Changes for page Breaking Changes
Last modified by Michael Baumgardt on 2026/04/17 12:03
From version 129.1
edited by Michael Baumgardt
on 2025/06/04 11:38
on 2025/06/04 11:38
Change comment:
There is no comment for this version
To version 124.4
edited by Klaus Meyer
on 2025/01/07 16:39
on 2025/01/07 16:39
Change comment:
There is no comment for this version
Summary
-
Page properties (2 modified, 0 added, 0 removed)
Details
- Page properties
-
- Author
-
... ... @@ -1,1 +1,1 @@ 1 -xwiki:XWiki. Michael1 +xwiki:XWiki.Klaus - Content
-
... ... @@ -20,23 +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="4" style="width:1625px" %)Removed MD action **<populate_platforms>** 27 -|(% colspan="6" 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 -|(% style="width:117px" %)Assets|(% style="width:117px" %)8.00 Beta 1|(% colspan="4" rowspan="1" style="width:117px" %)**\assets\units\size_m\ship_gen_m_transdrone_container_02** and **\assets\units\size_s\ship_gen_s_transdrone_container_02** moved to **ego_dlc_terran** 31 -|(% colspan="6" style="width:117px" %)**ship_gen_m_transdrone_container_02** and **ship_gen_s_transdrone_container_02** (templates and macros) have been moved to the **ego_dlc_terran** extension and any reference to these files now requires that the resulting dependency on that extension is taken into account. 32 - 33 33 === Version 7.50 === 34 34 35 35 (% class="table-striped" %) 36 -|(% 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) 37 -|(% colspan="4" style="width:117px" %)((( 38 -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. 39 -))) 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 display values** 27 +|(% colspan="4" style="width:117px" %)ssss 40 40 |(% 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** 41 41 |(% colspan="7" style="width:117px" %)((( 42 42 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. ... ... @@ -47,20 +47,20 @@ 47 47 48 48 (% class="table-striped" %) 49 49 |(% colspan="1" style="width:117px" %)Gamestarts|(% colspan="1" style="width:119px" %)7.00 Beta 8|(% colspan="2" style="width:1625px" %)**Text references** 50 -|(% 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.// 51 51 |(% 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** 52 52 |(% colspan="4" style="width:117px" %)highway_fx_electric_02 is still available in "legacy" folder if needed 53 53 |(% 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 54 54 |(% colspan="4" style="width:117px" %)((( 55 -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.// 56 56 ))) 57 57 |(% 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. 58 58 |(% colspan="4" style="width:117px" %)((( 59 -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.**// 60 60 ))) 61 61 |(% 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. 62 62 |(% colspan="4" style="width:117px" %)((( 63 -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// 64 64 ))) 65 65 |(% colspan="1" style="width:117px" %)(% colspan="1" %) 66 66 ((( ... ... @@ -72,7 +72,7 @@ 72 72 ))) 73 73 |(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 74 74 ((( 75 - 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.// 76 76 ))) 77 77 |(% colspan="1" style="width:117px" %)(% colspan="1" %) 78 78 ((( ... ... @@ -84,7 +84,7 @@ 84 84 ))) 85 85 |(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 86 86 ((( 87 - 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.// 88 88 ))) 89 89 |(% colspan="1" style="width:117px" %)(% colspan="1" %) 90 90 ((( ... ... @@ -111,9 +111,9 @@ 111 111 ))) 112 112 |(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 113 113 ((( 114 -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.// 115 115 116 -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.