Changes for page Breaking Changes
Last modified by Michael Baumgardt on 2026/04/17 12:03
From version 124.35
edited by Klaus Meyer
on 2025/01/07 17:13
on 2025/01/07 17:13
Change comment:
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To version 124.1
edited by Matthias Haan
on 2024/12/20 11:42
on 2024/12/20 11:42
Change comment:
There is no comment for this version
Summary
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Page properties (2 modified, 0 added, 0 removed)
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... ... @@ -1,1 +1,1 @@ 1 -xwiki:XWiki. Klaus1 +xwiki:XWiki.Matthias - Content
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... ... @@ -23,11 +23,7 @@ 23 23 === Version 7.50 === 24 24 25 25 (% class="table-striped" %) 26 -|(% colspan="1" style="width:117px" %)Relations|(% colspan="1" style="width:119px" %)7.50 Beta 4|(% colspan="2" style="width:1625px" %)**Adjusted displayed UI values (25 to 30) for relations between 0.32 and 1.0:** The minimum relation for the "ally" range (0.5) now corresponds to the displayed UI value of precisely +27 (previously rounded down to +26) 27 -|(% colspan="4" style="width:117px" %)((( 28 -The mapping of relations (-1.0 to +1.0) to displayed UI values (-30 to +30) is a piecewise logarithmic interpolation between fixed mappings (e.g. +0.32 corresponds to +25 in the UI). The "ally" range is the interval from 0.5 to 1.0, which previously corresponded to the UI value range of approximately +26.9897 to +30. The interpolated mapping within the range from 0.32 and 1.0 has been adjusted so that 0.5 now exactly corresponds to +27. As a consequence, certain relations that were previously between 25 and 28 may have gained +1 in the UI (26 to 29). For consistency, the negative range between -1.0 and -0.32 has been adjusted analogously (-0.5 is now displayed as -27). This mostly only affects the UI display, not actual gameplay. 29 -))) 30 -|(% 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" %)Parameters|(% colspan="1" style="width:119px" %)7.50 Beta 4|(% colspan="2" style="width:1625px" %)**<holomap><radar>**:** complete change in structure** 31 31 |(% colspan="7" style="width:117px" %)((( 32 32 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. 33 33 ))) ... ... @@ -37,20 +37,20 @@ 37 37 38 38 (% class="table-striped" %) 39 39 |(% colspan="1" style="width:117px" %)Gamestarts|(% colspan="1" style="width:119px" %)7.00 Beta 8|(% colspan="2" style="width:1625px" %)**Text references** 40 -|(% 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. 36 +|(% colspan="4" style="width:117px" %)//Fields containing text references in gamestarts.xml now have full text conversion applied, allowing texts to be constructed from multiple text entries, e.g. {1234,56}\n\n{1234,78}. As a result, raw text placed in the text fields needs to be formatted accordingly, e.g. "Test start (easy)" would need to be changed to "Test start \(easy\)" to avoid the text in brackets being treated as a comment.// 41 41 |(% 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** 42 42 |(% colspan="4" style="width:117px" %)highway_fx_electric_02 is still available in "legacy" folder if needed 43 43 |(% 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 44 44 |(% colspan="4" style="width:117px" %)((( 45 -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. 41 +//The four parameters used to represent flat factors applied to ships' properties with respect to their respective pilots' skill levels. Parameters moved to separate nodes with support for min and max values which, if supplied, scales the factor linearly if the affected ship's unmodified property is within min and max. Factor does not affect the ship if that property is below min.// 46 46 ))) 47 47 |(% 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. 48 48 |(% colspan="4" style="width:117px" %)((( 49 -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.** 45 +//The **pantime** parameter has never actually done anything beyond turning panning on or making the transition instant. To make this clear it has been** **replaced with the boolean parameter **instant.**// 50 50 ))) 51 51 |(% 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. 52 52 |(% colspan="4" style="width:117px" %)((( 53 -Some material names and texture paths were changed. Please DIFF the materiallibrary.xml from 6.20 with 7.0 to see the difference 49 +(% style="color:#ffffff" %)//Some material names and texture paths were changed. Please DIFF the materiallibrary.xml from 6.20 with 7.0 to see the difference// 54 54 ))) 55 55 |(% colspan="1" style="width:117px" %)(% colspan="1" %) 56 56 ((( ... ... @@ -62,7 +62,7 @@ 62 62 ))) 63 63 |(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 64 64 ((( 65 - Previously it was possible to set normal clusters to be persistent presentation clusters which was an invalid state. 61 +// Previously it was possible to set normal clusters to be persistent presentation clusters which was an invalid state.// 66 66 ))) 67 67 |(% colspan="1" style="width:117px" %)(% colspan="1" %) 68 68 ((( ... ... @@ -74,7 +74,7 @@ 74 74 ))) 75 75 |(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 76 76 ((( 77 - 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. 