Changes for page Breaking Changes
Last modified by Michael Baumgardt on 2026/04/17 12:03
From version 132.1
edited by Lc4Hunter
on 2025/07/08 21:45
on 2025/07/08 21:45
Change comment:
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To version 115.3
edited by Volodymyr Boichuk
on 2024/04/10 12:56
on 2024/04/10 12:56
Change comment:
There is no comment for this version
Summary
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Page properties (2 modified, 0 added, 0 removed)
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... ... @@ -1,1 +1,1 @@ 1 -XWiki. Lc4Hunter1 +xwiki:XWiki.Volodymyr - Content
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... ... @@ -20,53 +20,13 @@ 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 (mostly affects icons.xml). 34 -|(% style="width:117px" %)Assets|(% colspan="3" style="width:117px" %)8.00 Beta 1|(% colspan="3" style="width:117px" %)**boron** tags for equipment (weapons, engines, ...) changed to **advanced** 35 -|(% colspan="6" style="width:117px" %)Ships and equipment with **boron **tags will no longer work properly as they do not match the new **advanced** tag (for example "small engine boron" has been replaced by "small engine advanced") 36 - 37 -=== === 38 - 39 -=== Version 7.50 === 40 - 41 -(% class="table-striped" %) 42 -|(% 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) 43 -|(% colspan="4" style="width:117px" %)((( 44 -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. 45 -))) 46 -|(% 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** 47 -|(% colspan="7" style="width:117px" %)((( 48 -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. 49 -))) 50 - 51 51 === Version 7.00 === 52 52 53 53 54 -(% class="table-striped" %) 55 -|(% colspan="1" style="width:117px" %)Gamestarts|(% colspan="1" style="width:119px" %)7.00 Beta 8|(% colspan="2" style="width:1625px" %)**Text references** 56 -|(% 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. 57 -|(% 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** 58 -|(% colspan="4" style="width:117px" %)highway_fx_electric_02 is still available in "legacy" folder if needed 59 -|(% 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 60 -|(% colspan="4" style="width:117px" %)((( 61 -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. 62 -))) 63 -|(% 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. 64 -|(% colspan="4" style="width:117px" %)((( 65 -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.** 66 -))) 26 +(% class="wrapped" %) 67 67 |(% 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. 68 68 |(% colspan="4" style="width:117px" %)((( 69 -Some material names and texture paths were changed. Please DIFF the materiallibrary.xml from 6.20 with 7.0 to see the difference 29 +(% 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// 70 70 ))) 71 71 |(% colspan="1" style="width:117px" %)(% colspan="1" %) 72 72 ((( ... ... @@ -76,9 +76,9 @@ 76 76 )))|(% colspan="2" style="width:1625px" %)((( 77 77 MD action **<set_presentation_cluster_persistence/>** now requires the cluster to be a presentation cluster. 78 78 ))) 79 -|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 39 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" title="Background colour :" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" title="Background colour :" %) 80 80 ((( 81 - Previously it was possible to set normal clusters to be persistent presentation clusters which was an invalid state. 41 +// Previously it was possible to set normal clusters to be persistent presentation clusters which was an invalid state.// 82 82 ))) 83 83 |(% colspan="1" style="width:117px" %)(% colspan="1" %) 84 84 ((( ... ... @@ -88,9 +88,9 @@ 88 88 )))|(% colspan="2" style="width:1625px" %)((( 89 89 **FFI**: RemoveBuildPlot() changed 90 90 ))) 91 -|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 51 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" title="Background colour :" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" title="Background colour :" %) 92 92 ((( 93 - 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. 53 +// 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.// 94 94 ))) 95 95 |(% colspan="1" style="width:117px" %)(% colspan="1" %) 96 96 ((( ... ... @@ -100,14 +100,16 @@ 100 100 )))|(% colspan="2" style="width:1625px" %)((( 101 101 **Some Split DLC materials moved to base game** 102 102 ))) 103 -|(% colspan="7" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 63 +|(% class="highlight-grey" colspan="7" data-highlight-colour="grey" title="Background colour :" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" title="Background colour :" %) 104 104 ((( 105 105 // //"spl_p1_fx" AND "split_p1_hulltexture_01" were moved from Split DLC to base game 106 106 ))) 107 107 68 +---- 69 + 108 108 === Version 6.00 === 109 109 110 -(% class=" table-striped" %)72 +(% class="wrapped" %) 111 111 |((( 112 112 Libraries 113 113 )))|((( ... ... @@ -115,11 +115,11 @@ 115 115 )))|(% colspan="2" %)((( 116 116 Updated weights for ship groups in shipgroups.xml libraries of base game and all DLCs. 117 117 ))) 118 -|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 80 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" title="Background colour :" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" title="Background colour :" %) 119 119 ((( 120 -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. 82 +//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.// 121 121 122 -All groups should now have "weight" parameter added and old "weights" were updated to not have single-digit numbers. 84 +//All groups should now have "weight" parameter added and old "weights" were updated to not have single-digit numbers.// 123 123 ))) 124 124 |(% colspan="1" %)(% colspan="1" %) 125 125 ((( ... ... @@ -131,11 +131,11 @@ 131 131 ((( 132 132 Changed conditions for **<event_player_travelmode_started> <event_player_travelmode_stopped> <event_player_travelmode_charge_started> <event_player_travelmode_charge_aborted>** to be raised. 133 133 ))) 134 -|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 96 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" title="Background colour :" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" title="Background colour :" %) 135 135 ((( 136 -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. 98 +//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. // 137 137 138 -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. 