Changes for page Breaking Changes
Last modified by Michael Baumgardt on 2026/04/17 12:03
From version 13.1
edited by stefan
on 2019/02/01 12:52
on 2019/02/01 12:52
Change comment:
slightly rephrasing reorganizing paragraphs
Summary
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Page properties (1 modified, 0 added, 0 removed)
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Objects (1 modified, 0 added, 0 removed)
Details
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... ... @@ -16,7 +16,7 @@ 16 16 Please note that UI modding must be considered **unstable** in the current version. While we are working hard to get the UI modding integration into a stable state, we might have to introduce larger backwards incompatibilities in the following patches. This means that you might have to modify any mod using UI modding capabilities to a larger extend to keep it compatible with certain patches. Still, we are doing our best not to unnecessarily break things for modders and certainly will announce such changes on this page here. 17 17 {{/warning}} 18 18 19 -= Breaking Changes (since 2.0 Beta 1)=19 += Breaking Changes = 20 20 21 21 |=((( 22 22 Type ... ... @@ -25,10 +25,305 @@ 25 25 )))|=((( 26 26 Summary 27 27 ))) 28 +|(% colspan="3" %)(% colspan="3" %) 29 +((( 30 +== 3.00 == 31 +))) 32 +|(% colspan="1" %)(% colspan="1" %) 33 +((( 34 +Global 35 +)))|(% colspan="1" %)(% colspan="1" %) 36 +((( 37 +3.0 Beta 1 38 +)))|(% colspan="1" %)(% colspan="1" %) 39 +((( 40 +MissionBoard support dropped. 41 +))) 42 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 43 +((( 44 +//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 behavior would occur. Therefore we cleaned things up in 3.0 Beta 1 including deprecating/removing any related UI/script function.// 45 +))) 46 +|(% colspan="1" %)(% colspan="1" %) 47 +((( 48 +Scripts 49 +)))|(% colspan="1" %)(% colspan="1" %) 50 +((( 51 +3.0 Beta 1 52 +)))|(% colspan="1" %)(% colspan="1" %) 53 +((( 54 +Script action **<add_actor_to_room/> **attribute **'room'** renamed to **'object'** 55 +))) 56 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 57 +((( 58 +//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.// 59 +))) 60 +|(% colspan="1" %)(% colspan="1" %) 61 +((( 62 +Scripts 63 +)))|(% colspan="1" %)(% colspan="1" %) 64 +((( 65 +3.0 Beta 1 66 +)))|(% colspan="1" %)(% colspan="1" %) 67 +((( 68 +Script action **<set_doors_locked/>** attribute **'group'** changed 69 +))) 70 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 71 +((( 72 +//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.// 73 +))) 74 +|(% colspan="1" %)(% colspan="1" %) 75 +((( 76 +Scripts 77 +)))|(% colspan="1" %)(% colspan="1" %) 78 +((( 79 +3.0 Beta 1 80 +)))|(% colspan="1" %)(% colspan="1" %) 81 +((( 82 +Script conditions **<event_hack_*/>** and **<event_controlpanel_hack_*/>** removed 83 +))) 84 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 85 +((( 86 +//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.// 87 +))) 88 +|(% colspan="1" %)(% colspan="1" %) 89 +((( 90 +Scripts 91 +)))|(% colspan="1" %)(% colspan="1" %) 92 +((( 93 +3.0 Beta 1 94 +)))|(% colspan="1" %)(% colspan="1" %) 95 +((( 96 +Script actions **<set_hack_target/>** and **<abort_hack/>** removed 97 +))) 98 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 99 +((( 100 +//These actions had no effect and were removed.// 101 +))) 102 +|(% colspan="1" %)(% colspan="1" %) 103 +((( 104 +Scripts 105 +)))|(% colspan="1" %)(% colspan="1" %) 106 +((( 107 +3.0 Beta 1 108 +)))|(% colspan="1" %)(% colspan="1" %) 109 +((( 110 +**<setup_conversation_minigame/>** script action removed 111 +))) 112 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 113 +((( 114 +//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.// 115 +))) 116 +|(% colspan="1" %)(% colspan="1" %) 117 +((( 118 +Scripts 119 +)))|(% colspan="1" %)(% colspan="1" %) 120 +((( 121 +3.0 Beta 1 122 +)))|(% colspan="1" %)(% colspan="1" %) 123 +((( 124 +<add_player_choice_*> **confidence** attribute removed 125 +))) 126 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 127 +((( 128 +//The default confidence of player options is another leftover from the XR era and had no effect in X4.