Changes for page Breaking Changes

Last modified by Michael Baumgardt on 2026/04/17 12:03

From version 124.3
edited by Klaus Meyer
on 2025/01/07 16:38
Change comment: There is no comment for this version
To version 124.14
edited by Klaus Meyer
on 2025/01/07 16:50
Change comment: There is no comment for this version

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Content
... ... @@ -23,8 +23,8 @@
23 23  === Version 7.50 ===
24 24  
25 25  (% class="table-striped" %)
26 -|(% colspan="1" style="width:117px" %)Faction sRelations|(% colspan="1" style="width:119px" %) |(% colspan="2" style="width:1625px" %)
27 -|(% colspan="4" style="width:117px" %)ssss
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 for relation between 25 and 30:** The minimum relation for the "ally" range now corresponds to the displayed UI value of precisely +27
27 +|(% colspan="4" style="width:117px" %)
28 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**
29 29  |(% colspan="7" style="width:117px" %)(((
30 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.
... ... @@ -35,20 +35,20 @@
35 35  
36 36  (% class="table-striped" %)
37 37  |(% colspan="1" style="width:117px" %)Gamestarts|(% colspan="1" style="width:119px" %)7.00 Beta 8|(% colspan="2" style="width:1625px" %)**Text references**
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.//
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.
39 39  |(% 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**
40 40  |(% colspan="4" style="width:117px" %)highway_fx_electric_02 is still available in "legacy" folder if needed
41 41  |(% 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
42 42  |(% colspan="4" style="width:117px" %)(((
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.//
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.
44 44  )))
45 45  |(% 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.
46 46  |(% colspan="4" style="width:117px" %)(((
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.**//
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.**
48 48  )))
49 49  |(% 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.
50 50  |(% colspan="4" style="width:117px" %)(((
51 -(% 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
52 52  )))
53 53  |(% colspan="1" style="width:117px" %)(% colspan="1" %)
54 54  (((
... ... @@ -60,7 +60,7 @@
60 60  )))
61 61  |(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %)
62 62  (((
63 -// 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.
64 64  )))
65 65  |(% colspan="1" style="width:117px" %)(% colspan="1" %)
66 66  (((
... ... @@ -72,7 +72,7 @@
72 72  )))
73 73  |(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %)
74 74  (((
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.//
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.
76 76  )))
77 77  |(% colspan="1" style="width:117px" %)(% colspan="1" %)
78 78  (((
... ... @@ -99,9 +99,9 @@
99 99  )))
100 100  |(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %)
101 101  (((
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.//
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.
103 103  
104 -//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.
105 105  )))
106 106  |(% colspan="1" %)(% colspan="1" %)
107 107  (((
... ... @@ -115,9 +115,9 @@
115 115  )))
116 116  |(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %)
117 117  (((
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. //
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.
119 119  
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.//
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.
121 121  )))
122 122  |(% colspan="1" %)(% colspan="1" %)
123 123  (((
... ... @@ -131,11 +131,11 @@
131 131  )))
132 132  |(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %)
133 133  (((
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.//
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.
135 135  
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.//
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.
137 137  
138 -//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.
139 139  )))
140 140  |(% colspan="1" %)(% colspan="1" %)
141 141  (((
... ... @@ -149,8 +149,8 @@
149 149  )))
150 150  |(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %)
151 151  (((
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 +<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.
154 154  )))
155 155  |(% colspan="1" %)(% colspan="1" %)
156 156  (((
... ... @@ -164,7 +164,7 @@
164 164  )))
165 165  |(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %)
166 166  (((
167 -//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'.
168 168  )))
169 169  |(((
170 170  Assets
... ... @@ -175,8 +175,8 @@
175 175  )))
176 176  |(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)
177 177  (((
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 +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.
180 180  )))
181 181  |(% colspan="1" %)(% colspan="1" %)
182 182  (((
... ... @@ -190,7 +190,7 @@
190 190  )))
191 191  |(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)
192 192  (((
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.//
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.
194 194  )))
195 195  |(((
196 196  Scripts
... ... @@ -201,7 +201,7 @@
201 201  )))
202 202  |(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)
203 203  (((
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.//
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.
205 205  )))
206 206  |(((
207 207  Cutscenes
... ... @@ -212,7 +212,7 @@
212 212  )))
213 213  |(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)
214 214  (((
215 -//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.
216 216  )))
217 217  
218 218  ----
... ... @@ -229,7 +229,7 @@
229 229  )))
230 230  |(% colspan="7" %)(% colspan="3" %)
231 231  (((
232 -//'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.