73 +// The build plot's buildstorage is no longer removed implicitly. The buildstorage will instead be cleaned-up once it is empty and no ships are docked.// 78 78 ))) 79 79 |(% colspan="1" style="width:117px" %)(% colspan="1" %) 80 80 ((( ... ... @@ -101,9 +101,9 @@ 101 101 ))) 102 102 |(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 103 103 ((( 104 -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. 100 +//Previously some entries were lacking "weight" parameter, causing it to default to "1", which prevent adding new ships to the group with appropriate/configurable granularity.// 105 105 106 -All groups should now have "weight" parameter added and old "weights" were updated to not have single-digit numbers. 102 +//All groups should now have "weight" parameter added and old "weights" were updated to not have single-digit numbers.// 107 107 ))) 108 108 |(% colspan="1" %)(% colspan="1" %) 109 109 ((( ... ... @@ -117,9 +117,9 @@ 117 117 ))) 118 118 |(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 119 119 ((( 120 -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. 116 +//The <event_player_travelmode_started>, <event_player_travelmode_stopped>, <event_player_travelmode_charge_started> and <event_player_travelmode_charge_aborted> events will no longer be raised if the player is a passenger on board a ship which enters or leaves travel mode. Previously these events would be raised whether the player was the pilot or a passenger. // 121 121 122 -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. 118 +//Scripts that need to check whether the player exits travel mode may also need to consider checking whether the player leaves the control seat using <event_player_stopped_control> since this will also result in travel mode stopping.// 123 123 ))) 124 124 |(% colspan="1" %)(% colspan="1" %) 125 125 ((( ... ... @@ -133,11 +133,11 @@ 133 133 ))) 134 134 |(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 135 135 ((( 136 -The 'posname' and 'rotname' result attributes of <find_object_surface> will now return null in the case of no valid surface position being found. 132 +//The 'posname' and 'rotname' result attributes of <find_object_surface> will now return null in the case of no valid surface position being found.// 137 137 138 -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. 134 +//Previously, it returned null only if there was a physics error. It however returned a valid, somewhat-random, position if physics were fine but it was still unable to find a suitable surface position. This position was often unsuitable to use for gameplay purposes so it is now null so the caller can handle the situation.// 139 139 140 -The action itself has been improved to increase the chance of finding suitable surface positions. 136 +//The action itself has been improved to increase the chance of finding suitable surface positions.// 141 141 ))) 142 142 |(% colspan="1" %)(% colspan="1" %) 143 143 ((( ... ... @@ -151,8 +151,8 @@ 151 151 ))) 152 152 |(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 153 153 ((( 154 -<match_dock> nodes can now be used on container and walkablemodule classes without wrapping them in <match_content> nodes. 155 -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. 150 +//<match_dock> nodes can now be used on container and walkablemodule classes without wrapping them in <match_content> nodes. 151 +This has introduced a new potential pitfall: If finding or counting contained components be wary that there may be multiple positive results, even if there is only one dockingbay. e.g. matching contents for a station will include the dockingbay but also its containing walkable module as that also contains the dockingbay. To only account for docking bays, also filter by dockingbay class.// 156 156 ))) 157 157 |(% colspan="1" %)(% colspan="1" %) 158 158 ((( ... ... @@ -166,7 +166,7 @@ 166 166 ))) 167 167 |(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 168 168 ((( 169 -The 'result' attribute of get_attackstrength has been moved into the new <result> subnode and renamed to 'total'. 165 +//The 'result' attribute of get_attackstrength has been moved into the new <result> subnode and renamed to 'total'.// 170 170 ))) 171 171 |((( 172 172 Assets ... ... @@ -177,8 +177,8 @@ 177 177 ))) 178 178 |(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %) 179 179 ((( 180 -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. 181 -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. 176 +//Connection tags used to specify compatibilities in component templates between a ship or station module and engines or shields now additionally require the use of the "standard" tag matching weapon or turret logic. For weapons that are neither Missile Launcher nor Mining Laser, the tag "combat" is also required. 177 +Exception: special equipment that is deliberately not compatible with the majority of slots may use another tag instead of "standard", e.g. "highpower" for certain Terran weapons.// 182 182 ))) 183 183 |(% colspan="1" %)(% colspan="1" %) 184 184 ((( ... ... @@ -192,7 +192,7 @@ 192 192 ))) 193 193 |(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %) 194 194 ((( 195 -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. 