Changes for page Breaking Changes

Last modified by Michael Baumgardt on 2026/04/17 12:03

From version 133.1
edited by Lc4Hunter
on 2025/07/08 21:47
Change comment: There is no comment for this version
To version 124.4
edited by Klaus Meyer
on 2025/01/07 16:39
Change comment: There is no comment for this version

Summary

Details

Page properties
Author
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1 -XWiki.Lc4Hunter
1 +xwiki:XWiki.Klaus
Content
... ... @@ -20,27 +20,11 @@
20 20  
21 21  {{toc scope="LOCAL" start="3"/}}
22 22  
23 -=== Version 8.00 ===
24 -
25 -(% class="table-striped" %)
26 -|(% colspan="1" style="width:117px" %)Scripts|(% colspan="1" style="width:119px" %)8.00 Beta 1|(% colspan="4" style="width:1625px" %)Removed MD action **<populate_platforms>**
27 -|(% colspan="6" style="width:117px" %)(((
28 -The deprecated MD action <populate_platforms> has been removed. The previously referenced character quotas in quotas.xml have also been removed.
29 -)))
30 -|(% style="width:117px" %)Assets|(% style="width:117px" %)8.00 Beta 1|(% colspan="4" rowspan="1" style="width:117px" %)**\assets\units\size_m\ship_gen_m_transdrone_container_02** and **\assets\units\size_s\ship_gen_s_transdrone_container_02** moved to **ego_dlc_terran**
31 -|(% colspan="6" style="width:117px" %)**ship_gen_m_transdrone_container_02** and **ship_gen_s_transdrone_container_02** (templates and macros) have been moved to the **ego_dlc_terran** extension and any reference to these files now requires that the resulting dependency on that extension is taken into account.
32 -|(% 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**tags will no longer work properly as they do not match the new **advanced** tag (for example "small engine boron" has been replaced by "small engine advanced")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 37  === Version 7.50 ===
38 38  
39 39  (% class="table-striped" %)
40 -|(% 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)
41 -|(% colspan="4" style="width:117px" %)(((
42 -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.
43 -)))
26 +|(% colspan="1" style="width:117px" %)Relations|(% colspan="1" style="width:119px" %)7.50 Beta 4|(% colspan="2" style="width:1625px" %)**Faction relation UI values: Changed mapping of relations to displayed UI display values**
27 +|(% colspan="4" style="width:117px" %)ssss
44 44  |(% 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**
45 45  |(% colspan="7" style="width:117px" %)(((
46 46  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.
... ... @@ -51,20 +51,20 @@
51 51  
52 52  (% class="table-striped" %)
53 53  |(% colspan="1" style="width:117px" %)Gamestarts|(% colspan="1" style="width:119px" %)7.00 Beta 8|(% colspan="2" style="width:1625px" %)**Text references**
54 -|(% colspan="4" style="width:117px" %)Fields containing text references in gamestarts.xml now have full text conversion applied, allowing texts to be constructed from multiple text entries, e.g. {1234,56}\n\n{1234,78}. As a result, raw text placed in the text fields needs to be formatted accordingly, e.g. "Test start (easy)" would need to be changed to "Test start \(easy\)" to avoid the text in brackets being treated as a comment.
38 +|(% colspan="4" style="width:117px" %)//Fields containing text references in gamestarts.xml now have full text conversion applied, allowing texts to be constructed from multiple text entries, e.g. {1234,56}\n\n{1234,78}. As a result, raw text placed in the text fields needs to be formatted accordingly, e.g. "Test start (easy)" would need to be changed to "Test start \(easy\)" to avoid the text in brackets being treated as a comment.//
55 55  |(% 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**
56 56  |(% colspan="4" style="width:117px" %)highway_fx_electric_02 is still available in "legacy" folder if needed
57 57  |(% 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
58 58  |(% colspan="4" style="width:117px" %)(((
59 -The four parameters used to represent flat factors applied to ships' properties with respect to their respective pilots' skill levels. Parameters moved to separate nodes with support for min and max values which, if supplied, scales the factor linearly if the affected ship's unmodified property is within min and max. Factor does not affect the ship if that property is below min.