// 117 117 ))) 118 118 |(% colspan="1" %)(% colspan="1" %) 119 119 ((( ... ... @@ -127,9 +127,9 @@ 127 127 ))) 128 128 |(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 129 129 ((( 130 -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. // 131 131 132 -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.// 133 133 ))) 134 134 |(% colspan="1" %)(% colspan="1" %) 135 135 ((( ... ... @@ -143,11 +143,11 @@ 143 143 ))) 144 144 |(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 145 145 ((( 146 -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.// 147 147 148 -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.// 149 149 150 -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.// 151 151 ))) 152 152 |(% colspan="1" %)(% colspan="1" %) 153 153 ((( ... ... @@ -161,8 +161,8 @@ 161 161 ))) 162 162 |(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 163 163 ((( 164 -<match_dock> nodes can now be used on container and walkablemodule classes without wrapping them in <match_content> nodes. 165 -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.// 166 166 ))) 167 167 |(% colspan="1" %)(% colspan="1" %) 168 168 ((( ... ... @@ -176,7 +176,7 @@ 176 176 ))) 177 177 |(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 178 178 ((( 179 -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'.// 180 180 ))) 181 181 |((( 182 182 Assets ... ... @@ -187,8 +187,8 @@ 187 187 ))) 188 188 |(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %) 189 189 ((( 190 -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. 191 -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.// 192 192 ))) 193 193 |(% colspan="1" %)(% colspan="1" %) 194 194 ((( ... ... @@ -202,7 +202,7 @@ 202 202 ))) 203 203 |(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %) 204 204 ((( 205 -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.// 206 206 ))) 207 207 |((( 208 208 Scripts ... ... @@ -213,7 +213,7 @@ 213 213 ))) 214 214 |(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %) 215 215 ((( 216 -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.// 217 217 ))) 218 218 |((( 219 219 Cutscenes ... ... @@ -224,7 +224,7 @@ 224 224 ))) 225 225 |(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %) 226 226 ((( 227 -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.// 228 228 ))) 229 229 230 230 ---- ... ... @@ -241,7 +241,7 @@ 241 241 ))) 242 242 |(% colspan="7" %)(% colspan="3" %) 243 243 ((( 244 -'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.// 245 245 ))) 246 246 247 247 ---- ... ... @@ -261,7 +261,7 @@ 261 261 ))) 262 262 |(% colspan="4" %)(% colspan="3" %) 263 263 ((( 264 -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.// 265 265 ))) 266 266 |(% colspan="1" %)(% colspan="1" %) 267 267 ((( ... ... @@ -275,7 +275,7 @@ 275 275 ))) 276 276 |(% colspan="4" %)(% colspan="3" %) 277 277 ((( 278 -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.// 279 279 ))) 280 280 |(% colspan="1" %)(% colspan="1" %) 281 281 ((( ... ... @@ -289,7 +289,7 @@ 289 289 ))) 290 290 |(% colspan="4" %)(% colspan="3" %) 291 291 ((( 292 -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.// 293 293 ))) 294 294 |(% colspan="1" %)(% colspan="1" %) 295 295 ((( ... ... @@ -303,7 +303,7 @@ 303 303 ))) 304 304 |(% colspan="4" %)(% colspan="3" %) 305 305 ((( 306 -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.// 307 307 ))) 308 308 |((( 309 309 UI extensions ... ... @@ -314,7 +314,7 @@ 314 314 ))) 315 315 |(% colspan="4" %)(% colspan="3" %) 316 316 ((( 317 -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.// 318 318 ))) 319 319 |((( 320 320 Scripts ... ... @@ -325,7 +325,7 @@ 325 325 ))) 326 326 |(% colspan="4" %)(% colspan="3" %) 327 327 ((( 328 -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.// 329 329 ))) 330 330 |(% colspan="1" %)(% colspan="1" %) 331 331 ((( ... ... @@ -339,7 +339,7 @@ 339 339 ))) 340 340 |(% colspan="4" %)(% colspan="3" %) 341 341 ((( 342 -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.