Changes for page Breaking Changes
Last modified by Michael Baumgardt on 2026/04/17 12:03
From version 130.1
edited by Daniel Turner
on 2025/06/11 14:34
on 2025/06/11 14:34
Change comment:
There is no comment for this version
To version 124.1
edited by Matthias Haan
on 2024/12/20 11:42
on 2024/12/20 11:42
Change comment:
There is no comment for this version
Summary
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... ... @@ -20,26 +20,10 @@ 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 -|(% style="width:117px" %)Assets|(% style="width:117px" %)8.00 Beta 1|(% colspan="4" rowspan="1" style="width:117px" %)Icons moved from **assets\fx\textures\gui** to **assets\textures\ui** 33 -|(% colspan="6" style="width:117px" %)Assets with the exception of the **loadingscreen** folder have been moved and any reference to these files will require updating. 34 - 35 35 === Version 7.50 === 36 36 37 37 (% class="table-striped" %) 38 -|(% 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) 39 -|(% colspan="4" style="width:117px" %)((( 40 -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. 41 -))) 42 -|(% 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** 26 +|(% 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** 43 43 |(% colspan="7" style="width:117px" %)((( 44 44 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 45 ))) ... ... @@ -49,20 +49,20 @@ 49 49 50 50 (% class="table-striped" %) 51 51 |(% colspan="1" style="width:117px" %)Gamestarts|(% colspan="1" style="width:119px" %)7.00 Beta 8|(% colspan="2" style="width:1625px" %)**Text references** 52 -|(% 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. 36 +|(% 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.// 53 53 |(% 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** 54 54 |(% colspan="4" style="width:117px" %)highway_fx_electric_02 is still available in "legacy" folder if needed 55 55 |(% 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 56 56 |(% colspan="4" style="width:117px" %)((( 57 -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. 41 +//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.// 58 58 ))) 59 59 |(% 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. 60 60 |(% colspan="4" style="width:117px" %)((( 61 -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.** 45 +//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.**// 62 62 ))) 63 63 |(% 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. 64 64 |(% colspan="4" style="width:117px" %)((( 65 -Some material names and texture paths were changed. Please DIFF the materiallibrary.xml from 6.20 with 7.0 to see the difference 49 +(% 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// 66 66 ))) 67 67 |(% colspan="1" style="width:117px" %)(% colspan="1" %) 68 68 ((( ... ... @@ -74,7 +74,7 @@ 74 74 ))) 75 75 |(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 76 76 ((( 77 - Previously it was possible to set normal clusters to be persistent presentation clusters which was an invalid state. 61 +// Previously it was possible to set normal clusters to be persistent presentation clusters which was an invalid state.// 78 78 ))) 79 79 |(% colspan="1" style="width:117px" %)(% colspan="1" %) 80 80 ((( ... ... @@ -86,7 +86,7 @@ 86 86 ))) 87 87 |(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 88 88 ((( 89 - 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. 73 +// 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.// 90 90 ))) 91 91 |(% colspan="1" style="width:117px" %)(% colspan="1" %) 92 92 ((( ... ... @@ -113,9 +113,9 @@ 113 113 ))) 114 114 |(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 115 115 ((( 116 -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. 100 +//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.// 117 117 118 -All groups should now have "weight" parameter added and old "weights" were updated to not have single-digit numbers. 102 +//All groups should now have "weight" parameter added and old "weights" were updated to not have single-digit numbers.// 119 119 ))) 120 120 |(% colspan="1" %)(% colspan="1" %) 121 121 ((( ... ... @@ -129,9 +129,9 @@ 129 129 ))) 130 130 |(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 131 131 ((( 132 -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. 116 +//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. // 133 133 134 -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. 