// 129 +))) 130 +|(% colspan="1" %)(% colspan="1" %) 131 +((( 132 +Scripts 133 +)))|(% colspan="1" %)(% colspan="1" %) 134 +((( 135 +3.0 Beta 1 136 +)))|(% colspan="1" %)(% colspan="1" %) 137 +((( 138 +**<hack_via_control_panel/>** script action removed 139 +))) 140 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 141 +((( 142 +//Unused script action <hack_via_control_panel/> was removed.// 143 +))) 144 +|(% colspan="1" %)(% colspan="1" %) 145 +((( 146 +UI core 147 +)))|(% colspan="1" %)(% colspan="1" %) 148 +((( 149 +3.0 Beta 1 150 +)))|(% colspan="1" %)(% colspan="1" %) 151 +((( 152 +**Lua: **GetMiniGameCursorPosition() removed 153 +))) 154 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 155 +((( 156 +//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.// 157 +))) 28 28 |((( 159 +UI core 160 +)))|((( 161 +3.0 Beta 1 162 +)))|((( 163 +**FFI: **GetLocalizedInteractiveNotificationKey can return icon placeholders 164 +))) 165 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 166 +((( 167 +//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.// 168 +))) 169 +|(% colspan="1" %)(% colspan="1" %) 170 +((( 171 +Scripts 172 +)))|(% colspan="1" %)(% colspan="1" %) 173 +((( 174 +3.0 Beta 1 175 +)))|(% colspan="1" %)(% colspan="1" %) 176 +((( 177 +**$ware.illegal** updated 178 +))) 179 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 180 +((( 181 +//$ware.illegal used to return true if the specified ware has the 'illegal' tag which is no longer used.// 182 +//It now returns true if $ware is illegal to any faction in the game.// 183 +))) 184 +|(% colspan="1" %)(% colspan="1" %) 185 +((( 186 +Scripts 187 +)))|(% colspan="1" %)(% colspan="1" %) 188 +((( 189 +3.0 Beta 1 190 +)))|(% colspan="1" %)(% colspan="1" %) 191 +((( 192 +MD script **RML_Flight_Along_Path** removed 193 +))) 194 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 195 +((( 196 +//The MD script RML_Flight_Along_Path was not referened and was removed.// 197 +))) 198 +|(% colspan="1" %)(% colspan="1" %) 199 +((( 200 +Scripts 201 +)))|(% colspan="1" %)(% colspan="1" %) 202 +((( 203 +3.0 Beta 1 204 +)))|(% colspan="1" %)(% colspan="1" %) 205 +((( 206 +parameters of **<event_venture_mission_completed/>** changed 207 +))) 208 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 209 +((( 210 +//old params: param = venture details, param2 = ships involved, param3 = duration// 211 +//new params: param = venture detail list: [mission name, mission type], param2 = list of ships involved, param3 = duration// 212 +))) 213 +|(% colspan="3" %)(% colspan="3" %) 214 +((( 215 +== 2.60 == 216 +))) 217 +|((( 218 +Scripts 219 +)))|((( 220 +2.60 Beta 1 221 +)))|((( 222 +'**checkoperational**' filter behaviour changed 223 +))) 224 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 225 +((( 226 +//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.// 227 + 228 +//Sub nodes such as match_child will have checkoperational default to false. Existing uses may find that results now include non-operational components.// 229 +))) 230 +|((( 231 +Scripts 232 +)))|((( 233 +2.60 Beta 1 234 +)))|((( 235 +$container.**supplyresources** behavior changed 236 +))) 237 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 238 +((( 239 +//The script keyword $container.supplyresources now includes reserved wares.// 240 +))) 241 +|(% colspan="3" %)(% colspan="3" %) 242 +((( 243 +== 2.20 == 244 +))) 245 +|(% colspan="1" %)(% colspan="1" %) 246 +((( 247 +UI core 248 +)))|(% colspan="1" %)(% colspan="1" %) 249 +((( 250 +2.20 Beta 3/4 251 +)))|(% colspan="1" %)(% colspan="1" %) 252 +((( 253 +**Lua: GetControllerInfo()** returned mouseSteering/mouseCursor values are undefined. 254 +))) 255 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 256 +((( 257 +//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. 258 +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.// 259 + 260 +//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. 261 +// 262 +))) 263 +|(% colspan="1" %)(% colspan="1" %) 264 +((( 265 +Scripts 266 +)))|(% colspan="1" %)(% colspan="1" %) 267 +((( 268 +2.20 Beta 3 269 +)))|(% colspan="1" %)(% colspan="1" %) 270 +((( 271 +Attribute for build related conditions e.g. **<event_build_finished/>** renamed from 'buildmodule' to 'buildprocessor' 272 +))) 273 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 274 +((( 275 +//The underlying behaviour remains the same in that it involves the buildprocessor, not the buildmodule. The attribute name has simply been corrected.