43 +//The four parameters used to represent flat factors applied to ships' properties with respect to their respective pilots' skill levels. Parameters moved to separate nodes with support for min and max values which, if supplied, scales the factor linearly if the affected ship's unmodified property is within min and max. Factor does not affect the ship if that property is below min.//
60 60  )))
61 61  |(% 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.
62 62  |(% colspan="4" style="width:117px" %)(((
63 -The **pantime** parameter has never actually done anything beyond turning panning on or making the transition instant. To make this clear it has been** **replaced with the boolean parameter **instant.**
47 +//The **pantime** parameter has never actually done anything beyond turning panning on or making the transition instant. To make this clear it has been** **replaced with the boolean parameter **instant.**//
64 64  )))
65 65  |(% 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.
66 66  |(% colspan="4" style="width:117px" %)(((
67 -Some material names and texture paths were changed. Please DIFF the materiallibrary.xml from 6.20 with 7.0 to see the difference
51 +(% style="color:#ffffff" %)//Some material names and texture paths were changed. Please DIFF the materiallibrary.xml from 6.20 with 7.0 to see the difference//
68 68  )))
69 69  |(% colspan="1" style="width:117px" %)(% colspan="1" %)
70 70  (((
... ... @@ -76,7 +76,7 @@
76 76  )))
77 77  |(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %)
78 78  (((
79 - Previously it was possible to set normal clusters to be persistent presentation clusters which was an invalid state.
63 +// Previously it was possible to set normal clusters to be persistent presentation clusters which was an invalid state.//
80 80  )))
81 81  |(% colspan="1" style="width:117px" %)(% colspan="1" %)
82 82  (((
... ... @@ -88,7 +88,7 @@
88 88  )))
89 89  |(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %)
90 90  (((
91 - The build plot's buildstorage is no longer removed implicitly. The buildstorage will instead be cleaned-up once it is empty and no ships are docked.
75 +// The build plot's buildstorage is no longer removed implicitly. The buildstorage will instead be cleaned-up once it is empty and no ships are docked.//
92 92  )))
93 93  |(% colspan="1" style="width:117px" %)(% colspan="1" %)
94 94  (((
... ... @@ -115,9 +115,9 @@
115 115  )))
116 116  |(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %)
117 117  (((
118 -Previously some entries were lacking "weight" parameter, causing it to default to "1", which prevent adding new ships to the group with appropriate/configurable granularity.
102 +//Previously some entries were lacking "weight" parameter, causing it to default to "1", which prevent adding new ships to the group with appropriate/configurable granularity.//
119 119  
120 -All groups should now have "weight" parameter added and old "weights" were updated to not have single-digit numbers.
104 +//All groups should now have "weight" parameter added and old "weights" were updated to not have single-digit numbers.//
121 121  )))
122 122  |(% colspan="1" %)(% colspan="1" %)
123 123  (((
... ... @@ -131,9 +131,9 @@
131 131  )))
132 132  |(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %)
133 133  (((
134 -The <event_player_travelmode_started>, <event_player_travelmode_stopped>, <event_player_travelmode_charge_started> and <event_player_travelmode_charge_aborted> events will no longer be raised if the player is a passenger on board a ship which enters or leaves travel mode. Previously these events would be raised whether the player was the pilot or a passenger.
118 +//The <event_player_travelmode_started>, <event_player_travelmode_stopped>, <event_player_travelmode_charge_started> and <event_player_travelmode_charge_aborted> events will no longer be raised if the player is a passenger on board a ship which enters or leaves travel mode. Previously these events would be raised whether the player was the pilot or a passenger. //
135 135  
136 -Scripts that need to check whether the player exits travel mode may also need to consider checking whether the player leaves the control seat using <event_player_stopped_control> since this will also result in travel mode stopping.
120 +//Scripts that need to check whether the player exits travel mode may also need to consider checking whether the player leaves the control seat using <event_player_stopped_control> since this will also result in travel mode stopping.//
137 137  )))
138 138  |(% colspan="1" %)(% colspan="1" %)
139 139  (((
... ... @@ -147,11 +147,11 @@
147 147  )))
148 148  |(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %)
149 149  (((
150 -The 'posname' and 'rotname' result attributes of <find_object_surface> will now return null in the case of no valid surface position being found.