233 233  )))
234 234  
235 235  ----
... ... @@ -249,7 +249,7 @@
249 249  )))
250 250  |(% colspan="4" %)(% colspan="3" %)
251 251  (((
252 -//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.
253 253  )))
254 254  |(% colspan="1" %)(% colspan="1" %)
255 255  (((
... ... @@ -263,7 +263,7 @@
263 263  )))
264 264  |(% colspan="4" %)(% colspan="3" %)
265 265  (((
266 -//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.
267 267  )))
268 268  |(% colspan="1" %)(% colspan="1" %)
269 269  (((
... ... @@ -277,7 +277,7 @@
277 277  )))
278 278  |(% colspan="4" %)(% colspan="3" %)
279 279  (((
280 -//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.
281 281  )))
282 282  |(% colspan="1" %)(% colspan="1" %)
283 283  (((
... ... @@ -291,7 +291,7 @@
291 291  )))
292 292  |(% colspan="4" %)(% colspan="3" %)
293 293  (((
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.//
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.
295 295  )))
296 296  |(((
297 297  UI extensions
... ... @@ -302,7 +302,7 @@
302 302  )))
303 303  |(% colspan="4" %)(% colspan="3" %)
304 304  (((
305 -//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.
306 306  )))
307 307  |(((
308 308  Scripts
... ... @@ -313,7 +313,7 @@
313 313  )))
314 314  |(% colspan="4" %)(% colspan="3" %)
315 315  (((
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.//
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.
317 317  )))
318 318  |(% colspan="1" %)(% colspan="1" %)
319 319  (((
... ... @@ -327,7 +327,7 @@
327 327  )))
328 328  |(% colspan="4" %)(% colspan="3" %)
329 329  (((
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.//
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.
331 331  )))
332 332  |(((
333 333  Scripts
... ... @@ -338,7 +338,7 @@
338 338  )))
339 339  |(% colspan="4" %)(% colspan="3" %)
340 340  (((
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.//
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.
342 342  )))
343 343  
344 344  ----
... ... @@ -358,8 +358,8 @@
358 358  )))
359 359  |(% colspan="4" %)(% colspan="3" %)
360 360  (((
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 +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.
363 363  )))
364 364  |(((
365 365  Scripts
... ... @@ -370,9 +370,9 @@
370 370  )))
371 371  |(% colspan="4" %)(% colspan="3" %)
372 372  (((
373 -//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?
374 374  New params: param = project ID, param2 = [were there positive side-effects?, were there negative side-effects?], param3 = payout in Credits
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//
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
376 376  )))
377 377  |(% colspan="1" %)(% colspan="1" %)
378 378  (((
... ... @@ -386,10 +386,10 @@
386 386  )))
387 387  |(% colspan="4" %)(% colspan="3" %)
388 388  (((
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 +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).
391 391  
392 -//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.
393 393  )))
394 394  |(% colspan="1" %)(% colspan="1" %)
395 395  (((
... ... @@ -403,9 +403,9 @@
403 403  )))
404 404  |(% colspan="4" %)(% colspan="3" %)
405 405  (((
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.//
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.
407 407  
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).
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).
409 409  )))
410 410  |(((
411 411  Parameters
... ... @@ -416,7 +416,7 @@
416 416  )))
417 417  |(% colspan="4" %)(% colspan="3" %)
418 418  (((
419 -//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.
420 420  )))
421 421  |(((
422 422  Scripts
... ... @@ -427,7 +427,7 @@
427 427  )))
428 428  |(% colspan="4" %)(% colspan="3" %)
429 429  (((
430 -//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.
431 431  )))
432 432  
433 433  ----
... ... @@ -444,7 +444,7 @@
444 444  )))
445 445  |(% colspan="7" %)(% colspan="3" %)
446 446  (((
447 -//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()
448 448  )))
449 449  
450 450  ----
... ... @@ -461,9 +461,9 @@
461 461  )))
462 462  |(% colspan="4" %)(% colspan="3" %)
463 463  (((
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//
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
467 467  )))
468 468  |(% colspan="1" %)(% colspan="1" %)
469 469  (((
... ... @@ -477,7 +477,7 @@
477 477  )))
478 478  |(% colspan="4" %)(% colspan="3" %)
479 479  (((
480 -//$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.
