Changes for page Breaking Changes

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

From version 126.1
edited by Klaus Meyer
on 2025/01/07 18:02
Change comment: There is no comment for this version
To version 124.6
edited by Klaus Meyer
on 2025/01/07 16:42
Change comment: There is no comment for this version

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... ... @@ -23,10 +23,8 @@
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 "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 (rounded down) may have gained +1 in the UI, i.e. they are now displayed as 26 instead of 25, etc. 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 -)))
26 +|(% colspan="1" style="width:117px" %)Relations|(% colspan="1" style="width:119px" %)7.50 Beta 4|(% colspan="2" style="width:1625px" %)**Faction relation UI values: Changed mapping of relations to displayed UI values between 0.5 and 1.0 (UI +25 and +30)**
27 +|(% colspan="4" style="width:117px" %)
30 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**
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.
... ... @@ -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.
38 +|(% colspan="4" style="width:117px" %)//Fields containing text references in gamestarts.xml now have full text conversion applied, allowing texts to be constructed from multiple text entries, e.g. {1234,56}\n\n{1234,78}. As a result, raw text placed in the text fields needs to be formatted accordingly, e.g. "Test start (easy)" would need to be changed to "Test start \(easy\)" to avoid the text in brackets being treated as a comment.//
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.
43 +//The four parameters used to represent flat factors applied to ships' properties with respect to their respective pilots' skill levels. Parameters moved to separate nodes with support for min and max values which, if supplied, scales the factor linearly if the affected ship's unmodified property is within min and max. Factor does not affect the ship if that property is below min.//
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.**
47 +//The **pantime** parameter has never actually done anything beyond turning panning on or making the transition instant. To make this clear it has been** **replaced with the boolean parameter **instant.**//
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
51 +(% style="color:#ffffff" %)//Some material names and texture paths were changed. Please DIFF the materiallibrary.xml from 6.20 with 7.0 to see the difference//
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.
63 +// 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.
75 +// The build plot's buildstorage is no longer removed implicitly. The buildstorage will instead be cleaned-up once it is empty and no ships are docked.//
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.
102 +//Previously some entries were lacking "weight" parameter, causing it to default to "1", which prevent adding new ships to the group with appropriate/configurable granularity.//
105 105  
106 -All groups should now have "weight" parameter added and old "weights" were updated to not have single-digit numbers.
104 +//All groups should now have "weight" parameter added and old "weights" were updated to not have single-digit numbers.//
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.
118 +//The <event_player_travelmode_started>, <event_player_travelmode_stopped>, <event_player_travelmode_charge_started> and <event_player_travelmode_charge_aborted> events will no longer be raised if the player is a passenger on board a ship which enters or leaves travel mode. Previously these events would be raised whether the player was the pilot or a passenger. //
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.
120 +//Scripts that need to check whether the player exits travel mode may also need to consider checking whether the player leaves the control seat using <event_player_stopped_control> since this will also result in travel mode stopping.//
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.
134 +//The 'posname' and 'rotname' result attributes of <find_object_surface> will now return null in the case of no valid surface position being found.//
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.
136 +//Previously, it returned null only if there was a physics error. It however returned a valid, somewhat-random, position if physics were fine but it was still unable to find a suitable surface position. This position was often unsuitable to use for gameplay purposes so it is now null so the caller can handle the situation.//
139 139  
140 -The action itself has been improved to increase the chance of finding suitable surface positions.
138 +//The action itself has been improved to increase the chance of finding suitable surface positions.//
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.
152 +//<match_dock> nodes can now be used on container and walkablemodule classes without wrapping them in <match_content> nodes.
153 +This has introduced a new potential pitfall: If finding or counting contained components be wary that there may be multiple positive results, even if there is only one dockingbay. e.g. matching contents for a station will include the dockingbay but also its containing walkable module as that also contains the dockingbay. To only account for docking bays, also filter by dockingbay class.//
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'.
167 +//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.
