Changes for page Breaking Changes
Last modified by Michael Baumgardt on 2026/04/17 12:03
From version 124.1
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 124.18
edited by Klaus Meyer
on 2025/01/07 16:52
on 2025/01/07 16:52
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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... ... @@ -23,7 +23,9 @@ 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" %)**Adjusted displayed UI values (25 to 30) for relations between 0.32 and 1.0:** The minimum relation for the "ally" range (0.5) now corresponds to the displayed UI value of precisely +27 27 +|(% colspan="4" style="width:117px" %)(instead of approximately +26.9897, rounded down as +26) 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 28 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. 29 29 ))) ... ... @@ -33,20 +33,20 @@ 33 33 34 34 (% class="table-striped" %) 35 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.//38 +|(% 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 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 38 |(% colspan="4" style="width:117px" %)highway_fx_electric_02 is still available in "legacy" folder if needed 39 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 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.//43 +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 42 ))) 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 - //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 +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 48 |(% colspan="4" style="width:117px" %)((( 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//51 +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" %) 52 52 ((( ... ... @@ -58,7 +58,7 @@ 58 58 ))) 59 59 |(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 60 60 ((( 61 - //Previously it was possible to set normal clusters to be persistent presentation clusters which was an invalid state.//63 + Previously it was possible to set normal clusters to be persistent presentation clusters which was an invalid state. 62 62 ))) 63 63 |(% colspan="1" style="width:117px" %)(% colspan="1" %) 64 64 ((( ... ... @@ -70,7 +70,7 @@ 70 70 ))) 71 71 |(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 72 72 ((( 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.//75 + 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 ))) 75 75 |(% colspan="1" style="width:117px" %)(% colspan="1" %) 76 76 ((( ... ... @@ -97,9 +97,9 @@ 97 97 ))) 98 98 |(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 99 99 ((( 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.//102 +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. 101 101 102 - //All groups should now have "weight" parameter added and old "weights" were updated to not have single-digit numbers.//104 +All groups should now have "weight" parameter added and old "weights" were updated to not have single-digit numbers. 103 103 ))) 104 104 |(% colspan="1" %)(% colspan="1" %) 105 105 ((( ... ... @@ -113,9 +113,9 @@ 113 113 ))) 114 114 |(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 115 115 ((( 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.//118 +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. 117 117 118 - //Scripts that need to check whether the player exits travel mode may also need to consider checking whether the player leaves the control seat using <event_player_stopped_control> since this will also result in travel mode stopping.//120 +Scripts that need to check whether the player exits travel mode may also need to consider checking whether the player leaves the control seat using <event_player_stopped_control> since this will also result in travel mode stopping. 119 119 ))) 120 120 |(% colspan="1" %)(% colspan="1" %) 121 121 ((( ... ... @@ -129,11 +129,11 @@ 129 129 ))) 130 130 |(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 131 131 ((( 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.//134 +The 'posname' and 'rotname' result attributes of <find_object_surface> will now return null in the case of no valid surface position being found. 