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
Change comment: There is no comment for this version
To version 60.1
edited by cbj
on 2020/04/27 18:17
Change comment: There is no comment for this version

Summary

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1 -X4 Foundations Wiki.Modding Support.WebHome
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1 -XWiki.Lc4Hunter
1 +xwiki:XWiki.cbj
Content
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4 4  The following table provides an overview about all breaking changes. This should help you to make any necessary changes to restore compatibility of older mods with new versions of X4.
5 5  Feel free to drop a note if a certain breaking change is breaking your mod and you have difficulties finding a way to work around the issue.
6 6  
7 -{{info}}
8 -The list of breaking changes does **NOT** cover changes in the provided/shipped scripts (for instance UI scripts like the ones located under ui/addons/XXX or ui/core/Lua). These scripts can change anytime without explicit notice. If you hook into one of these scripts or provide replacements for these, please check the script for possible breaking changes yourself.
7 +{{note}}
8 +The list of breaking changes does **NOT** cover changes in the provided/shipped scripts (for instance UI scripts like the ones located under ui/addons/XXX or ui/core/Lua). These scripts can change anytime without explicit notice. If you hook into one of these scripts or provide replacements for these, please check the script for possible breaking changes yourself.
9 9  
10 10  Further note that the list provides information about breaking changes which are in the pipeline of being released. This is meant merely as an informational heads up. Neither do mistake this as an announcement of that version becoming available soon nor take it for granted that such a change will go live. Any information provided for not yet released versions can change (and even be removed) prior to such version having seen the light of day.
11 11  
12 12  As a final note, please be aware that issues introduced during the beta phase might not be explicitly mentioned in the list below, if things would only be broken in-between two beta versions. While we still aim to document any (potential) breaking change here, there might be circumstances for which we divert from that procedure (especially in case of only minor issues which are considered merely bugfixes rather than an intended behavior change).
13 -{{/info}}
13 +{{/note}}
14 14  
15 15  {{warning title="UI modding considered unstable until further notice..."}}
16 16  Please note that UI modding must be considered **unstable** in the current version. While we are working hard to get the UI modding integration into a stable state, we might have to introduce larger backwards incompatibilities in the following patches. This means that you might have to modify any mod using UI modding capabilities to a larger extend to keep it compatible with certain patches. Still, we are doing our best not to unnecessarily break things for modders and certainly will announce such changes on this page here.
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18 18  
19 19  = Breaking Changes =
20 20  
21 -{{toc scope="LOCAL" start="3"/}}
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.
21 +|=(((
22 +Type
23 +)))|=(((
24 +Version
25 +)))|=(((
26 +Summary
29 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 -=== Version 7.00 ===
52 -
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 -)))
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 -|(% 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
70 -)))
71 -|(% colspan="1" style="width:117px" %)(% colspan="1" %)
28 +|(% colspan="3" %)(% colspan="3" %)
72 72  (((
73 -Scripts
74 -)))|(% colspan="1" style="width:119px" %)(((
75 -7.00 Beta 1
76 -)))|(% colspan="2" style="width:1625px" %)(((
77 -MD action **<set_presentation_cluster_persistence/>** now requires the cluster to be a presentation cluster.
30 +== 3.20 ==
78 78  )))
79 -|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %)
80 -(((
81 - Previously it was possible to set normal clusters to be persistent presentation clusters which was an invalid state.
82 -)))
83 -|(% colspan="1" style="width:117px" %)(% colspan="1" %)
84 -(((
85 -UI extensions
86 -)))|(% colspan="1" style="width:119px" %)(((
87 -7.00 Beta 1
88 -)))|(% colspan="2" style="width:1625px" %)(((
89 -**FFI**: RemoveBuildPlot() changed
90 -)))
91 -|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %)
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.
94 -)))
95 -|(% colspan="1" style="width:117px" %)(% colspan="1" %)
96 -(((
97 -Assets
98 -)))|(% colspan="1" style="width:119px" %)(((
99 -7.00 Beta 1
100 -)))|(% colspan="2" style="width:1625px" %)(((
101 -**Some Split DLC materials moved to base game**
102 -)))
103 -|(% colspan="7" title="Background colour :" %)(% colspan="3" title="Background colour :" %)
104 -(((
105 -// //"spl_p1_fx" AND "split_p1_hulltexture_01" were moved from Split DLC to base game
106 -)))
107 -
108 -=== Version 6.00 ===
109 -
110 -(% class="table-striped" %)
111 111  |(((
112 -Libraries
113 -)))|(((
114 -6.00 Beta 7
115 -)))|(% colspan="2" %)(((
116 -Updated weights for ship groups in shipgroups.xml libraries of base game and all DLCs.
117 -)))
118 -|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %)
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.
121 -
122 -All groups should now have "weight" parameter added and old "weights" were updated to not have single-digit numbers.
123 -)))
124 -|(% colspan="1" %)(% colspan="1" %)
125 -(((
126 126  Scripts
127 -)))|(% colspan="1" %)(% colspan="1" %)
128 -(((
129 -6.00 Beta 4
130 -)))|(% colspan="2" %)(% colspan="1" %)
131 -(((
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 -)))
134 -|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %)
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.
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.
139 -)))
140 -|(% colspan="1" %)(% colspan="1" %)
141 -(((
142 -Scripts
143 -)))|(% colspan="1" %)(% colspan="1" %)
144 -(((
145 -6.00 Beta 3
146 -)))|(% colspan="2" %)(% colspan="1" %)
147 -(((
148 -Changed result of **<find_object_surface>** action in the case of a failure
149 -)))
150 -|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %)
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.
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.
155 -
156 -The action itself has been improved to increase the chance of finding suitable surface positions.
157 -)))
158 -|(% colspan="1" %)(% colspan="1" %)
159 -(((
160 -Scripts
161 -)))|(% colspan="1" %)(% colspan="1" %)
162 -(((
163 -6.00 Beta 1
164 -)))|(% colspan="2" %)(% colspan="1" %)
165 -(((
166 -Behaviour change for **<match_dock>** script component filter
167 -)))
168 -|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %)
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.
