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
Change comment: There is no comment for this version
To version 124.7
edited by Klaus Meyer
on 2025/01/07 16:42
Change comment: There is no comment for this version

Summary

Details

Page properties
Author
... ... @@ -1,1 +1,1 @@
1 -xwiki:XWiki.Matthias
1 +xwiki:XWiki.Klaus
Content
... ... @@ -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" %)**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 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  )))
... ... @@ -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  ----