Changes for page Breaking Changes

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

From version 127.1
edited by Klaus Meyer
on 2025/06/03 16:37
Change comment: There is no comment for this version
To version 124.2
edited by Klaus Meyer
on 2025/01/07 16:38
Change comment: There is no comment for this version

Summary

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Content
... ... @@ -20,21 +20,11 @@
20 20  
21 21  {{toc scope="LOCAL" start="3"/}}
22 22  
23 -=== Version 8.00 ===
24 -
25 -(% class="table-striped" %)
26 -|(% colspan="1" style="width:117px" %)Scripts|(% colspan="1" style="width:119px" %)8.00 Beta 1|(% colspan="2" style="width:1625px" %)Removed MD action **<populate_platforms>**
27 -|(% colspan="4" style="width:117px" %)(((
28 -The deprecated MD action <populate_platforms> has been removed. The previously referenced character quotas in quotas.xml have also been removed.
29 -)))
30 -
31 31  === Version 7.50 ===
32 32  
33 33  (% class="table-striped" %)
34 -|(% 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)
35 -|(% colspan="4" style="width:117px" %)(((
36 -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.
37 -)))
26 +|(% colspan="1" style="width:117px" %)Faction Relations|(% colspan="1" style="width:119px" %) |(% colspan="2" style="width:1625px" %)
27 +|(% colspan="4" style="width:117px" %)ssss
38 38  |(% 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**
39 39  |(% colspan="7" style="width:117px" %)(((
40 40  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.
... ... @@ -45,20 +45,20 @@
45 45  
46 46  (% class="table-striped" %)
47 47  |(% colspan="1" style="width:117px" %)Gamestarts|(% colspan="1" style="width:119px" %)7.00 Beta 8|(% colspan="2" style="width:1625px" %)**Text references**
48 -|(% 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.//
49 49  |(% 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**
50 50  |(% colspan="4" style="width:117px" %)highway_fx_electric_02 is still available in "legacy" folder if needed
51 51  |(% 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
52 52  |(% colspan="4" style="width:117px" %)(((
53 -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.//
54 54  )))
55 55  |(% 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.
56 56  |(% colspan="4" style="width:117px" %)(((
57 -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.**//
58 58  )))
59 59  |(% 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.
60 60  |(% colspan="4" style="width:117px" %)(((
61 -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//
62 62  )))
63 63  |(% colspan="1" style="width:117px" %)(% colspan="1" %)
64 64  (((
... ... @@ -70,7 +70,7 @@
70 70  )))
71 71  |(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %)
72 72  (((
73 - 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.//
74 74  )))
75 75  |(% colspan="1" style="width:117px" %)(% colspan="1" %)
76 76  (((
... ... @@ -82,7 +82,7 @@
82 82  )))
83 83  |(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %)
84 84  (((
85 - 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.//
86 86  )))
87 87  |(% colspan="1" style="width:117px" %)(% colspan="1" %)
88 88  (((
... ... @@ -109,9 +109,9 @@
109 109  )))
110 110  |(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %)
111 111  (((
112 -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.//
113 113  
114 -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.//
115 115  )))
116 116  |(% colspan="1" %)(% colspan="1" %)
117 117  (((
... ... @@ -125,9 +125,9 @@
125 125  )))
126 126  |(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %)
127 127  (((
128 -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. //
129 129  
130 -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.//
131 131  )))
132 132  |(% colspan="1" %)(% colspan="1" %)
133 133  (((
... ... @@ -141,11 +141,11 @@
141 141  )))
142 142  |(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %)
143 143  (((
144 -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.//
145 145  
146 -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.//
147 147  
148 -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.//
149 149  )))
150 150  |(% colspan="1" %)(% colspan="1" %)
151 151  (((
... ... @@ -159,8 +159,8 @@
159 159  )))
160 160  |(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %)
161 161  (((
162 -<match_dock> nodes can now be used on container and walkablemodule classes without wrapping them in <match_content> nodes.
163 -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.//
164 164  )))
165 165  |(% colspan="1" %)(% colspan="1" %)
166 166  (((
... ... @@ -174,7 +174,7 @@
174 174  )))
175 175  |(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %)
176 176  (((
177 -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'.//
178 178  )))
179 179  |(((
180 180  Assets
... ... @@ -185,8 +185,8 @@
185 185  )))
186 186  |(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)
187 187  (((
188 -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.