// 343 343 ))) 344 344 |((( 345 345 Scripts ... ... @@ -350,7 +350,7 @@ 350 350 ))) 351 351 |(% colspan="4" %)(% colspan="3" %) 352 352 ((( 353 -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.// 354 354 ))) 355 355 356 356 ---- ... ... @@ -370,8 +370,8 @@ 370 370 ))) 371 371 |(% colspan="4" %)(% colspan="3" %) 372 372 ((( 373 -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). 374 -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.// 375 375 ))) 376 376 |((( 377 377 Scripts ... ... @@ -382,9 +382,9 @@ 382 382 ))) 383 383 |(% colspan="4" %)(% colspan="3" %) 384 384 ((( 385 -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? 386 386 New params: param = project ID, param2 = [were there positive side-effects?, were there negative side-effects?], param3 = payout in Credits 387 -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// 388 388 ))) 389 389 |(% colspan="1" %)(% colspan="1" %) 390 390 ((( ... ... @@ -398,10 +398,10 @@ 398 398 ))) 399 399 |(% colspan="4" %)(% colspan="3" %) 400 400 ((( 401 -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. 402 -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).// 403 403 404 -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.// 405 405 ))) 406 406 |(% colspan="1" %)(% colspan="1" %) 407 407 ((( ... ... @@ -415,9 +415,9 @@ 415 415 ))) 416 416 |(% colspan="4" %)(% colspan="3" %) 417 417 ((( 418 -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.// 419 419 420 -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). 421 421 ))) 422 422 |((( 423 423 Parameters ... ... @@ -428,7 +428,7 @@ 428 428 ))) 429 429 |(% colspan="4" %)(% colspan="3" %) 430 430 ((( 431 -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.// 432 432 ))) 433 433 |((( 434 434 Scripts ... ... @@ -439,7 +439,7 @@ 439 439 ))) 440 440 |(% colspan="4" %)(% colspan="3" %) 441 441 ((( 442 -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.// 443 443 ))) 444 444 445 445 ---- ... ... @@ -456,7 +456,7 @@ 456 456 ))) 457 457 |(% colspan="7" %)(% colspan="3" %) 458 458 ((( 459 -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()// 460 460 ))) 461 461 462 462 ---- ... ... @@ -473,9 +473,9 @@ 473 473 ))) 474 474 |(% colspan="4" %)(% colspan="3" %) 475 475 ((( 476 -Old params: param = attacked object, param2 = attack method, param3 = attacked component 477 -New params: param = attacked object, param2 = attack method, param3 = attack component detail list: [attacked component, attacking weapon] 478 -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// 479 479 ))) 480 480 |(% colspan="1" %)(% colspan="1" %) 481 481 ((( ... ... @@ -489,7 +489,7 @@ 489 489 ))) 490 490 |(% colspan="4" %)(% colspan="3" %) 491 491 ((( 492 -$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.// 493 493 ))) 494 494 |((( 495 495 UI extensions ... ... @@ -500,7 +500,7 @@ 500 500 ))) 501 501 |(% colspan="4" %)(% colspan="3" %) 502 502 ((( 503 -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.// 504 504 ))) 505 505 506 506 ---- ... ... @@ -520,7 +520,7 @@ 520 520 ))) 521 521 |(% colspan="7" %)(% colspan="3" %) 522 522 ((( 523 -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.// 524 524 ))) 525 525 526 526 ---- ... ... @@ -540,7 +540,7 @@ 540 540 ))) 541 541 |(% colspan="4" %)(% colspan="3" %) 542 542 ((( 543 -<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.// 544 544 ))) 545 545 |(% colspan="1" %)(% colspan="1" %) 546 546 ((( ... ... @@ -554,7 +554,7 @@ 554 554 ))) 555 555 |(% colspan="4" %)(% colspan="3" %) 556 556 ((( 557 -<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.// 558 558 ))) 559 559 |(% colspan="1" %)(% colspan="1" %) 560 560 ((( ... ... @@ -568,9 +568,9 @@ 568 568 ))) 569 569 |(% colspan="4" %)(% colspan="3" %) 570 570 ((( 571 -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.) 