118 +//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.// 135 135 ))) 136 136 |(% colspan="1" %)(% colspan="1" %) 137 137 ((( ... ... @@ -145,11 +145,11 @@ 145 145 ))) 146 146 |(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 147 147 ((( 148 -The 'posname' and 'rotname' result attributes of <find_object_surface> will now return null in the case of no valid surface position being found. 132 +//The 'posname' and 'rotname' result attributes of <find_object_surface> will now return null in the case of no valid surface position being found.// 149 149 150 -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. 134 +//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.// 151 151 152 -The action itself has been improved to increase the chance of finding suitable surface positions. 136 +//The action itself has been improved to increase the chance of finding suitable surface positions.// 153 153 ))) 154 154 |(% colspan="1" %)(% colspan="1" %) 155 155 ((( ... ... @@ -163,8 +163,8 @@ 163 163 ))) 164 164 |(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 165 165 ((( 166 -<match_dock> nodes can now be used on container and walkablemodule classes without wrapping them in <match_content> nodes. 167 -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. 150 +//<match_dock> nodes can now be used on container and walkablemodule classes without wrapping them in <match_content> nodes. 151 +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.// 168 168 ))) 169 169 |(% colspan="1" %)(% colspan="1" %) 170 170 ((( ... ... @@ -178,7 +178,7 @@ 178 178 ))) 179 179 |(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 180 180 ((( 181 -The 'result' attribute of get_attackstrength has been moved into the new <result> subnode and renamed to 'total'. 165 +//The 'result' attribute of get_attackstrength has been moved into the new <result> subnode and renamed to 'total'.// 182 182 ))) 183 183 |((( 184 184 Assets ... ... @@ -189,8 +189,8 @@ 189 189 ))) 190 190 |(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %) 191 191 ((( 192 -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. 193 -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. 176 +//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. 177 +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.// 194 194 ))) 195 195 |(% colspan="1" %)(% colspan="1" %) 196 196 ((( ... ... @@ -204,7 +204,7 @@ 204 204 ))) 205 205 |(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %) 206 206 ((( 207 -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. 191 +//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.// 208 208 ))) 209 209 |((( 210 210 Scripts ... ... @@ -215,7 +215,7 @@ 215 215 ))) 216 216 |(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %) 217 217 ((( 218 -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. 202 +//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.// 219 219 ))) 220 220 |((( 221 221 Cutscenes ... ... @@ -226,7 +226,7 @@ 226 226 ))) 227 227 |(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %) 228 228 ((( 229 -The yaw and pitch nodes in <angles> are now correctly interpreted as values in degrees. 213 +//The yaw and pitch nodes in <angles> are now correctly interpreted as values in degrees.// 230 230 ))) 231 231 232 232 ---- ... ... @@ -243,7 +243,7 @@ 243 243 ))) 244 244 |(% colspan="7" %)(% colspan="3" %) 245 245 ((( 246 -'minduration' was unused in X4, maxduration was and still is taken as the actual duration of control panel hacks. No functionality change. 230 +//'minduration' was unused in X4, maxduration was and still is taken as the actual duration of control panel hacks. No functionality change.// 247 247 ))) 248 248 249 249 ---- ... ... @@ -263,7 +263,7 @@ 263 263 ))) 264 264 |(% colspan="4" %)(% colspan="3" %) 265 265 ((( 266 -The functionality represented by SetMapRenderCargoContents(), SetMapRenderWorkForceInfo(), SetMapRenderCrewInfo() and SetMapRenderDockedShipInfos() has been removed and the function was therefore stubbed. 250 +//The functionality represented by SetMapRenderCargoContents(), SetMapRenderWorkForceInfo(), SetMapRenderCrewInfo() and SetMapRenderDockedShipInfos() has been removed and the function was therefore stubbed.// 267 267 ))) 268 268 |(% colspan="1" %)(% colspan="1" %) 269 269 ((( ... ... @@ -277,7 +277,7 @@ 277 277 ))) 278 278 |(% colspan="4" %)(% colspan="3" %) 279 279 ((( 280 -This struct was added in 4.10 Beta 2 and an additional member count was added in Beta 6. 