189 -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.//
190 190  )))
191 191  |(% colspan="1" %)(% colspan="1" %)
192 192  (((
... ... @@ -200,7 +200,7 @@
200 200  )))
201 201  |(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)
202 202  (((
203 -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.//
204 204  )))
205 205  |(((
206 206  Scripts
... ... @@ -211,7 +211,7 @@
211 211  )))
212 212  |(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)
213 213  (((
214 -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.//
215 215  )))
216 216  |(((
217 217  Cutscenes
... ... @@ -222,7 +222,7 @@
222 222  )))
223 223  |(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)
224 224  (((
225 -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.//
226 226  )))
227 227  
228 228  ----
... ... @@ -239,7 +239,7 @@
239 239  )))
240 240  |(% colspan="7" %)(% colspan="3" %)
241 241  (((
242 -'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.//
243 243  )))
244 244  
245 245  ----
... ... @@ -259,7 +259,7 @@
259 259  )))
260 260  |(% colspan="4" %)(% colspan="3" %)
261 261  (((
262 -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.//
263 263  )))
264 264  |(% colspan="1" %)(% colspan="1" %)
265 265  (((
... ... @@ -273,7 +273,7 @@
273 273  )))
274 274  |(% colspan="4" %)(% colspan="3" %)
275 275  (((
276 -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.//
277 277  )))
278 278  |(% colspan="1" %)(% colspan="1" %)
279 279  (((
... ... @@ -287,7 +287,7 @@
287 287  )))
288 288  |(% colspan="4" %)(% colspan="3" %)
289 289  (((
290 -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.//
291 291  )))
292 292  |(% colspan="1" %)(% colspan="1" %)
293 293  (((
... ... @@ -301,7 +301,7 @@
301 301  )))
302 302  |(% colspan="4" %)(% colspan="3" %)
303 303  (((
304 -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.//
305 305  )))
306 306  |(((
307 307  UI extensions
... ... @@ -312,7 +312,7 @@
312 312  )))
313 313  |(% colspan="4" %)(% colspan="3" %)
314 314  (((
315 -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.//
316 316  )))
317 317  |(((
318 318  Scripts
... ... @@ -323,7 +323,7 @@
323 323  )))
324 324  |(% colspan="4" %)(% colspan="3" %)
325 325  (((
326 -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.//
327 327  )))
328 328  |(% colspan="1" %)(% colspan="1" %)
329 329  (((
... ... @@ -337,7 +337,7 @@
337 337  )))
338 338  |(% colspan="4" %)(% colspan="3" %)
339 339  (((
340 -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.//
341 341  )))
342 342  |(((
343 343  Scripts
... ... @@ -348,7 +348,7 @@
348 348  )))
349 349  |(% colspan="4" %)(% colspan="3" %)
350 350  (((
351 -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.//
352 352  )))
353 353  
354 354  ----
... ... @@ -368,8 +368,8 @@
368 368  )))
369 369  |(% colspan="4" %)(% colspan="3" %)
370 370  (((
371 -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).
372 -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.//
373 373  )))
374 374  |(((
375 375  Scripts
... ... @@ -380,9 +380,9 @@
380 380  )))
381 381  |(% colspan="4" %)(% colspan="3" %)
382 382  (((
383 -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?
384 384  New params: param = project ID, param2 = [were there positive side-effects?, were there negative side-effects?], param3 = payout in Credits
385 -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//
386 386  )))
387 387  |(% colspan="1" %)(% colspan="1" %)
388 388  (((
... ... @@ -396,10 +396,10 @@
396 396  )))
397 397  |(% colspan="4" %)(% colspan="3" %)
398 398  (((
399 -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.
400 -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).//
401 401  
402 -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.//
403 403  )))
404 404  |(% colspan="1" %)(% colspan="1" %)
405 405  (((
... ... @@ -413,9 +413,9 @@
413 413  )))
414 414  |(% colspan="4" %)(% colspan="3" %)
415 415  (((
416 -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.//
417 417  
418 -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).