134 +//The 'posname' and 'rotname' result attributes of <find_object_surface> will now return null in the case of no valid surface position being found.//
151 151  
152 -Previously, it returned null only if there was a physics error. It however returned a valid, somewhat-random, position if physics were fine but it was still unable to find a suitable surface position. This position was often unsuitable to use for gameplay purposes so it is now null so the caller can handle the situation.
136 +//Previously, it returned null only if there was a physics error. It however returned a valid, somewhat-random, position if physics were fine but it was still unable to find a suitable surface position. This position was often unsuitable to use for gameplay purposes so it is now null so the caller can handle the situation.//
153 153  
154 -The action itself has been improved to increase the chance of finding suitable surface positions.
138 +//The action itself has been improved to increase the chance of finding suitable surface positions.//
155 155  )))
156 156  |(% colspan="1" %)(% colspan="1" %)
157 157  (((
... ... @@ -165,8 +165,8 @@
165 165  )))
166 166  |(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %)
167 167  (((
168 -<match_dock> nodes can now be used on container and walkablemodule classes without wrapping them in <match_content> nodes.
169 -This has introduced a new potential pitfall: If finding or counting contained components be wary that there may be multiple positive results, even if there is only one dockingbay. e.g. matching contents for a station will include the dockingbay but also its containing walkable module as that also contains the dockingbay. To only account for docking bays, also filter by dockingbay class.
152 +//<match_dock> nodes can now be used on container and walkablemodule classes without wrapping them in <match_content> nodes.
153 +This has introduced a new potential pitfall: If finding or counting contained components be wary that there may be multiple positive results, even if there is only one dockingbay. e.g. matching contents for a station will include the dockingbay but also its containing walkable module as that also contains the dockingbay. To only account for docking bays, also filter by dockingbay class.//
170 170  )))
171 171  |(% colspan="1" %)(% colspan="1" %)
172 172  (((
... ... @@ -180,7 +180,7 @@
180 180  )))
181 181  |(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %)
182 182  (((
183 -The 'result' attribute of get_attackstrength has been moved into the new <result> subnode and renamed to 'total'.
167 +//The 'result' attribute of get_attackstrength has been moved into the new <result> subnode and renamed to 'total'.//
184 184  )))
185 185  |(((
186 186  Assets
... ... @@ -191,8 +191,8 @@
191 191  )))
192 192  |(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)
193 193  (((
194 -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.
195 -Exception: special equipment that is deliberately not compatible with the majority of slots may use another tag instead of "standard", e.g. "highpower" for certain Terran weapons.
178 +//Connection tags used to specify compatibilities in component templates between a ship or station module and engines or shields now additionally require the use of the "standard" tag matching weapon or turret logic. For weapons that are neither Missile Launcher nor Mining Laser, the tag "combat" is also required.
179 +Exception: special equipment that is deliberately not compatible with the majority of slots may use another tag instead of "standard", e.g. "highpower" for certain Terran weapons.//
196 196  )))
197 197  |(% colspan="1" %)(% colspan="1" %)
198 198  (((
... ... @@ -206,7 +206,7 @@
206 206  )))
207 207  |(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)
208 208  (((
209 -When finding components with attribute "sortbygatedistanceto", e.g. in <find_object>, any objects with a negative gatedistance (i.e. unreachable objects) are automatically excluded from the result.
193 +//When finding components with attribute "sortbygatedistanceto", e.g. in <find_object>, any objects with a negative gatedistance (i.e. unreachable objects) are automatically excluded from the result.//
210 210  )))
211 211  |(((
212 212  Scripts
... ... @@ -217,7 +217,7 @@
217 217  )))
218 218  |(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)
219 219  (((
220 -The order of events was adjusted, allowing handlers of <event_player_owned_killed_object> and <event_player_owned_destroyed> to access commander/subordinate relationship of the destroyed object.
