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
on 2025/01/07 16:38
Change comment:
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To version 124.7
edited by Klaus Meyer
on 2025/01/07 16:42
on 2025/01/07 16:42
Change comment:
There is no comment for this version
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... ... @@ -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" %) ssss26 +|(% 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 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. ... ... @@ -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 ----