Changes for page Breaking Changes
Last modified by Michael Baumgardt on 2026/04/17 12:03
From version 124.6
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
To version 124.5
edited by Klaus Meyer
on 2025/01/07 16:40
on 2025/01/07 16:40
Change comment:
There is no comment for this version
Summary
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Page properties (1 modified, 0 added, 0 removed)
Details
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... ... @@ -652,7 +652,10 @@ 652 652 ((( 653 653 Script action **<add_actor_to_room/> **attribute **'room'** renamed to **'object'** 654 654 ))) 655 -|(% colspan="4" %)i 655 +|(% colspan="4" %)(% colspan="3" %) 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.// 658 +))) 656 656 |(% colspan="1" %)(% colspan="1" %) 657 657 ((( 658 658 Scripts ... ... @@ -665,7 +665,7 @@ 665 665 ))) 666 666 |(% colspan="4" %)(% colspan="3" %) 667 667 ((( 668 -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.// 669 669 ))) 670 670 |(% colspan="1" %)(% colspan="1" %) 671 671 ((( ... ... @@ -679,7 +679,7 @@ 679 679 ))) 680 680 |(% colspan="4" %)(% colspan="3" %) 681 681 ((( 682 -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.// 683 683 ))) 684 684 |(% colspan="1" %)(% colspan="1" %) 685 685 ((( ... ... @@ -693,7 +693,7 @@ 693 693 ))) 694 694 |(% colspan="4" %)(% colspan="3" %) 695 695 ((( 696 -These actions had no effect and were removed. 699 +//These actions had no effect and were removed.// 697 697 ))) 698 698 |(% colspan="1" %)(% colspan="1" %) 699 699 ((( ... ... @@ -707,7 +707,7 @@ 707 707 ))) 708 708 |(% colspan="4" %)(% colspan="3" %) 709 709 ((( 710 -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.// 711 711 ))) 712 712 |(% colspan="1" %)(% colspan="1" %) 713 713 ((( ... ... @@ -721,7 +721,7 @@ 721 721 ))) 722 722 |(% colspan="4" %)(% colspan="3" %) 723 723 ((( 724 -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.// 725 725 ))) 726 726 |(% colspan="1" %)(% colspan="1" %) 727 727 ((( ... ... @@ -735,7 +735,7 @@ 735 735 ))) 736 736 |(% colspan="4" %)(% colspan="3" %) 737 737 ((( 738 -Unused script action <hack_via_control_panel/> was removed. 741 +//Unused script action <hack_via_control_panel/> was removed.// 739 739 ))) 740 740 |(% colspan="1" %)(% colspan="1" %) 741 741 ((( ... ... @@ -749,7 +749,7 @@ 749 749 ))) 750 750 |(% colspan="4" %)(% colspan="3" %) 751 751 ((( 752 -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.// 753 753 ))) 754 754 |((( 755 755 UI core ... ... @@ -760,7 +760,7 @@ 760 760 ))) 761 761 |(% colspan="4" %)(% colspan="3" %) 762 762 ((( 763 -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.// 764 764 ))) 765 765 |(% colspan="1" %)(% colspan="1" %) 766 766 ((( ... ... @@ -774,7 +774,7 @@ 774 774 ))) 775 775 |(% colspan="4" %)(% colspan="3" %) 776 776 ((( 777 -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.// 778 778 ))) 779 779 |(% colspan="1" %)(% colspan="1" %) 780 780 ((( ... ... @@ -788,8 +788,8 @@ 788 788 ))) 789 789 |(% colspan="4" %)(% colspan="3" %) 790 790 ((( 791 -$ware.illegal used to return true if the specified ware has the 'illegal' tag which is no longer used. 792 -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.// 793 793 ))) 794 794 |(% colspan="1" %)(% colspan="1" %) 795 795 ((( ... ... @@ -803,7 +803,7 @@ 803 803 ))) 804 804 |(% colspan="4" %)(% colspan="3" %) 805 805 ((( 806 -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.// 807 807 ))) 808 808 |(% colspan="1" %)(% colspan="1" %) 809 809 ((( ... ... @@ -817,8 +817,8 @@ 817 817 ))) 818 818 |(% colspan="4" %)(% colspan="3" %) 819 819 ((( 820 -old params: param = venture details, param2 = ships involved, param3 = duration 821 -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// 822 822 ))) 823 823 |((( 824 824 Scripts ... ... @@ -830,7 +830,7 @@ 830 830 ))) 831 831 |(% colspan="4" %)(% colspan="3" %) 832 832 ((( 833 -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/>// 834 834 ))) 835 835 |((( 836 836 Scripts ... ... @@ -859,9 +859,9 @@ 859 859 ))) 860 860 |(% colspan="10" %)(% colspan="3" %) 861 861 ((( 862 -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.