204 +//The order of events was adjusted, allowing handlers of <event_player_owned_killed_object> and <event_player_owned_destroyed> to access commander/subordinate relationship of the destroyed object.//
221 221  )))
222 222  |(((
223 223  Cutscenes
... ... @@ -228,7 +228,7 @@
228 228  )))
229 229  |(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)
230 230  (((
231 -The yaw and pitch nodes in <angles> are now correctly interpreted as values in degrees.
215 +//The yaw and pitch nodes in <angles> are now correctly interpreted as values in degrees.//
232 232  )))
233 233  
234 234  ----
... ... @@ -245,7 +245,7 @@
245 245  )))
246 246  |(% colspan="7" %)(% colspan="3" %)
247 247  (((
248 -'minduration' was unused in X4, maxduration was and still is taken as the actual duration of control panel hacks. No functionality change.
232 +//'minduration' was unused in X4, maxduration was and still is taken as the actual duration of control panel hacks. No functionality change.//
249 249  )))
250 250  
251 251  ----
... ... @@ -265,7 +265,7 @@
265 265  )))
266 266  |(% colspan="4" %)(% colspan="3" %)
267 267  (((
268 -The functionality represented by SetMapRenderCargoContents(), SetMapRenderWorkForceInfo(), SetMapRenderCrewInfo() and SetMapRenderDockedShipInfos() has been removed and the function was therefore stubbed.
252 +//The functionality represented by SetMapRenderCargoContents(), SetMapRenderWorkForceInfo(), SetMapRenderCrewInfo() and SetMapRenderDockedShipInfos() has been removed and the function was therefore stubbed.//
269 269  )))
270 270  |(% colspan="1" %)(% colspan="1" %)
271 271  (((
... ... @@ -279,7 +279,7 @@
279 279  )))
280 280  |(% colspan="4" %)(% colspan="3" %)
281 281  (((
282 -This struct was added in 4.10 Beta 2 and an additional member count was added in Beta 6.
266 +//This struct was added in 4.10 Beta 2 and an additional member count was added in Beta 6.//
283 283  )))
284 284  |(% colspan="1" %)(% colspan="1" %)
285 285  (((
... ... @@ -293,7 +293,7 @@
293 293  )))
294 294  |(% colspan="4" %)(% colspan="3" %)
295 295  (((
296 -Info box parameters are now shared across stations and ships. The node has a more generic name to reflect that.
280 +//Info box parameters are now shared across stations and ships. The node has a more generic name to reflect that.//
297 297  )))
298 298  |(% colspan="1" %)(% colspan="1" %)
299 299  (((
... ... @@ -307,7 +307,7 @@
307 307  )))
308 308  |(% colspan="4" %)(% colspan="3" %)
309 309  (((
310 -The functionality represented by SetMacroMapPlayerSectorOffset() has been removed and the function was therefore stubbed. Setting the gamestart properties "sector" and "offset" will affect the universe macro map instead directly.
294 +//The functionality represented by SetMacroMapPlayerSectorOffset() has been removed and the function was therefore stubbed. Setting the gamestart properties "sector" and "offset" will affect the universe macro map instead directly.//
311 311  )))
312 312  |(((
313 313  UI extensions
... ... @@ -318,7 +318,7 @@
318 318  )))
319 319  |(% colspan="4" %)(% colspan="3" %)
320 320  (((
321 -These functions were added in 4.10 Beta 1 and an additional boolean parameter allowentitydeliverymissionobject was added in Beta 2.
305 +//These functions were added in 4.10 Beta 1 and an additional boolean parameter allowentitydeliverymissionobject was added in Beta 2.//
322 322  )))
323 323  |(((
324 324  Scripts
... ... @@ -329,7 +329,7 @@
329 329  )))
330 330  |(% colspan="4" %)(% colspan="3" %)
331 331  (((
332 -The <delivery> node of <create_mission> and <update_mission> has been changed to support a new <wares> subnode. The people related attributes: 'people' and 'skills' have been moved from the <delivery> node itself to a <people> subnode.