419 419  )))
420 420  |(((
421 421  Parameters
... ... @@ -426,7 +426,7 @@
426 426  )))
427 427  |(% colspan="4" %)(% colspan="3" %)
428 428  (((
429 -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.//
430 430  )))
431 431  |(((
432 432  Scripts
... ... @@ -437,7 +437,7 @@
437 437  )))
438 438  |(% colspan="4" %)(% colspan="3" %)
439 439  (((
440 -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.//
441 441  )))
442 442  
443 443  ----
... ... @@ -454,7 +454,7 @@
454 454  )))
455 455  |(% colspan="7" %)(% colspan="3" %)
456 456  (((
457 -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()//
458 458  )))
459 459  
460 460  ----
... ... @@ -471,9 +471,9 @@
471 471  )))
472 472  |(% colspan="4" %)(% colspan="3" %)
473 473  (((
474 -Old params: param = attacked object, param2 = attack method, param3 = attacked component
475 -New params: param = attacked object, param2 = attack method, param3 = attack component detail list: [attacked component, attacking weapon]
476 -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//
477 477  )))
478 478  |(% colspan="1" %)(% colspan="1" %)
479 479  (((
... ... @@ -487,7 +487,7 @@
487 487  )))
488 488  |(% colspan="4" %)(% colspan="3" %)
489 489  (((
490 -$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.//
491 491  )))
492 492  |(((
493 493  UI extensions
... ... @@ -498,7 +498,7 @@
498 498  )))
499 499  |(% colspan="4" %)(% colspan="3" %)
500 500  (((
501 -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.//
502 502  )))
503 503  
504 504  ----
... ... @@ -518,7 +518,7 @@
518 518  )))
519 519  |(% colspan="7" %)(% colspan="3" %)
520 520  (((
521 -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.//
522 522  )))
523 523  
524 524  ----
... ... @@ -538,7 +538,7 @@
538 538  )))
539 539  |(% colspan="4" %)(% colspan="3" %)
540 540  (((
541 -<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.//
542 542  )))
543 543  |(% colspan="1" %)(% colspan="1" %)
544 544  (((
... ... @@ -552,7 +552,7 @@
552 552  )))
553 553  |(% colspan="4" %)(% colspan="3" %)
554 554  (((
555 -<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.//
556 556  )))
557 557  |(% colspan="1" %)(% colspan="1" %)
558 558  (((
... ... @@ -566,9 +566,9 @@
566 566  )))
567 567  |(% colspan="4" %)(% colspan="3" %)
568 568  (((
569 -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.)
570 570  
571 -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).//
572 572  )))
573 573  |(% colspan="1" %)(% colspan="1" %)
574 574  (((
... ... @@ -582,7 +582,7 @@
582 582  )))
583 583  |(% colspan="4" %)(% colspan="3" %)
584 584  (((
585 -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.//
586 586  )))
587 587  |(% colspan="1" %)(% colspan="1" %)
588 588  (((
... ... @@ -596,8 +596,8 @@
596 596  )))
597 597  |(% colspan="4" %)(% colspan="3" %)
598 598  (((
599 -Before the change, positions are relative to $dockingbay.parent.
600 -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.//
601 601  )))
602 602  |(% colspan="1" %)(% colspan="1" %)
603 603  (((
... ... @@ -611,7 +611,7 @@
611 611  )))
612 612  |(% colspan="4" %)(% colspan="3" %)
613 613  (((
614 -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().//
615 615  )))
616 616  |(((
617 617  Scripts
... ... @@ -622,7 +622,7 @@
622 622  )))
623 623  |(% colspan="4" %)(% colspan="3" %)
624 624  (((
625 -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.
626 626  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.
627 627  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.
628 628  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).
... ... @@ -639,7 +639,7 @@
639 639  )))
640 640  |(% colspan="4" %)(% colspan="3" %)
641 641  (((
642 -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.//
643 643  )))
644 644  |(((
645 645  Job/God
... ... @@ -650,7 +650,7 @@
650 650  )))
651 651  |(% colspan="4" %)(% colspan="3" %)
652 652  (((
653 -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.//
654 654  )))
655 655  |(% colspan="1" %)(% colspan="1" %)
656 656  (((
... ... @@ -664,7 +664,7 @@
664 664  )))
665 665  |(% colspan="4" %)(% colspan="3" %)
666 666  (((
667 -Due to engine changes, script action <add_actor_to_room/> has had the attribute 'room' changed to 'object', which is more accurate. Most likely requires a 'position' if a slot is not provided.