264 +//This struct was added in 4.10 Beta 2 and an additional member count was added in Beta 6.// 281 281 ))) 282 282 |(% colspan="1" %)(% colspan="1" %) 283 283 ((( ... ... @@ -291,7 +291,7 @@ 291 291 ))) 292 292 |(% colspan="4" %)(% colspan="3" %) 293 293 ((( 294 -Info box parameters are now shared across stations and ships. The node has a more generic name to reflect that. 278 +//Info box parameters are now shared across stations and ships. The node has a more generic name to reflect that.// 295 295 ))) 296 296 |(% colspan="1" %)(% colspan="1" %) 297 297 ((( ... ... @@ -305,7 +305,7 @@ 305 305 ))) 306 306 |(% colspan="4" %)(% colspan="3" %) 307 307 ((( 308 -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. 292 +//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.// 309 309 ))) 310 310 |((( 311 311 UI extensions ... ... @@ -316,7 +316,7 @@ 316 316 ))) 317 317 |(% colspan="4" %)(% colspan="3" %) 318 318 ((( 319 -These functions were added in 4.10 Beta 1 and an additional boolean parameter allowentitydeliverymissionobject was added in Beta 2. 303 +//These functions were added in 4.10 Beta 1 and an additional boolean parameter allowentitydeliverymissionobject was added in Beta 2.// 320 320 ))) 321 321 |((( 322 322 Scripts ... ... @@ -327,7 +327,7 @@ 327 327 ))) 328 328 |(% colspan="4" %)(% colspan="3" %) 329 329 ((( 330 -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. 314 +//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.// 331 331 ))) 332 332 |(% colspan="1" %)(% colspan="1" %) 333 333 ((( ... ... @@ -341,7 +341,7 @@ 341 341 ))) 342 342 |(% colspan="4" %)(% colspan="3" %) 343 343 ((( 344 -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. 328 +//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.// 345 345 ))) 346 346 |((( 347 347 Scripts ... ... @@ -352,7 +352,7 @@ 352 352 ))) 353 353 |(% colspan="4" %)(% colspan="3" %) 354 354 ((( 355 -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. 339 +//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.// 356 356 ))) 357 357 358 358 ---- ... ... @@ -372,8 +372,8 @@ 372 372 ))) 373 373 |(% colspan="4" %)(% colspan="3" %) 374 374 ((( 375 -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). 376 -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. 359 +//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). 360 +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.// 377 377 ))) 378 378 |((( 379 379 Scripts ... ... @@ -384,9 +384,9 @@ 384 384 ))) 385 385 |(% colspan="4" %)(% colspan="3" %) 386 386 ((( 387 -Old params: param = project ID, param2 = were there positive side-effects?, param3 = were there negative side-effects? 371 +//Old params: param = project ID, param2 = were there positive side-effects?, param3 = were there negative side-effects? 388 388 New params: param = project ID, param2 = [were there positive side-effects?, were there negative side-effects?], param3 = payout in Credits 389 -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 373 +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// 390 390 ))) 391 391 |(% colspan="1" %)(% colspan="1" %) 392 392 ((( ... ... @@ -400,10 +400,10 @@ 400 400 ))) 401 401 |(% colspan="4" %)(% colspan="3" %) 402 402 ((( 403 -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. 404 -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). 387 +//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. 388 +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).// 405 405 406 -If you rely on a handling where these factions are treated like enemies, please use the new GetFactionRelationStatus2() function instead. 390 +//If you rely on a handling where these factions are treated like enemies, please use the new GetFactionRelationStatus2() function instead.// 407 407 ))) 408 408 |(% colspan="1" %)(% colspan="1" %) 409 409 ((( ... ... @@ -417,9 +417,9 @@ 417 417 ))) 418 418 |(% colspan="4" %)(% colspan="3" %) 419 419 ((( 420 -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. 404 +//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.// 421 421 422 -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).406 +//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). 423 423 ))) 424 424 |((( 425 425 Parameters ... ... @@ -430,7 +430,7 @@ 430 430 ))) 431 431 |(% colspan="4" %)(% colspan="3" %) 432 432 ((( 433 -The 'requiresconstructionvessel' attribute has been moved from the 'recycling' node itself, to the new 'station' subnode. 