133 133 134 - //Previously, it returned null only if there was a physics error. It however returned a valid, somewhat-random, position if physics were fine but it was still unable to find a suitable surface position. This position was often unsuitable to use for gameplay purposes so it is now null so the caller can handle the situation.//136 +Previously, it returned null only if there was a physics error. It however returned a valid, somewhat-random, position if physics were fine but it was still unable to find a suitable surface position. This position was often unsuitable to use for gameplay purposes so it is now null so the caller can handle the situation. 135 135 136 - //The action itself has been improved to increase the chance of finding suitable surface positions.//138 +The action itself has been improved to increase the chance of finding suitable surface positions. 137 137 ))) 138 138 |(% colspan="1" %)(% colspan="1" %) 139 139 ((( ... ... @@ -147,8 +147,8 @@ 147 147 ))) 148 148 |(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 149 149 ((( 150 - //<match_dock> nodes can now be used on container and walkablemodule classes without wrapping them in <match_content> nodes.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. //152 +<match_dock> nodes can now be used on container and walkablemodule classes without wrapping them in <match_content> nodes. 153 +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. 152 152 ))) 153 153 |(% colspan="1" %)(% colspan="1" %) 154 154 ((( ... ... @@ -162,7 +162,7 @@ 162 162 ))) 163 163 |(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 164 164 ((( 165 - //The 'result' attribute of get_attackstrength has been moved into the new <result> subnode and renamed to 'total'.//167 +The 'result' attribute of get_attackstrength has been moved into the new <result> subnode and renamed to 'total'. 166 166 ))) 167 167 |((( 168 168 Assets ... ... @@ -173,8 +173,8 @@ 173 173 ))) 174 174 |(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %) 175 175 ((( 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 -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. //178 +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. 179 +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. 178 178 ))) 179 179 |(% colspan="1" %)(% colspan="1" %) 180 180 ((( ... ... @@ -188,7 +188,7 @@ 188 188 ))) 189 189 |(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %) 190 190 ((( 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.//193 +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 ))) 193 193 |((( 194 194 Scripts ... ... @@ -199,7 +199,7 @@ 199 199 ))) 200 200 |(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %) 201 201 ((( 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.//204 +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 ))) 204 204 |((( 205 205 Cutscenes ... ... @@ -210,7 +210,7 @@ 210 210 ))) 211 211 |(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %) 212 212 ((( 213 - //The yaw and pitch nodes in <angles> are now correctly interpreted as values in degrees.//215 +The yaw and pitch nodes in <angles> are now correctly interpreted as values in degrees. 214 214 ))) 215 215 216 216 ---- ... ... @@ -227,7 +227,7 @@ 227 227 ))) 228 228 |(% colspan="7" %)(% colspan="3" %) 229 229 ((( 230 - //'minduration' was unused in X4, maxduration was and still is taken as the actual duration of control panel hacks. No functionality change.//232 +'minduration' was unused in X4, maxduration was and still is taken as the actual duration of control panel hacks. No functionality change. 231 231 ))) 232 232 233 233 ---- ... ... @@ -247,7 +247,7 @@ 247 247 ))) 248 248 |(% colspan="4" %)(% colspan="3" %) 249 249 ((( 250 - //The functionality represented by SetMapRenderCargoContents(), SetMapRenderWorkForceInfo(), SetMapRenderCrewInfo() and SetMapRenderDockedShipInfos() has been removed and the function was therefore stubbed.//252 +The functionality represented by SetMapRenderCargoContents(), SetMapRenderWorkForceInfo(), SetMapRenderCrewInfo() and SetMapRenderDockedShipInfos() has been removed and the function was therefore stubbed. 251 251 ))) 252 252 |(% colspan="1" %)(% colspan="1" %) 253 253 ((( ... ... @@ -261,7 +261,7 @@ 261 261 ))) 262 262 |(% colspan="4" %)(% colspan="3" %) 263 263 ((( 264 - //This struct was added in 4.10 Beta 2 and an additional member count was added in Beta 6.