172 -)))
173 -|(% colspan="1" %)(% colspan="1" %)
174 -(((
175 -Scripts
176 -)))|(% colspan="1" %)(% colspan="1" %)
177 -(((
178 -6.00 Beta 1
179 -)))|(% colspan="2" %)(% colspan="1" %)
180 -(((
181 -Changed result attribute location for **<get_attackstrength>**
182 -)))
183 -|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %)
184 -(((
185 -The 'result' attribute of get_attackstrength has been moved into the new <result> subnode and renamed to 'total'.
186 -)))
187 -|(((
188 -Assets
189 189  )))|(((
190 -6.00 Beta 1
191 -)))|(% colspan="2" %)(((
192 -Surface element **connections** are incompatible by default unless tagged as "**standard**", and also "**combat**" for non-missile, non-mining weapons
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%" %)
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.
198 -)))
199 -|(% colspan="1" %)(% colspan="1" %)
200 -(((
201 -Scripts
202 -)))|(% colspan="1" %)(% colspan="1" %)
203 -(((
204 -6.00 Beta 1
205 -)))|(% colspan="2" %)(% colspan="1" %)
206 -(((
207 -Changed behaviour of attribute **sortbygatedistanceto** when finding objects, discarding unreachable objects
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%" %)
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.
212 -)))
213 -|(((
214 -Scripts
215 -)))|(((
216 -6.00 Beta 1
217 -)))|(% colspan="2" %)(((
218 -**<event_player_owned_killed_object>** and **<event_player_owned_destroyed>** are now triggered before the corresponding **<event_object_destroyed>**, instead of afterwards.
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%" %)
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.
223 -)))
224 -|(((
225 -Cutscenes
226 -)))|(((
227 -6.00 Beta 1
228 -)))|(% colspan="2" %)(((
229 -Changed behaviour of **<angles>** in cutscenes
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%" %)
232 -(((
233 -The yaw and pitch nodes in <angles> are now correctly interpreted as values in degrees.
234 -)))
235 -
236 -----
237 -
238 -=== Version 5.00 ===
239 -
240 -(% class="table-striped" %)
241 -|(((
242 -Parameters
243 -)))|(((
244 -5.00 Beta 1
245 -)))|(% colspan="2" %)(((
246 -**<controlpanel><entry>: minduration** removed, **maxduration** renamed to duration
247 -)))
248 -|(% colspan="7" %)(% colspan="3" %)
249 -(((
250 -'minduration' was unused in X4, maxduration was and still is taken as the actual duration of control panel hacks. No functionality change.
251 -)))
252 -
253 -----
254 -
255 -=== Version 4.10 ===
256 -
257 -(% class="table-striped" %)
258 -|(% colspan="1" %)(% colspan="1" %)
259 -(((
260 -UI extensions
261 -)))|(% colspan="1" %)(% colspan="1" %)
262 -(((
263 -4.10 Beta 7
264 -)))|(% colspan="2" %)(% colspan="1" %)
265 -(((
266 -**FFI**: SetMapRenderCargoContents(), SetMapRenderWorkForceInfo(), SetMapRenderCrewInfo() and SetMapRenderDockedShipInfos() deprecated
267 -)))
268 -|(% colspan="4" %)(% colspan="3" %)
269 -(((
270 -The functionality represented by SetMapRenderCargoContents(), SetMapRenderWorkForceInfo(), SetMapRenderCrewInfo() and SetMapRenderDockedShipInfos() has been removed and the function was therefore stubbed.
271 -)))
272 -|(% colspan="1" %)(% colspan="1" %)
273 -(((
274 -UI extensions
275 -)))|(% colspan="1" %)(% colspan="1" %)
276 -(((
277 -4.10 Beta 6
278 -)))|(% colspan="2" %)(% colspan="1" %)
279 -(((
280 -**FFI**: CustomGameStartPlayerProperty2 changed
281 -)))
282 -|(% colspan="4" %)(% colspan="3" %)
283 -(((
284 -This struct was added in 4.10 Beta 2 and an additional member count was added in Beta 6.
285 -)))
286 -|(% colspan="1" %)(% colspan="1" %)
287 -(((
288 -Parameters
289 -)))|(% colspan="1" %)(% colspan="1" %)
290 -(((
291 -4.10 Beta 3
292 -)))|(% colspan="2" %)(% colspan="1" %)
293 -(((
294 -Renamed **<stationinfobox>** to **<infobox>**
295 -)))
296 -|(% colspan="4" %)(% colspan="3" %)
297 -(((
298 -Info box parameters are now shared across stations and ships. The node has a more generic name to reflect that.
299 -)))
300 -|(% colspan="1" %)(% colspan="1" %)
301 -(((
302 -UI extensions
303 -)))|(% colspan="1" %)(% colspan="1" %)
304 -(((
305 -4.10 Beta 2
306 -)))|(% colspan="2" %)(% colspan="1" %)
307 -(((
308 -**FFI**: SetMacroMapPlayerSectorOffset() deprecated
309 -)))
310 -|(% colspan="4" %)(% colspan="3" %)
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.
313 -)))
314 -|(((
315 -UI extensions
316 -)))|(((
317 -4.10 Beta 2
318 -)))|(% colspan="2" %)(((
319 -**FFI**: FilterComponentForMapMode() and SetMapObjectFilter() changed
320 -)))
321 -|(% colspan="4" %)(% colspan="3" %)
322 -(((
323 -These functions were added in 4.10 Beta 1 and an additional boolean parameter allowentitydeliverymissionobject was added in Beta 2.
324 -)))
325 -|(((
326 -Scripts
327 -)))|(((
328 -4.10 Beta 1
329 -)))|(% colspan="2" %)(((
330 -People related attributes of mission** <delivery> **node moved
331 -)))
332 -|(% colspan="4" %)(% colspan="3" %)
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.