417 +//The 'requiresconstructionvessel' attribute has been moved from the 'recycling' node itself, to the new 'station' subnode.// 434 434 ))) 435 435 |((( 436 436 Scripts ... ... @@ -441,7 +441,7 @@ 441 441 ))) 442 442 |(% colspan="4" %)(% colspan="3" %) 443 443 ((( 444 -The 'gatedistance' script property now minimizes the number of gate jumps instead of counting the number gate jumps in the fastest route. 428 +//The 'gatedistance' script property now minimizes the number of gate jumps instead of counting the number gate jumps in the fastest route.// 445 445 ))) 446 446 447 447 ---- ... ... @@ -458,7 +458,7 @@ 458 458 ))) 459 459 |(% colspan="7" %)(% colspan="3" %) 460 460 ((( 461 -These mission limit-related functions (added in 3.30 Beta 1 and 2) are replaced with FFI IsMissionLimitReached() 445 +//These mission limit-related functions (added in 3.30 Beta 1 and 2) are replaced with FFI IsMissionLimitReached()// 462 462 ))) 463 463 464 464 ---- ... ... @@ -475,9 +475,9 @@ 475 475 ))) 476 476 |(% colspan="4" %)(% colspan="3" %) 477 477 ((( 478 -Old params: param = attacked object, param2 = attack method, param3 = attacked component 479 -New params: param = attacked object, param2 = attack method, param3 = attack component detail list: [attacked component, attacking weapon] 480 -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 462 +//Old params: param = attacked object, param2 = attack method, param3 = attacked component// 463 +//New params: param = attacked object, param2 = attack method, param3 = attack component detail list: [attacked component, attacking weapon] 464 +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// 481 481 ))) 482 482 |(% colspan="1" %)(% colspan="1" %) 483 483 ((( ... ... @@ -491,7 +491,7 @@ 491 491 ))) 492 492 |(% colspan="4" %)(% colspan="3" %) 493 493 ((( 494 -$trade.restriction.faction has been replaced with $trade.restriction.factions, which returns a list of factions. 478 +//$trade.restriction.faction has been replaced with $trade.restriction.factions, which returns a list of factions.// 495 495 ))) 496 496 |((( 497 497 UI extensions ... ... @@ -502,7 +502,7 @@ 502 502 ))) 503 503 |(% colspan="4" %)(% colspan="3" %) 504 504 ((( 505 -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. 489 +//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.// 506 506 ))) 507 507 508 508 ---- ... ... @@ -522,7 +522,7 @@ 522 522 ))) 523 523 |(% colspan="7" %)(% colspan="3" %) 524 524 ((( 525 -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. 509 +//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.// 526 526 ))) 527 527 528 528 ---- ... ... @@ -542,7 +542,7 @@ 542 542 ))) 543 543 |(% colspan="4" %)(% colspan="3" %) 544 544 ((( 545 -<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. 529 +//<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.// 546 546 ))) 547 547 |(% colspan="1" %)(% colspan="1" %) 548 548 ((( ... ... @@ -556,7 +556,7 @@ 556 556 ))) 557 557 |(% colspan="4" %)(% colspan="3" %) 558 558 ((( 559 -<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. 543 +//<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.// 560 560 ))) 561 561 |(% colspan="1" %)(% colspan="1" %) 562 562 ((( ... ... @@ -570,9 +570,9 @@ 570 570 ))) 571 571 |(% colspan="4" %)(% colspan="3" %) 572 572 ((( 573 -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.) 557 +//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.) 574 574 575 -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). 559 +//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).// 576 576 ))) 577 577 |(% colspan="1" %)(% colspan="1" %) 578 578 ((( ... ... @@ -586,7 +586,7 @@ 586 586 ))) 587 587 |(% colspan="4" %)(% colspan="3" %) 588 588 ((( 589 -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. 573 +//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.// 590 590 ))) 591 591 |(% colspan="1" %)(% colspan="1" %) 592 592 ((( ... ... @@ -600,8 +600,8 @@ 600 600 ))) 601 601 |(% colspan="4" %)(% colspan="3" %) 602 602 ((( 603 -Before the change, positions are relative to $dockingbay.parent. 604 -After the change, positions are relative to $dockingbay as specified in the documentation. 587 +//Before the change, positions are relative to $dockingbay.parent. 588 +After the change, positions are relative to $dockingbay as specified in the documentation.