//266 +This struct was added in 4.10 Beta 2 and an additional member count was added in Beta 6. 265 265 ))) 266 266 |(% colspan="1" %)(% colspan="1" %) 267 267 ((( ... ... @@ -275,7 +275,7 @@ 275 275 ))) 276 276 |(% colspan="4" %)(% colspan="3" %) 277 277 ((( 278 - //Info box parameters are now shared across stations and ships. The node has a more generic name to reflect that.//280 +Info box parameters are now shared across stations and ships. The node has a more generic name to reflect that. 279 279 ))) 280 280 |(% colspan="1" %)(% colspan="1" %) 281 281 ((( ... ... @@ -289,7 +289,7 @@ 289 289 ))) 290 290 |(% colspan="4" %)(% colspan="3" %) 291 291 ((( 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.//294 +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 ))) 294 294 |((( 295 295 UI extensions ... ... @@ -300,7 +300,7 @@ 300 300 ))) 301 301 |(% colspan="4" %)(% colspan="3" %) 302 302 ((( 303 - //These functions were added in 4.10 Beta 1 and an additional boolean parameter allowentitydeliverymissionobject was added in Beta 2.//305 +These functions were added in 4.10 Beta 1 and an additional boolean parameter allowentitydeliverymissionobject was added in Beta 2. 304 304 ))) 305 305 |((( 306 306 Scripts ... ... @@ -311,7 +311,7 @@ 311 311 ))) 312 312 |(% colspan="4" %)(% colspan="3" %) 313 313 ((( 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.//316 +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 ))) 316 316 |(% colspan="1" %)(% colspan="1" %) 317 317 ((( ... ... @@ -325,7 +325,7 @@ 325 325 ))) 326 326 |(% colspan="4" %)(% colspan="3" %) 327 327 ((( 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.//330 +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 ))) 330 330 |((( 331 331 Scripts ... ... @@ -336,7 +336,7 @@ 336 336 ))) 337 337 |(% colspan="4" %)(% colspan="3" %) 338 338 ((( 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.//341 +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 ))) 341 341 342 342 ---- ... ... @@ -356,8 +356,8 @@ 356 356 ))) 357 357 |(% colspan="4" %)(% colspan="3" %) 358 358 ((( 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 -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. //361 +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). 362 +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. 361 361 ))) 362 362 |((( 363 363 Scripts ... ... @@ -368,9 +368,9 @@ 368 368 ))) 369 369 |(% colspan="4" %)(% colspan="3" %) 370 370 ((( 371 - //Old params: param = project ID, param2 = were there positive side-effects?, param3 = were there negative side-effects?373 +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 373 -Note: param3 only exists in <event_terraforming_project_succeeded> and not in <event_terraforming_project_failed>, but both now have the booleans in a list for consistency //375 +Note: param3 only exists in <event_terraforming_project_succeeded> and not in <event_terraforming_project_failed>, but both now have the booleans in a list for consistency 374 374 ))) 375 375 |(% colspan="1" %)(% colspan="1" %) 376 376 ((( ... ... @@ -384,10 +384,10 @@ 384 384 ))) 385 385 |(% colspan="4" %)(% colspan="3" %) 386 386 ((( 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 -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). //389 +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. 390 +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). 389 389 390 - //If you rely on a handling where these factions are treated like enemies, please use the new GetFactionRelationStatus2() function instead.//392 +If you rely on a handling where these factions are treated like enemies, please use the new GetFactionRelationStatus2() function instead. 391 391 ))) 392 392 |(% colspan="1" %)(% colspan="1" %) 393 393 ((( ... ... @@ -401,9 +401,9 @@ 401 401 ))) 402 402 |(% colspan="4" %)(% colspan="3" %) 403 403 ((( 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.//406 +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. 