191 +//When finding components with attribute "sortbygatedistanceto", e.g. in <find_object>, any objects with a negative gatedistance (i.e. unreachable objects) are automatically excluded from the result.// 196 196 ))) 197 197 |((( 198 198 Scripts ... ... @@ -203,7 +203,7 @@ 203 203 ))) 204 204 |(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %) 205 205 ((( 206 -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. 202 +//The order of events was adjusted, allowing handlers of <event_player_owned_killed_object> and <event_player_owned_destroyed> to access commander/subordinate relationship of the destroyed object.// 207 207 ))) 208 208 |((( 209 209 Cutscenes ... ... @@ -214,7 +214,7 @@ 214 214 ))) 215 215 |(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %) 216 216 ((( 217 -The yaw and pitch nodes in <angles> are now correctly interpreted as values in degrees. 213 +//The yaw and pitch nodes in <angles> are now correctly interpreted as values in degrees.// 218 218 ))) 219 219 220 220 ---- ... ... @@ -231,7 +231,7 @@ 231 231 ))) 232 232 |(% colspan="7" %)(% colspan="3" %) 233 233 ((( 234 -'minduration' was unused in X4, maxduration was and still is taken as the actual duration of control panel hacks. No functionality change. 230 +//'minduration' was unused in X4, maxduration was and still is taken as the actual duration of control panel hacks. No functionality change.// 235 235 ))) 236 236 237 237 ---- ... ... @@ -251,7 +251,7 @@ 251 251 ))) 252 252 |(% colspan="4" %)(% colspan="3" %) 253 253 ((( 254 -The functionality represented by SetMapRenderCargoContents(), SetMapRenderWorkForceInfo(), SetMapRenderCrewInfo() and SetMapRenderDockedShipInfos() has been removed and the function was therefore stubbed. 250 +//The functionality represented by SetMapRenderCargoContents(), SetMapRenderWorkForceInfo(), SetMapRenderCrewInfo() and SetMapRenderDockedShipInfos() has been removed and the function was therefore stubbed.// 255 255 ))) 256 256 |(% colspan="1" %)(% colspan="1" %) 257 257 ((( ... ... @@ -265,7 +265,7 @@ 265 265 ))) 266 266 |(% colspan="4" %)(% colspan="3" %) 267 267 ((( 268 -This struct was added in 4.10 Beta 2 and an additional member count was added in Beta 6. 264 +//This struct was added in 4.10 Beta 2 and an additional member count was added in Beta 6.// 269 269 ))) 270 270 |(% colspan="1" %)(% colspan="1" %) 271 271 ((( ... ... @@ -279,7 +279,7 @@ 279 279 ))) 280 280 |(% colspan="4" %)(% colspan="3" %) 281 281 ((( 282 -Info box parameters are now shared across stations and ships. The node has a more generic name to reflect that. 278 +//Info box parameters are now shared across stations and ships. The node has a more generic name to reflect that.// 283 283 ))) 284 284 |(% colspan="1" %)(% colspan="1" %) 285 285 ((( ... ... @@ -293,7 +293,7 @@ 293 293 ))) 294 294 |(% colspan="4" %)(% colspan="3" %) 295 295 ((( 296 -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. 292 +//The functionality represented by SetMacroMapPlayerSectorOffset() has been removed and the function was therefore stubbed. Setting the gamestart properties "sector" and "offset" will affect the universe macro map instead directly.// 297 297 ))) 298 298 |((( 299 299 UI extensions ... ... @@ -304,7 +304,7 @@ 304 304 ))) 305 305 |(% colspan="4" %)(% colspan="3" %) 306 306 ((( 307 -These functions were added in 4.10 Beta 1 and an additional boolean parameter allowentitydeliverymissionobject was added in Beta 2. 303 +//These functions were added in 4.10 Beta 1 and an additional boolean parameter allowentitydeliverymissionobject was added in Beta 2.// 308 308 ))) 309 309 |((( 310 310 Scripts ... ... @@ -315,7 +315,7 @@ 315 315 ))) 316 316 |(% colspan="4" %)(% colspan="3" %) 317 317 ((( 318 -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. 314 +//The <delivery> node of <create_mission> and <update_mission> has been changed to support a new <wares> subnode. The people related attributes: 'people' and 'skills' have been moved from the <delivery> node itself to a <people> subnode.// 319 319 ))) 320 320 |(% colspan="1" %)(% colspan="1" %) 321 321 ((( ... ... @@ -329,7 +329,7 @@ 329 329 ))) 330 330 |(% colspan="4" %)(% colspan="3" %) 331 331 ((( 332 -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. 328 +//The $destructible.productions script property was removed and reimplemented as $defensible.productions meaning some old uses may no longer work unless the destructible is also a defensible. The old implementation functioned by finding the containing object of the destructible (including itself) to query for the production modules.// 333 333 ))) 334 334 |((( 335 335 Scripts ... ... @@ -340,7 +340,7 @@ 340 340 ))) 341 341 |(% colspan="4" %)(% colspan="3" %) 342 342 ((( 343 -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. 339 +//The spawnsource seed is no longer directly accessible by scripts. Use $component.seed, which will internally use the spawnsource seed if able. Note: An improvement is that .seed on objects without a spawnsource seed will now result in a value that differs between objects of the same macro, meaning it can now reliably be used for player property or job ships.