657 +//Due to engine changes, script action <add_actor_to_room/> has had the attribute 'room' changed to 'object', which is more accurate. Most likely requires a 'position' if a slot is not provided.//
668 668  )))
669 669  |(% colspan="1" %)(% colspan="1" %)
670 670  (((
... ... @@ -678,7 +678,7 @@
678 678  )))
679 679  |(% colspan="4" %)(% colspan="3" %)
680 680  (((
681 -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.//
682 682  )))
683 683  |(% colspan="1" %)(% colspan="1" %)
684 684  (((
... ... @@ -692,7 +692,7 @@
692 692  )))
693 693  |(% colspan="4" %)(% colspan="3" %)
694 694  (((
695 -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.//
696 696  )))
697 697  |(% colspan="1" %)(% colspan="1" %)
698 698  (((
... ... @@ -706,7 +706,7 @@
706 706  )))
707 707  |(% colspan="4" %)(% colspan="3" %)
708 708  (((
709 -These actions had no effect and were removed.
699 +//These actions had no effect and were removed.//
710 710  )))
711 711  |(% colspan="1" %)(% colspan="1" %)
712 712  (((
... ... @@ -720,7 +720,7 @@
720 720  )))
721 721  |(% colspan="4" %)(% colspan="3" %)
722 722  (((
723 -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.//
724 724  )))
725 725  |(% colspan="1" %)(% colspan="1" %)
726 726  (((
... ... @@ -734,7 +734,7 @@
734 734  )))
735 735  |(% colspan="4" %)(% colspan="3" %)
736 736  (((
737 -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.//
738 738  )))
739 739  |(% colspan="1" %)(% colspan="1" %)
740 740  (((
... ... @@ -748,7 +748,7 @@
748 748  )))
749 749  |(% colspan="4" %)(% colspan="3" %)
750 750  (((
751 -Unused script action <hack_via_control_panel/> was removed.
741 +//Unused script action <hack_via_control_panel/> was removed.//
752 752  )))
753 753  |(% colspan="1" %)(% colspan="1" %)
754 754  (((
... ... @@ -762,7 +762,7 @@
762 762  )))
763 763  |(% colspan="4" %)(% colspan="3" %)
764 764  (((
765 -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.//
766 766  )))
767 767  |(((
768 768  UI core
... ... @@ -773,7 +773,7 @@
773 773  )))
774 774  |(% colspan="4" %)(% colspan="3" %)
775 775  (((
776 -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.//
777 777  )))
778 778  |(% colspan="1" %)(% colspan="1" %)
779 779  (((
... ... @@ -787,7 +787,7 @@
787 787  )))
788 788  |(% colspan="4" %)(% colspan="3" %)
789 789  (((
790 -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.//
791 791  )))
792 792  |(% colspan="1" %)(% colspan="1" %)
793 793  (((
... ... @@ -801,8 +801,8 @@
801 801  )))
802 802  |(% colspan="4" %)(% colspan="3" %)
803 803  (((
804 -$ware.illegal used to return true if the specified ware has the 'illegal' tag which is no longer used.
805 -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.//
806 806  )))
807 807  |(% colspan="1" %)(% colspan="1" %)
808 808  (((
... ... @@ -816,7 +816,7 @@
816 816  )))
817 817  |(% colspan="4" %)(% colspan="3" %)
818 818  (((
819 -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.//
820 820  )))
821 821  |(% colspan="1" %)(% colspan="1" %)
822 822  (((
... ... @@ -830,8 +830,8 @@
830 830  )))
831 831  |(% colspan="4" %)(% colspan="3" %)
832 832  (((
833 -old params: param = venture details, param2 = ships involved, param3 = duration
834 -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//
835 835  )))
836 836  |(((
837 837  Scripts
... ... @@ -843,7 +843,7 @@
843 843  )))
844 844  |(% colspan="4" %)(% colspan="3" %)
845 845  (((
846 -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/>//
847 847  )))
848 848  |(((
849 849  Scripts
... ... @@ -872,9 +872,9 @@
872 872  )))
873 873  |(% colspan="10" %)(% colspan="3" %)
874 874  (((
875 -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.//
876 876  
877 -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.//
878 878  )))
879 879  |(((
880 880  Scripts
... ... @@ -885,7 +885,7 @@
885 885  )))| | |
886 886  |(% colspan="10" %)(% colspan="3" %)
887 887  (((
888 -The script keyword $container.supplyresources now includes reserved wares.