481 481  )))
482 482  |(((
483 483  UI extensions
... ... @@ -488,7 +488,7 @@
488 488  )))
489 489  |(% colspan="4" %)(% colspan="3" %)
490 490  (((
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.//
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.
492 492  )))
493 493  
494 494  ----
... ... @@ -508,7 +508,7 @@
508 508  )))
509 509  |(% colspan="7" %)(% colspan="3" %)
510 510  (((
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.//
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.
512 512  )))
513 513  
514 514  ----
... ... @@ -528,7 +528,7 @@
528 528  )))
529 529  |(% colspan="4" %)(% colspan="3" %)
530 530  (((
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.//
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.
532 532  )))
533 533  |(% colspan="1" %)(% colspan="1" %)
534 534  (((
... ... @@ -542,7 +542,7 @@
542 542  )))
543 543  |(% colspan="4" %)(% colspan="3" %)
544 544  (((
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.//
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.
546 546  )))
547 547  |(% colspan="1" %)(% colspan="1" %)
548 548  (((
... ... @@ -556,9 +556,9 @@
556 556  )))
557 557  |(% colspan="4" %)(% colspan="3" %)
558 558  (((
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.)
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.)
560 560  
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).//
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).
562 562  )))
563 563  |(% colspan="1" %)(% colspan="1" %)
564 564  (((
... ... @@ -572,7 +572,7 @@
572 572  )))
573 573  |(% colspan="4" %)(% colspan="3" %)
574 574  (((
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.//
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.
576 576  )))
577 577  |(% colspan="1" %)(% colspan="1" %)
578 578  (((
... ... @@ -586,8 +586,8 @@
586 586  )))
587 587  |(% colspan="4" %)(% colspan="3" %)
588 588  (((
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 +Before the change, positions are relative to $dockingbay.parent.
590 +After the change, positions are relative to $dockingbay as specified in the documentation.
591 591  )))
592 592  |(% colspan="1" %)(% colspan="1" %)
593 593  (((
... ... @@ -601,7 +601,7 @@
601 601  )))
602 602  |(% colspan="4" %)(% colspan="3" %)
603 603  (((
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().//
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().
605 605  )))
606 606  |(((
607 607  Scripts
... ... @@ -612,7 +612,7 @@
612 612  )))
613 613  |(% colspan="4" %)(% colspan="3" %)
614 614  (((
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.
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.
616 616  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.
617 617  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.
618 618  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).
... ... @@ -629,7 +629,7 @@
629 629  )))
630 630  |(% colspan="4" %)(% colspan="3" %)
631 631  (((
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.//
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.
633 633  )))
634 634  |(((
635 635  Job/God
... ... @@ -640,7 +640,7 @@
640 640  )))
641 641  |(% colspan="4" %)(% colspan="3" %)
642 642  (((
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.//
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.
644 644  )))
645 645  |(% colspan="1" %)(% colspan="1" %)
646 646  (((
... ... @@ -654,7 +654,7 @@
654 654  )))
655 655  |(% colspan="4" %)(% colspan="3" %)
656 656  (((
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.//
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.
658 658  )))
659 659  |(% colspan="1" %)(% colspan="1" %)
660 660  (((
... ... @@ -668,7 +668,7 @@
668 668  )))
669 669  |(% colspan="4" %)(% colspan="3" %)
670 670  (((
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.//
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.
672 672  )))
673 673  |(% colspan="1" %)(% colspan="1" %)
674 674  (((
... ... @@ -682,7 +682,7 @@
682 682  )))
683 683  |(% colspan="4" %)(% colspan="3" %)
684 684  (((
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.//
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.
686 686  )))
687 687  |(% colspan="1" %)(% colspan="1" %)
688 688  (((
... ... @@ -696,7 +696,7 @@
696 696  )))
697 697  |(% colspan="4" %)(% colspan="3" %)
698 698  (((
699 -//These actions had no effect and were removed.//
699 +These actions had no effect and were removed.
700 700  )))
701 701  |(% colspan="1" %)(% colspan="1" %)
702 702  (((
... ... @@ -710,7 +710,7 @@
710 710  )))
711 711  |(% colspan="4" %)(% colspan="3" %)
712 712  (((
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.//
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.
714 714  )))
715 715  |(% colspan="1" %)(% colspan="1" %)
716 716  (((
... ... @@ -724,7 +724,7 @@
724 724  )))
725 725  |(% colspan="4" %)(% colspan="3" %)
726 726  (((
727 -//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.