// 344 344 ))) 345 345 346 346 ---- ... ... @@ -360,8 +360,8 @@ 360 360 ))) 361 361 |(% colspan="4" %)(% colspan="3" %) 362 362 ((( 363 -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). 364 -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. 359 +//Before 4.00 Beta 10 it was ensured that there is no direct transition between the 'cockpit ui mode' of one ship to another. Instead, it was always ensured that the UI first transitions into the firstperson mode and then back into the cockpit mode (controlling then the other ship). 360 +In order to support the new emergency eject feature which was added in 4.00 Beta 7, this assurance was dropped. As of 4.00 Beta 10 it is now possible that the ship the player controls can swap without the gameplanchange-event being risen which one could rely upon in previous versions. If your addon relied on the fact that the ship would not change without first going into first person mode, you will have to adjust your addon accordingly.// 365 365 ))) 366 366 |((( 367 367 Scripts ... ... @@ -372,9 +372,9 @@ 372 372 ))) 373 373 |(% colspan="4" %)(% colspan="3" %) 374 374 ((( 375 -Old params: param = project ID, param2 = were there positive side-effects?, param3 = were there negative side-effects? 371 +//Old params: param = project ID, param2 = were there positive side-effects?, param3 = were there negative side-effects? 376 376 New params: param = project ID, param2 = [were there positive side-effects?, were there negative side-effects?], param3 = payout in Credits 377 -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 373 +Note: param3 only exists in <event_terraforming_project_succeeded> and not in <event_terraforming_project_failed>, but both now have the booleans in a list for consistency// 378 378 ))) 379 379 |(% colspan="1" %)(% colspan="1" %) 380 380 ((( ... ... @@ -388,10 +388,10 @@ 388 388 ))) 389 389 |(% colspan="4" %)(% colspan="3" %) 390 390 ((( 391 -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. 392 -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). 387 +//In order to keep consistency with regards to the new behvior 'hostile' relation state and the older (deprecated) UI functions, the behavior of the deprecated GetFactionRelationStatus() function was changed according to the behavior of the GetRelationStatus()/GetRelationStatus2() functions which was done in the previous beta. 388 +Factions with a relation rating between -20 and -10 will now report a relation status of 'neutral' (aka: 1) instead of 'hostile'/'enemy' (aka: 0).// 393 393 394 -If you rely on a handling where these factions are treated like enemies, please use the new GetFactionRelationStatus2() function instead. 390 +//If you rely on a handling where these factions are treated like enemies, please use the new GetFactionRelationStatus2() function instead.// 395 395 ))) 396 396 |(% colspan="1" %)(% colspan="1" %) 397 397 ((( ... ... @@ -405,9 +405,9 @@ 405 405 ))) 406 406 |(% colspan="4" %)(% colspan="3" %) 407 407 ((( 408 -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. 404 +//4.00 Beta 5// //introduces a new 'hostile' relation status and the game now distinguishes between hostile and enemy relation states. Objects not yet 'hostile' with the player are now visualized differently and therefore distinguishable from real hostile ones. Because of that, several related changes were made for these objects to bring them more in line with how 'neutral' objects behave (f.e. no automatic attacking of these objects by the player property anymore, no target selection when targeting the closest enemy, etc.). To reflect this, these objects are now returning 1 (neutral) as the relation status by the GetRelationStatus()/GetRelationStatus2() functions.// 409 409 410 -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).406 +//If you rely on a handling where they are treated like enemies, please use the new GetRelationStatus3() //function which returns the new range for these objects: 1 (meaning 'enemy' (aka: not yet hostile) here with following relations having been shifted up). 411 411 ))) 412 412 |((( 413 413 Parameters ... ... @@ -418,7 +418,7 @@ 418 418 ))) 419 419 |(% colspan="4" %)(% colspan="3" %) 420 420 ((( 421 -The 'requiresconstructionvessel' attribute has been moved from the 'recycling' node itself, to the new 'station' subnode. 417 +//The 'requiresconstructionvessel' attribute has been moved from the 'recycling' node itself, to the new 'station' subnode.// 422 422 ))) 423 423 |((( 424 424 Scripts ... ... @@ -429,7 +429,7 @@ 429 429 ))) 430 430 |(% colspan="4" %)(% colspan="3" %) 431 431 ((( 432 -The 'gatedistance' script property now minimizes the number of gate jumps instead of counting the number gate jumps in the fastest route. 428 +//The 'gatedistance' script property now minimizes the number of gate jumps instead of counting the number gate jumps in the fastest route.