405 405 406 - //If you rely on a handling where they are treated like enemies, please use the new GetRelationStatus3()//function which returns the new range for these objects: 1 (meaning 'enemy' (aka: not yet hostile) here with following relations having been shifted up).408 +If you rely on a handling where they are treated like enemies, please use the new GetRelationStatus3() function which returns the new range for these objects: 1 (meaning 'enemy' (aka: not yet hostile) here with following relations having been shifted up). 407 407 ))) 408 408 |((( 409 409 Parameters ... ... @@ -414,7 +414,7 @@ 414 414 ))) 415 415 |(% colspan="4" %)(% colspan="3" %) 416 416 ((( 417 - //The 'requiresconstructionvessel' attribute has been moved from the 'recycling' node itself, to the new 'station' subnode.//419 +The 'requiresconstructionvessel' attribute has been moved from the 'recycling' node itself, to the new 'station' subnode. 418 418 ))) 419 419 |((( 420 420 Scripts ... ... @@ -425,7 +425,7 @@ 425 425 ))) 426 426 |(% colspan="4" %)(% colspan="3" %) 427 427 ((( 428 - //The 'gatedistance' script property now minimizes the number of gate jumps instead of counting the number gate jumps in the fastest route.//430 +The 'gatedistance' script property now minimizes the number of gate jumps instead of counting the number gate jumps in the fastest route. 429 429 ))) 430 430 431 431 ---- ... ... @@ -442,7 +442,7 @@ 442 442 ))) 443 443 |(% colspan="7" %)(% colspan="3" %) 444 444 ((( 445 - //These mission limit-related functions (added in 3.30 Beta 1 and 2) are replaced with FFI IsMissionLimitReached()//447 +These mission limit-related functions (added in 3.30 Beta 1 and 2) are replaced with FFI IsMissionLimitReached() 446 446 ))) 447 447 448 448 ---- ... ... @@ -459,9 +459,9 @@ 459 459 ))) 460 460 |(% colspan="4" %)(% colspan="3" %) 461 461 ((( 462 - //Old params: param = attacked object, param2 = attack method, param3 = attacked component//463 - //New params: param = attacked object, param2 = attack method, param3 = attack component detail list: [attacked component, attacking weapon]464 -Note that this also means the component attribute to the events is no longer available, so scripts checking the attacked component need to use event.param3.{1} instead //464 +Old params: param = attacked object, param2 = attack method, param3 = attacked component 465 +New params: param = attacked object, param2 = attack method, param3 = attack component detail list: [attacked component, attacking weapon] 466 +Note that this also means the component attribute to the events is no longer available, so scripts checking the attacked component need to use event.param3.{1} instead 465 465 ))) 466 466 |(% colspan="1" %)(% colspan="1" %) 467 467 ((( ... ... @@ -475,7 +475,7 @@ 475 475 ))) 476 476 |(% colspan="4" %)(% colspan="3" %) 477 477 ((( 478 - //$trade.restriction.faction has been replaced with $trade.restriction.factions, which returns a list of factions.//480 +$trade.restriction.faction has been replaced with $trade.restriction.factions, which returns a list of factions. 479 479 ))) 480 480 |((( 481 481 UI extensions ... ... @@ -486,7 +486,7 @@ 486 486 ))) 487 487 |(% colspan="4" %)(% colspan="3" %) 488 488 ((( 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.//491 +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 ))) 491 491 492 492 ---- ... ... @@ -506,7 +506,7 @@ 506 506 ))) 507 507 |(% colspan="7" %)(% colspan="3" %) 508 508 ((( 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.//511 +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 ))) 511 511 512 512 ---- ... ... @@ -526,7 +526,7 @@ 526 526 ))) 527 527 |(% colspan="4" %)(% colspan="3" %) 528 528 ((( 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.//531 +<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 ))) 531 531 |(% colspan="1" %)(% colspan="1" %) 532 532 ((( ... ... @@ -540,7 +540,7 @@ 540 540 ))) 541 541 |(% colspan="4" %)(% colspan="3" %) 542 542 ((( 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.//545 +<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 ))) 545 545 |(% colspan="1" %)(% colspan="1" %) 546 546 ((( ... ... @@ -554,9 +554,9 @@ 554 554 ))) 555 555 |(% colspan="4" %)(% colspan="3" %) 556 556 ((( 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.)559 +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.) 