728 728  )))
729 729  |(% colspan="1" %)(% colspan="1" %)
730 730  (((
... ... @@ -738,7 +738,7 @@
738 738  )))
739 739  |(% colspan="4" %)(% colspan="3" %)
740 740  (((
741 -//Unused script action <hack_via_control_panel/> was removed.//
741 +Unused script action <hack_via_control_panel/> was removed.
742 742  )))
743 743  |(% colspan="1" %)(% colspan="1" %)
744 744  (((
... ... @@ -752,7 +752,7 @@
752 752  )))
753 753  |(% colspan="4" %)(% colspan="3" %)
754 754  (((
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.//
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.
756 756  )))
757 757  |(((
758 758  UI core
... ... @@ -763,7 +763,7 @@
763 763  )))
764 764  |(% colspan="4" %)(% colspan="3" %)
765 765  (((
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.//
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.
767 767  )))
768 768  |(% colspan="1" %)(% colspan="1" %)
769 769  (((
... ... @@ -777,7 +777,7 @@
777 777  )))
778 778  |(% colspan="4" %)(% colspan="3" %)
779 779  (((
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.//
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.
781 781  )))
782 782  |(% colspan="1" %)(% colspan="1" %)
783 783  (((
... ... @@ -791,8 +791,8 @@
791 791  )))
792 792  |(% colspan="4" %)(% colspan="3" %)
793 793  (((
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 $ware is illegal to any faction in the game.//
794 +$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.
796 796  )))
797 797  |(% colspan="1" %)(% colspan="1" %)
798 798  (((
... ... @@ -806,7 +806,7 @@
806 806  )))
807 807  |(% colspan="4" %)(% colspan="3" %)
808 808  (((
809 -//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.
810 810  )))
811 811  |(% colspan="1" %)(% colspan="1" %)
812 812  (((
... ... @@ -820,8 +820,8 @@
820 820  )))
821 821  |(% colspan="4" %)(% colspan="3" %)
822 822  (((
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 +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
825 825  )))
826 826  |(((
827 827  Scripts
... ... @@ -833,7 +833,7 @@
833 833  )))
834 834  |(% colspan="4" %)(% colspan="3" %)
835 835  (((
836 -//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/>
837 837  )))
838 838  |(((
839 839  Scripts
... ... @@ -862,9 +862,9 @@
862 862  )))
863 863  |(% colspan="10" %)(% colspan="3" %)
864 864  (((
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.//
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.
866 866  
867 -//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.
868 868  )))
869 869  |(((
870 870  Scripts
... ... @@ -875,7 +875,7 @@
875 875  )))| | |
876 876  |(% colspan="10" %)(% colspan="3" %)
877 877  (((
878 -//The script keyword $container.supplyresources now includes reserved wares.//
878 +The script keyword $container.supplyresources now includes reserved wares.
879 879  )))
880 880  
881 881  ----
... ... @@ -895,10 +895,10 @@
895 895  )))
896 896  |(% colspan="4" %)(% colspan="3" %)
897 897  (((
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 +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.
900 900  
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.//
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.
902 902  )))
903 903  |(% colspan="1" %)(% colspan="1" %)
904 904  (((
... ... @@ -912,7 +912,7 @@
912 912  )))
913 913  |(% colspan="4" %)(% colspan="3" %)
914 914  (((
915 -//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.
916 916  )))
917 917  
918 918  ----
... ... @@ -932,7 +932,7 @@
932 932  )))
933 933  |(% colspan="4" %)(% colspan="3" %)
934 934  (((
935 -//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.
936 936  )))
937 937  |(% colspan="1" %)(% colspan="1" %)
938 938  (((
... ... @@ -946,7 +946,7 @@
946 946  )))
947 947  |(% colspan="4" %)(% colspan="3" %)
948 948  (((
949 -//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.
950 950  )))
951 951  |(% colspan="1" %)(% colspan="1" %)
952 952  (((
... ... @@ -960,7 +960,7 @@
960 960  )))
961 961  |(% colspan="4" %)(% colspan="3" %)
962 962  (((
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.//
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.
964 964  )))
965 965  |(((
966 966  UI extensions
... ... @@ -971,7 +971,7 @@
971 971  )))
972 972  |(% colspan="4" %)(% colspan="3" %)
973 973  (((
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.//
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.
975 975  )))
976 976  |(((
977 977  UI extensions
... ... @@ -982,8 +982,8 @@
982 982  )))
983 983  |(% colspan="4" %)(% colspan="3" %)
984 984  (((
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 +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.