100 +//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.// 139 139 ))) 140 140 |(% colspan="1" %)(% colspan="1" %) 141 141 ((( ... ... @@ -147,13 +147,13 @@ 147 147 ((( 148 148 Changed result of **<find_object_surface>** action in the case of a failure 149 149 ))) 150 -|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 112 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" title="Background colour :" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" title="Background colour :" %) 151 151 ((( 152 -The 'posname' and 'rotname' result attributes of <find_object_surface> will now return null in the case of no valid surface position being found. 114 +//The 'posname' and 'rotname' result attributes of <find_object_surface> will now return null in the case of no valid surface position being found.// 153 153 154 -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. 116 +//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.// 155 155 156 -The action itself has been improved to increase the chance of finding suitable surface positions. 118 +//The action itself has been improved to increase the chance of finding suitable surface positions.// 157 157 ))) 158 158 |(% colspan="1" %)(% colspan="1" %) 159 159 ((( ... ... @@ -165,10 +165,10 @@ 165 165 ((( 166 166 Behaviour change for **<match_dock>** script component filter 167 167 ))) 168 -|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 130 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" title="Background colour :" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" title="Background colour :" %) 169 169 ((( 170 -<match_dock> nodes can now be used on container and walkablemodule classes without wrapping them in <match_content> nodes. 171 -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. 132 +//<match_dock> nodes can now be used on container and walkablemodule classes without wrapping them in <match_content> nodes. 133 +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.// 172 172 ))) 173 173 |(% colspan="1" %)(% colspan="1" %) 174 174 ((( ... ... @@ -180,9 +180,9 @@ 180 180 ((( 181 181 Changed result attribute location for **<get_attackstrength>** 182 182 ))) 183 -|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 145 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" title="Background colour :" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" title="Background colour :" %) 184 184 ((( 185 -The 'result' attribute of get_attackstrength has been moved into the new <result> subnode and renamed to 'total'. 147 +//The 'result' attribute of get_attackstrength has been moved into the new <result> subnode and renamed to 'total'.// 186 186 ))) 187 187 |((( 188 188 Assets ... ... @@ -191,10 +191,10 @@ 191 191 )))|(% colspan="2" %)((( 192 192 Surface element **connections** are incompatible by default unless tagged as "**standard**", and also "**combat**" for non-missile, non-mining weapons 193 193 ))) 194 -|(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %) 156 +|(% class="highlight-grey" colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% class="highlight-grey" colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %) 195 195 ((( 196 -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. 197 -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. 158 +//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. 159 +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.// 198 198 ))) 199 199 |(% colspan="1" %)(% colspan="1" %) 200 200 ((( ... ... @@ -206,9 +206,9 @@ 206 206 ((( 207 207 Changed behaviour of attribute **sortbygatedistanceto** when finding objects, discarding unreachable objects 208 208 ))) 209 -|(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %) 171 +|(% class="highlight-grey" colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% class="highlight-grey" colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %) 210 210 ((( 211 -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. 173 +//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.// 212 212 ))) 213 213 |((( 214 214 Scripts ... ... @@ -217,9 +217,9 @@ 217 217 )))|(% colspan="2" %)((( 218 218 **<event_player_owned_killed_object>** and **<event_player_owned_destroyed>** are now triggered before the corresponding **<event_object_destroyed>**, instead of afterwards. 219 219 ))) 220 -|(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %) 182 +|(% class="highlight-grey" colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% class="highlight-grey" colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %) 221 221 ((( 222 -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. 184 +//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.// 223 223 ))) 224 224 |((( 225 225 Cutscenes ... ... @@ -228,9 +228,9 @@ 228 228 )))|(% colspan="2" %)((( 229 229 Changed behaviour of **<angles>** in cutscenes 230 230 ))) 231 -|(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %) 193 +|(% class="highlight-grey" colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% class="highlight-grey" colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %) 232 232 ((( 233 -The yaw and pitch nodes in <angles> are now correctly interpreted as values in degrees. 195 +//The yaw and pitch nodes in <angles> are now correctly interpreted as values in degrees.// 234 234 ))) 235 235 236 236 ---- ... ... @@ -237,7 +237,7 @@ 237 237 238 238 === Version 5.00 === 239 239 240 -(% class=" table-striped" %)202 +(% class="wrapped" %) 241 241 |((( 242 242 Parameters 243 243 )))|((( ... ... @@ -245,9 +245,9 @@ 245 245 )))|(% colspan="2" %)((( 246 246 **<controlpanel><entry>: minduration** removed, **maxduration** renamed to duration 247 247 ))) 248 -|(% colspan="7" %)(% colspan="3" %) 210 +|(% class="highlight-grey" colspan="7" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 249 249 ((( 250 -'minduration' was unused in X4, maxduration was and still is taken as the actual duration of control panel hacks. No functionality change. 212 +//'minduration' was unused in X4, maxduration was and still is taken as the actual duration of control panel hacks. No functionality change.