316 +//The <delivery> node of <create_mission> and <update_mission> has been changed to support a new <wares> subnode. The people related attributes: 'people' and 'skills' have been moved from the <delivery> node itself to a <people> subnode.//
333 333  )))
334 334  |(% colspan="1" %)(% colspan="1" %)
335 335  (((
... ... @@ -343,7 +343,7 @@
343 343  )))
344 344  |(% colspan="4" %)(% colspan="3" %)
345 345  (((
346 -The $destructible.productions script property was removed and reimplemented as $defensible.productions meaning some old uses may no longer work unless the destructible is also a defensible. The old implementation functioned by finding the containing object of the destructible (including itself) to query for the production modules.
330 +//The $destructible.productions script property was removed and reimplemented as $defensible.productions meaning some old uses may no longer work unless the destructible is also a defensible. The old implementation functioned by finding the containing object of the destructible (including itself) to query for the production modules.//
347 347  )))
348 348  |(((
349 349  Scripts
... ... @@ -354,7 +354,7 @@
354 354  )))
355 355  |(% colspan="4" %)(% colspan="3" %)
356 356  (((
357 -The spawnsource seed is no longer directly accessible by scripts. Use $component.seed, which will internally use the spawnsource seed if able. Note: An improvement is that .seed on objects without a spawnsource seed will now result in a value that differs between objects of the same macro, meaning it can now reliably be used for player property or job ships.
341 +//The spawnsource seed is no longer directly accessible by scripts. Use $component.seed, which will internally use the spawnsource seed if able. Note: An improvement is that .seed on objects without a spawnsource seed will now result in a value that differs between objects of the same macro, meaning it can now reliably be used for player property or job ships.//
358 358  )))
359 359  
360 360  ----
... ... @@ -374,8 +374,8 @@
374 374  )))
375 375  |(% colspan="4" %)(% colspan="3" %)
376 376  (((
377 -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).
378 -In order to support the new emergency eject feature which was added in 4.00 Beta 7, this assurance was dropped. As of 4.00 Beta 10 it is now possible that the ship the player controls can swap without the gameplanchange-event being risen which one could rely upon in previous versions. If your addon relied on the fact that the ship would not change without first going into first person mode, you will have to adjust your addon accordingly.
361 +//Before 4.00 Beta 10 it was ensured that there is no direct transition between the 'cockpit ui mode' of one ship to another. Instead, it was always ensured that the UI first transitions into the firstperson mode and then back into the cockpit mode (controlling then the other ship).
362 +In order to support the new emergency eject feature which was added in 4.00 Beta 7, this assurance was dropped. As of 4.00 Beta 10 it is now possible that the ship the player controls can swap without the gameplanchange-event being risen which one could rely upon in previous versions. If your addon relied on the fact that the ship would not change without first going into first person mode, you will have to adjust your addon accordingly.//
379 379  )))
380 380  |(((
381 381  Scripts
... ... @@ -386,9 +386,9 @@
386 386  )))
387 387  |(% colspan="4" %)(% colspan="3" %)
388 388  (((
389 -Old params: param = project ID, param2 = were there positive side-effects?, param3 = were there negative side-effects?
373 +//Old params: param = project ID, param2 = were there positive side-effects?, param3 = were there negative side-effects?
390 390  New params: param = project ID, param2 = [were there positive side-effects?, were there negative side-effects?], param3 = payout in Credits
391 -Note: param3 only exists in <event_terraforming_project_succeeded> and not in <event_terraforming_project_failed>, but both now have the booleans in a list for consistency
375 +Note: param3 only exists in <event_terraforming_project_succeeded> and not in <event_terraforming_project_failed>, but both now have the booleans in a list for consistency//
392 392  )))
393 393  |(% colspan="1" %)(% colspan="1" %)
394 394  (((
... ... @@ -402,10 +402,10 @@
402 402  )))
403 403  |(% colspan="4" %)(% colspan="3" %)
404 404  (((
405 -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.
406 -Factions with a relation rating between -20 and -10 will now report a relation status of 'neutral' (aka: 1) instead of 'hostile'/'enemy' (aka: 0).
