 ((( 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".//1092 +Shipyards (formerly also known as Capital Shipyards) can build capital ships, while Wharfs only build non-capital ships. To check whether a station is a Shipyard or a Wharf, check whether the station "can build ships". 1095 1095 1096 - //Lua: Adjusted GetComponentData() and HasShipyard(), added HasWharf()//1097 - //Lua / GetComponentData() properties: Removed "iscapitalshipyard", fixed "isshipyard", added "canbuildships", "iswharf", "isequipmentdock"//1098 - //Scripts: Fixed property .isshipyard, added .iswharf (.canbuildships existed already)//1094 +Lua: Adjusted GetComponentData() and HasShipyard(), added HasWharf() 1095 +Lua / GetComponentData() properties: Removed "iscapitalshipyard", fixed "isshipyard", added "canbuildships", "iswharf", "isequipmentdock" 1096 +Scripts: Fixed property .isshipyard, added .iswharf (.canbuildships existed already) 1099 1099 ))) 1100 1100 |((( 1101 1101 UI extensions ... ... @@ -1106,7 +1106,7 @@ 1106 1106 ))) 1107 1107 |(% colspan="4" %)(% colspan="3" %) 1108 1108 ((( 1109 - //Added new "operational" field to retrieve information about number of operational upgrades in a group.//1107 +Added new "operational" field to retrieve information about number of operational upgrades in a group. 1110 1110 ))) 1111 1111 |(% colspan="1" %)(% colspan="1" %) 1112 1112 ((( ... ... @@ -1120,9 +1120,9 @@ 1120 1120 ))) 1121 1121 |(% colspan="4" %)(% colspan="3" %) 1122 1122 ((( 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.//1121 +In X Rebirth "info points" existed (which were mainly used as interaction points to scan stations/access information about modules). These were removed in X4 but this left-over property here was missed to be removed in-time for release. It was therefore removed now in order to move towards a stable/clean UI API. 1124 1124 1125 - //The new function declaration is: void SetGuidance(UniverseID componentid, UIPosRot offset)//1123 +The new function declaration is: void SetGuidance(UniverseID componentid, UIPosRot offset) 1126 1126 ))) 1127 1127 |((( 1128 1128 UI extensions ... ... @@ -1133,7 +1133,7 @@ 1133 1133 ))) 1134 1134 |(% colspan="4" %)(% colspan="3" %) 1135 1135 ((( 1136 - //CancelConstruction() now returns if the cancellation was successful.//1134 +CancelConstruction() now returns if the cancellation was successful. 1137 1137 ))) 1138 1138 1139 1139 ---- ... ... @@ -1150,7 +1150,7 @@ 1150 1150 ))) 1151 1151 |(% colspan="4" %)(% colspan="3" %) 1152 1152 ((( 1153 - //Instead of "nextdestname", use the properties "destination" or "destinationsector" to retrieve a destination component, then retrieve its "name" property.//1151 +Instead of "nextdestname", use the properties "destination" or "destinationsector" to retrieve a destination component, then retrieve its "name" property. 1154 1154 ))) 1155 1155 1156 1156 ----