// 251 251 ))) 252 252 253 253 ---- ... ... @@ -254,7 +254,7 @@ 254 254 255 255 === Version 4.10 === 256 256 257 -(% class=" table-striped" %)219 +(% class="wrapped" %) 258 258 |(% colspan="1" %)(% colspan="1" %) 259 259 ((( 260 260 UI extensions ... ... @@ -265,9 +265,9 @@ 265 265 ((( 266 266 **FFI**: SetMapRenderCargoContents(), SetMapRenderWorkForceInfo(), SetMapRenderCrewInfo() and SetMapRenderDockedShipInfos() deprecated 267 267 ))) 268 -|(% colspan="4" %)(% colspan="3" %) 230 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 269 269 ((( 270 -The functionality represented by SetMapRenderCargoContents(), SetMapRenderWorkForceInfo(), SetMapRenderCrewInfo() and SetMapRenderDockedShipInfos() has been removed and the function was therefore stubbed. 232 +//The functionality represented by SetMapRenderCargoContents(), SetMapRenderWorkForceInfo(), SetMapRenderCrewInfo() and SetMapRenderDockedShipInfos() has been removed and the function was therefore stubbed.// 271 271 ))) 272 272 |(% colspan="1" %)(% colspan="1" %) 273 273 ((( ... ... @@ -279,9 +279,9 @@ 279 279 ((( 280 280 **FFI**: CustomGameStartPlayerProperty2 changed 281 281 ))) 282 -|(% colspan="4" %)(% colspan="3" %) 244 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 283 283 ((( 284 -This struct was added in 4.10 Beta 2 and an additional member count was added in Beta 6. 246 +//This struct was added in 4.10 Beta 2 and an additional member count was added in Beta 6.// 285 285 ))) 286 286 |(% colspan="1" %)(% colspan="1" %) 287 287 ((( ... ... @@ -293,9 +293,9 @@ 293 293 ((( 294 294 Renamed **<stationinfobox>** to **<infobox>** 295 295 ))) 296 -|(% colspan="4" %)(% colspan="3" %) 258 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 297 297 ((( 298 -Info box parameters are now shared across stations and ships. The node has a more generic name to reflect that. 260 +//Info box parameters are now shared across stations and ships. The node has a more generic name to reflect that.// 299 299 ))) 300 300 |(% colspan="1" %)(% colspan="1" %) 301 301 ((( ... ... @@ -307,9 +307,9 @@ 307 307 ((( 308 308 **FFI**: SetMacroMapPlayerSectorOffset() deprecated 309 309 ))) 310 -|(% colspan="4" %)(% colspan="3" %) 272 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 311 311 ((( 312 -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. 274 +//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.// 313 313 ))) 314 314 |((( 315 315 UI extensions ... ... @@ -318,9 +318,9 @@ 318 318 )))|(% colspan="2" %)((( 319 319 **FFI**: FilterComponentForMapMode() and SetMapObjectFilter() changed 320 320 ))) 321 -|(% colspan="4" %)(% colspan="3" %) 283 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 322 322 ((( 323 -These functions were added in 4.10 Beta 1 and an additional boolean parameter allowentitydeliverymissionobject was added in Beta 2. 285 +//These functions were added in 4.10 Beta 1 and an additional boolean parameter allowentitydeliverymissionobject was added in Beta 2.// 324 324 ))) 325 325 |((( 326 326 Scripts ... ... @@ -329,9 +329,9 @@ 329 329 )))|(% colspan="2" %)((( 330 330 People related attributes of mission** <delivery> **node moved 331 331 ))) 332 -|(% colspan="4" %)(% colspan="3" %) 294 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 333 333 ((( 334 -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. 296 +//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.// 335 335 ))) 336 336 |(% colspan="1" %)(% colspan="1" %) 337 337 ((( ... ... @@ -343,9 +343,9 @@ 343 343 ((( 344 344 **$destructible.productions** replaced with $defensible.productions 345 345 ))) 346 -|(% colspan="4" %)(% colspan="3" %) 308 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 347 347 ((( 348 -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. 310 +//The $destructible.productions script property was removed and reimplemented as $defensible.productions meaning some old uses may no longer work unless the destructible is also a defensible. The old implementation functioned by finding the containing object of the destructible (including itself) to query for the production modules.// 349 349 ))) 350 350 |((( 351 351 Scripts ... ... @@ -354,9 +354,9 @@ 354 354 )))|(% colspan="2" %)((( 355 355 Removed script property **$object.spawnsourceseed** 356 356 ))) 357 -|(% colspan="4" %)(% colspan="3" %) 319 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 358 358 ((( 359 -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. 321 +//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.// 360 360 ))) 361 361 362 362 ---- ... ... @@ -363,7 +363,7 @@ 363 363 364 364 === Version 4.00 === 365 365 366 -(% class=" table-striped" %)328 +(% class="wrapped" %) 367 367 |(% colspan="1" %)(% colspan="1" %) 368 368 ((( 369 369 UI core ... ... @@ -374,10 +374,10 @@ 374 374 ((( 375 375 Controlled ship can change without a **gameplanchange-event** occurring. 376 376 ))) 377 -|(% colspan="4" %)(% colspan="3" %) 339 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 378 378 ((( 379 -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). 380 -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. 341 +//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). 342 +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.// 381 381 ))) 382 382 |((( 383 383 Scripts ... ... @@ -386,11 +386,11 @@ 386 386 )))|(% colspan="2" %)((( 387 387 Parameters of **<event_terraforming_project_succeeded>** and **<event_terraforming_project_failed>** changed 388 388 ))) 389 -|(% colspan="4" %)(% colspan="3" %) 351 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 390 390 ((( 391 -Old params: param = project ID, param2 = were there positive side-effects?, param3 = were there negative side-effects? 353 +//Old params: param = project ID, param2 = were there positive side-effects?, param3 = were there negative side-effects? 392 392 New params: param = project ID, param2 = [were there positive side-effects?, were there negative side-effects?], param3 = payout in Credits 393 -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 355 +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// 394 394 ))) 395 395 |(% colspan="1" %)(% colspan="1" %) 396 396 ((( ... ... @@ -402,12 +402,12 @@ 402 402 ((( 403 403 **FFI:** GetFactionRelationStatus() handling for faction relation range [-20,-10] changed 404 404 ))) 405 -|(% colspan="4" %)(% colspan="3" %) 367 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 406 406 ((( 407 -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. 408 -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). 369 +//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. 370 +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).