178 +//Connection tags used to specify compatibilities in component templates between a ship or station module and engines or shields now additionally require the use of the "standard" tag matching weapon or turret logic. For weapons that are neither Missile Launcher nor Mining Laser, the tag "combat" is also required.
179 +Exception: special equipment that is deliberately not compatible with the majority of slots may use another tag instead of "standard", e.g. "highpower" for certain Terran weapons.//
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.
193 +//When finding components with attribute "sortbygatedistanceto", e.g. in <find_object>, any objects with a negative gatedistance (i.e. unreachable objects) are automatically excluded from the result.//
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.
204 +//The order of events was adjusted, allowing handlers of <event_player_owned_killed_object> and <event_player_owned_destroyed> to access commander/subordinate relationship of the destroyed object.//
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.
215 +//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.
232 +//'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.
252 +//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.
266 +//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.
280 +//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.
294 +//The functionality represented by SetMacroMapPlayerSectorOffset() has been removed and the function was therefore stubbed. Setting the gamestart properties "sector" and "offset" will affect the universe macro map instead directly.//
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.
305 +//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.
316 +//The <delivery> node of <create_mission> and <update_mission> has been changed to support a new <wares> subnode. The people related attributes: 'people' and 'skills' have been moved from the <delivery> node itself to a <people> subnode.//
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.
330 +//The $destructible.productions script property was removed and reimplemented as $defensible.productions meaning some old uses may no longer work unless the destructible is also a defensible. The old implementation functioned by finding the containing object of the destructible (including itself) to query for the production modules.//
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.
341 +//The spawnsource seed is no longer directly accessible by scripts. Use $component.seed, which will internally use the spawnsource seed if able. Note: An improvement is that .seed on objects without a spawnsource seed will now result in a value that differs between objects of the same macro, meaning it can now reliably be used for player property or job ships.//
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.
361 +//Before 4.00 Beta 10 it was ensured that there is no direct transition between the 'cockpit ui mode' of one ship to another. Instead, it was always ensured that the UI first transitions into the firstperson mode and then back into the cockpit mode (controlling then the other ship).
362 +In order to support the new emergency eject feature which was added in 4.00 Beta 7, this assurance was dropped. As of 4.00 Beta 10 it is now possible that the ship the player controls can swap without the gameplanchange-event being risen which one could rely upon in previous versions. If your addon relied on the fact that the ship would not change without first going into first person mode, you will have to adjust your addon accordingly.//
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?
373 +//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
375 +Note: param3 only exists in <event_terraforming_project_succeeded> and not in <event_terraforming_project_failed>, but both now have the booleans in a list for consistency//
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).
389 +//In order to keep consistency with regards to the new behvior 'hostile' relation state and the older (deprecated) UI functions, the behavior of the deprecated GetFactionRelationStatus() function was changed according to the behavior of the GetRelationStatus()/GetRelationStatus2() functions which was done in the previous beta.
390 +Factions with a relation rating between -20 and -10 will now report a relation status of 'neutral' (aka: 1) instead of 'hostile'/'enemy' (aka: 0).//
393 393  
394 -If you rely on a handling where these factions are treated like enemies, please use the new GetFactionRelationStatus2() function instead.
392 +//If you rely on a handling where these factions are treated like enemies, please use the new GetFactionRelationStatus2() function instead.//
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.
406 +//4.00 Beta 5// //introduces a new 'hostile' relation status and the game now distinguishes between hostile and enemy relation states. Objects not yet 'hostile' with the player are now visualized differently and therefore distinguishable from real hostile ones. Because of that, several related changes were made for these objects to bring them more in line with how 'neutral' objects behave (f.e. no automatic attacking of these objects by the player property anymore, no target selection when targeting the closest enemy, etc.). To reflect this, these objects are now returning 1 (neutral) as the relation status by the GetRelationStatus()/GetRelationStatus2() functions.//
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).
408 +//If you rely on a handling where they are treated like enemies, please use the new GetRelationStatus3() //function which returns the new range for these objects: 1 (meaning 'enemy' (aka: not yet hostile) here with following relations having been shifted up).