878 +//The script keyword $container.supplyresources now includes reserved wares.//
889 889  )))
890 890  
891 891  ----
... ... @@ -905,10 +905,10 @@
905 905  )))
906 906  |(% colspan="4" %)(% colspan="3" %)
907 907  (((
908 -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.
909 -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.//
910 910  
911 -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.//
912 912  )))
913 913  |(% colspan="1" %)(% colspan="1" %)
914 914  (((
... ... @@ -922,7 +922,7 @@
922 922  )))
923 923  |(% colspan="4" %)(% colspan="3" %)
924 924  (((
925 -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.//
926 926  )))
927 927  
928 928  ----
... ... @@ -942,7 +942,7 @@
942 942  )))
943 943  |(% colspan="4" %)(% colspan="3" %)
944 944  (((
945 -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.//
946 946  )))
947 947  |(% colspan="1" %)(% colspan="1" %)
948 948  (((
... ... @@ -956,7 +956,7 @@
956 956  )))
957 957  |(% colspan="4" %)(% colspan="3" %)
958 958  (((
959 -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.//
960 960  )))
961 961  |(% colspan="1" %)(% colspan="1" %)
962 962  (((
... ... @@ -970,7 +970,7 @@
970 970  )))
971 971  |(% colspan="4" %)(% colspan="3" %)
972 972  (((
973 -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.//
974 974  )))
975 975  |(((
976 976  UI extensions
... ... @@ -981,7 +981,7 @@
981 981  )))
982 982  |(% colspan="4" %)(% colspan="3" %)
983 983  (((
984 -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.//
985 985  )))
986 986  |(((
987 987  UI extensions
... ... @@ -992,8 +992,8 @@
992 992  )))
993 993  |(% colspan="4" %)(% colspan="3" %)
994 994  (((
995 -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.
996 -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.//
997 997  )))
998 998  |(((
999 999  Scripts
... ... @@ -1004,7 +1004,7 @@
1004 1004  )))
1005 1005  |(% colspan="4" %)(% colspan="3" %)
1006 1006  (((
1007 -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.//
1008 1008  )))
1009 1009  |(((
1010 1010  Scripts
... ... @@ -1015,7 +1015,7 @@
1015 1015  )))
1016 1016  |(% colspan="4" %)(% colspan="3" %)
1017 1017  (((
1018 -For prior behavior, check for event.param being non-null.
1008 +//For prior behavior, check for event.param being non-null.//
1019 1019  )))
1020 1020  |(((
1021 1021  AI Scripts
... ... @@ -1026,11 +1026,11 @@
1026 1026  )))
1027 1027  |(% colspan="4" %)(% colspan="3" %)
1028 1028  (((
1029 -Changed: Attribute "primary" is now optional and defines whether weapons from the ship's active primary weapon group will be fired. Defaults to true.
1030 -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.
1031 -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.//
1032 1032  
1033 -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.//
1034 1034  )))
1035 1035  |(((
1036 1036  UI extensions
... ... @@ -1041,7 +1041,7 @@
1041 1041  )))
1042 1042  |(% colspan="4" %)(% colspan="3" %)
1043 1043  (((
1044 -Added possibility to query build tasks of a certain buildmodule.
1034 +//Added possibility to query build tasks of a certain buildmodule.//
1045 1045  )))
1046 1046  |(((
1047 1047  UI extensions
... ... @@ -1052,7 +1052,7 @@
1052 1052  )))
1053 1053  |(% colspan="4" %)(% colspan="3" %)
1054 1054  (((
1055 -Added list of resources a buildmodule needs to build.
1045 +//Added list of resources a buildmodule needs to build.//
1056 1056  )))
1057 1057  |(((
1058 1058  UI extensions
... ... @@ -1063,7 +1063,7 @@
1063 1063  )))
1064 1064  |(% colspan="4" %)(% colspan="3" %)
1065 1065  (((
1066 -Unused, derelict function from XR - use GetComponentData(..., "hullpercent") instead.
1056 +//Unused, derelict function from XR - use GetComponentData(..., "hullpercent") instead.//
1067 1067  )))
1068 1068  |(((
1069 1069  UI extensions
... ... @@ -1074,7 +1074,7 @@
1074 1074  )))
1075 1075  |(% colspan="4" %)(% colspan="3" %)
1076 1076  (((
1077 -Changed return value type to const char* to better identify failure reasons in Lua script.