335 -)))
336 -|(% colspan="1" %)(% colspan="1" %)
337 -(((
338 -Scripts
339 -)))|(% colspan="1" %)(% colspan="1" %)
340 -(((
341 -4.10 Beta 1
342 -)))|(% colspan="2" %)(% colspan="1" %)
343 -(((
344 -**$destructible.productions** replaced with $defensible.productions
345 -)))
346 -|(% colspan="4" %)(% colspan="3" %)
347 -(((
348 -The $destructible.productions script property was removed and reimplemented as $defensible.productions meaning some old uses may no longer work unless the destructible is also a defensible. The old implementation functioned by finding the containing object of the destructible (including itself) to query for the production modules.
349 -)))
350 -|(((
351 -Scripts
352 -)))|(((
353 -4.10 Beta 1
354 -)))|(% colspan="2" %)(((
355 -Removed script property **$object.spawnsourceseed**
356 -)))
357 -|(% colspan="4" %)(% colspan="3" %)
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.
360 -)))
361 -
362 -----
363 -
364 -=== Version 4.00 ===
365 -
366 -(% class="table-striped" %)
367 -|(% colspan="1" %)(% colspan="1" %)
368 -(((
369 -UI core
370 -)))|(% colspan="1" %)(% colspan="1" %)
371 -(((
372 -4.00 Beta 10
373 -)))|(% colspan="2" %)(% colspan="1" %)
374 -(((
375 -Controlled ship can change without a **gameplanchange-event** occurring.
376 -)))
377 -|(% colspan="4" %)(% colspan="3" %)
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.
381 -)))
382 -|(((
383 -Scripts
384 -)))|(((
385 -4.00 Beta 7
386 -)))|(% colspan="2" %)(((
387 -Parameters of **<event_terraforming_project_succeeded>** and **<event_terraforming_project_failed>** changed
388 -)))
389 -|(% colspan="4" %)(% colspan="3" %)
390 -(((
391 -Old params: param = project ID, param2 = were there positive side-effects?, param3 = were there negative side-effects?
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
394 -)))
395 -|(% colspan="1" %)(% colspan="1" %)
396 -(((
397 -UI core
398 -)))|(% colspan="1" %)(% colspan="1" %)
399 -(((
400 -4.00 Beta 6
401 -)))|(% colspan="2" %)(% colspan="1" %)
402 -(((
403 -**FFI:** GetFactionRelationStatus() handling for faction relation range [-20,-10] changed
404 -)))
405 -|(% colspan="4" %)(% colspan="3" %)
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).
409 -
410 -If you rely on a handling where these factions are treated like enemies, please use the new GetFactionRelationStatus2() function instead.
411 -)))
412 -|(% colspan="1" %)(% colspan="1" %)
413 -(((
414 -UI core
415 -)))|(% colspan="1" %)(% colspan="1" %)
416 -(((
417 -4.00 Beta 5
418 -)))|(% colspan="2" %)(% colspan="1" %)
419 -(((
420 -**FFI:** GetRelationStatus()/GetRelationStatus2() handling for objects in relation range [-25,-10] changed
421 -)))
422 -|(% colspan="4" %)(% colspan="3" %)
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.
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).
427 -)))
428 -|(((
429 -Parameters
430 -)))|(((
431 -4.00 Beta 1
432 -)))|(% colspan="2" %)(((
433 -**requiresconstructionvessel** parameter moved
434 -)))
435 -|(% colspan="4" %)(% colspan="3" %)
436 -(((
437 -The 'requiresconstructionvessel' attribute has been moved from the 'recycling' node itself, to the new 'station' subnode.
438 -)))
439 -|(((
440 -Scripts
441 -)))|(((
442 -4.00 Beta 1
443 -)))|(% colspan="2" %)(((
444 -Changed behaviour of **gatedistance** script property
445 -)))
446 -|(% colspan="4" %)(% colspan="3" %)
447 -(((
448 -The 'gatedistance' script property now minimizes the number of gate jumps instead of counting the number gate jumps in the fastest route.
449 -)))
450 -
451 -----
452 -
453 -=== Version 3.30 ===
454 -
455 -(% class="table-striped" %)
456 -|(((
457 -UI extensions
458 -)))|(((
459 -3.30 Beta 3
460 -)))|(% colspan="2" %)(((
461 -**FFI: **Removed** GetMissionLimit() **and** IsMissionLimitEnabled()**
462 -)))
463 -|(% colspan="7" %)(% colspan="3" %)
464 -(((
465 -These mission limit-related functions (added in 3.30 Beta 1 and 2) are replaced with FFI IsMissionLimitReached()
466 -)))
467 -
468 -----
469 -
470 -=== Version 3.20 ===
471 -
472 -(% class="table-striped" %)
473 -|(((
474 -Scripts
475 -)))|(((
476 476  3.20 Beta 1
477 -)))|(% colspan="2" %)(((
36 +)))|(((
478 478  Parameters of **<event_player_attacked_object/>** and **<event_object_attacked_object/>** changed
479 479  )))
480 -|(% colspan="4" %)(% colspan="3" %)
39 +|(% class="highlight-grey" colspan="3" 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
41 +//Old params: param = attacked object, param2 = attack method, param3 = attacked component//
42 +//New params: param = attacked object, param2 = attack method, param3 = attack component detail list: [attacked component, attacking weapon]
43 +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 -|(% colspan="1" %)(% colspan="1" %)
45 +|(% colspan="3" %)(% colspan="3" %)
487 487  (((
488 -Scripts
489 -)))|(% colspan="1" %)(% colspan="1" %)
490 -(((
491 -3.20 Beta 1
492 -)))|(% colspan="2" %)(% colspan="1" %)
493 -(((
494 -Removed script property $trade.**restriction.faction**
47 +== 3.10 ==
495 495  )))
496 -|(% colspan="4" %)(% colspan="3" %)
497 -(((
498 -$trade.restriction.faction has been replaced with $trade.restriction.factions, which returns a list of factions.
499 -)))
500 -|(((
501 -UI extensions
502 -)))|(((
503 -3.20 Beta 1
504 -)))|(% colspan="2" %)(((
505 -**Lua**: **GetTradeRestrictions()**, **ToggleFactionTradeRestriction()** and **ToggleFactionTradeWareOverride()** are now obsolete!