// 409 409 410 -If you rely on a handling where these factions are treated like enemies, please use the new GetFactionRelationStatus2() function instead. 372 +//If you rely on a handling where these factions are treated like enemies, please use the new GetFactionRelationStatus2() function instead.// 411 411 ))) 412 412 |(% colspan="1" %)(% colspan="1" %) 413 413 ((( ... ... @@ -419,11 +419,11 @@ 419 419 ((( 420 420 **FFI:** GetRelationStatus()/GetRelationStatus2() handling for objects in relation range [-25,-10] changed 421 421 ))) 422 -|(% colspan="4" %)(% colspan="3" %) 384 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 423 423 ((( 424 -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. 386 +//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.// 425 425 426 -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).388 +//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). 427 427 ))) 428 428 |((( 429 429 Parameters ... ... @@ -432,9 +432,9 @@ 432 432 )))|(% colspan="2" %)((( 433 433 **requiresconstructionvessel** parameter moved 434 434 ))) 435 -|(% colspan="4" %)(% colspan="3" %) 397 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 436 436 ((( 437 -The 'requiresconstructionvessel' attribute has been moved from the 'recycling' node itself, to the new 'station' subnode. 399 +//The 'requiresconstructionvessel' attribute has been moved from the 'recycling' node itself, to the new 'station' subnode.// 438 438 ))) 439 439 |((( 440 440 Scripts ... ... @@ -443,9 +443,9 @@ 443 443 )))|(% colspan="2" %)((( 444 444 Changed behaviour of **gatedistance** script property 445 445 ))) 446 -|(% colspan="4" %)(% colspan="3" %) 408 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 447 447 ((( 448 -The 'gatedistance' script property now minimizes the number of gate jumps instead of counting the number gate jumps in the fastest route. 410 +//The 'gatedistance' script property now minimizes the number of gate jumps instead of counting the number gate jumps in the fastest route.// 449 449 ))) 450 450 451 451 ---- ... ... @@ -452,7 +452,7 @@ 452 452 453 453 === Version 3.30 === 454 454 455 -(% class=" table-striped" %)417 +(% class="wrapped" %) 456 456 |((( 457 457 UI extensions 458 458 )))|((( ... ... @@ -460,9 +460,9 @@ 460 460 )))|(% colspan="2" %)((( 461 461 **FFI: **Removed** GetMissionLimit() **and** IsMissionLimitEnabled()** 462 462 ))) 463 -|(% colspan="7" %)(% colspan="3" %) 425 +|(% class="highlight-grey" colspan="7" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 464 464 ((( 465 -These mission limit-related functions (added in 3.30 Beta 1 and 2) are replaced with FFI IsMissionLimitReached() 427 +//These mission limit-related functions (added in 3.30 Beta 1 and 2) are replaced with FFI IsMissionLimitReached()// 466 466 ))) 467 467 468 468 ---- ... ... @@ -469,7 +469,7 @@ 469 469 470 470 === Version 3.20 === 471 471 472 -(% class=" table-striped" %)434 +(% class="wrapped" %) 473 473 |((( 474 474 Scripts 475 475 )))|((( ... ... @@ -477,11 +477,11 @@ 477 477 )))|(% colspan="2" %)((( 478 478 Parameters of **<event_player_attacked_object/>** and **<event_object_attacked_object/>** changed 479 479 ))) 480 -|(% colspan="4" %)(% colspan="3" %) 442 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 481 481 ((( 482 -Old params: param = attacked object, param2 = attack method, param3 = attacked component 483 -New params: param = attacked object, param2 = attack method, param3 = attack component detail list: [attacked component, attacking weapon] 484 -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 444 +//Old params: param = attacked object, param2 = attack method, param3 = attacked component// 445 +//New params: param = attacked object, param2 = attack method, param3 = attack component detail list: [attacked component, attacking weapon] 446 +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// 485 485 ))) 486 486 |(% colspan="1" %)(% colspan="1" %) 487 487 ((( ... ... @@ -493,9 +493,9 @@ 493 493 ((( 494 494 Removed script property $trade.**restriction.faction** 495 495 ))) 496 -|(% colspan="4" %)(% colspan="3" %) 458 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 497 497 ((( 498 -$trade.restriction.faction has been replaced with $trade.restriction.factions, which returns a list of factions. 460 +//$trade.restriction.faction has been replaced with $trade.restriction.factions, which returns a list of factions.// 499 499 ))) 500 500 |((( 501 501 UI extensions ... ... @@ -504,9 +504,9 @@ 504 504 )))|(% colspan="2" %)((( 505 505 **Lua**: **GetTradeRestrictions()**, **ToggleFactionTradeRestriction()** and **ToggleFactionTradeWareOverride()** are now obsolete! 506 506 ))) 507 -|(% colspan="4" %)(% colspan="3" %) 469 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 508 508 ((( 509 -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. 471 +//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.// 510 510 ))) 511 511 512 512 ---- ... ... @@ -513,7 +513,7 @@ 513 513 514 514 === Version 3.10 === 515 515 516 -(% class=" table-striped" %)478 +(% class="wrapped" %) 517 517 |(% colspan="1" %)(% colspan="1" %) 518 518 ((( 519 519 Scripts ... ... @@ -524,9 +524,9 @@ 524 524 ((( 525 525 Removed script action **<add_build/>** 526 526 ))) 527 -|(% colspan="7" %)(% colspan="3" %) 489 +|(% class="highlight-grey" colspan="7" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 528 528 ((( 529 -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. 491 +//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.// 530 530 ))) 531 531 532 532 ---- ... ... @@ -533,7 +533,7 @@ 533 533 534 534 === Version 3.00 === 535 535 536 -(% class=" table-striped" %)498 +(% class="wrapped" %) 537 537 |(% colspan="1" %)(% colspan="1" %) 538 538 ((( 539 539 Scripts ... ... @@ -544,9 +544,9 @@ 544 544 ((( 545 545 Changed behaviour of script action **<get_suitable_job/>** 546 546 ))) 547 -|(% colspan="4" %)(% colspan="3" %) 509 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 548 548 ((( 549 -<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. 511 +//<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.// 550 550 ))) 551 551 |(% colspan="1" %)(% colspan="1" %) 552 552 ((( ... ... @@ -558,9 +558,9 @@ 558 558 ((( 559 559 Changed behaviour of script action **<get_ware_definition/>** 560 560 ))) 561 -|(% colspan="4" %)(% colspan="3" %) 523 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 562 562 ((( 563 -<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. 