1067 +//Changed return value type to const char* to better identify failure reasons in Lua script.//
1078 1078  )))
1079 1079  
1080 1080  ----
... ... @@ -1091,7 +1091,7 @@
1091 1091  )))
1092 1092  |(% colspan="4" %)(% colspan="3" %)
1093 1093  (((
1094 -The "docksizes" property no longer includes internal ship storage docks.
1084 +//The "docksizes" property no longer includes internal ship storage docks.//
1095 1095  )))
1096 1096  |(((
1097 1097  All
... ... @@ -1102,11 +1102,11 @@
1102 1102  )))
1103 1103  |(% colspan="4" %)(% colspan="3" %)
1104 1104  (((
1105 -Shipyards (formerly also known as Capital Shipyards) can build capital ships, while Wharfs only build non-capital ships. To check whether a station is a Shipyard or a Wharf, check whether the station "can build ships".
1095 +//Shipyards (formerly also known as Capital Shipyards) can build capital ships, while Wharfs only build non-capital ships. To check whether a station is a Shipyard or a Wharf, check whether the station "can build ships".//
1106 1106  
1107 -Lua: Adjusted GetComponentData() and HasShipyard(), added HasWharf()
1108 -Lua / GetComponentData() properties: Removed "iscapitalshipyard", fixed "isshipyard", added "canbuildships", "iswharf", "isequipmentdock"
1109 -Scripts: Fixed property .isshipyard, added .iswharf (.canbuildships existed already)
1097 +//Lua: Adjusted GetComponentData() and HasShipyard(), added HasWharf()//
1098 +//Lua / GetComponentData() properties: Removed "iscapitalshipyard", fixed "isshipyard", added "canbuildships", "iswharf", "isequipmentdock"//
1099 +//Scripts: Fixed property .isshipyard, added .iswharf (.canbuildships existed already)//
1110 1110  )))
1111 1111  |(((
1112 1112  UI extensions
... ... @@ -1117,7 +1117,7 @@
1117 1117  )))
1118 1118  |(% colspan="4" %)(% colspan="3" %)
1119 1119  (((
1120 -Added new "operational" field to retrieve information about number of operational upgrades in a group.
1110 +//Added new "operational" field to retrieve information about number of operational upgrades in a group.//
1121 1121  )))
1122 1122  |(% colspan="1" %)(% colspan="1" %)
1123 1123  (((
... ... @@ -1131,9 +1131,9 @@
1131 1131  )))
1132 1132  |(% colspan="4" %)(% colspan="3" %)
1133 1133  (((
1134 -In X Rebirth "info points" existed (which were mainly used as interaction points to scan stations/access information about modules). These were removed in X4 but this left-over property here was missed to be removed in-time for release. It was therefore removed now in order to move towards a stable/clean UI API.
1124 +//In X Rebirth "info points" existed (which were mainly used as interaction points to scan stations/access information about modules). These were removed in X4 but this left-over property here was missed to be removed in-time for release. It was therefore removed now in order to move towards a stable/clean UI API.//
1135 1135  
1136 -The new function declaration is: void SetGuidance(UniverseID componentid, UIPosRot offset)
1126 +//The new function declaration is: void SetGuidance(UniverseID componentid, UIPosRot offset)//
1137 1137  )))
1138 1138  |(((
1139 1139  UI extensions
... ... @@ -1144,7 +1144,7 @@
1144 1144  )))
1145 1145  |(% colspan="4" %)(% colspan="3" %)
1146 1146  (((
1147 -CancelConstruction() now returns if the cancellation was successful.
1137 +//CancelConstruction() now returns if the cancellation was successful. //
1148 1148  )))
1149 1149  
1150 1150  ----
... ... @@ -1161,7 +1161,7 @@
1161 1161  )))
1162 1162  |(% colspan="4" %)(% colspan="3" %)
1163 1163  (((
1164 -Instead of "nextdestname", use the properties "destination" or "destinationsector" to retrieve a destination component, then retrieve its "name" property.
1154 +//Instead of "nextdestname", use the properties "destination" or "destinationsector" to retrieve a destination component, then retrieve its "name" property.//
1165 1165  )))
1166 1166  
1167 1167  ----