506 -)))
507 -|(% colspan="4" %)(% colspan="3" %)
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.
510 -)))
511 -
512 -----
513 -
514 -=== Version 3.10 ===
515 -
516 -(% class="table-striped" %)
517 517  |(% colspan="1" %)(% colspan="1" %)
518 518  (((
519 519  Scripts
... ... @@ -520,20 +520,18 @@
520 520  )))|(% colspan="1" %)(% colspan="1" %)
521 521  (((
522 522  3.10 Beta 1
523 -)))|(% colspan="2" %)(% colspan="1" %)
55 +)))|(% colspan="1" %)(% colspan="1" %)
524 524  (((
525 525  Removed script action **<add_build/>**
526 526  )))
527 -|(% colspan="7" %)(% colspan="3" %)
59 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
528 528  (((
529 529  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.
530 530  )))
531 -
532 -----
533 -
534 -=== Version 3.00 ===
535 -
536 -(% class="table-striped" %)
63 +|(% colspan="3" %)(% colspan="3" %)
64 +(((
65 +== 3.00 ==
66 +)))
537 537  |(% colspan="1" %)(% colspan="1" %)
538 538  (((
539 539  Scripts
... ... @@ -540,11 +540,11 @@
540 540  )))|(% colspan="1" %)(% colspan="1" %)
541 541  (((
542 542  3.0 Beta 6
543 -)))|(% colspan="2" %)(% colspan="1" %)
73 +)))|(% colspan="1" %)(% colspan="1" %)
544 544  (((
545 545  Changed behaviour of script action **<get_suitable_job/>**
546 546  )))
547 -|(% colspan="4" %)(% colspan="3" %)
77 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
548 548  (((
549 549  <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.
550 550  )))
... ... @@ -554,13 +554,13 @@
554 554  )))|(% colspan="1" %)(% colspan="1" %)
555 555  (((
556 556  3.0 Beta 6
557 -)))|(% colspan="2" %)(% colspan="1" %)
87 +)))|(% colspan="1" %)(% colspan="1" %)
558 558  (((
559 559  Changed behaviour of script action **<get_ware_definition/>**
560 560  )))
561 -|(% colspan="4" %)(% colspan="3" %)
91 +|(% class="highlight-grey" colspan="3" 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.
93 +//<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  (((
... ... @@ -568,15 +568,15 @@
568 568  )))|(% colspan="1" %)(% colspan="1" %)
569 569  (((
570 570  3.0 Beta 5
571 -)))|(% colspan="2" %)(% colspan="1" %)
101 +)))|(% colspan="1" %)(% colspan="1" %)
572 572  (((
573 573  Renamed all files in the **md**, ui, and **cutscenes** folders to lower-case
574 574  )))
575 -|(% colspan="4" %)(% colspan="3" %)
105 +|(% class="highlight-grey" colspan="3" 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.)
107 +//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).
109 +//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  (((
... ... @@ -584,13 +584,13 @@
584 584  )))|(% colspan="1" %)(% colspan="1" %)
585 585  (((
586 586  3.0 Beta 5
587 -)))|(% colspan="2" %)(% colspan="1" %)
117 +)))|(% colspan="1" %)(% colspan="1" %)
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" %)
121 +|(% class="highlight-grey" colspan="3" 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.
123 +//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  (((
... ... @@ -598,14 +598,14 @@
598 598  )))|(% colspan="1" %)(% colspan="1" %)
599 599  (((
600 600  3.0 Beta 5
601 -)))|(% colspan="2" %)(% colspan="1" %)
131 +)))|(% colspan="1" %)(% colspan="1" %)
602 602  (((
603 603  Changes to $dockingbay.**todockpos** and $dockingbay.**launchpos**
604 604  )))
605 -|(% colspan="4" %)(% colspan="3" %)
135 +|(% class="highlight-grey" colspan="3" 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.
137 +//Before the change, positions are relative to $dockingbay.parent.
138 +After the change, positions are relative to $dockingbay as specified in the documentation.//
609 609  )))
610 610  |(% colspan="1" %)(% colspan="1" %)
611 611  (((
... ... @@ -613,24 +613,24 @@
613 613  )))|(% colspan="1" %)(% colspan="1" %)
614 614  (((
615 615  3.0 Beta 2
616 -)))|(% colspan="2" %)(% colspan="1" %)
146 +)))|(% colspan="1" %)(% colspan="1" %)
617 617  (((
618 618  Support for entity flag "**skillsvisible**" dropped
619 619  )))
620 -|(% colspan="4" %)(% colspan="3" %)
150 +|(% class="highlight-grey" colspan="3" 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().
152 +//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
626 626  )))|(((
627 627  3.0 Beta 2
628 -)))|(% colspan="2" %)(((
158 +)))|(((
629 629  Changes to **<event_object_changed_owner>** and added **<event_object_changed_true_owner>**.
630 630  )))
631 -|(% colspan="4" %)(% colspan="3" %)
161 +|(% class="highlight-grey" colspan="3" 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.
163 +//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).
... ... @@ -641,24 +641,24 @@
641 641  )))|(% colspan="1" %)(% colspan="1" %)
642 642  (((
643 643  3.0 Beta 1
644 -)))|(% colspan="2" %)(% colspan="1" %)
174 +)))|(% colspan="1" %)(% colspan="1" %)
645 645  (((
646 646  **MissionBoard** support dropped
647 647  )))
648 -|(% colspan="4" %)(% colspan="3" %)
178 +|(% class="highlight-grey" colspan="3" 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.
180 +//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
654 654  )))|(((
655 655  3.0 Beta 1
656 -)))|(% colspan="2" %)(((
186 +)))|(((
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" %)
189 +|(% class="highlight-grey" colspan="3" 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.
191 +//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  (((
... ... @@ -666,13 +666,13 @@
666 666  )))|(% colspan="1" %)(% colspan="1" %)
667 667  (((
668 668  3.0 Beta 1
669 -)))|(% colspan="2" %)(% colspan="1" %)
199 +)))|(% colspan="1" %)(% colspan="1" %)
670 670  (((
671 671  Script action **<add_actor_to_room/> **attribute **'room'** renamed to **'object'**
672 672  )))
673 -|(% colspan="4" %)(% colspan="3" %)
203 +|(% class="highlight-grey" colspan="3" 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.