// 433 433 ))) 434 434 435 435 ---- ... ... @@ -446,7 +446,7 @@ 446 446 ))) 447 447 |(% colspan="7" %)(% colspan="3" %) 448 448 ((( 449 -These mission limit-related functions (added in 3.30 Beta 1 and 2) are replaced with FFI IsMissionLimitReached() 445 +//These mission limit-related functions (added in 3.30 Beta 1 and 2) are replaced with FFI IsMissionLimitReached()// 450 450 ))) 451 451 452 452 ---- ... ... @@ -463,9 +463,9 @@ 463 463 ))) 464 464 |(% colspan="4" %)(% colspan="3" %) 465 465 ((( 466 -Old params: param = attacked object, param2 = attack method, param3 = attacked component 467 -New params: param = attacked object, param2 = attack method, param3 = attack component detail list: [attacked component, attacking weapon] 468 -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 462 +//Old params: param = attacked object, param2 = attack method, param3 = attacked component// 463 +//New params: param = attacked object, param2 = attack method, param3 = attack component detail list: [attacked component, attacking weapon] 464 +Note that this also means the component attribute to the events is no longer available, so scripts checking the attacked component need to use event.param3.{1} instead// 469 469 ))) 470 470 |(% colspan="1" %)(% colspan="1" %) 471 471 ((( ... ... @@ -479,7 +479,7 @@ 479 479 ))) 480 480 |(% colspan="4" %)(% colspan="3" %) 481 481 ((( 482 -$trade.restriction.faction has been replaced with $trade.restriction.factions, which returns a list of factions. 478 +//$trade.restriction.faction has been replaced with $trade.restriction.factions, which returns a list of factions.// 483 483 ))) 484 484 |((( 485 485 UI extensions ... ... @@ -490,7 +490,7 @@ 490 490 ))) 491 491 |(% colspan="4" %)(% colspan="3" %) 492 492 ((( 493 -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. 489 +//With the addition of the Trade Rule feature the given functions are obsolete and do not function anymore. This set of functions will return dummy values to avoid breaking scripts. Use GetAllTradeRules(), GetContainerTradeRuleID(), SetContainerTradeRule() and similar trade rule functions as replacement.// 494 494 ))) 495 495 496 496 ---- ... ... @@ -510,7 +510,7 @@ 510 510 ))) 511 511 |(% colspan="7" %)(% colspan="3" %) 512 512 ((( 513 -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. 509 +//Removed <add_build/> action which was no longer needed and would result in builds being added in unsupported ways. Use other <add_build_xxx/> actions.// 514 514 ))) 515 515 516 516 ---- ... ... @@ -530,7 +530,7 @@ 530 530 ))) 531 531 |(% colspan="4" %)(% colspan="3" %) 532 532 ((( 533 -<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. 529 +//<get_suitable_job/> previously did not respect job quotas or the current number of job ships. It now does, only returning job IDs which are not exceeding the maxgalaxy quota. Using 'exceedquota' allows the action to behave as before.// 534 534 ))) 535 535 |(% colspan="1" %)(% colspan="1" %) 536 536 ((( ... ... @@ -544,7 +544,7 @@ 544 544 ))) 545 545 |(% colspan="4" %)(% colspan="3" %) 546 546 ((( 547 -<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. 543 +//<get_ware_definition/> previously filtered for equipment wares by default. This is now not the case and existing cases now use flags="equipment". Additional filter attributes for group and tags has also been added.// 548 548 ))) 549 549 |(% colspan="1" %)(% colspan="1" %) 550 550 ((( ... ... @@ -558,9 +558,9 @@ 558 558 ))) 559 559 |(% colspan="4" %)(% colspan="3" %) 560 560 ((( 561 -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.) 557 +//All MD, UI, and cutscene files have been renamed as lower-case. For most users this should have no effect since files packed in catalogs are essentially case-insensitive. However, this change can affect users on Linux systems when running a mod that contains single files instead of a catalog, and/or when playing with unpacked base game files//. If your mod has XML patch files that are not packed in a catalog, the filenames must be lower-case to match the filenames in the base game. (For info on using mod catalogs, see the Readme of the X Catalog Tool.) 562 562 563 -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). 559 +//Note that this change has no effect on the actual content of scripts or cutscenes. The MD script/cutscene names are stored in the files, regardless of the filenames, so that references to them remain unchanged (e.g., "md.Setup.Start" references a cue in setup.xml).// 564 564 ))) 565 565 |(% colspan="1" %)(% colspan="1" %) 566 566 ((( ... ... @@ -574,7 +574,7 @@ 574 574 ))) 575 575 |(% colspan="4" %)(% colspan="3" %) 576 576 ((( 577 -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. 573 +//Some MD library cues in the base game that were previously used with <include_actions> have been adjusted, so they must now be used with the new MD action <run_actions> instead. Mods that use such a library with <include_actions> will have to switch to <run_actions> as well. A list of affected libraries is not provided here. Note: Additional library cues may be adjusted in future builds without further warning.// 578 578 ))) 579 579 |(% colspan="1" %)(% colspan="1" %) 580 580 ((( ... ... @@ -588,8 +588,8 @@ 588 588 ))) 589 589 |(% colspan="4" %)(% colspan="3" %) 590 590 ((( 591 -Before the change, positions are relative to $dockingbay.parent. 592 -After the change, positions are relative to $dockingbay as specified in the documentation. 