987 987  )))
988 988  |(((
989 989  Scripts
... ... @@ -994,7 +994,7 @@
994 994  )))
995 995  |(% colspan="4" %)(% colspan="3" %)
996 996  (((
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.//
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.
998 998  )))
999 999  |(((
1000 1000  Scripts
... ... @@ -1005,7 +1005,7 @@
1005 1005  )))
1006 1006  |(% colspan="4" %)(% colspan="3" %)
1007 1007  (((
1008 -//For prior behavior, check for event.param being non-null.//
1008 +For prior behavior, check for event.param being non-null.
1009 1009  )))
1010 1010  |(((
1011 1011  AI Scripts
... ... @@ -1016,11 +1016,11 @@
1016 1016  )))
1017 1017  |(% colspan="4" %)(% colspan="3" %)
1018 1018  (((
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.//
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.
1022 1022  
1023 -//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.
1024 1024  )))
1025 1025  |(((
1026 1026  UI extensions
... ... @@ -1031,7 +1031,7 @@
1031 1031  )))
1032 1032  |(% colspan="4" %)(% colspan="3" %)
1033 1033  (((
1034 -//Added possibility to query build tasks of a certain buildmodule.//
1034 +Added possibility to query build tasks of a certain buildmodule.
1035 1035  )))
1036 1036  |(((
1037 1037  UI extensions
... ... @@ -1042,7 +1042,7 @@
1042 1042  )))
1043 1043  |(% colspan="4" %)(% colspan="3" %)
1044 1044  (((
1045 -//Added list of resources a buildmodule needs to build.//
1045 +Added list of resources a buildmodule needs to build.
1046 1046  )))
1047 1047  |(((
1048 1048  UI extensions
... ... @@ -1053,7 +1053,7 @@
1053 1053  )))
1054 1054  |(% colspan="4" %)(% colspan="3" %)
1055 1055  (((
1056 -//Unused, derelict function from XR - use GetComponentData(..., "hullpercent") instead.//
1056 +Unused, derelict function from XR - use GetComponentData(..., "hullpercent") instead.
1057 1057  )))
1058 1058  |(((
1059 1059  UI extensions
... ... @@ -1064,7 +1064,7 @@
1064 1064  )))
1065 1065  |(% colspan="4" %)(% colspan="3" %)
1066 1066  (((
1067 -//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.
1068 1068  )))
1069 1069  
1070 1070  ----
... ... @@ -1081,7 +1081,7 @@
1081 1081  )))
1082 1082  |(% colspan="4" %)(% colspan="3" %)
1083 1083  (((
1084 -//The "docksizes" property no longer includes internal ship storage docks.//
1084 +The "docksizes" property no longer includes internal ship storage docks.
1085 1085  )))
1086 1086  |(((
1087 1087  All
... ... @@ -1092,11 +1092,11 @@
1092 1092  )))
1093 1093  |(% colspan="4" %)(% colspan="3" %)
1094 1094  (((
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".//
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".
1096 1096  
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)//
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)
1100 1100  )))
1101 1101  |(((
1102 1102  UI extensions
... ... @@ -1107,7 +1107,7 @@
1107 1107  )))
1108 1108  |(% colspan="4" %)(% colspan="3" %)
1109 1109  (((
1110 -//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.
1111 1111  )))
1112 1112  |(% colspan="1" %)(% colspan="1" %)
1113 1113  (((
... ... @@ -1121,9 +1121,9 @@
1121 1121  )))
1122 1122  |(% colspan="4" %)(% colspan="3" %)
1123 1123  (((
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.//
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.
1125 1125  
1126 -//The new function declaration is: void SetGuidance(UniverseID componentid, UIPosRot offset)//
1126 +The new function declaration is: void SetGuidance(UniverseID componentid, UIPosRot offset)
1127 1127  )))
1128 1128  |(((
1129 1129  UI extensions
... ... @@ -1134,7 +1134,7 @@
1134 1134  )))
1135 1135  |(% colspan="4" %)(% colspan="3" %)
1136 1136  (((
1137 -//CancelConstruction() now returns if the cancellation was successful. //
1137 +CancelConstruction() now returns if the cancellation was successful.
1138 1138  )))
1139 1139  
1140 1140  ----
... ... @@ -1151,7 +1151,7 @@
1151 1151  )))
1152 1152  |(% colspan="4" %)(% colspan="3" %)
1153 1153  (((
1154 -//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.
1155 1155  )))
1156 1156  
1157 1157  ----