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.
419 +//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.
430 +//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()
447 +//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
464 +//Old params: param = attacked object, param2 = attack method, param3 = attacked component//
465 +//New params: param = attacked object, param2 = attack method, param3 = attack component detail list: [attacked component, attacking weapon]
466 +Note that this also means the component attribute to the events is no longer available, so scripts checking the attacked component need to use event.param3.{1} instead//
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 $trade.restriction.factions, which returns a list of factions.
480 +//$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.
491 +//With the addition of the Trade Rule feature the given functions are obsolete and do not function anymore. This set of functions will return dummy values to avoid breaking scripts. Use GetAllTradeRules(), GetContainerTradeRuleID(), SetContainerTradeRule() and similar trade rule functions as replacement.//
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.
511 +//Removed <add_build/> action which was no longer needed and would result in builds being added in unsupported ways. Use other <add_build_xxx/> actions.//
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.
531 +//<get_suitable_job/> previously did not respect job quotas or the current number of job ships. It now does, only returning job IDs which are not exceeding the maxgalaxy quota. Using 'exceedquota' allows the action to behave as before.//
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.
545 +//<get_ware_definition/> previously filtered for equipment wares by default. This is now not the case and existing cases now use flags="equipment". Additional filter attributes for group and tags has also been added.//
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.)
559 +//All MD, UI, and cutscene files have been renamed as lower-case. For most users this should have no effect since files packed in catalogs are essentially case-insensitive. However, this change can affect users on Linux systems when running a mod that contains single files instead of a catalog, and/or when playing with unpacked base game files//. If your mod has XML patch files that are not packed in a catalog, the filenames must be lower-case to match the filenames in the base game. (For info on using mod catalogs, see the Readme of the X Catalog Tool.)
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).
561 +//Note that this change has no effect on the actual content of scripts or cutscenes. The MD script/cutscene names are stored in the files, regardless of the filenames, so that references to them remain unchanged (e.g., "md.Setup.Start" references a cue in setup.xml).//
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.
575 +//Some MD library cues in the base game that were previously used with <include_actions> have been adjusted, so they must now be used with the new MD action <run_actions> instead. Mods that use such a library with <include_actions> will have to switch to <run_actions> as well. A list of affected libraries is not provided here. Note: Additional library cues may be adjusted in future builds without further warning.//
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.
589 +//Before the change, positions are relative to $dockingbay.parent.
590 +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().
604 +//Entity skills are always visible; that flag was a leftover from XR. We removed support for the script property .skillsvisible, the attribute "skillsvisible" of <set_entity_traits> and <set_npc_template_traits>, and the parameter "skillsvisible" of Lua function GetComponentData().//
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.
615 +//Before 3.0 Beta 2 there was just a single <event_object//_changed_owner> condition. This condition was triggered in multiple cases when an owner change occurred. However, the exact cases were inconsistent and also the event could have been triggered w/o an effective owner change having been applied.
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.
632 +//MissionBoards was a dummy asset type which was only used during early development and never meant to be shipped in the released version. If any mod tried to make use of this asset type, undefined behaviour would occur. Therefore we cleaned things up in 3.0 Beta 1 including deprecating/removing any related UI/script function.//
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.
643 +//To better support extensions which add to the base game map, a job/god entry now defaults to only spawning objects in areas of the map that are added by the extension in which that entry is defined. You can override this behaviour by adding a matchextension="false" attribute to the job/god entry definition. This allows the entry to spawn objects anywhere that matches the entry's other criteria.//
646 646  )))
647 647  |(% colspan="1" %)(% colspan="1" %)
648 648  (((
... ... @@ -654,10 +654,7 @@
654 654  (((
655 655  Script action **<add_actor_to_room/> **attribute **'room'** renamed to **'object'**
656 656  )))
657 -|(% colspan="4" %)(% colspan="3" %)
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.
660 -)))
655 +|(% colspan="4" %)i
661 661  |(% colspan="1" %)(% colspan="1" %)
662 662  (((
663 663  Scripts