587 +//Before the change, positions are relative to $dockingbay.parent. 588 +After the change, positions are relative to $dockingbay as specified in the documentation.// 593 593 ))) 594 594 |(% colspan="1" %)(% colspan="1" %) 595 595 ((( ... ... @@ -603,7 +603,7 @@ 603 603 ))) 604 604 |(% colspan="4" %)(% colspan="3" %) 605 605 ((( 606 -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(). 602 +//Entity skills are always visible; that flag was a leftover from XR. We removed support for the script property .skillsvisible, the attribute "skillsvisible" of <set_entity_traits> and <set_npc_template_traits>, and the parameter "skillsvisible" of Lua function GetComponentData().// 607 607 ))) 608 608 |((( 609 609 Scripts ... ... @@ -614,7 +614,7 @@ 614 614 ))) 615 615 |(% colspan="4" %)(% colspan="3" %) 616 616 ((( 617 -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. 613 +//Before 3.0 Beta 2 there was just a single <event_object//_changed_owner> condition. This condition was triggered in multiple cases when an owner change occurred. However, the exact cases were inconsistent and also the event could have been triggered w/o an effective owner change having been applied. 618 618 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. 619 619 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. 620 620 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). ... ... @@ -631,7 +631,7 @@ 631 631 ))) 632 632 |(% colspan="4" %)(% colspan="3" %) 633 633 ((( 634 -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. 630 +//MissionBoards was a dummy asset type which was only used during early development and never meant to be shipped in the released version. If any mod tried to make use of this asset type, undefined behaviour would occur. Therefore we cleaned things up in 3.0 Beta 1 including deprecating/removing any related UI/script function.// 635 635 ))) 636 636 |((( 637 637 Job/God ... ... @@ -642,7 +642,7 @@ 642 642 ))) 643 643 |(% colspan="4" %)(% colspan="3" %) 644 644 ((( 645 -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. 641 +//To better support extensions which add to the base game map, a job/god entry now defaults to only spawning objects in areas of the map that are added by the extension in which that entry is defined. You can override this behaviour by adding a matchextension="false" attribute to the job/god entry definition. This allows the entry to spawn objects anywhere that matches the entry's other criteria.// 646 646 ))) 647 647 |(% colspan="1" %)(% colspan="1" %) 648 648 ((( ... ... @@ -656,7 +656,7 @@ 656 656 ))) 657 657 |(% colspan="4" %)(% colspan="3" %) 658 658 ((( 659 -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. 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.// 660 660 ))) 661 661 |(% colspan="1" %)(% colspan="1" %) 662 662 ((( ... ... @@ -670,7 +670,7 @@ 670 670 ))) 671 671 |(% colspan="4" %)(% colspan="3" %) 672 672 ((( 673 -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. 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.// 674 674 ))) 675 675 |(% colspan="1" %)(% colspan="1" %) 676 676 ((( ... ... @@ -684,7 +684,7 @@ 684 684 ))) 685 685 |(% colspan="4" %)(% colspan="3" %) 686 686 ((( 687 -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. 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.// 688 688 ))) 689 689 |(% colspan="1" %)(% colspan="1" %) 690 690 ((( ... ... @@ -698,7 +698,7 @@ 698 698 ))) 699 699 |(% colspan="4" %)(% colspan="3" %) 700 700 ((( 701 -These actions had no effect and were removed. 697 +//These actions had no effect and were removed.// 702 702 ))) 703 703 |(% colspan="1" %)(% colspan="1" %) 704 704 ((( ... ... @@ -712,7 +712,7 @@ 712 712 ))) 713 713 |(% colspan="4" %)(% colspan="3" %) 714 714 ((( 715 -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. 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.// 716 716 ))) 717 717 |(% colspan="1" %)(% colspan="1" %) 718 718 ((( ... ... @@ -726,7 +726,7 @@ 726 726 ))) 727 727 |(% colspan="4" %)(% colspan="3" %) 728 728 ((( 729 -The default confidence of player options is another leftover from the XR era and had no effect in X4. 725 +//The default confidence of player options is another leftover from the XR era and had no effect in X4.// 730 730 ))) 731 731 |(% colspan="1" %)(% colspan="1" %) 732 732 ((( ... ... @@ -740,7 +740,7 @@ 740 740 ))) 741 741 |(% colspan="4" %)(% colspan="3" %) 742 742 ((( 743 -Unused script action <hack_via_control_panel/> was removed. 739 +//Unused script action <hack_via_control_panel/> was removed.// 744 744 ))) 745 745 |(% colspan="1" %)(% colspan="1" %) 746 746 ((( ... ... @@ -754,7 +754,7 @@ 754 754 ))) 755 755 |(% colspan="4" %)(% colspan="3" %) 756 756 ((( 757 -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. 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.// 758 758 ))) 759 759 |((( 760 760 UI core ... ... @@ -765,7 +765,7 @@ 765 765 ))) 766 766 |(% colspan="4" %)(% colspan="3" %) 767 767 ((( 768 -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. 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.// 769 769 ))) 770 770 |(% colspan="1" %)(% colspan="1" %) 771 771 ((( ... ... @@ -779,7 +779,7 @@ 779 779 ))) 780 780 |(% colspan="4" %)(% colspan="3" %) 781 781 ((( 782 -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. 