572 572 573 -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).// 574 574 ))) 575 575 |(% colspan="1" %)(% colspan="1" %) 576 576 ((( ... ... @@ -584,7 +584,7 @@ 584 584 ))) 585 585 |(% colspan="4" %)(% colspan="3" %) 586 586 ((( 587 -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.// 588 588 ))) 589 589 |(% colspan="1" %)(% colspan="1" %) 590 590 ((( ... ... @@ -598,8 +598,8 @@ 598 598 ))) 599 599 |(% colspan="4" %)(% colspan="3" %) 600 600 ((( 601 -Before the change, positions are relative to $dockingbay.parent. 602 -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.// 603 603 ))) 604 604 |(% colspan="1" %)(% colspan="1" %) 605 605 ((( ... ... @@ -613,7 +613,7 @@ 613 613 ))) 614 614 |(% colspan="4" %)(% colspan="3" %) 615 615 ((( 616 -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().// 617 617 ))) 618 618 |((( 619 619 Scripts ... ... @@ -624,7 +624,7 @@ 624 624 ))) 625 625 |(% colspan="4" %)(% colspan="3" %) 626 626 ((( 627 -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. 628 628 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. 629 629 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. 630 630 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). ... ... @@ -641,7 +641,7 @@ 641 641 ))) 642 642 |(% colspan="4" %)(% colspan="3" %) 643 643 ((( 644 -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.// 645 645 ))) 646 646 |((( 647 647 Job/God ... ... @@ -652,7 +652,7 @@ 652 652 ))) 653 653 |(% colspan="4" %)(% colspan="3" %) 654 654 ((( 655 -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.// 656 656 ))) 657 657 |(% colspan="1" %)(% colspan="1" %) 658 658 ((( ... ... @@ -666,7 +666,7 @@ 666 666 ))) 667 667 |(% colspan="4" %)(% colspan="3" %) 668 668 ((( 669 -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.// 670 670 ))) 671 671 |(% colspan="1" %)(% colspan="1" %) 672 672 ((( ... ... @@ -680,7 +680,7 @@ 680 680 ))) 681 681 |(% colspan="4" %)(% colspan="3" %) 682 682 ((( 683 -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.// 684 684 ))) 685 685 |(% colspan="1" %)(% colspan="1" %) 686 686 ((( ... ... @@ -694,7 +694,7 @@ 694 694 ))) 695 695 |(% colspan="4" %)(% colspan="3" %) 696 696 ((( 697 -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.// 698 698 ))) 699 699 |(% colspan="1" %)(% colspan="1" %) 700 700 ((( ... ... @@ -708,7 +708,7 @@ 708 708 ))) 709 709 |(% colspan="4" %)(% colspan="3" %) 710 710 ((( 711 -These actions had no effect and were removed. 699 +//These actions had no effect and were removed.// 712 712 ))) 713 713 |(% colspan="1" %)(% colspan="1" %) 714 714 ((( ... ... @@ -722,7 +722,7 @@ 722 722 ))) 723 723 |(% colspan="4" %)(% colspan="3" %) 724 724 ((( 725 -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.// 726 726 ))) 727 727 |(% colspan="1" %)(% colspan="1" %) 728 728 ((( ... ... @@ -736,7 +736,7 @@ 736 736 ))) 737 737 |(% colspan="4" %)(% colspan="3" %) 738 738 ((( 739 -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.// 740 740 ))) 741 741 |(% colspan="1" %)(% colspan="1" %) 742 742 ((( ... ... @@ -750,7 +750,7 @@ 750 750 ))) 751 751 |(% colspan="4" %)(% colspan="3" %) 752 752 ((( 753 -Unused script action <hack_via_control_panel/> was removed. 741 +//Unused script action <hack_via_control_panel/> was removed.// 754 754 ))) 755 755 |(% colspan="1" %)(% colspan="1" %) 756 756 ((( ... ... @@ -764,7 +764,7 @@ 764 764 ))) 765 765 |(% colspan="4" %)(% colspan="3" %) 766 766 ((( 767 -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.// 768 768 ))) 769 769 |((( 770 770 UI core ... ... @@ -775,7 +775,7 @@ 775 775 ))) 776 776 |(% colspan="4" %)(% colspan="3" %) 777 777 ((( 778 -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.