558 558 559 - //Note that this change has no effect on the actual content of scripts or cutscenes. The MD script/cutscene names are stored in the files, regardless of the filenames, so that references to them remain unchanged (e.g., "md.Setup.Start" references a cue in setup.xml).//561 +Note that this change has no effect on the actual content of scripts or cutscenes. The MD script/cutscene names are stored in the files, regardless of the filenames, so that references to them remain unchanged (e.g., "md.Setup.Start" references a cue in setup.xml). 560 560 ))) 561 561 |(% colspan="1" %)(% colspan="1" %) 562 562 ((( ... ... @@ -570,7 +570,7 @@ 570 570 ))) 571 571 |(% colspan="4" %)(% colspan="3" %) 572 572 ((( 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.//575 +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 ))) 575 575 |(% colspan="1" %)(% colspan="1" %) 576 576 ((( ... ... @@ -584,8 +584,8 @@ 584 584 ))) 585 585 |(% colspan="4" %)(% colspan="3" %) 586 586 ((( 587 - //Before the change, positions are relative to $dockingbay.parent.588 -After the change, positions are relative to $dockingbay as specified in the documentation. //589 +Before the change, positions are relative to $dockingbay.parent. 590 +After the change, positions are relative to $dockingbay as specified in the documentation. 589 589 ))) 590 590 |(% colspan="1" %)(% colspan="1" %) 591 591 ((( ... ... @@ -599,7 +599,7 @@ 599 599 ))) 600 600 |(% colspan="4" %)(% colspan="3" %) 601 601 ((( 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().//604 +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 ))) 604 604 |((( 605 605 Scripts ... ... @@ -610,7 +610,7 @@ 610 610 ))) 611 611 |(% colspan="4" %)(% colspan="3" %) 612 612 ((( 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.615 +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. 615 615 If in your scripts you make use of the <event_object_changed_owner> condition you need to verify that you indeed want to work with the "effective" component owner or whether your script code actually should work with the true owner of an object and update your code accordingly. 616 616 On top of that the 3rd parameter of <event_object_changed_owner> (trueprevious) was dropped as the event is no longer triggered upon a change of the true owner alone (i.e. only if the change of the true owner has also an effect on the "effective" component owner). ... ... @@ -627,7 +627,7 @@ 627 627 ))) 628 628 |(% colspan="4" %)(% colspan="3" %) 629 629 ((( 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.//632 +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 ))) 632 632 |((( 633 633 Job/God ... ... @@ -638,7 +638,7 @@ 638 638 ))) 639 639 |(% colspan="4" %)(% colspan="3" %) 640 640 ((( 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.//643 +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 ))) 643 643 |(% colspan="1" %)(% colspan="1" %) 644 644 ((( ... ... @@ -652,7 +652,7 @@ 652 652 ))) 653 653 |(% colspan="4" %)(% colspan="3" %) 654 654 ((( 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.//657 +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 ))) 657 657 |(% colspan="1" %)(% colspan="1" %) 658 658 ((( ... ... @@ -666,7 +666,7 @@ 666 666 ))) 667 667 |(% colspan="4" %)(% colspan="3" %) 668 668 ((( 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.//671 +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 ))) 671 671 |(% colspan="1" %)(% colspan="1" %) 672 672 ((( ... ... @@ -680,7 +680,7 @@ 680 680 ))) 681 681 |(% colspan="4" %)(% colspan="3" %) 682 682 ((( 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.//685 +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 ))) 685 685 |(% colspan="1" %)(% colspan="1" %) 686 686 ((( ... ... @@ -694,7 +694,7 @@ 694 694 ))) 695 695 |(% colspan="4" %)(% colspan="3" %) 696 696 ((( 697 - //These actions had no effect and were removed.//699 +These actions had no effect and were removed. 698 698 ))) 699 699 |(% colspan="1" %)(% colspan="1" %) 700 700 ((( ... ... @@ -708,7 +708,7 @@ 708 708 ))) 709 709 |(% colspan="4" %)(% colspan="3" %) 710 710 ((( 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.