205 +//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  (((
... ... @@ -680,13 +680,13 @@
680 680  )))|(% colspan="1" %)(% colspan="1" %)
681 681  (((
682 682  3.0 Beta 1
683 -)))|(% colspan="2" %)(% colspan="1" %)
213 +)))|(% colspan="1" %)(% colspan="1" %)
684 684  (((
685 685  Script action **<set_doors_locked/>** attribute **'group'** changed
686 686  )))
687 -|(% colspan="4" %)(% colspan="3" %)
217 +|(% class="highlight-grey" colspan="3" 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.
219 +//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  (((
... ... @@ -694,13 +694,13 @@
694 694  )))|(% colspan="1" %)(% colspan="1" %)
695 695  (((
696 696  3.0 Beta 1
697 -)))|(% colspan="2" %)(% colspan="1" %)
227 +)))|(% colspan="1" %)(% colspan="1" %)
698 698  (((
699 699  Script conditions **<event_hack_*/>** and **<event_controlpanel_hack_*/>** removed
700 700  )))
701 -|(% colspan="4" %)(% colspan="3" %)
231 +|(% class="highlight-grey" colspan="3" 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.
233 +//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  (((
... ... @@ -708,13 +708,13 @@
708 708  )))|(% colspan="1" %)(% colspan="1" %)
709 709  (((
710 710  3.0 Beta 1
711 -)))|(% colspan="2" %)(% colspan="1" %)
241 +)))|(% colspan="1" %)(% colspan="1" %)
712 712  (((
713 713  Script actions **<set_hack_target/>** and **<abort_hack/>** removed
714 714  )))
715 -|(% colspan="4" %)(% colspan="3" %)
245 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
716 716  (((
717 -These actions had no effect and were removed.
247 +//These actions had no effect and were removed.//
718 718  )))
719 719  |(% colspan="1" %)(% colspan="1" %)
720 720  (((
... ... @@ -722,13 +722,13 @@
722 722  )))|(% colspan="1" %)(% colspan="1" %)
723 723  (((
724 724  3.0 Beta 1
725 -)))|(% colspan="2" %)(% colspan="1" %)
255 +)))|(% colspan="1" %)(% colspan="1" %)
726 726  (((
727 727  **<setup_conversation_minigame/>** script action removed
728 728  )))
729 -|(% colspan="4" %)(% colspan="3" %)
259 +|(% class="highlight-grey" colspan="3" 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.
261 +//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  (((
... ... @@ -736,13 +736,13 @@
736 736  )))|(% colspan="1" %)(% colspan="1" %)
737 737  (((
738 738  3.0 Beta 1
739 -)))|(% colspan="2" %)(% colspan="1" %)
269 +)))|(% colspan="1" %)(% colspan="1" %)
740 740  (((
741 741  <add_player_choice_*> **confidence** attribute removed
742 742  )))
743 -|(% colspan="4" %)(% colspan="3" %)
273 +|(% class="highlight-grey" colspan="3" 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.
275 +//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  (((
... ... @@ -750,13 +750,13 @@
750 750  )))|(% colspan="1" %)(% colspan="1" %)
751 751  (((
752 752  3.0 Beta 1
753 -)))|(% colspan="2" %)(% colspan="1" %)
283 +)))|(% colspan="1" %)(% colspan="1" %)
754 754  (((
755 755  **<hack_via_control_panel/>** script action removed
756 756  )))
757 -|(% colspan="4" %)(% colspan="3" %)
287 +|(% class="highlight-grey" colspan="3" 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.
289 +//Unused script action <hack_via_control_panel/> was removed.//
760 760  )))
761 761  |(% colspan="1" %)(% colspan="1" %)
762 762  (((
... ... @@ -764,24 +764,24 @@
764 764  )))|(% colspan="1" %)(% colspan="1" %)
765 765  (((
766 766  3.0 Beta 1
767 -)))|(% colspan="2" %)(% colspan="1" %)
297 +)))|(% colspan="1" %)(% colspan="1" %)
768 768  (((
769 769  **Lua: **GetMiniGameCursorPosition() removed
770 770  )))
771 -|(% colspan="4" %)(% colspan="3" %)
301 +|(% class="highlight-grey" colspan="3" 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.
303 +//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
777 777  )))|(((
778 778  3.0 Beta 1
779 -)))|(% colspan="2" %)(((
309 +)))|(((
780 780  **FFI: **GetLocalizedInteractiveNotificationKey can return icon placeholders
781 781  )))
782 -|(% colspan="4" %)(% colspan="3" %)
312 +|(% class="highlight-grey" colspan="3" 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.
314 +//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  (((
... ... @@ -789,13 +789,13 @@
789 789  )))|(% colspan="1" %)(% colspan="1" %)
790 790  (((
791 791  3.0 Beta 1
792 -)))|(% colspan="2" %)(% colspan="1" %)
322 +)))|(% colspan="1" %)(% colspan="1" %)
793 793  (((
794 794  **FFI: **UIWeaponMod returned by GetInstalledWeaponMod() now includes property SurfaceElementFactor
795 795  )))
796 -|(% colspan="4" %)(% colspan="3" %)
326 +|(% class="highlight-grey" colspan="3" 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.
328 +//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  (((
... ... @@ -803,14 +803,14 @@
803 803  )))|(% colspan="1" %)(% colspan="1" %)
804 804  (((
805 805  3.0 Beta 1
806 -)))|(% colspan="2" %)(% colspan="1" %)
336 +)))|(% colspan="1" %)(% colspan="1" %)
807 807  (((
808 808  **$ware.illegal** updated
809 809  )))
810 -|(% colspan="4" %)(% colspan="3" %)
340 +|(% class="highlight-grey" colspan="3" 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 $ware is illegal to any faction in the game.