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.// 783 783 ))) 784 784 |(% colspan="1" %)(% colspan="1" %) 785 785 ((( ... ... @@ -793,8 +793,8 @@ 793 793 ))) 794 794 |(% colspan="4" %)(% colspan="3" %) 795 795 ((( 796 -$ware.illegal used to return true if the specified ware has the 'illegal' tag which is no longer used. 797 -It now returns true if $ware is illegal to any faction in the game. 792 +//$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.// 798 798 ))) 799 799 |(% colspan="1" %)(% colspan="1" %) 800 800 ((( ... ... @@ -808,7 +808,7 @@ 808 808 ))) 809 809 |(% colspan="4" %)(% colspan="3" %) 810 810 ((( 811 -The MD script RML_Flight_Along_Path was not referened and was removed. 807 +//The MD script RML_Flight_Along_Path was not referened and was removed.// 812 812 ))) 813 813 |(% colspan="1" %)(% colspan="1" %) 814 814 ((( ... ... @@ -822,8 +822,8 @@ 822 822 ))) 823 823 |(% colspan="4" %)(% colspan="3" %) 824 824 ((( 825 -old params: param = venture details, param2 = ships involved, param3 = duration 826 -new params: param = venture detail list: [mission name, mission type], param2 = list of ships involved, param3 = duration 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// 827 827 ))) 828 828 |((( 829 829 Scripts ... ... @@ -835,7 +835,7 @@ 835 835 ))) 836 836 |(% colspan="4" %)(% colspan="3" %) 837 837 ((( 838 -The common action <set_object_wing_name/> has been replaced with <set_object_fleet_name/> 834 +//The common action <set_object_wing_name/> has been replaced with <set_object_fleet_name/>// 839 839 ))) 840 840 |((( 841 841 Scripts ... ... @@ -864,9 +864,9 @@ 864 864 ))) 865 865 |(% colspan="10" %)(% colspan="3" %) 866 866 ((( 867 -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. 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.// 868 868 869 -Sub nodes such as match_child will have checkoperational default to false. Existing uses may find that results now include non-operational components. 865 +//Sub nodes such as match_child will have checkoperational default to false. Existing uses may find that results now include non-operational components.// 870 870 ))) 871 871 |((( 872 872 Scripts ... ... @@ -877,7 +877,7 @@ 877 877 )))| | | 878 878 |(% colspan="10" %)(% colspan="3" %) 879 879 ((( 880 -The script keyword $container.supplyresources now includes reserved wares. 876 +//The script keyword $container.supplyresources now includes reserved wares.// 881 881 ))) 882 882 883 883 ---- ... ... @@ -897,10 +897,10 @@ 897 897 ))) 898 898 |(% colspan="4" %)(% colspan="3" %) 899 899 ((( 900 -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. 901 -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. 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.// 902 902 903 -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. 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.// 904 904 ))) 905 905 |(% colspan="1" %)(% colspan="1" %) 906 906 ((( ... ... @@ -914,7 +914,7 @@ 914 914 ))) 915 915 |(% colspan="4" %)(% colspan="3" %) 916 916 ((( 917 -The underlying behaviour remains the same in that it involves the buildprocessor, not the buildmodule. The attribute name has simply been corrected. 913 +//The underlying behaviour remains the same in that it involves the buildprocessor, not the buildmodule. The attribute name has simply been corrected.// 918 918 ))) 919 919 920 920 ---- ... ... @@ -934,7 +934,7 @@ 934 934 ))) 935 935 |(% colspan="4" %)(% colspan="3" %) 936 936 ((( 937 -The construction sequence which was finished should now be accessed via the buildtask provided via param3. 933 +//The construction sequence which was finished should now be accessed via the buildtask provided via param3.// 938 938 ))) 939 939 |(% colspan="1" %)(% colspan="1" %) 940 940 ((( ... ... @@ -948,7 +948,7 @@ 948 948 ))) 949 949 |(% colspan="4" %)(% colspan="3" %) 950 950 ((( 951 -The 'recruitstrength', 'veteranstrength' and 'elitestrength' script parameters were no longer required for balancing the boarding gameplay, and were removed. 947 +//The 'recruitstrength', 'veteranstrength' and 'elitestrength' script parameters were no longer required for balancing the boarding gameplay, and were removed.// 952 952 ))) 953 953 |(% colspan="1" %)(% colspan="1" %) 954 954 ((( ... ... @@ -962,7 +962,7 @@ 962 962 ))) 963 963 |(% colspan="4" %)(% colspan="3" %) 964 964 ((( 965 -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. 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.// 966 966 ))) 967 967 |((( 968 968 UI extensions ... ... @@ -973,7 +973,7 @@ 973 973 ))) 974 974 |(% colspan="4" %)(% colspan="3" %) 975 975 ((( 976 -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. 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.// 977 977 ))) 978 978 |((( 979 979 UI extensions ... ... @@ -984,8 +984,8 @@ 984 984 ))) 985 985 |(% colspan="4" %)(% colspan="3" %) 986 986 ((( 987 -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. 988 -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. 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.