525 +//<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.// 564 564 ))) 565 565 |(% colspan="1" %)(% colspan="1" %) 566 566 ((( ... ... @@ -572,11 +572,11 @@ 572 572 ((( 573 573 Renamed all files in the **md**, ui, and **cutscenes** folders to lower-case 574 574 ))) 575 -|(% colspan="4" %)(% colspan="3" %) 537 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 576 576 ((( 577 -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.) 539 +//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.) 578 578 579 -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). 541 +//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).// 580 580 ))) 581 581 |(% colspan="1" %)(% colspan="1" %) 582 582 ((( ... ... @@ -588,9 +588,9 @@ 588 588 ((( 589 589 Adjustments of some MD library cues in the base game to change their usage from **<include_actions>** to <run_actions> 590 590 ))) 591 -|(% colspan="4" %)(% colspan="3" %) 553 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 592 592 ((( 593 -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. 555 +//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.// 594 594 ))) 595 595 |(% colspan="1" %)(% colspan="1" %) 596 596 ((( ... ... @@ -602,10 +602,10 @@ 602 602 ((( 603 603 Changes to $dockingbay.**todockpos** and $dockingbay.**launchpos** 604 604 ))) 605 -|(% colspan="4" %)(% colspan="3" %) 567 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 606 606 ((( 607 -Before the change, positions are relative to $dockingbay.parent. 608 -After the change, positions are relative to $dockingbay as specified in the documentation. 569 +//Before the change, positions are relative to $dockingbay.parent. 570 +After the change, positions are relative to $dockingbay as specified in the documentation.// 609 609 ))) 610 610 |(% colspan="1" %)(% colspan="1" %) 611 611 ((( ... ... @@ -617,9 +617,9 @@ 617 617 ((( 618 618 Support for entity flag "**skillsvisible**" dropped 619 619 ))) 620 -|(% colspan="4" %)(% colspan="3" %) 582 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 621 621 ((( 622 -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(). 584 +//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().// 623 623 ))) 624 624 |((( 625 625 Scripts ... ... @@ -628,9 +628,9 @@ 628 628 )))|(% colspan="2" %)((( 629 629 Changes to **<event_object_changed_owner>** and added **<event_object_changed_true_owner>**. 630 630 ))) 631 -|(% colspan="4" %)(% colspan="3" %) 593 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 632 632 ((( 633 -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. 595 +//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. 634 634 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. 635 635 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. 636 636 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). ... ... @@ -645,9 +645,9 @@ 645 645 ((( 646 646 **MissionBoard** support dropped 647 647 ))) 648 -|(% colspan="4" %)(% colspan="3" %) 610 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 649 649 ((( 650 -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. 612 +//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.// 651 651 ))) 652 652 |((( 653 653 Job/God ... ... @@ -656,9 +656,9 @@ 656 656 )))|(% colspan="2" %)((( 657 657 By default, **job/god entries** now only spawn objects in space added by the extension in which they are defined 658 658 ))) 659 -|(% colspan="4" %)(% colspan="3" %) 621 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 660 660 ((( 661 -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. 623 +//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.// 662 662 ))) 663 663 |(% colspan="1" %)(% colspan="1" %) 664 664 ((( ... ... @@ -670,9 +670,9 @@ 670 670 ((( 671 671 Script action **<add_actor_to_room/> **attribute **'room'** renamed to **'object'** 672 672 ))) 673 -|(% colspan="4" %)(% colspan="3" %) 635 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 674 674 ((( 675 -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. 637 +//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.// 676 676 ))) 677 677 |(% colspan="1" %)(% colspan="1" %) 678 678 ((( ... ... @@ -684,9 +684,9 @@ 684 684 ((( 685 685 Script action **<set_doors_locked/>** attribute **'group'** changed 686 686 ))) 687 -|(% colspan="4" %)(% colspan="3" %) 649 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 688 688 ((( 689 -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. 651 +//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.// 690 690 ))) 691 691 |(% colspan="1" %)(% colspan="1" %) 692 692 ((( ... ... @@ -698,9 +698,9 @@ 698 698 ((( 699 699 Script conditions **<event_hack_*/>** and **<event_controlpanel_hack_*/>** removed 700 700 ))) 701 -|(% colspan="4" %)(% colspan="3" %) 663 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 702 702 ((( 703 -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. 665 +//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.// 704 704 ))) 705 705 |(% colspan="1" %)(% colspan="1" %) 706 706 ((( ... ... @@ -712,9 +712,9 @@ 712 712 ((( 713 713 Script actions **<set_hack_target/>** and **<abort_hack/>** removed 714 714 ))) 715 -|(% colspan="4" %)(% colspan="3" %) 677 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 716 716 ((( 717 -These actions had no effect and were removed. 679 +//These actions had no effect and were removed.// 718 718 ))) 719 719 |(% colspan="1" %)(% colspan="1" %) 720 720 ((( ... ... @@ -726,9 +726,9 @@ 726 726 ((( 727 727 **<setup_conversation_minigame/>** script action removed 728 728 ))) 729 -|(% colspan="4" %)(% colspan="3" %) 691 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 730 730 ((( 731 -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. 693 +//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.// 732 732 ))) 733 733 |(% colspan="1" %)(% colspan="1" %) 734 734 ((( ... ... @@ -740,9 +740,9 @@ 740 740 ((( 741 741 <add_player_choice_*> **confidence** attribute removed 742 742 ))) 743 -|(% colspan="4" %)(% colspan="3" %) 705 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 744 744 ((( 745 -The default confidence of player options is another leftover from the XR era and had no effect in X4. 707 +//The default confidence of player options is another leftover from the XR era and had no effect in X4.