// 863 863 864 -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.// 865 865 ))) 866 866 |((( 867 867 Scripts ... ... @@ -872,7 +872,7 @@ 872 872 )))| | | 873 873 |(% colspan="10" %)(% colspan="3" %) 874 874 ((( 875 -The script keyword $container.supplyresources now includes reserved wares. 878 +//The script keyword $container.supplyresources now includes reserved wares.// 876 876 ))) 877 877 878 878 ---- ... ... @@ -892,10 +892,10 @@ 892 892 ))) 893 893 |(% colspan="4" %)(% colspan="3" %) 894 894 ((( 895 -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. 896 -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.// 897 897 898 -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.// 899 899 ))) 900 900 |(% colspan="1" %)(% colspan="1" %) 901 901 ((( ... ... @@ -909,7 +909,7 @@ 909 909 ))) 910 910 |(% colspan="4" %)(% colspan="3" %) 911 911 ((( 912 -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.// 913 913 ))) 914 914 915 915 ---- ... ... @@ -929,7 +929,7 @@ 929 929 ))) 930 930 |(% colspan="4" %)(% colspan="3" %) 931 931 ((( 932 -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.// 933 933 ))) 934 934 |(% colspan="1" %)(% colspan="1" %) 935 935 ((( ... ... @@ -943,7 +943,7 @@ 943 943 ))) 944 944 |(% colspan="4" %)(% colspan="3" %) 945 945 ((( 946 -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.// 947 947 ))) 948 948 |(% colspan="1" %)(% colspan="1" %) 949 949 ((( ... ... @@ -957,7 +957,7 @@ 957 957 ))) 958 958 |(% colspan="4" %)(% colspan="3" %) 959 959 ((( 960 -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.// 961 961 ))) 962 962 |((( 963 963 UI extensions ... ... @@ -968,7 +968,7 @@ 968 968 ))) 969 969 |(% colspan="4" %)(% colspan="3" %) 970 970 ((( 971 -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.// 972 972 ))) 973 973 |((( 974 974 UI extensions ... ... @@ -979,8 +979,8 @@ 979 979 ))) 980 980 |(% colspan="4" %)(% colspan="3" %) 981 981 ((( 982 -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. 983 -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.// 984 984 ))) 985 985 |((( 986 986 Scripts ... ... @@ -991,7 +991,7 @@ 991 991 ))) 992 992 |(% colspan="4" %)(% colspan="3" %) 993 993 ((( 994 -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.// 995 995 ))) 996 996 |((( 997 997 Scripts ... ... @@ -1002,7 +1002,7 @@ 1002 1002 ))) 1003 1003 |(% colspan="4" %)(% colspan="3" %) 1004 1004 ((( 1005 -For prior behavior, check for event.param being non-null. 1008 +//For prior behavior, check for event.param being non-null.// 1006 1006 ))) 1007 1007 |((( 1008 1008 AI Scripts ... ... @@ -1013,11 +1013,11 @@ 1013 1013 ))) 1014 1014 |(% colspan="4" %)(% colspan="3" %) 1015 1015 ((( 1016 -Changed: Attribute "primary" is now optional and defines whether weapons from the ship's active primary weapon group will be fired. Defaults to true. 1017 -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. 1018 -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.// 1019 1019 1020 -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.// 1021 1021 ))) 1022 1022 |((( 1023 1023 UI extensions ... ... @@ -1028,7 +1028,7 @@ 1028 1028 ))) 1029 1029 |(% colspan="4" %)(% colspan="3" %) 1030 1030 ((( 1031 -Added possibility to query build tasks of a certain buildmodule. 1034 +//Added possibility to query build tasks of a certain buildmodule.// 1032 1032 ))) 1033 1033 |((( 1034 1034 UI extensions ... ... @@ -1039,7 +1039,7 @@ 1039 1039 ))) 1040 1040 |(% colspan="4" %)(% colspan="3" %) 1041 1041 ((( 1042 -Added list of resources a buildmodule needs to build. 1045 +//Added list of resources a buildmodule needs to build.// 1043 1043 ))) 1044 1044 |((( 1045 1045 UI extensions ... ... @@ -1050,7 +1050,7 @@ 1050 1050 ))) 1051 1051 |(% colspan="4" %)(% colspan="3" %) 1052 1052 ((( 1053 -Unused, derelict function from XR - use GetComponentData(..., "hullpercent") instead. 1056 +//Unused, derelict function from XR - use GetComponentData(..., "hullpercent") instead.// 1054 1054 ))) 1055 1055 |((( 1056 1056 UI extensions