342 +//$ware.illegal used to return true if the specified ware has the 'illegal' tag which is no longer used.//
343 +//It now returns true if $ware is illegal to any faction in the game.//
814 814  )))
815 815  |(% colspan="1" %)(% colspan="1" %)
816 816  (((
... ... @@ -818,13 +818,13 @@
818 818  )))|(% colspan="1" %)(% colspan="1" %)
819 819  (((
820 820  3.0 Beta 1
821 -)))|(% colspan="2" %)(% colspan="1" %)
351 +)))|(% colspan="1" %)(% colspan="1" %)
822 822  (((
823 823  MD script **RML_Flight_Along_Path** removed
824 824  )))
825 -|(% colspan="4" %)(% colspan="3" %)
355 +|(% class="highlight-grey" colspan="3" 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.
357 +//The MD script RML_Flight_Along_Path was not referened and was removed.//
828 828  )))
829 829  |(% colspan="1" %)(% colspan="1" %)
830 830  (((
... ... @@ -832,75 +832,71 @@
832 832  )))|(% colspan="1" %)(% colspan="1" %)
833 833  (((
834 834  3.0 Beta 1
835 -)))|(% colspan="2" %)(% colspan="1" %)
365 +)))|(% colspan="1" %)(% colspan="1" %)
836 836  (((
837 837  parameters of **<event_venture_mission_completed/>** changed
838 838  )))
839 -|(% colspan="4" %)(% colspan="3" %)
369 +|(% class="highlight-grey" colspan="3" 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
371 +//old params: param = venture details, param2 = ships involved, param3 = duration//
372 +//new params: param = venture detail list: [mission name, mission type], param2 = list of ships involved, param3 = duration//
843 843  )))
844 844  |(((
845 845  Scripts
846 846  )))|(((
847 847  3.0 Beta 1
848 -)))|(% colspan="2" %)(((
378 +)))|(((
849 849  **<set_object_wing_name/>** removed,
850 850  **<set_object_fleet_name/>** added
851 851  )))
852 -|(% colspan="4" %)(% colspan="3" %)
382 +|(% class="highlight-grey" colspan="3" 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/>
384 +//The common action <set_object_wing_name/> has been replaced with <set_object_fleet_name/>//
855 855  )))
856 856  |(((
857 857  Scripts
858 858  )))|(((
859 859  3.0 Beta 1
860 -)))|(% colspan="2" %)(((
390 +)))|(((
861 861  **$controllable.wing.*** removed,
862 862  **$controllable.fleet.*** added
863 863  )))
864 -|(% colspan="4" %)(% colspan="3" %)
394 +|(% class="highlight-grey" colspan="3" 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  )))
868 -
869 -----
870 -
871 -=== Version 2.60 ===
872 -
873 -(% class="table-striped" %)
398 +|(% colspan="3" %)(% colspan="3" %)
399 +(((
400 +== 2.60 ==
401 +)))
874 874  |(((
875 875  Scripts
876 876  )))|(((
877 877  2.60 Beta 1
878 -)))|(% colspan="2" %)(((
406 +)))|(((
879 879  '**checkoperational**' filter behaviour changed
880 880  )))
881 -|(% colspan="10" %)(% colspan="3" %)
409 +|(% class="highlight-grey" colspan="3" 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.
411 +//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.
413 +//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
889 889  )))|(((
890 890  2.60 Beta 1
891 -)))|(% colspan="2" %)(((
419 +)))|(((
892 892  $container.**supplyresources** behavior changed
893 -)))| | |
894 -|(% colspan="10" %)(% colspan="3" %)
421 +)))
422 +|(% class="highlight-grey" colspan="3" 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.
424 +//The script keyword $container.supplyresources now includes reserved wares.//
897 897  )))
898 -
899 -----
900 -
901 -=== Version 2.20 ===
902 -
903 -(% class="table-striped" %)
426 +|(% colspan="3" %)(% colspan="3" %)
427 +(((
428 +== 2.20 ==
429 +)))
904 904  |(% colspan="1" %)(% colspan="1" %)
905 905  (((
906 906  UI core
... ... @@ -907,16 +907,17 @@
907 907  )))|(% colspan="1" %)(% colspan="1" %)
908 908  (((
909 909  2.20 Beta 3/4
910 -)))|(% colspan="2" %)(% colspan="1" %)
436 +)))|(% colspan="1" %)(% colspan="1" %)
911 911  (((
912 912  **Lua: GetControllerInfo()** returned mouseSteering/mouseCursor values are undefined.
913 913  )))
914 -|(% colspan="4" %)(% colspan="3" %)
440 +|(% class="highlight-grey" colspan="3" 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.
442 +//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.
443 +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.
445 +//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.
446 +//
920 920  )))
921 921  |(% colspan="1" %)(% colspan="1" %)
922 922  (((
... ... @@ -924,20 +924,18 @@
924 924  )))|(% colspan="1" %)(% colspan="1" %)
925 925  (((
926 926  2.20 Beta 3
927 -)))|(% colspan="2" %)(% colspan="1" %)
454 +)))|(% colspan="1" %)(% colspan="1" %)
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" %)
458 +|(% class="highlight-grey" colspan="3" 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.
460 +//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 -
936 -----
937 -
938 -=== Version 2.00 ===
939 -
940 -(% class="table-striped" %)
462 +|(% colspan="3" %)(% colspan="3" %)
463 +(((
464 +== 2.00 ==
465 +)))
941 941  |(% colspan="1" %)(% colspan="1" %)
942 942  (((
943 943  Scripts
... ... @@ -944,13 +944,13 @@
944 944  )))|(% colspan="1" %)(% colspan="1" %)
945 945  (((
946 946  2.00 Beta 1
947 -)))|(% colspan="2" %)(% colspan="1" %)
472 +)))|(% colspan="1" %)(% colspan="1" %)
948 948  (((
949 949  **<event_build_finished/> **param2 now returns null instead of a construction sequence
950 950  )))
951 -|(% colspan="4" %)(% colspan="3" %)
476 +|(% class="highlight-grey" colspan="3" 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.