// 746 746 ))) 747 747 |(% colspan="1" %)(% colspan="1" %) 748 748 ((( ... ... @@ -754,9 +754,9 @@ 754 754 ((( 755 755 **<hack_via_control_panel/>** script action removed 756 756 ))) 757 -|(% colspan="4" %)(% colspan="3" %) 719 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 758 758 ((( 759 -Unused script action <hack_via_control_panel/> was removed. 721 +//Unused script action <hack_via_control_panel/> was removed.// 760 760 ))) 761 761 |(% colspan="1" %)(% colspan="1" %) 762 762 ((( ... ... @@ -768,9 +768,9 @@ 768 768 ((( 769 769 **Lua: **GetMiniGameCursorPosition() removed 770 770 ))) 771 -|(% colspan="4" %)(% colspan="3" %) 733 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 772 772 ((( 773 -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. 735 +//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.// 774 774 ))) 775 775 |((( 776 776 UI core ... ... @@ -779,9 +779,9 @@ 779 779 )))|(% colspan="2" %)((( 780 780 **FFI: **GetLocalizedInteractiveNotificationKey can return icon placeholders 781 781 ))) 782 -|(% colspan="4" %)(% colspan="3" %) 744 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 783 783 ((( 784 -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. 746 +//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.// 785 785 ))) 786 786 |(% colspan="1" %)(% colspan="1" %) 787 787 ((( ... ... @@ -793,9 +793,9 @@ 793 793 ((( 794 794 **FFI: **UIWeaponMod returned by GetInstalledWeaponMod() now includes property SurfaceElementFactor 795 795 ))) 796 -|(% colspan="4" %)(% colspan="3" %) 758 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 797 797 ((( 798 -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. 760 +//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.// 799 799 ))) 800 800 |(% colspan="1" %)(% colspan="1" %) 801 801 ((( ... ... @@ -807,10 +807,10 @@ 807 807 ((( 808 808 **$ware.illegal** updated 809 809 ))) 810 -|(% colspan="4" %)(% colspan="3" %) 772 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 811 811 ((( 812 -$ware.illegal used to return true if the specified ware has the 'illegal' tag which is no longer used. 813 -It now returns true if $ware is illegal to any faction in the game. 774 +//$ware.illegal used to return true if the specified ware has the 'illegal' tag which is no longer used.// 775 +//It now returns true if $ware is illegal to any faction in the game.// 814 814 ))) 815 815 |(% colspan="1" %)(% colspan="1" %) 816 816 ((( ... ... @@ -822,9 +822,9 @@ 822 822 ((( 823 823 MD script **RML_Flight_Along_Path** removed 824 824 ))) 825 -|(% colspan="4" %)(% colspan="3" %) 787 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 826 826 ((( 827 -The MD script RML_Flight_Along_Path was not referened and was removed. 789 +//The MD script RML_Flight_Along_Path was not referened and was removed.// 828 828 ))) 829 829 |(% colspan="1" %)(% colspan="1" %) 830 830 ((( ... ... @@ -836,10 +836,10 @@ 836 836 ((( 837 837 parameters of **<event_venture_mission_completed/>** changed 838 838 ))) 839 -|(% colspan="4" %)(% colspan="3" %) 801 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 840 840 ((( 841 -old params: param = venture details, param2 = ships involved, param3 = duration 842 -new params: param = venture detail list: [mission name, mission type], param2 = list of ships involved, param3 = duration 803 +//old params: param = venture details, param2 = ships involved, param3 = duration// 804 +//new params: param = venture detail list: [mission name, mission type], param2 = list of ships involved, param3 = duration// 843 843 ))) 844 844 |((( 845 845 Scripts ... ... @@ -849,9 +849,9 @@ 849 849 **<set_object_wing_name/>** removed, 850 850 **<set_object_fleet_name/>** added 851 851 ))) 852 -|(% colspan="4" %)(% colspan="3" %) 814 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 853 853 ((( 854 -The common action <set_object_wing_name/> has been replaced with <set_object_fleet_name/> 816 +//The common action <set_object_wing_name/> has been replaced with <set_object_fleet_name/>// 855 855 ))) 856 856 |((( 857 857 Scripts ... ... @@ -861,7 +861,7 @@ 861 861 **$controllable.wing.*** removed, 862 862 **$controllable.fleet.*** added 863 863 ))) 864 -|(% colspan="4" %)(% colspan="3" %) 826 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 865 865 ((( 866 866 $controllable.wing.name, $controllable.wing.iscommander, and $controllable.wing.commander have been replaced with $controllable.fleet.name, $controllable.fleet.iscommander, and $controllable.fleet.commander 867 867 ))) ... ... @@ -870,7 +870,7 @@ 870 870 871 871 === Version 2.60 === 872 872 873 -(% class=" table-striped" %)835 +(% class="wrapped" %) 874 874 |((( 875 875 Scripts 876 876 )))|((( ... ... @@ -878,11 +878,11 @@ 878 878 )))|(% colspan="2" %)((( 879 879 '**checkoperational**' filter behaviour changed 880 880 ))) 881 -|(% colspan="10" %)(% colspan="3" %) 843 +|(% class="highlight-grey" colspan="10" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 882 882 ((( 883 -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. 845 +//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.// 884 884 885 -Sub nodes such as match_child will have checkoperational default to false. Existing uses may find that results now include non-operational components. 847 +//Sub nodes such as match_child will have checkoperational default to false. Existing uses may find that results now include non-operational components.// 886 886 ))) 887 887 |((( 888 888 Scripts ... ... @@ -891,9 +891,9 @@ 891 891 )))|(% colspan="2" %)((( 892 892 $container.**supplyresources** behavior changed 893 893 )))| | | 894 -|(% colspan="10" %)(% colspan="3" %) 856 +|(% class="highlight-grey" colspan="10" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 895 895 ((( 896 -The script keyword $container.supplyresources now includes reserved wares. 858 +//The script keyword $container.supplyresources now includes reserved wares.// 897 897 ))) 898 898 899 899 ---- ... ... @@ -900,7 +900,7 @@ 900 900 901 901 === Version 2.20 === 902 902 903 -(% class=" table-striped" %)865 +(% class="wrapped" %) 904 904 |(% colspan="1" %)(% colspan="1" %) 905 905 ((( 906 906 UI core ... ... @@ -911,12 +911,12 @@ 911 911 ((( 912 912 **Lua: GetControllerInfo()** returned mouseSteering/mouseCursor values are undefined. 913 913 ))) 914 -|(% colspan="4" %)(% colspan="3" %) 876 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 915 915 ((( 916 -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. 917 -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. 