// 779 779 ))) 780 780 |(% colspan="1" %)(% colspan="1" %) 781 781 ((( ... ... @@ -789,7 +789,7 @@ 789 789 ))) 790 790 |(% colspan="4" %)(% colspan="3" %) 791 791 ((( 792 -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.// 793 793 ))) 794 794 |(% colspan="1" %)(% colspan="1" %) 795 795 ((( ... ... @@ -803,8 +803,8 @@ 803 803 ))) 804 804 |(% colspan="4" %)(% colspan="3" %) 805 805 ((( 806 -$ware.illegal used to return true if the specified ware has the 'illegal' tag which is no longer used. 807 -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.// 808 808 ))) 809 809 |(% colspan="1" %)(% colspan="1" %) 810 810 ((( ... ... @@ -818,7 +818,7 @@ 818 818 ))) 819 819 |(% colspan="4" %)(% colspan="3" %) 820 820 ((( 821 -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.// 822 822 ))) 823 823 |(% colspan="1" %)(% colspan="1" %) 824 824 ((( ... ... @@ -832,8 +832,8 @@ 832 832 ))) 833 833 |(% colspan="4" %)(% colspan="3" %) 834 834 ((( 835 -old params: param = venture details, param2 = ships involved, param3 = duration 836 -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// 837 837 ))) 838 838 |((( 839 839 Scripts ... ... @@ -845,7 +845,7 @@ 845 845 ))) 846 846 |(% colspan="4" %)(% colspan="3" %) 847 847 ((( 848 -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/>// 849 849 ))) 850 850 |((( 851 851 Scripts ... ... @@ -874,9 +874,9 @@ 874 874 ))) 875 875 |(% colspan="10" %)(% colspan="3" %) 876 876 ((( 877 -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.// 878 878 879 -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.// 880 880 ))) 881 881 |((( 882 882 Scripts ... ... @@ -887,7 +887,7 @@ 887 887 )))| | | 888 888 |(% colspan="10" %)(% colspan="3" %) 889 889 ((( 890 -The script keyword $container.supplyresources now includes reserved wares. 878 +//The script keyword $container.supplyresources now includes reserved wares.// 891 891 ))) 892 892 893 893 ---- ... ... @@ -907,10 +907,10 @@ 907 907 ))) 908 908 |(% colspan="4" %)(% colspan="3" %) 909 909 ((( 910 -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. 911 -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.// 912 912 913 -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.// 914 914 ))) 915 915 |(% colspan="1" %)(% colspan="1" %) 916 916 ((( ... ... @@ -924,7 +924,7 @@ 924 924 ))) 925 925 |(% colspan="4" %)(% colspan="3" %) 926 926 ((( 927 -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.// 928 928 ))) 929 929 930 930 ---- ... ... @@ -944,7 +944,7 @@ 944 944 ))) 945 945 |(% colspan="4" %)(% colspan="3" %) 946 946 ((( 947 -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.// 948 948 ))) 949 949 |(% colspan="1" %)(% colspan="1" %) 950 950 ((( ... ... @@ -958,7 +958,7 @@ 958 958 ))) 959 959 |(% colspan="4" %)(% colspan="3" %) 960 960 ((( 961 -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.// 962 962 ))) 963 963 |(% colspan="1" %)(% colspan="1" %) 964 964 ((( ... ... @@ -972,7 +972,7 @@ 972 972 ))) 973 973 |(% colspan="4" %)(% colspan="3" %) 974 974 ((( 975 -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.// 976 976 ))) 977 977 |((( 978 978 UI extensions ... ... @@ -983,7 +983,7 @@ 983 983 ))) 984 984 |(% colspan="4" %)(% colspan="3" %) 985 985 ((( 986 -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.// 987 987 ))) 988 988 |((( 989 989 UI extensions ... ... @@ -994,8 +994,8 @@ 994 994 ))) 995 995 |(% colspan="4" %)(% colspan="3" %) 996 996 ((( 997 -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. 998 -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.// 999 999 ))) 1000 1000 |((( 1001 1001 Scripts ... ... @@ -1006,7 +1006,7 @@ 1006 1006 ))) 1007 1007 |(% colspan="4" %)(% colspan="3" %) 1008 1008 ((( 1009 -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.// 1010 1010 ))) 1011 1011 |((( 1012 1012 Scripts ... ... @@ -1017,7 +1017,7 @@ 1017 1017 ))) 1018 1018 |(% colspan="4" %)(% colspan="3" %) 1019 1019 ((( 1020 -For prior behavior, check for event.param being non-null. 1008 +//For prior behavior, check for event.param being non-null.