// 605 605 ))) 606 606 |(% colspan="1" %)(% colspan="1" %) 607 607 ((( ... ... @@ -615,7 +615,7 @@ 615 615 ))) 616 616 |(% colspan="4" %)(% colspan="3" %) 617 617 ((( 618 -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(). 602 +//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().// 619 619 ))) 620 620 |((( 621 621 Scripts ... ... @@ -626,7 +626,7 @@ 626 626 ))) 627 627 |(% colspan="4" %)(% colspan="3" %) 628 628 ((( 629 -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. 613 +//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. 630 630 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. 631 631 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. 632 632 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). ... ... @@ -643,7 +643,7 @@ 643 643 ))) 644 644 |(% colspan="4" %)(% colspan="3" %) 645 645 ((( 646 -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. 630 +//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.// 647 647 ))) 648 648 |((( 649 649 Job/God ... ... @@ -654,7 +654,7 @@ 654 654 ))) 655 655 |(% colspan="4" %)(% colspan="3" %) 656 656 ((( 657 -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. 641 +//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.// 658 658 ))) 659 659 |(% colspan="1" %)(% colspan="1" %) 660 660 ((( ... ... @@ -668,7 +668,7 @@ 668 668 ))) 669 669 |(% colspan="4" %)(% colspan="3" %) 670 670 ((( 671 -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. 655 +//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.// 672 672 ))) 673 673 |(% colspan="1" %)(% colspan="1" %) 674 674 ((( ... ... @@ -682,7 +682,7 @@ 682 682 ))) 683 683 |(% colspan="4" %)(% colspan="3" %) 684 684 ((( 685 -The 'group' attribute of <set_doors_locked/> can no longer be a list. It must be a single tag value. Previously, a list containing one tag was accepted, which was redundant. 669 +//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.// 686 686 ))) 687 687 |(% colspan="1" %)(% colspan="1" %) 688 688 ((( ... ... @@ -696,7 +696,7 @@ 696 696 ))) 697 697 |(% colspan="4" %)(% colspan="3" %) 698 698 ((( 699 -These events were never triggered, with the exception of <event_hack_started/> on the player entity for instant control panel hacks. Use <event_player_hacked_object> instead. 683 +//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.// 700 700 ))) 701 701 |(% colspan="1" %)(% colspan="1" %) 702 702 ((( ... ... @@ -710,7 +710,7 @@ 710 710 ))) 711 711 |(% colspan="4" %)(% colspan="3" %) 712 712 ((( 713 -These actions had no effect and were removed. 697 +//These actions had no effect and were removed.// 714 714 ))) 715 715 |(% colspan="1" %)(% colspan="1" %) 716 716 ((( ... ... @@ -724,7 +724,7 @@ 724 724 ))) 725 725 |(% colspan="4" %)(% colspan="3" %) 726 726 ((( 727 -The script action was a leftover from the XR era and was never supported in X4 and couldn't be used in a meaningful way. It was therefore decided to better drop it altogether as it's not expected having been used by any mods. 711 +//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.// 728 728 ))) 729 729 |(% colspan="1" %)(% colspan="1" %) 730 730 ((( ... ... @@ -738,7 +738,7 @@ 738 738 ))) 739 739 |(% colspan="4" %)(% colspan="3" %) 740 740 ((( 741 -The default confidence of player options is another leftover from the XR era and had no effect in X4. 725 +//The default confidence of player options is another leftover from the XR era and had no effect in X4.// 742 742 ))) 743 743 |(% colspan="1" %)(% colspan="1" %) 744 744 ((( ... ... @@ -752,7 +752,7 @@ 752 752 ))) 753 753 |(% colspan="4" %)(% colspan="3" %) 754 754 ((( 755 -Unused script action <hack_via_control_panel/> was removed. 739 +//Unused script action <hack_via_control_panel/> was removed.// 756 756 ))) 757 757 |(% colspan="1" %)(% colspan="1" %) 758 758 ((( ... ... @@ -766,7 +766,7 @@ 766 766 ))) 767 767 |(% colspan="4" %)(% colspan="3" %) 768 768 ((( 769 -GetMiniGameCursorPosition() was a left over from the XR era and never supposed to be shipped with X4. The function practically always returned 0 and hence we don't expect the removal of this obsolete function causing any actual mod to break. 753 +//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.// 770 770 ))) 771 771 |((( 772 772 UI core ... ... @@ -777,7 +777,7 @@ 777 777 ))) 778 778 |(% colspan="4" %)(% colspan="3" %) 779 779 ((( 780 -In 3.0 Beta 1 we added support to display icons for keyboard bindings, if an icon is available for the specified keys. This results in GetLocalizedInteractiveNotificationKey() potentially returning a different text now if such an icon is assigned to the mapped key/button. 