478 +//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  (((
... ... @@ -958,13 +958,13 @@
958 958  )))|(% colspan="1" %)(% colspan="1" %)
959 959  (((
960 960  2.00 Beta 1
961 -)))|(% colspan="2" %)(% colspan="1" %)
486 +)))|(% colspan="1" %)(% colspan="1" %)
962 962  (((
963 963  **param.boarding.{...}** strength parameters removed
964 964  )))
965 -|(% colspan="4" %)(% colspan="3" %)
490 +|(% class="highlight-grey" colspan="3" 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.
492 +//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  (((
... ... @@ -972,160 +972,158 @@
972 972  )))|(% colspan="1" %)(% colspan="1" %)
973 973  (((
974 974  2.00 Beta 1
975 -)))|(% colspan="2" %)(% colspan="1" %)
500 +)))|(% colspan="1" %)(% colspan="1" %)
976 976  (((
977 977  **$defensible.boardee/$defensible.boarder** and **<set_object_boarder/>/<remove_object_boarder/>** removed
978 978  )))
979 -|(% colspan="4" %)(% colspan="3" %)
504 +|(% class="highlight-grey" colspan="3" 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.
506 +//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
985 985  )))|(((
986 986  2.00 Beta 1
987 -)))|(% colspan="2" %)(((
512 +)))|(((
988 988  **FFI: GetUpgradeSlotCurrentComponent()/GetUpgradeSlotGroup()** works on non-operationals
989 989  )))
990 -|(% colspan="4" %)(% colspan="3" %)
515 +|(% class="highlight-grey" colspan="3" 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.
517 +//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
996 996  )))|(((
997 997  2.00 Beta 1
998 -)))|(% colspan="2" %)(((
523 +)))|(((
999 999  **FFI: SetFormationShape()** no longer indicates an error upon certain error cases
1000 1000  )))
1001 -|(% colspan="4" %)(% colspan="3" %)
526 +|(% class="highlight-grey" colspan="3" 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.
528 +//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.//
529 +//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
1008 1008  )))|(((
1009 1009  2.00 Beta 1
1010 -)))|(% colspan="2" %)(((
535 +)))|(((
1011 1011  **<create_formation/>** now requires the attributes: 'leader' and 'follower'. Attribute 'object' is now deprecated.
1012 1012  )))
1013 -|(% colspan="4" %)(% colspan="3" %)
538 +|(% class="highlight-grey" colspan="3" 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.
540 +//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
1019 1019  )))|(((
1020 1020  2.00 Beta 1
1021 -)))|(% colspan="2" %)(((
546 +)))|(((
1022 1022  **<event_player_changed_target/>** now fires and returns null if the player deselects a target.
1023 1023  )))
1024 -|(% colspan="4" %)(% colspan="3" %)
549 +|(% class="highlight-grey" colspan="3" 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.
551 +//For prior behavior, check for event.param being non-null.//
1027 1027  )))
1028 1028  |(((
1029 1029  AI Scripts
1030 1030  )))|(((
1031 1031  2.00 Beta 1
1032 -)))|(% colspan="2" %)(((
557 +)))|(((
1033 1033  **<shoot/>/<shoot_at/>** attribute changes.
1034 1034  )))
1035 -|(% colspan="4" %)(% colspan="3" %)
560 +|(% class="highlight-grey" colspan="3" 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.
562 +//Changed: Attribute "primary" is now optional and defines whether weapons from the ship's active primary weapon group will be fired. Defaults to true.//
563 +//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.//
564 +//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.
566 +//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
1045 1045  )))|(((
1046 1046  2.00 Beta 1
1047 -)))|(% colspan="2" %)(((
1048 -**FFI: GetBuildTask()/GetNumBuildTasks()** got a new "buildmoduleid" parameter.
572 +)))|(((
573 +**FFI: GetBuildTask()/GetNumBuildTasks()** got a new "buildmoduleid" parameter.(% class="confluenceTd" %)
1049 1049  )))
1050 -|(% colspan="4" %)(% colspan="3" %)
575 +|(% class="highlight-grey" colspan="3" 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.
577 +//Added possibility to query build tasks of a certain buildmodule.//
1053 1053  )))
1054 1054  |(((
1055 1055  UI extensions
1056 1056  )))|(((
1057 1057  2.00 Beta 1
1058 -)))|(% colspan="2" %)(((
583 +)))|(((
1059 1059  **Lua:** **GetLibraryEntry()** retrieved a new "buildresources" field.
1060 1060  )))
1061 -|(% colspan="4" %)(% colspan="3" %)
586 +|(% class="highlight-grey" colspan="3" 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.
588 +//Added list of resources a buildmodule needs to build.//
1064 1064  )))
1065 1065  |(((
1066 1066  UI extensions
1067 1067  )))|(((
1068 1068  2.00 Beta 1
1069 -)))|(% colspan="2" %)(((
1070 -**Lua: CalculateTotalHullFraction() **was removed.
594 +)))|(((
595 +(% style="color: rgb(0,0,0);" %)**Lua:**(% style="color: rgb(0, 0, 0); color: rgb(0, 0, 0)" %)** CalculateTotalHullFraction()**(% style="color: rgb(0,0,0);" %)** **(%%)was removed.(% style="color: rgb(0,0,0);" %)
1071 1071  )))
1072 -|(% colspan="4" %)(% colspan="3" %)
597 +|(% class="highlight-grey" colspan="3" 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.
599 +//Unused, derelict function from XR - use GetComponentData(..., "hullpercent") instead.//
1075 1075  )))
1076 1076  |(((
1077 1077  UI extensions
1078 1078  )))|(((
1079 1079  2.00 Beta 1
1080 -)))|(% colspan="2" %)(((
1081 -**FFI: RequestDockAtReason()/UndockPlayerShip() **changed their return values.
605 +)))|(((
606 +**FFI: (% style="color: rgb(0,0,0);" %)RequestDockAtReason()/(% style="color: rgb(0, 0, 0); color: rgb(0, 0, 0); color: rgb(0, 0, 0); color: rgb(0, 0, 0); color: rgb(0, 0, 0)" %)UndockPlayerShip()(%%) **changed their return values.(% style="color: rgb(0,0,0);" class="confluenceTd" %)
1082 1082  )))
1083 -|(% colspan="4" %)(% colspan="3" %)
608 +|(% class="highlight-grey" colspan="3" 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.