// 276 +))) 277 +|(% colspan="3" %)(% colspan="3" %) 278 +((( 279 +== 2.00 == 280 +))) 281 +|(% colspan="1" %)(% colspan="1" %) 282 +((( 283 +Scripts 284 +)))|(% colspan="1" %)(% colspan="1" %) 285 +((( 286 +2.00 Beta 1 287 +)))|(% colspan="1" %)(% colspan="1" %) 288 +((( 289 +**<event_build_finished/> **param2 now returns null instead of a construction sequence 290 +))) 291 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 292 +((( 293 +//The construction sequence which was finished should now be accessed via the buildtask provided via param3.// 294 +))) 295 +|(% colspan="1" %)(% colspan="1" %) 296 +((( 297 +Scripts 298 +)))|(% colspan="1" %)(% colspan="1" %) 299 +((( 300 +2.00 Beta 1 301 +)))|(% colspan="1" %)(% colspan="1" %) 302 +((( 303 +**param.boarding.{...}** strength parameters removed 304 +))) 305 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 306 +((( 307 +//The 'recruitstrength', 'veteranstrength' and 'elitestrength' script parameters were no longer required for balancing the boarding gameplay, and were removed.// 308 +))) 309 +|(% colspan="1" %)(% colspan="1" %) 310 +((( 311 +Scripts 312 +)))|(% colspan="1" %)(% colspan="1" %) 313 +((( 314 +2.00 Beta 1 315 +)))|(% colspan="1" %)(% colspan="1" %) 316 +((( 317 +**$defensible.boardee/$defensible.boarder** and **<set_object_boarder/>/<remove_object_boarder/>** removed 318 +))) 319 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 320 +((( 321 +//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.// 322 +))) 323 +|((( 29 29 UI extensions 30 30 )))|((( 31 -2.0 Beta 1 326 +2.00 Beta 1 32 32 )))|((( 33 33 **FFI: GetUpgradeSlotCurrentComponent()/GetUpgradeSlotGroup()** works on non-operationals 34 34 ))) ... ... @@ -39,7 +39,7 @@ 39 39 |((( 40 40 UI extensions 41 41 )))|((( 42 -2.0 Beta 1 337 +2.00 Beta 1 43 43 )))|((( 44 44 **FFI: SetFormationShape()** no longer indicates an error upon certain error cases 45 45 ))) ... ... @@ -48,3 +48,183 @@ 48 48 //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.// 49 49 //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.// 50 50 ))) 346 +|((( 347 +Scripts 348 +)))|((( 349 +2.00 Beta 1 350 +)))|((( 351 +**<create_formation/>** now requires the attributes: 'leader' and 'follower'. Attribute 'object' is now deprecated. 352 +))) 353 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 354 +((( 355 +//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.// 356 +))) 357 +|((( 358 +Scripts 359 +)))|((( 360 +2.00 Beta 1 361 +)))|((( 362 +**<event_player_changed_target/>** now fires and returns null if the player deselects a target. 363 +))) 364 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 365 +((( 366 +//For prior behavior, check for event.param being non-null.// 367 +))) 368 +|((( 369 +AI Scripts 370 +)))|((( 371 +2.00 Beta 1 372 +)))|((( 373 +**<shoot/>/<shoot_at/>** attribute changes. 374 +))) 375 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 376 +((( 377 +//Changed: Attribute "primary" is now optional and defines whether weapons from the ship's active primary weapon group will be fired. Defaults to true.// 378 +//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.// 379 +//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.// 380 + 381 +//Corrects now-obsolete assumption that primary weapon groups only contain guns and secondary weapon groups only contain missile launchers.// 382 +))) 383 +|((( 384 +UI extensions 385 +)))|((( 386 +2.00 Beta 1 387 +)))|((( 388 +**FFI: GetBuildTask()/GetNumBuildTasks()** got a new "buildmoduleid" parameter.(% class="confluenceTd" %) 389 +))) 390 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 391 +((( 392 +//Added possibility to query build tasks of a certain buildmodule.// 393 +))) 394 +|((( 395 +UI extensions 396 +)))|((( 397 +2.00 Beta 1 398 +)))|((( 399 +**Lua:** **GetLibraryEntry()** retrieved a new "buildresources" field. 400 +))) 401 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 402 +((( 403 +//Added list of resources a buildmodule needs to build.// 404 +))) 405 +|((( 406 +UI extensions 407 +)))|((( 408 +2.00 Beta 1 409 +)))|((( 410 +(% style="color: rgb(0,0,0);" %)**Lua:**(% style="color: rgb(0, 0, 0); color: rgb(0, 0, 0)" %)** CalculateTotalHullFraction()**(% style="color: rgb(0,0,0);" %)** **(%%)was removed.