878 +//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. 879 +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.// 918 918 919 -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. 881 +//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.// 920 920 ))) 921 921 |(% colspan="1" %)(% colspan="1" %) 922 922 ((( ... ... @@ -928,9 +928,9 @@ 928 928 ((( 929 929 Attribute for build related conditions e.g. **<event_build_finished/>** renamed from 'buildmodule' to 'buildprocessor' 930 930 ))) 931 -|(% colspan="4" %)(% colspan="3" %) 893 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 932 932 ((( 933 -The underlying behaviour remains the same in that it involves the buildprocessor, not the buildmodule. The attribute name has simply been corrected. 895 +//The underlying behaviour remains the same in that it involves the buildprocessor, not the buildmodule. The attribute name has simply been corrected.// 934 934 ))) 935 935 936 936 ---- ... ... @@ -937,7 +937,7 @@ 937 937 938 938 === Version 2.00 === 939 939 940 -(% class=" table-striped" %)902 +(% class="wrapped" %) 941 941 |(% colspan="1" %)(% colspan="1" %) 942 942 ((( 943 943 Scripts ... ... @@ -948,9 +948,9 @@ 948 948 ((( 949 949 **<event_build_finished/> **param2 now returns null instead of a construction sequence 950 950 ))) 951 -|(% colspan="4" %)(% colspan="3" %) 913 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 952 952 ((( 953 -The construction sequence which was finished should now be accessed via the buildtask provided via param3. 915 +//The construction sequence which was finished should now be accessed via the buildtask provided via param3.// 954 954 ))) 955 955 |(% colspan="1" %)(% colspan="1" %) 956 956 ((( ... ... @@ -962,9 +962,9 @@ 962 962 ((( 963 963 **param.boarding.{...}** strength parameters removed 964 964 ))) 965 -|(% colspan="4" %)(% colspan="3" %) 927 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 966 966 ((( 967 -The 'recruitstrength', 'veteranstrength' and 'elitestrength' script parameters were no longer required for balancing the boarding gameplay, and were removed. 929 +//The 'recruitstrength', 'veteranstrength' and 'elitestrength' script parameters were no longer required for balancing the boarding gameplay, and were removed.// 968 968 ))) 969 969 |(% colspan="1" %)(% colspan="1" %) 970 970 ((( ... ... @@ -976,9 +976,9 @@ 976 976 ((( 977 977 **$defensible.boardee/$defensible.boarder** and **<set_object_boarder/>/<remove_object_boarder/>** removed 978 978 ))) 979 -|(% colspan="4" %)(% colspan="3" %) 941 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 980 980 ((( 981 -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. 943 +//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.// 982 982 ))) 983 983 |((( 984 984 UI extensions ... ... @@ -987,9 +987,9 @@ 987 987 )))|(% colspan="2" %)((( 988 988 **FFI: GetUpgradeSlotCurrentComponent()/GetUpgradeSlotGroup()** works on non-operationals 989 989 ))) 990 -|(% colspan="4" %)(% colspan="3" %) 952 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 991 991 ((( 992 -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. 954 +//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.// 993 993 ))) 994 994 |((( 995 995 UI extensions ... ... @@ -998,10 +998,10 @@ 998 998 )))|(% colspan="2" %)((( 999 999 **FFI: SetFormationShape()** no longer indicates an error upon certain error cases 1000 1000 ))) 1001 -|(% colspan="4" %)(% colspan="3" %) 963 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 1002 1002 ((( 1003 -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. 1004 -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. 965 +//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.// 966 +//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.// 1005 1005 ))) 1006 1006 |((( 1007 1007 Scripts ... ... @@ -1010,9 +1010,9 @@ 1010 1010 )))|(% colspan="2" %)((( 1011 1011 **<create_formation/>** now requires the attributes: 'leader' and 'follower'. Attribute 'object' is now deprecated. 1012 1012 ))) 1013 -|(% colspan="4" %)(% colspan="3" %) 975 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 1014 1014 ((( 1015 -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. 977 +//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.// 1016 1016 ))) 1017 1017 |((( 1018 1018 Scripts ... ... @@ -1021,9 +1021,9 @@ 1021 1021 )))|(% colspan="2" %)((( 1022 1022 **<event_player_changed_target/>** now fires and returns null if the player deselects a target. 1023 1023 ))) 1024 -|(% colspan="4" %)(% colspan="3" %) 986 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 1025 1025 ((( 1026 -For prior behavior, check for event.param being non-null. 988 +//For prior behavior, check for event.param being non-null.// 1027 1027 ))) 1028 1028 |((( 1029 1029 AI Scripts ... ... @@ -1032,13 +1032,13 @@ 1032 1032 )))|(% colspan="2" %)((( 1033 1033 **<shoot/>/<shoot_at/>** attribute changes. 1034 1034 ))) 1035 -|(% colspan="4" %)(% colspan="3" %) 997 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 1036 1036 ((( 1037 -Changed: Attribute "primary" is now optional and defines whether weapons from the ship's active primary weapon group will be fired. Defaults to true. 1038 -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. 1039 -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. 999 +//Changed: Attribute "primary" is now optional and defines whether weapons from the ship's active primary weapon group will be fired. Defaults to true.// 1000 +//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.// 1001 +//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.// 1040 1040 1041 -Corrects now-obsolete assumption that primary weapon groups only contain guns and secondary weapon groups only contain missile launchers. 1003 +//Corrects now-obsolete assumption that primary weapon groups only contain guns and secondary weapon groups only contain missile launchers.// 1042 1042 ))) 1043 1043 |((( 1044 1044 UI extensions ... ... @@ -1047,9 +1047,9 @@ 1047 1047 )))|(% colspan="2" %)((( 1048 1048 **FFI: GetBuildTask()/GetNumBuildTasks()** got a new "buildmoduleid" parameter. 1049 1049 ))) 1050 -|(% colspan="4" %)(% colspan="3" %) 1012 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 1051 1051 ((( 1052 -Added possibility to query build tasks of a certain buildmodule. 1014 +//Added possibility to query build tasks of a certain buildmodule.