764 +//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.// 781 781 ))) 782 782 |(% colspan="1" %)(% colspan="1" %) 783 783 ((( ... ... @@ -791,7 +791,7 @@ 791 791 ))) 792 792 |(% colspan="4" %)(% colspan="3" %) 793 793 ((( 794 -In 3.0 Beta 1 we added support for a new weapon mod property "SurfaceElementFactor" to allow weapons to deal increased damage to surface elements such as Shield Generators, Turrets or Engines. 778 +//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.// 795 795 ))) 796 796 |(% colspan="1" %)(% colspan="1" %) 797 797 ((( ... ... @@ -805,8 +805,8 @@ 805 805 ))) 806 806 |(% colspan="4" %)(% colspan="3" %) 807 807 ((( 808 -$ware.illegal used to return true if the specified ware has the 'illegal' tag which is no longer used. 809 -It now returns true if $ware is illegal to any faction in the game. 792 +//$ware.illegal used to return true if the specified ware has the 'illegal' tag which is no longer used.// 793 +//It now returns true if $ware is illegal to any faction in the game.// 810 810 ))) 811 811 |(% colspan="1" %)(% colspan="1" %) 812 812 ((( ... ... @@ -820,7 +820,7 @@ 820 820 ))) 821 821 |(% colspan="4" %)(% colspan="3" %) 822 822 ((( 823 -The MD script RML_Flight_Along_Path was not referened and was removed. 807 +//The MD script RML_Flight_Along_Path was not referened and was removed.// 824 824 ))) 825 825 |(% colspan="1" %)(% colspan="1" %) 826 826 ((( ... ... @@ -834,8 +834,8 @@ 834 834 ))) 835 835 |(% colspan="4" %)(% colspan="3" %) 836 836 ((( 837 -old params: param = venture details, param2 = ships involved, param3 = duration 838 -new params: param = venture detail list: [mission name, mission type], param2 = list of ships involved, param3 = duration 821 +//old params: param = venture details, param2 = ships involved, param3 = duration// 822 +//new params: param = venture detail list: [mission name, mission type], param2 = list of ships involved, param3 = duration// 839 839 ))) 840 840 |((( 841 841 Scripts ... ... @@ -847,7 +847,7 @@ 847 847 ))) 848 848 |(% colspan="4" %)(% colspan="3" %) 849 849 ((( 850 -The common action <set_object_wing_name/> has been replaced with <set_object_fleet_name/> 834 +//The common action <set_object_wing_name/> has been replaced with <set_object_fleet_name/>// 851 851 ))) 852 852 |((( 853 853 Scripts ... ... @@ -876,9 +876,9 @@ 876 876 ))) 877 877 |(% colspan="10" %)(% colspan="3" %) 878 878 ((( 879 -Actions and conditions which use the 'checkoperational' filter now behave differently. Instead of changing how 'class' and 'exactclass' behave, checkoperational == true adds an additional filter for the components being of state operational, equivalent to state="componentstate.operational". This is implicitly enabled in action elements (e.g. <find_.../>) or condition elements (e.g. <count_...>), meaning that find_ship will only find operational ships. Using such actions/conditions with checkoperational="false" will include non-operational components such as wrecked and constructions. Existing uses may find that results now exclude non-operational components. 863 +//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.// 880 880 881 -Sub nodes such as match_child will have checkoperational default to false. Existing uses may find that results now include non-operational components. 865 +//Sub nodes such as match_child will have checkoperational default to false. Existing uses may find that results now include non-operational components.// 882 882 ))) 883 883 |((( 884 884 Scripts ... ... @@ -889,7 +889,7 @@ 889 889 )))| | | 890 890 |(% colspan="10" %)(% colspan="3" %) 891 891 ((( 892 -The script keyword $container.supplyresources now includes reserved wares. 876 +//The script keyword $container.supplyresources now includes reserved wares.// 893 893 ))) 894 894 895 895 ---- ... ... @@ -909,10 +909,10 @@ 909 909 ))) 910 910 |(% colspan="4" %)(% colspan="3" %) 911 911 ((( 912 -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. 913 -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. 896 +//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. 897 +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.// 914 914 915 -It's a pending change to ensure that the returned mode is more reasonable in an upcoming patch. So be aware that another breaking change might be introduced at some point. 