//713 +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 ))) 713 713 |(% colspan="1" %)(% colspan="1" %) 714 714 ((( ... ... @@ -722,7 +722,7 @@ 722 722 ))) 723 723 |(% colspan="4" %)(% colspan="3" %) 724 724 ((( 725 - //The default confidence of player options is another leftover from the XR era and had no effect in X4.//727 +The default confidence of player options is another leftover from the XR era and had no effect in X4. 726 726 ))) 727 727 |(% colspan="1" %)(% colspan="1" %) 728 728 ((( ... ... @@ -736,7 +736,7 @@ 736 736 ))) 737 737 |(% colspan="4" %)(% colspan="3" %) 738 738 ((( 739 - //Unused script action <hack_via_control_panel/> was removed.//741 +Unused script action <hack_via_control_panel/> was removed. 740 740 ))) 741 741 |(% colspan="1" %)(% colspan="1" %) 742 742 ((( ... ... @@ -750,7 +750,7 @@ 750 750 ))) 751 751 |(% colspan="4" %)(% colspan="3" %) 752 752 ((( 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.//755 +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 ))) 755 755 |((( 756 756 UI core ... ... @@ -761,7 +761,7 @@ 761 761 ))) 762 762 |(% colspan="4" %)(% colspan="3" %) 763 763 ((( 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.//766 +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 ))) 766 766 |(% colspan="1" %)(% colspan="1" %) 767 767 ((( ... ... @@ -775,7 +775,7 @@ 775 775 ))) 776 776 |(% colspan="4" %)(% colspan="3" %) 777 777 ((( 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.//780 +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 ))) 780 780 |(% colspan="1" %)(% colspan="1" %) 781 781 ((( ... ... @@ -789,8 +789,8 @@ 789 789 ))) 790 790 |(% colspan="4" %)(% colspan="3" %) 791 791 ((( 792 - //$ware.illegal used to return true if the specified ware has the 'illegal' tag which is no longer used.//793 - //It now returns true if $ware is illegal to any faction in the game.//794 +$ware.illegal used to return true if the specified ware has the 'illegal' tag which is no longer used. 795 +It now returns true if $ware is illegal to any faction in the game. 794 794 ))) 795 795 |(% colspan="1" %)(% colspan="1" %) 796 796 ((( ... ... @@ -804,7 +804,7 @@ 804 804 ))) 805 805 |(% colspan="4" %)(% colspan="3" %) 806 806 ((( 807 - //The MD script RML_Flight_Along_Path was not referened and was removed.//809 +The MD script RML_Flight_Along_Path was not referened and was removed. 808 808 ))) 809 809 |(% colspan="1" %)(% colspan="1" %) 810 810 ((( ... ... @@ -818,8 +818,8 @@ 818 818 ))) 819 819 |(% colspan="4" %)(% colspan="3" %) 820 820 ((( 821 - //old params: param = venture details, param2 = ships involved, param3 = duration//822 - //new params: param = venture detail list: [mission name, mission type], param2 = list of ships involved, param3 = duration//823 +old params: param = venture details, param2 = ships involved, param3 = duration 824 +new params: param = venture detail list: [mission name, mission type], param2 = list of ships involved, param3 = duration 823 823 ))) 824 824 |((( 825 825 Scripts ... ... @@ -831,7 +831,7 @@ 831 831 ))) 832 832 |(% colspan="4" %)(% colspan="3" %) 833 833 ((( 834 - //The common action <set_object_wing_name/> has been replaced with <set_object_fleet_name/>//836 +The common action <set_object_wing_name/> has been replaced with <set_object_fleet_name/> 835 835 ))) 836 836 |((( 837 837 Scripts ... ... @@ -860,9 +860,9 @@ 860 860 ))) 861 861 |(% colspan="10" %)(% colspan="3" %) 862 862 ((( 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.//865 +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. 864 864 865 - //Sub nodes such as match_child will have checkoperational default to false. Existing uses may find that results now include non-operational components.//867 +Sub nodes such as match_child will have checkoperational default to false. Existing uses may find that results now include non-operational components. 866 866 ))) 867 867 |((( 868 868 Scripts ... ... @@ -873,7 +873,7 @@ 873 873 )))| | | 874 874 |(% colspan="10" %)(% colspan="3" %) 875 875 ((( 876 - //The script keyword $container.supplyresources now includes reserved wares.