// 1021 1021 ))) 1022 1022 |((( 1023 1023 AI Scripts ... ... @@ -1028,11 +1028,11 @@ 1028 1028 ))) 1029 1029 |(% colspan="4" %)(% colspan="3" %) 1030 1030 ((( 1031 -Changed: Attribute "primary" is now optional and defines whether weapons from the ship's active primary weapon group will be fired. Defaults to true. 1032 -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. 1033 -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.// 1034 1034 1035 -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.// 1036 1036 ))) 1037 1037 |((( 1038 1038 UI extensions ... ... @@ -1043,7 +1043,7 @@ 1043 1043 ))) 1044 1044 |(% colspan="4" %)(% colspan="3" %) 1045 1045 ((( 1046 -Added possibility to query build tasks of a certain buildmodule. 1034 +//Added possibility to query build tasks of a certain buildmodule.// 1047 1047 ))) 1048 1048 |((( 1049 1049 UI extensions ... ... @@ -1054,7 +1054,7 @@ 1054 1054 ))) 1055 1055 |(% colspan="4" %)(% colspan="3" %) 1056 1056 ((( 1057 -Added list of resources a buildmodule needs to build. 1045 +//Added list of resources a buildmodule needs to build.// 1058 1058 ))) 1059 1059 |((( 1060 1060 UI extensions ... ... @@ -1065,7 +1065,7 @@ 1065 1065 ))) 1066 1066 |(% colspan="4" %)(% colspan="3" %) 1067 1067 ((( 1068 -Unused, derelict function from XR - use GetComponentData(..., "hullpercent") instead. 1056 +//Unused, derelict function from XR - use GetComponentData(..., "hullpercent") instead.// 1069 1069 ))) 1070 1070 |((( 1071 1071 UI extensions ... ... @@ -1076,7 +1076,7 @@ 1076 1076 ))) 1077 1077 |(% colspan="4" %)(% colspan="3" %) 1078 1078 ((( 1079 -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.// 1080 1080 ))) 1081 1081 1082 1082 ---- ... ... @@ -1093,7 +1093,7 @@ 1093 1093 ))) 1094 1094 |(% colspan="4" %)(% colspan="3" %) 1095 1095 ((( 1096 -The "docksizes" property no longer includes internal ship storage docks. 1084 +//The "docksizes" property no longer includes internal ship storage docks.// 1097 1097 ))) 1098 1098 |((( 1099 1099 All ... ... @@ -1104,11 +1104,11 @@ 1104 1104 ))) 1105 1105 |(% colspan="4" %)(% colspan="3" %) 1106 1106 ((( 1107 -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".// 1108 1108 1109 -Lua: Adjusted GetComponentData() and HasShipyard(), added HasWharf() 1110 -Lua / GetComponentData() properties: Removed "iscapitalshipyard", fixed "isshipyard", added "canbuildships", "iswharf", "isequipmentdock" 1111 -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)// 1112 1112 ))) 1113 1113 |((( 1114 1114 UI extensions ... ... @@ -1119,7 +1119,7 @@ 1119 1119 ))) 1120 1120 |(% colspan="4" %)(% colspan="3" %) 1121 1121 ((( 1122 -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.// 1123 1123 ))) 1124 1124 |(% colspan="1" %)(% colspan="1" %) 1125 1125 ((( ... ... @@ -1133,9 +1133,9 @@ 1133 1133 ))) 1134 1134 |(% colspan="4" %)(% colspan="3" %) 1135 1135 ((( 1136 -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.// 1137 1137 1138 -The new function declaration is: void SetGuidance(UniverseID componentid, UIPosRot offset) 1126 +//The new function declaration is: void SetGuidance(UniverseID componentid, UIPosRot offset)// 1139 1139 ))) 1140 1140 |((( 1141 1141 UI extensions ... ... @@ -1146,7 +1146,7 @@ 1146 1146 ))) 1147 1147 |(% colspan="4" %)(% colspan="3" %) 1148 1148 ((( 1149 -CancelConstruction() now returns if the cancellation was successful. 1137 +//CancelConstruction() now returns if the cancellation was successful. // 1150 1150 ))) 1151 1151 1152 1152 ---- ... ... @@ -1163,7 +1163,7 @@ 1163 1163 ))) 1164 1164 |(% colspan="4" %)(% colspan="3" %) 1165 1165 ((( 1166 -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.// 1167 1167 ))) 1168 1168 1169 1169 ----