899 +//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.// 916 916 ))) 917 917 |(% colspan="1" %)(% colspan="1" %) 918 918 ((( ... ... @@ -926,7 +926,7 @@ 926 926 ))) 927 927 |(% colspan="4" %)(% colspan="3" %) 928 928 ((( 929 -The underlying behaviour remains the same in that it involves the buildprocessor, not the buildmodule. The attribute name has simply been corrected. 913 +//The underlying behaviour remains the same in that it involves the buildprocessor, not the buildmodule. The attribute name has simply been corrected.// 930 930 ))) 931 931 932 932 ---- ... ... @@ -946,7 +946,7 @@ 946 946 ))) 947 947 |(% colspan="4" %)(% colspan="3" %) 948 948 ((( 949 -The construction sequence which was finished should now be accessed via the buildtask provided via param3. 933 +//The construction sequence which was finished should now be accessed via the buildtask provided via param3.// 950 950 ))) 951 951 |(% colspan="1" %)(% colspan="1" %) 952 952 ((( ... ... @@ -960,7 +960,7 @@ 960 960 ))) 961 961 |(% colspan="4" %)(% colspan="3" %) 962 962 ((( 963 -The 'recruitstrength', 'veteranstrength' and 'elitestrength' script parameters were no longer required for balancing the boarding gameplay, and were removed. 947 +//The 'recruitstrength', 'veteranstrength' and 'elitestrength' script parameters were no longer required for balancing the boarding gameplay, and were removed.// 964 964 ))) 965 965 |(% colspan="1" %)(% colspan="1" %) 966 966 ((( ... ... @@ -974,7 +974,7 @@ 974 974 ))) 975 975 |(% colspan="4" %)(% colspan="3" %) 976 976 ((( 977 -Due to changes to boarding in X4, the boarding connections accessed by these script properties and actions became redundent and thus, removed. Any connections set by these actions in a savegame will not survive loading. 961 +//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.// 978 978 ))) 979 979 |((( 980 980 UI extensions ... ... @@ -985,7 +985,7 @@ 985 985 ))) 986 986 |(% colspan="4" %)(% colspan="3" %) 987 987 ((( 988 -Before 2.0 Beta 1 using GetUpgradeSlotCurrentComponent() or GetUpgradeSlotGroup() only performed on operational objects (i.e. not wrecked objects or objects under construction). Since this is inconsistent with the rest of the UI functions, this was considered a bug and fixed in 2.0 Beta 1. If you require the old behavior, use the FFI function: IsComponentOperational() to check the passed object's state before making the call. 972 +//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.// 989 989 ))) 990 990 |((( 991 991 UI extensions ... ... @@ -996,8 +996,8 @@ 996 996 ))) 997 997 |(% colspan="4" %)(% colspan="3" %) 998 998 ((( 999 -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. 1000 -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. 983 +//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.// 984 +//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.// 1001 1001 ))) 1002 1002 |((( 1003 1003 Scripts ... ... @@ -1008,7 +1008,7 @@ 1008 1008 ))) 1009 1009 |(% colspan="4" %)(% colspan="3" %) 1010 1010 ((( 1011 -This now enforces a leader and at least one follower in order to create or change a formation. Former implementation made it possible to create formations without any followers which led to issues. 995 +//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.// 1012 1012 ))) 1013 1013 |((( 1014 1014 Scripts ... ... @@ -1019,7 +1019,7 @@ 1019 1019 ))) 1020 1020 |(% colspan="4" %)(% colspan="3" %) 1021 1021 ((( 1022 -For prior behavior, check for event.param being non-null. 1006 +//For prior behavior, check for event.param being non-null.// 1023 1023 ))) 1024 1024 |((( 1025 1025 AI Scripts ... ... @@ -1030,11 +1030,11 @@ 1030 1030 ))) 1031 1031 |(% colspan="4" %)(% colspan="3" %) 1032 1032 ((( 1033 -Changed: Attribute "primary" is now optional and defines whether weapons from the ship's active primary weapon group will be fired. Defaults to true. 1034 -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. 1035 -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. 1017 +//Changed: Attribute "primary" is now optional and defines whether weapons from the ship's active primary weapon group will be fired. Defaults to true.// 1018 +//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.// 1019 +//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.// 1036 1036 1037 -Corrects now-obsolete assumption that primary weapon groups only contain guns and secondary weapon groups only contain missile launchers. 