389 +//In order to keep consistency with regards to the new behvior 'hostile' relation state and the older (deprecated) UI functions, the behavior of the deprecated GetFactionRelationStatus() function was changed according to the behavior of the GetRelationStatus()/GetRelationStatus2() functions which was done in the previous beta.
390 +Factions with a relation rating between -20 and -10 will now report a relation status of 'neutral' (aka: 1) instead of 'hostile'/'enemy' (aka: 0).//
407 407  
408 -If you rely on a handling where these factions are treated like enemies, please use the new GetFactionRelationStatus2() function instead.
392 +//If you rely on a handling where these factions are treated like enemies, please use the new GetFactionRelationStatus2() function instead.//
409 409  )))
410 410  |(% colspan="1" %)(% colspan="1" %)
411 411  (((
... ... @@ -419,9 +419,9 @@
419 419  )))
420 420  |(% colspan="4" %)(% colspan="3" %)
421 421  (((
422 -4.00 Beta 5 introduces a new 'hostile' relation status and the game now distinguishes between hostile and enemy relation states. Objects not yet 'hostile' with the player are now visualized differently and therefore distinguishable from real hostile ones. Because of that, several related changes were made for these objects to bring them more in line with how 'neutral' objects behave (f.e. no automatic attacking of these objects by the player property anymore, no target selection when targeting the closest enemy, etc.). To reflect this, these objects are now returning 1 (neutral) as the relation status by the GetRelationStatus()/GetRelationStatus2() functions.
406 +//4.00 Beta 5// //introduces a new 'hostile' relation status and the game now distinguishes between hostile and enemy relation states. Objects not yet 'hostile' with the player are now visualized differently and therefore distinguishable from real hostile ones. Because of that, several related changes were made for these objects to bring them more in line with how 'neutral' objects behave (f.e. no automatic attacking of these objects by the player property anymore, no target selection when targeting the closest enemy, etc.). To reflect this, these objects are now returning 1 (neutral) as the relation status by the GetRelationStatus()/GetRelationStatus2() functions.//
423 423  
424 -If you rely on a handling where they are treated like enemies, please use the new GetRelationStatus3() function which returns the new range for these objects: 1 (meaning 'enemy' (aka: not yet hostile) here with following relations having been shifted up).
408 +//If you rely on a handling where they are treated like enemies, please use the new GetRelationStatus3() //function which returns the new range for these objects: 1 (meaning 'enemy' (aka: not yet hostile) here with following relations having been shifted up).
425 425  )))
426 426  |(((
427 427  Parameters
... ... @@ -432,7 +432,7 @@
432 432  )))
433 433  |(% colspan="4" %)(% colspan="3" %)
434 434  (((
435 -The 'requiresconstructionvessel' attribute has been moved from the 'recycling' node itself, to the new 'station' subnode.
419 +//The 'requiresconstructionvessel' attribute has been moved from the 'recycling' node itself, to the new 'station' subnode.//
436 436  )))
437 437  |(((
438 438  Scripts
... ... @@ -443,7 +443,7 @@
443 443  )))
444 444  |(% colspan="4" %)(% colspan="3" %)
445 445  (((
446 -The 'gatedistance' script property now minimizes the number of gate jumps instead of counting the number gate jumps in the fastest route.