(% style="color: rgb(0,0,0);" %) 411 +))) 412 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 413 +((( 414 +//Unused, derelict function from XR - use GetComponentData(..., "hullpercent") instead.// 415 +))) 416 +|((( 417 +UI extensions 418 +)))|((( 419 +2.00 Beta 1 420 +)))|((( 421 +**FFI: (% style="color: rgb(0,0,0);" %)RequestDockAtReason()/(% style="color: rgb(0, 0, 0); color: rgb(0, 0, 0); color: rgb(0, 0, 0); color: rgb(0, 0, 0); color: rgb(0, 0, 0)" %)UndockPlayerShip()(%%) **changed their return values.(% style="color: rgb(0,0,0);" class="confluenceTd" %) 422 +))) 423 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 424 +((( 425 +//Changed return value type to const char* to better identify failure reasons in Lua script.// 426 +))) 427 +|(% colspan="3" %)(% colspan="3" %) 428 +((( 429 +== 1.50 == 430 +))) 431 +|((( 432 +UI extensions 433 +)))|((( 434 +1.50 Beta 3 435 +)))|((( 436 +**Lua: GetComponentData() **changed behavior of "docksizes" propertly.(% class="confluenceTd" %) 437 +))) 438 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 439 +((( 440 +//The "docksizes" property no longer includes internal ship storage docks.// 441 +))) 442 +|((( 443 +All 444 +)))|((( 445 +1.50 Beta 2 446 +)))|((( 447 +**Meaning of "Shipyard"** was corrected throughout Lua/MD/AI scripts, so that Wharfs are not Shipyards (unlike in XR). 448 +))) 449 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 450 +((( 451 +//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".// 452 + 453 +//Lua: Adjusted GetComponentData() and HasShipyard(), added HasWharf()// 454 +//Lua / GetComponentData() properties: Removed "iscapitalshipyard", fixed "isshipyard", added "canbuildships", "iswharf", "isequipmentdock"// 455 +//Scripts: Fixed property .isshipyard, added .iswharf (.canbuildships existed already)// 456 +))) 457 +|((( 458 +UI extensions 459 +)))|((( 460 +1.50 Beta 2 461 +)))|((( 462 +**FFI: UpgradeGroupInfo **datatype was changed.(% class="confluenceTd" %) 463 +))) 464 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 465 +((( 466 +//Added new "operational" field to retrieve information about number of operational upgrades in a group.// 467 +))) 468 +|(% colspan="1" %)(% colspan="1" %) 469 +((( 470 +UI extensions 471 +)))|(% colspan="1" %)(% colspan="1" %) 472 +((( 473 +1.50 Beta 1 474 +)))|(% colspan="1" %)(% colspan="1" %) 475 +((( 476 +**FFI: SetGuidance()** removed useinfopoint argument. 477 +))) 478 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 479 +((( 480 +//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. 481 +// 482 + 483 +//The new function declaration is: void SetGuidance(UniverseID componentid, UIPosRot offset)// 484 +))) 485 +|((( 486 +UI extensions 487 +)))|((( 488 +1.50 Beta 1 489 +)))|((( 490 +**FFI: CancelConstruction() **changed its return value.(% class="confluenceTd" %) 491 +))) 492 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 493 +((( 494 +(% style="color: rgb(0,0,0);" %)//CancelConstruction() now returns if the cancellation was successful. // 495 +))) 496 +|(% colspan="3" %)(% colspan="3" %) 497 +((( 498 +== 1.32 == 499 +))) 500 +|((( 501 +UI extensions 502 +)))|((( 503 +1.32 504 +)))|((( 505 +**Lua: GetComponentData() **removed the "nextdestname" property. 506 +))) 507 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 508 +((( 509 +//Instead of "nextdestname", use the properties "destination" or "destinationsector" to retrieve a destination component, then retrieve its "name" property.// 510 +))) 511 +|(% colspan="3" %)(% colspan="3" %) 512 +((( 513 +== 1.20 == 514 +))) 515 +|((( 516 +UI extensions 517 +)))|((( 518 +1.20 519 +)))|((( 520 +**FFI: GetAAOption()** got a new "useconfig" parameter.(% class="confluenceTd" %) 521 +))) 522 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 523 +((( 524 +//The AA setting was changed to check the new setting with the user. In order to restore the old setting (% style="color: rgb(0,0,0);" %)GetAAOption() gets the option to retrieve the config settings.// 525 +)))
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... ... @@ -1,1 +1,1 @@ 1 -https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/ 78577892/Breaking Changes1 +https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/87916742/Breaking Changes