// 1053 1053 ))) 1054 1054 |((( 1055 1055 UI extensions ... ... @@ -1058,9 +1058,9 @@ 1058 1058 )))|(% colspan="2" %)((( 1059 1059 **Lua:** **GetLibraryEntry()** retrieved a new "buildresources" field. 1060 1060 ))) 1061 -|(% colspan="4" %)(% colspan="3" %) 1023 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 1062 1062 ((( 1063 -Added list of resources a buildmodule needs to build. 1025 +//Added list of resources a buildmodule needs to build.// 1064 1064 ))) 1065 1065 |((( 1066 1066 UI extensions ... ... @@ -1069,9 +1069,9 @@ 1069 1069 )))|(% colspan="2" %)((( 1070 1070 **Lua: CalculateTotalHullFraction() **was removed. 1071 1071 ))) 1072 -|(% colspan="4" %)(% colspan="3" %) 1034 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 1073 1073 ((( 1074 -Unused, derelict function from XR - use GetComponentData(..., "hullpercent") instead. 1036 +//Unused, derelict function from XR - use GetComponentData(..., "hullpercent") instead.// 1075 1075 ))) 1076 1076 |((( 1077 1077 UI extensions ... ... @@ -1080,9 +1080,9 @@ 1080 1080 )))|(% colspan="2" %)((( 1081 1081 **FFI: RequestDockAtReason()/UndockPlayerShip() **changed their return values. 1082 1082 ))) 1083 -|(% colspan="4" %)(% colspan="3" %) 1045 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 1084 1084 ((( 1085 -Changed return value type to const char* to better identify failure reasons in Lua script. 1047 +//Changed return value type to const char* to better identify failure reasons in Lua script.// 1086 1086 ))) 1087 1087 1088 1088 ---- ... ... @@ -1089,7 +1089,7 @@ 1089 1089 1090 1090 === Version 1.50 === 1091 1091 1092 -(% class=" table-striped" %)1054 +(% class="wrapped" %) 1093 1093 |((( 1094 1094 UI extensions 1095 1095 )))|((( ... ... @@ -1097,9 +1097,9 @@ 1097 1097 )))|(% colspan="2" %)((( 1098 1098 **Lua: GetComponentData() **changed behavior of "docksizes" property. 1099 1099 ))) 1100 -|(% colspan="4" %)(% colspan="3" %) 1062 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 1101 1101 ((( 1102 -The "docksizes" property no longer includes internal ship storage docks. 1064 +//The "docksizes" property no longer includes internal ship storage docks.// 1103 1103 ))) 1104 1104 |((( 1105 1105 All ... ... @@ -1108,13 +1108,13 @@ 1108 1108 )))|(% colspan="2" %)((( 1109 1109 **Meaning of "Shipyard"** was corrected throughout Lua/MD/AI scripts, so that Wharfs are not Shipyards (unlike in XR). 1110 1110 ))) 1111 -|(% colspan="4" %)(% colspan="3" %) 1073 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 1112 1112 ((( 1113 -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". 1075 +//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".// 1114 1114 1115 -Lua: Adjusted GetComponentData() and HasShipyard(), added HasWharf() 1116 -Lua / GetComponentData() properties: Removed "iscapitalshipyard", fixed "isshipyard", added "canbuildships", "iswharf", "isequipmentdock" 1117 -Scripts: Fixed property .isshipyard, added .iswharf (.canbuildships existed already) 1077 +//Lua: Adjusted GetComponentData() and HasShipyard(), added HasWharf()// 1078 +//Lua / GetComponentData() properties: Removed "iscapitalshipyard", fixed "isshipyard", added "canbuildships", "iswharf", "isequipmentdock"// 1079 +//Scripts: Fixed property .isshipyard, added .iswharf (.canbuildships existed already)// 1118 1118 ))) 1119 1119 |((( 1120 1120 UI extensions ... ... @@ -1123,9 +1123,9 @@ 1123 1123 )))|(% colspan="2" %)((( 1124 1124 **FFI: UpgradeGroupInfo **datatype was changed. 1125 1125 ))) 1126 -|(% colspan="4" %)(% colspan="3" %) 1088 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 1127 1127 ((( 1128 -Added new "operational" field to retrieve information about number of operational upgrades in a group. 1090 +//Added new "operational" field to retrieve information about number of operational upgrades in a group.// 1129 1129 ))) 1130 1130 |(% colspan="1" %)(% colspan="1" %) 1131 1131 ((( ... ... @@ -1137,11 +1137,11 @@ 1137 1137 ((( 1138 1138 **FFI: SetGuidance()** removed useinfopoint argument. 1139 1139 ))) 1140 -|(% colspan="4" %)(% colspan="3" %) 1102 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 1141 1141 ((( 1142 -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. 1104 +//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.// 1143 1143 1144 -The new function declaration is: void SetGuidance(UniverseID componentid, UIPosRot offset) 1106 +//The new function declaration is: void SetGuidance(UniverseID componentid, UIPosRot offset)// 1145 1145 ))) 1146 1146 |((( 1147 1147 UI extensions ... ... @@ -1150,9 +1150,9 @@ 1150 1150 )))|(% colspan="2" %)((( 1151 1151 **FFI: CancelConstruction() **changed its return value. 1152 1152 ))) 1153 -|(% colspan="4" %)(% colspan="3" %) 1115 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 1154 1154 ((( 1155 -CancelConstruction() now returns if the cancellation was successful. 1117 +//CancelConstruction() now returns if the cancellation was successful. // 1156 1156 ))) 1157 1157 1158 1158 ---- ... ... @@ -1159,7 +1159,7 @@ 1159 1159 1160 1160 === Version 1.32 === 1161 1161 1162 -(% class=" table-striped" %)1124 +(% class="wrapped" %) 1163 1163 |((( 1164 1164 UI extensions 1165 1165 )))|((( ... ... @@ -1167,9 +1167,9 @@ 1167 1167 )))|(% colspan="2" %)((( 1168 1168 **Lua: GetComponentData() **removed the "nextdestname" property. 1169 1169 ))) 1170 -|(% colspan="4" %)(% colspan="3" %) 1132 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 1171 1171 ((( 1172 -Instead of "nextdestname", use the properties "destination" or "destinationsector" to retrieve a destination component, then retrieve its "name" property. 1134 +//Instead of "nextdestname", use the properties "destination" or "destinationsector" to retrieve a destination component, then retrieve its "name" property.// 1173 1173 ))) 1174 1174 1175 1175 ---- ... ... @@ -1176,7 +1176,7 @@ 1176 1176 1177 1177 === Version 1.20 === 1178 1178 1179 -(% class=" table-striped" %)1141 +(% class="wrapped" %) 1180 1180 |((( 1181 1181 UI extensions 1182 1182 )))|((( ... ... @@ -1184,7 +1184,7 @@ 1184 1184 )))|(% colspan="2" %)((( 1185 1185 **FFI: GetAAOption()** got a new "useconfig" parameter. 1186 1186 ))) 1187 -|(% colspan="4" %)(% colspan="3" %) 1149 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 1188 1188 ((( 1189 1189 //The AA setting was changed to check the new setting with the user. In order to restore the old setting GetAAOption() gets the option to retrieve the config settings.// 1190 1190 )))
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