430 +//The 'gatedistance' script property now minimizes the number of gate jumps instead of counting the number gate jumps in the fastest route.//
447 447  )))
448 448  
449 449  ----
... ... @@ -460,7 +460,7 @@
460 460  )))
461 461  |(% colspan="7" %)(% colspan="3" %)
462 462  (((
463 -These mission limit-related functions (added in 3.30 Beta 1 and 2) are replaced with FFI IsMissionLimitReached()
447 +//These mission limit-related functions (added in 3.30 Beta 1 and 2) are replaced with FFI IsMissionLimitReached()//
464 464  )))
465 465  
466 466  ----
... ... @@ -477,9 +477,9 @@
477 477  )))
478 478  |(% colspan="4" %)(% colspan="3" %)
479 479  (((
480 -Old params: param = attacked object, param2 = attack method, param3 = attacked component
481 -New params: param = attacked object, param2 = attack method, param3 = attack component detail list: [attacked component, attacking weapon]
482 -Note that this also means the component attribute to the events is no longer available, so scripts checking the attacked component need to use event.param3.{1} instead
464 +//Old params: param = attacked object, param2 = attack method, param3 = attacked component//
465 +//New params: param = attacked object, param2 = attack method, param3 = attack component detail list: [attacked component, attacking weapon]
466 +Note that this also means the component attribute to the events is no longer available, so scripts checking the attacked component need to use event.param3.{1} instead//
483 483  )))
484 484  |(% colspan="1" %)(% colspan="1" %)
485 485  (((
... ... @@ -493,7 +493,7 @@
493 493  )))
494 494  |(% colspan="4" %)(% colspan="3" %)
495 495  (((
496 -$trade.restriction.faction has been replaced with $trade.restriction.factions, which returns a list of factions.
480 +//$trade.restriction.faction has been replaced with $trade.restriction.factions, which returns a list of factions.//
497 497  )))
498 498  |(((
499 499  UI extensions
... ... @@ -504,7 +504,7 @@
504 504  )))
505 505  |(% colspan="4" %)(% colspan="3" %)
506 506  (((
507 -With the addition of the Trade Rule feature the given functions are obsolete and do not function anymore. This set of functions will return dummy values to avoid breaking scripts. Use GetAllTradeRules(), GetContainerTradeRuleID(), SetContainerTradeRule() and similar trade rule functions as replacement.
491 +//With the addition of the Trade Rule feature the given functions are obsolete and do not function anymore. This set of functions will return dummy values to avoid breaking scripts. Use GetAllTradeRules(), GetContainerTradeRuleID(), SetContainerTradeRule() and similar trade rule functions as replacement.//
508 508  )))
509 509  
510 510  ----
... ... @@ -524,7 +524,7 @@
524 524  )))
525 525  |(% colspan="7" %)(% colspan="3" %)
526 526  (((
527 -Removed <add_build/> action which was no longer needed and would result in builds being added in unsupported ways. Use other <add_build_xxx/> actions.
511 +//Removed <add_build/> action which was no longer needed and would result in builds being added in unsupported ways. Use other <add_build_xxx/> actions.//
528 528  )))
529 529  
530 530  ----
... ... @@ -544,7 +544,7 @@
544 544  )))
545 545  |(% colspan="4" %)(% colspan="3" %)
546 546  (((
547 -<get_suitable_job/> previously did not respect job quotas or the current number of job ships. It now does, only returning job IDs which are not exceeding the maxgalaxy quota. Using 'exceedquota' allows the action to behave as before.
531 +//<get_suitable_job/> previously did not respect job quotas or the current number of job ships. It now does, only returning job IDs which are not exceeding the maxgalaxy quota. Using 'exceedquota' allows the action to behave as before.//
548 548  )))
549 549  |(% colspan="1" %)(% colspan="1" %)
550 550  (((
... ... @@ -558,7 +558,7 @@
558 558  )))
559 559  |(% colspan="4" %)(% colspan="3" %)
560 560  (((
561 -<get_ware_definition/> previously filtered for equipment wares by default. This is now not the case and existing cases now use flags="equipment". Additional filter attributes for group and tags has also been added.
545 +//<get_ware_definition/> previously filtered for equipment wares by default. This is now not the case and existing cases now use flags="equipment". Additional filter attributes for group and tags has also been added.//
562 562  )))
563 563  |(% colspan="1" %)(% colspan="1" %)
564 564  (((
... ... @@ -572,9 +572,9 @@
572 572  )))
573 573  |(% colspan="4" %)(% colspan="3" %)
574 574  (((
575 -All MD, UI, and cutscene files have been renamed as lower-case. For most users this should have no effect since files packed in catalogs are essentially case-insensitive. However, this change can affect users on Linux systems when running a mod that contains single files instead of a catalog, and/or when playing with unpacked base game files. If your mod has XML patch files that are not packed in a catalog, the filenames must be lower-case to match the filenames in the base game. (For info on using mod catalogs, see the Readme of the X Catalog Tool.)