//878 +The script keyword $container.supplyresources now includes reserved wares. 877 877 ))) 878 878 879 879 ---- ... ... @@ -893,10 +893,10 @@ 893 893 ))) 894 894 |(% colspan="4" %)(% colspan="3" %) 895 895 ((( 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 -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. //898 +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. 899 +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. 898 898 899 - //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 +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. 900 900 ))) 901 901 |(% colspan="1" %)(% colspan="1" %) 902 902 ((( ... ... @@ -910,7 +910,7 @@ 910 910 ))) 911 911 |(% colspan="4" %)(% colspan="3" %) 912 912 ((( 913 - //The underlying behaviour remains the same in that it involves the buildprocessor, not the buildmodule. The attribute name has simply been corrected.//915 +The underlying behaviour remains the same in that it involves the buildprocessor, not the buildmodule. The attribute name has simply been corrected. 914 914 ))) 915 915 916 916 ---- ... ... @@ -930,7 +930,7 @@ 930 930 ))) 931 931 |(% colspan="4" %)(% colspan="3" %) 932 932 ((( 933 - //The construction sequence which was finished should now be accessed via the buildtask provided via param3.//935 +The construction sequence which was finished should now be accessed via the buildtask provided via param3. 934 934 ))) 935 935 |(% colspan="1" %)(% colspan="1" %) 936 936 ((( ... ... @@ -944,7 +944,7 @@ 944 944 ))) 945 945 |(% colspan="4" %)(% colspan="3" %) 946 946 ((( 947 - //The 'recruitstrength', 'veteranstrength' and 'elitestrength' script parameters were no longer required for balancing the boarding gameplay, and were removed.//949 +The 'recruitstrength', 'veteranstrength' and 'elitestrength' script parameters were no longer required for balancing the boarding gameplay, and were removed. 948 948 ))) 949 949 |(% colspan="1" %)(% colspan="1" %) 950 950 ((( ... ... @@ -958,7 +958,7 @@ 958 958 ))) 959 959 |(% colspan="4" %)(% colspan="3" %) 960 960 ((( 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.//963 +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 ))) 963 963 |((( 964 964 UI extensions ... ... @@ -969,7 +969,7 @@ 969 969 ))) 970 970 |(% colspan="4" %)(% colspan="3" %) 971 971 ((( 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.//974 +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 ))) 974 974 |((( 975 975 UI extensions ... ... @@ -980,8 +980,8 @@ 980 980 ))) 981 981 |(% colspan="4" %)(% colspan="3" %) 982 982 ((( 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 - //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.//985 +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. 986 +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. 985 985 ))) 986 986 |((( 987 987 Scripts ... ... @@ -992,7 +992,7 @@ 992 992 ))) 993 993 |(% colspan="4" %)(% colspan="3" %) 994 994 ((( 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.//997 +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 ))) 997 997 |((( 998 998 Scripts ... ... @@ -1003,7 +1003,7 @@ 1003 1003 ))) 1004 1004 |(% colspan="4" %)(% colspan="3" %) 1005 1005 ((( 1006 - //For prior behavior, check for event.param being non-null.//1008 +For prior behavior, check for event.param being non-null. 1007 1007 ))) 1008 1008 |((( 1009 1009 AI Scripts ... ... @@ -1014,11 +1014,11 @@ 1014 1014 ))) 1015 1015 |(% colspan="4" %)(% colspan="3" %) 1016 1016 ((( 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 - //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.//1019 - //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.//1019 +Changed: Attribute "primary" is now optional and defines whether weapons from the ship's active primary weapon group will be fired. Defaults to true. 1020 +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. 1021 +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. 1020 1020 1021 - //Corrects now-obsolete assumption that primary weapon groups only contain guns and secondary weapon groups only contain missile launchers.//1023 +Corrects now-obsolete assumption that primary weapon groups only contain guns and secondary weapon groups only contain missile launchers. 