610 +//Changed return value type to const char* to better identify failure reasons in Lua script.//
1086 1086  )))
1087 -
1088 -----
1089 -
1090 -=== Version 1.50 ===
1091 -
1092 -(% class="table-striped" %)
612 +|(% colspan="3" %)(% colspan="3" %)
613 +(((
614 +== 1.50 ==
615 +)))
1093 1093  |(((
1094 1094  UI extensions
1095 1095  )))|(((
1096 1096  1.50 Beta 3
1097 -)))|(% colspan="2" %)(((
1098 -**Lua: GetComponentData() **changed behavior of "docksizes" property.
620 +)))|(((
621 +**Lua: GetComponentData() **changed behavior of "docksizes" propertly.(% class="confluenceTd" %)
1099 1099  )))
1100 -|(% colspan="4" %)(% colspan="3" %)
623 +|(% class="highlight-grey" colspan="3" 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.
625 +//The "docksizes" property no longer includes internal ship storage docks.//
1103 1103  )))
1104 1104  |(((
1105 1105  All
1106 1106  )))|(((
1107 1107  1.50 Beta 2
1108 -)))|(% colspan="2" %)(((
631 +)))|(((
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" %)
634 +|(% class="highlight-grey" colspan="3" 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".
636 +//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)
638 +//Lua: Adjusted GetComponentData() and HasShipyard(), added HasWharf()//
639 +//Lua / GetComponentData() properties: Removed "iscapitalshipyard", fixed "isshipyard", added "canbuildships", "iswharf", "isequipmentdock"//
640 +//Scripts: Fixed property .isshipyard, added .iswharf (.canbuildships existed already)//
1118 1118  )))
1119 1119  |(((
1120 1120  UI extensions
1121 1121  )))|(((
1122 1122  1.50 Beta 2
1123 -)))|(% colspan="2" %)(((
1124 -**FFI: UpgradeGroupInfo **datatype was changed.
646 +)))|(((
647 +**FFI: UpgradeGroupInfo **datatype was changed.(% class="confluenceTd" %)
1125 1125  )))
1126 -|(% colspan="4" %)(% colspan="3" %)
649 +|(% class="highlight-grey" colspan="3" 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.
651 +//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  (((
... ... @@ -1133,58 +1133,55 @@
1133 1133  )))|(% colspan="1" %)(% colspan="1" %)
1134 1134  (((
1135 1135  1.50 Beta 1
1136 -)))|(% colspan="2" %)(% colspan="1" %)
659 +)))|(% colspan="1" %)(% colspan="1" %)
1137 1137  (((
1138 1138  **FFI: SetGuidance()** removed useinfopoint argument.
1139 1139  )))
1140 -|(% colspan="4" %)(% colspan="3" %)
663 +|(% class="highlight-grey" colspan="3" 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.
665 +//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.
666 +//
1143 1143  
1144 -The new function declaration is: void SetGuidance(UniverseID componentid, UIPosRot offset)
668 +//The new function declaration is: void SetGuidance(UniverseID componentid, UIPosRot offset)//
1145 1145  )))
1146 1146  |(((
1147 1147  UI extensions
1148 1148  )))|(((
1149 1149  1.50 Beta 1
1150 -)))|(% colspan="2" %)(((
1151 -**FFI: CancelConstruction() **changed its return value.
674 +)))|(((
675 +**FFI: CancelConstruction() **changed its return value.(% class="confluenceTd" %)
1152 1152  )))
1153 -|(% colspan="4" %)(% colspan="3" %)
677 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
1154 1154  (((
1155 -CancelConstruction() now returns if the cancellation was successful.
679 +(% style="color: rgb(0,0,0);" %)//CancelConstruction() now returns if the cancellation was successful. //
1156 1156  )))
1157 -
1158 -----
1159 -
1160 -=== Version 1.32 ===
1161 -
1162 -(% class="table-striped" %)
681 +|(% colspan="3" %)(% colspan="3" %)
682 +(((
683 +== 1.32 ==
684 +)))
1163 1163  |(((
1164 1164  UI extensions
1165 1165  )))|(((
1166 1166  1.32
1167 -)))|(% colspan="2" %)(((
689 +)))|(((
1168 1168  **Lua: GetComponentData() **removed the "nextdestname" property.
1169 1169  )))
1170 -|(% colspan="4" %)(% colspan="3" %)
692 +|(% class="highlight-grey" colspan="3" 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.
694 +//Instead of "nextdestname", use the properties "destination" or "destinationsector" to retrieve a destination component, then retrieve its "name" property.//
1173 1173  )))
1174 -
1175 -----
1176 -
1177 -=== Version 1.20 ===
1178 -
1179 -(% class="table-striped" %)
696 +|(% colspan="3" %)(% colspan="3" %)
697 +(((
698 +== 1.20 ==
699 +)))
1180 1180  |(((
1181 1181  UI extensions
1182 1182  )))|(((
1183 1183  1.20
1184 -)))|(% colspan="2" %)(((
1185 -**FFI: GetAAOption()** got a new "useconfig" parameter.
704 +)))|(((
705 +**FFI: GetAAOption()** got a new "useconfig" parameter.(% class="confluenceTd" %)
1186 1186  )))
1187 -|(% colspan="4" %)(% colspan="3" %)
707 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
1188 1188  (((
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.//
709 +//The AA setting was changed to check the new setting with the user. In order to restore the old setting (% style="color: rgb(0,0,0);" %)GetAAOption() gets the option to retrieve the config settings.//
1190 1190  )))
Confluence.Code.ConfluencePageClass[0]
id
... ... @@ -1,0 +1,1 @@
1 +91947541
space
... ... @@ -1,0 +1,1 @@
1 +X4WIKI
url
... ... @@ -1,0 +1,1 @@
1 +https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/91947541/Breaking Changes