1021 +//Corrects now-obsolete assumption that primary weapon groups only contain guns and secondary weapon groups only contain missile launchers.// 1038 1038 ))) 1039 1039 |((( 1040 1040 UI extensions ... ... @@ -1045,7 +1045,7 @@ 1045 1045 ))) 1046 1046 |(% colspan="4" %)(% colspan="3" %) 1047 1047 ((( 1048 -Added possibility to query build tasks of a certain buildmodule. 1032 +//Added possibility to query build tasks of a certain buildmodule.// 1049 1049 ))) 1050 1050 |((( 1051 1051 UI extensions ... ... @@ -1056,7 +1056,7 @@ 1056 1056 ))) 1057 1057 |(% colspan="4" %)(% colspan="3" %) 1058 1058 ((( 1059 -Added list of resources a buildmodule needs to build. 1043 +//Added list of resources a buildmodule needs to build.// 1060 1060 ))) 1061 1061 |((( 1062 1062 UI extensions ... ... @@ -1067,7 +1067,7 @@ 1067 1067 ))) 1068 1068 |(% colspan="4" %)(% colspan="3" %) 1069 1069 ((( 1070 -Unused, derelict function from XR - use GetComponentData(..., "hullpercent") instead. 1054 +//Unused, derelict function from XR - use GetComponentData(..., "hullpercent") instead.// 1071 1071 ))) 1072 1072 |((( 1073 1073 UI extensions ... ... @@ -1078,7 +1078,7 @@ 1078 1078 ))) 1079 1079 |(% colspan="4" %)(% colspan="3" %) 1080 1080 ((( 1081 -Changed return value type to const char* to better identify failure reasons in Lua script. 1065 +//Changed return value type to const char* to better identify failure reasons in Lua script.// 1082 1082 ))) 1083 1083 1084 1084 ---- ... ... @@ -1095,7 +1095,7 @@ 1095 1095 ))) 1096 1096 |(% colspan="4" %)(% colspan="3" %) 1097 1097 ((( 1098 -The "docksizes" property no longer includes internal ship storage docks. 1082 +//The "docksizes" property no longer includes internal ship storage docks.// 1099 1099 ))) 1100 1100 |((( 1101 1101 All ... ... @@ -1106,11 +1106,11 @@ 1106 1106 ))) 1107 1107 |(% colspan="4" %)(% colspan="3" %) 1108 1108 ((( 1109 -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". 1093 +//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".// 1110 1110 1111 -Lua: Adjusted GetComponentData() and HasShipyard(), added HasWharf() 1112 -Lua / GetComponentData() properties: Removed "iscapitalshipyard", fixed "isshipyard", added "canbuildships", "iswharf", "isequipmentdock" 1113 -Scripts: Fixed property .isshipyard, added .iswharf (.canbuildships existed already) 1095 +//Lua: Adjusted GetComponentData() and HasShipyard(), added HasWharf()// 1096 +//Lua / GetComponentData() properties: Removed "iscapitalshipyard", fixed "isshipyard", added "canbuildships", "iswharf", "isequipmentdock"// 1097 +//Scripts: Fixed property .isshipyard, added .iswharf (.canbuildships existed already)// 1114 1114 ))) 1115 1115 |((( 1116 1116 UI extensions ... ... @@ -1121,7 +1121,7 @@ 1121 1121 ))) 1122 1122 |(% colspan="4" %)(% colspan="3" %) 1123 1123 ((( 1124 -Added new "operational" field to retrieve information about number of operational upgrades in a group. 1108 +//Added new "operational" field to retrieve information about number of operational upgrades in a group.// 1125 1125 ))) 1126 1126 |(% colspan="1" %)(% colspan="1" %) 1127 1127 ((( ... ... @@ -1135,9 +1135,9 @@ 1135 1135 ))) 1136 1136 |(% colspan="4" %)(% colspan="3" %) 1137 1137 ((( 1138 -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. 1122 +//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.// 1139 1139 1140 -The new function declaration is: void SetGuidance(UniverseID componentid, UIPosRot offset) 1124 +//The new function declaration is: void SetGuidance(UniverseID componentid, UIPosRot offset)// 1141 1141 ))) 1142 1142 |((( 1143 1143 UI extensions ... ... @@ -1148,7 +1148,7 @@ 1148 1148 ))) 1149 1149 |(% colspan="4" %)(% colspan="3" %) 1150 1150 ((( 1151 -CancelConstruction() now returns if the cancellation was successful. 1135 +//CancelConstruction() now returns if the cancellation was successful. // 1152 1152 ))) 1153 1153 1154 1154 ---- ... ... @@ -1165,7 +1165,7 @@ 1165 1165 ))) 1166 1166 |(% colspan="4" %)(% colspan="3" %) 1167 1167 ((( 1168 -Instead of "nextdestname", use the properties "destination" or "destinationsector" to retrieve a destination component, then retrieve its "name" property. 1152 +//Instead of "nextdestname", use the properties "destination" or "destinationsector" to retrieve a destination component, then retrieve its "name" property.// 1169 1169 ))) 1170 1170 1171 1171 ----