1022 1022 ))) 1023 1023 |((( 1024 1024 UI extensions ... ... @@ -1029,7 +1029,7 @@ 1029 1029 ))) 1030 1030 |(% colspan="4" %)(% colspan="3" %) 1031 1031 ((( 1032 - //Added possibility to query build tasks of a certain buildmodule.//1034 +Added possibility to query build tasks of a certain buildmodule. 1033 1033 ))) 1034 1034 |((( 1035 1035 UI extensions ... ... @@ -1040,7 +1040,7 @@ 1040 1040 ))) 1041 1041 |(% colspan="4" %)(% colspan="3" %) 1042 1042 ((( 1043 - //Added list of resources a buildmodule needs to build.//1045 +Added list of resources a buildmodule needs to build. 1044 1044 ))) 1045 1045 |((( 1046 1046 UI extensions ... ... @@ -1051,7 +1051,7 @@ 1051 1051 ))) 1052 1052 |(% colspan="4" %)(% colspan="3" %) 1053 1053 ((( 1054 - //Unused, derelict function from XR - use GetComponentData(..., "hullpercent") instead.//1056 +Unused, derelict function from XR - use GetComponentData(..., "hullpercent") instead. 1055 1055 ))) 1056 1056 |((( 1057 1057 UI extensions ... ... @@ -1062,7 +1062,7 @@ 1062 1062 ))) 1063 1063 |(% colspan="4" %)(% colspan="3" %) 1064 1064 ((( 1065 - //Changed return value type to const char* to better identify failure reasons in Lua script.//1067 +Changed return value type to const char* to better identify failure reasons in Lua script. 1066 1066 ))) 1067 1067 1068 1068 ---- ... ... @@ -1079,7 +1079,7 @@ 1079 1079 ))) 1080 1080 |(% colspan="4" %)(% colspan="3" %) 1081 1081 ((( 1082 - //The "docksizes" property no longer includes internal ship storage docks.//1084 +The "docksizes" property no longer includes internal ship storage docks. 1083 1083 ))) 1084 1084 |((( 1085 1085 All ... ... @@ -1090,11 +1090,11 @@ 1090 1090 ))) 1091 1091 |(% colspan="4" %)(% colspan="3" %) 1092 1092 ((( 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".//1095 +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 1095 - //Lua: Adjusted GetComponentData() and HasShipyard(), added HasWharf()//1096 - //Lua / GetComponentData() properties: Removed "iscapitalshipyard", fixed "isshipyard", added "canbuildships", "iswharf", "isequipmentdock"//1097 - //Scripts: Fixed property .isshipyard, added .iswharf (.canbuildships existed already)//1097 +Lua: Adjusted GetComponentData() and HasShipyard(), added HasWharf() 1098 +Lua / GetComponentData() properties: Removed "iscapitalshipyard", fixed "isshipyard", added "canbuildships", "iswharf", "isequipmentdock" 1099 +Scripts: Fixed property .isshipyard, added .iswharf (.canbuildships existed already) 1098 1098 ))) 1099 1099 |((( 1100 1100 UI extensions ... ... @@ -1105,7 +1105,7 @@ 1105 1105 ))) 1106 1106 |(% colspan="4" %)(% colspan="3" %) 1107 1107 ((( 1108 - //Added new "operational" field to retrieve information about number of operational upgrades in a group.//1110 +Added new "operational" field to retrieve information about number of operational upgrades in a group. 1109 1109 ))) 1110 1110 |(% colspan="1" %)(% colspan="1" %) 1111 1111 ((( ... ... @@ -1119,9 +1119,9 @@ 1119 1119 ))) 1120 1120 |(% colspan="4" %)(% colspan="3" %) 1121 1121 ((( 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.//1124 +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 1124 - //The new function declaration is: void SetGuidance(UniverseID componentid, UIPosRot offset)//1126 +The new function declaration is: void SetGuidance(UniverseID componentid, UIPosRot offset) 1125 1125 ))) 1126 1126 |((( 1127 1127 UI extensions ... ... @@ -1132,7 +1132,7 @@ 1132 1132 ))) 1133 1133 |(% colspan="4" %)(% colspan="3" %) 1134 1134 ((( 1135 - //CancelConstruction() now returns if the cancellation was successful.//1137 +CancelConstruction() now returns if the cancellation was successful. 1136 1136 ))) 1137 1137 1138 1138 ---- ... ... @@ -1149,7 +1149,7 @@ 1149 1149 ))) 1150 1150 |(% colspan="4" %)(% colspan="3" %) 1151 1151 ((( 1152 - //Instead of "nextdestname", use the properties "destination" or "destinationsector" to retrieve a destination component, then retrieve its "name" property.//1154 +Instead of "nextdestname", use the properties "destination" or "destinationsector" to retrieve a destination component, then retrieve its "name" property. 1153 1153 ))) 1154 1154 1155 1155 ----