// 989 989 ))) 990 990 |((( 991 991 Scripts ... ... @@ -996,7 +996,7 @@ 996 996 ))) 997 997 |(% colspan="4" %)(% colspan="3" %) 998 998 ((( 999 -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. 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.// 1000 1000 ))) 1001 1001 |((( 1002 1002 Scripts ... ... @@ -1007,7 +1007,7 @@ 1007 1007 ))) 1008 1008 |(% colspan="4" %)(% colspan="3" %) 1009 1009 ((( 1010 -For prior behavior, check for event.param being non-null. 1006 +//For prior behavior, check for event.param being non-null.// 1011 1011 ))) 1012 1012 |((( 1013 1013 AI Scripts ... ... @@ -1018,11 +1018,11 @@ 1018 1018 ))) 1019 1019 |(% colspan="4" %)(% colspan="3" %) 1020 1020 ((( 1021 -Changed: Attribute "primary" is now optional and defines whether weapons from the ship's active primary weapon group will be fired. Defaults to true. 1022 -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. 1023 -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. 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.// 1024 1024 1025 -Corrects now-obsolete assumption that primary weapon groups only contain guns and secondary weapon groups only contain missile launchers. 1021 +//Corrects now-obsolete assumption that primary weapon groups only contain guns and secondary weapon groups only contain missile launchers.// 1026 1026 ))) 1027 1027 |((( 1028 1028 UI extensions ... ... @@ -1033,7 +1033,7 @@ 1033 1033 ))) 1034 1034 |(% colspan="4" %)(% colspan="3" %) 1035 1035 ((( 1036 -Added possibility to query build tasks of a certain buildmodule. 1032 +//Added possibility to query build tasks of a certain buildmodule.// 1037 1037 ))) 1038 1038 |((( 1039 1039 UI extensions ... ... @@ -1044,7 +1044,7 @@ 1044 1044 ))) 1045 1045 |(% colspan="4" %)(% colspan="3" %) 1046 1046 ((( 1047 -Added list of resources a buildmodule needs to build. 1043 +//Added list of resources a buildmodule needs to build.// 1048 1048 ))) 1049 1049 |((( 1050 1050 UI extensions ... ... @@ -1055,7 +1055,7 @@ 1055 1055 ))) 1056 1056 |(% colspan="4" %)(% colspan="3" %) 1057 1057 ((( 1058 -Unused, derelict function from XR - use GetComponentData(..., "hullpercent") instead. 1054 +//Unused, derelict function from XR - use GetComponentData(..., "hullpercent") instead.// 1059 1059 ))) 1060 1060 |((( 1061 1061 UI extensions ... ... @@ -1066,7 +1066,7 @@ 1066 1066 ))) 1067 1067 |(% colspan="4" %)(% colspan="3" %) 1068 1068 ((( 1069 -Changed return value type to const char* to better identify failure reasons in Lua script. 1065 +//Changed return value type to const char* to better identify failure reasons in Lua script.// 1070 1070 ))) 1071 1071 1072 1072 ---- ... ... @@ -1083,7 +1083,7 @@ 1083 1083 ))) 1084 1084 |(% colspan="4" %)(% colspan="3" %) 1085 1085 ((( 1086 -The "docksizes" property no longer includes internal ship storage docks. 1082 +//The "docksizes" property no longer includes internal ship storage docks.// 1087 1087 ))) 1088 1088 |((( 1089 1089 All ... ... @@ -1094,11 +1094,11 @@ 1094 1094 ))) 1095 1095 |(% colspan="4" %)(% colspan="3" %) 1096 1096 ((( 1097 -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". 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".// 1098 1098 1099 -Lua: Adjusted GetComponentData() and HasShipyard(), added HasWharf() 1100 -Lua / GetComponentData() properties: Removed "iscapitalshipyard", fixed "isshipyard", added "canbuildships", "iswharf", "isequipmentdock" 1101 -Scripts: Fixed property .isshipyard, added .iswharf (.canbuildships existed already) 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)// 1102 1102 ))) 1103 1103 |((( 1104 1104 UI extensions ... ... @@ -1109,7 +1109,7 @@ 1109 1109 ))) 1110 1110 |(% colspan="4" %)(% colspan="3" %) 1111 1111 ((( 1112 -Added new "operational" field to retrieve information about number of operational upgrades in a group. 1108 +//Added new "operational" field to retrieve information about number of operational upgrades in a group.// 1113 1113 ))) 1114 1114 |(% colspan="1" %)(% colspan="1" %) 1115 1115 ((( ... ... @@ -1123,9 +1123,9 @@ 1123 1123 ))) 1124 1124 |(% colspan="4" %)(% colspan="3" %) 1125 1125 ((( 1126 -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. 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.// 1127 1127 1128 -The new function declaration is: void SetGuidance(UniverseID componentid, UIPosRot offset) 1124 +//The new function declaration is: void SetGuidance(UniverseID componentid, UIPosRot offset)// 1129 1129 ))) 1130 1130 |((( 1131 1131 UI extensions ... ... @@ -1136,7 +1136,7 @@ 1136 1136 ))) 1137 1137 |(% colspan="4" %)(% colspan="3" %) 1138 1138 ((( 1139 -CancelConstruction() now returns if the cancellation was successful. 1135 +//CancelConstruction() now returns if the cancellation was successful. // 1140 1140 ))) 1141 1141 1142 1142 ---- ... ... @@ -1153,7 +1153,7 @@ 1153 1153 ))) 1154 1154 |(% colspan="4" %)(% colspan="3" %) 1155 1155 ((( 1156 -Instead of "nextdestname", use the properties "destination" or "destinationsector" to retrieve a destination component, then retrieve its "name" property. 1152 +//Instead of "nextdestname", use the properties "destination" or "destinationsector" to retrieve a destination component, then retrieve its "name" property.// 1157 1157 ))) 1158 1158 1159 1159 ----