559 +//All MD, UI, and cutscene files have been renamed as lower-case. For most users this should have no effect since files packed in catalogs are essentially case-insensitive. However, this change can affect users on Linux systems when running a mod that contains single files instead of a catalog, and/or when playing with unpacked base game files//. If your mod has XML patch files that are not packed in a catalog, the filenames must be lower-case to match the filenames in the base game. (For info on using mod catalogs, see the Readme of the X Catalog Tool.)
576 576  
577 -Note that this change has no effect on the actual content of scripts or cutscenes. The MD script/cutscene names are stored in the files, regardless of the filenames, so that references to them remain unchanged (e.g., "md.Setup.Start" references a cue in setup.xml).
561 +//Note that this change has no effect on the actual content of scripts or cutscenes. The MD script/cutscene names are stored in the files, regardless of the filenames, so that references to them remain unchanged (e.g., "md.Setup.Start" references a cue in setup.xml).//
578 578  )))
579 579  |(% colspan="1" %)(% colspan="1" %)
580 580  (((
... ... @@ -588,7 +588,7 @@
588 588  )))
589 589  |(% colspan="4" %)(% colspan="3" %)
590 590  (((
591 -Some MD library cues in the base game that were previously used with <include_actions> have been adjusted, so they must now be used with the new MD action <run_actions> instead. Mods that use such a library with <include_actions> will have to switch to <run_actions> as well. A list of affected libraries is not provided here. Note: Additional library cues may be adjusted in future builds without further warning.
575 +//Some MD library cues in the base game that were previously used with <include_actions> have been adjusted, so they must now be used with the new MD action <run_actions> instead. Mods that use such a library with <include_actions> will have to switch to <run_actions> as well. A list of affected libraries is not provided here. Note: Additional library cues may be adjusted in future builds without further warning.//
592 592  )))
593 593  |(% colspan="1" %)(% colspan="1" %)
594 594  (((
... ... @@ -602,8 +602,8 @@
602 602  )))
603 603  |(% colspan="4" %)(% colspan="3" %)
604 604  (((
605 -Before the change, positions are relative to $dockingbay.parent.
606 -After the change, positions are relative to $dockingbay as specified in the documentation.
589 +//Before the change, positions are relative to $dockingbay.parent.
590 +After the change, positions are relative to $dockingbay as specified in the documentation.//
607 607  )))
608 608  |(% colspan="1" %)(% colspan="1" %)
609 609  (((
... ... @@ -617,7 +617,7 @@
617 617  )))
618 618  |(% colspan="4" %)(% colspan="3" %)
619 619  (((
620 -Entity skills are always visible; that flag was a leftover from XR. We removed support for the script property .skillsvisible, the attribute "skillsvisible" of <set_entity_traits> and <set_npc_template_traits>, and the parameter "skillsvisible" of Lua function GetComponentData().
604 +//Entity skills are always visible; that flag was a leftover from XR. We removed support for the script property .skillsvisible, the attribute "skillsvisible" of <set_entity_traits> and <set_npc_template_traits>, and the parameter "skillsvisible" of Lua function GetComponentData().//
621 621  )))
622 622  |(((
623 623  Scripts
... ... @@ -628,7 +628,7 @@
628 628  )))
629 629  |(% colspan="4" %)(% colspan="3" %)
630 630  (((
631 -Before 3.0 Beta 2 there was just a single <event_object_changed_owner> condition. This condition was triggered in multiple cases when an owner change occurred. However, the exact cases were inconsistent and also the event could have been triggered w/o an effective owner change having been applied.
615 +//Before 3.0 Beta 2 there was just a single <event_object//_changed_owner> condition. This condition was triggered in multiple cases when an owner change occurred. However, the exact cases were inconsistent and also the event could have been triggered w/o an effective owner change having been applied.
632 632  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.
633 633  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.
634 634  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).
... ... @@ -645,7 +645,7 @@
645 645  )))
646 646  |(% colspan="4" %)(% colspan="3" %)
647 647  (((
648 -MissionBoards was a dummy asset type which was only used during early development and never meant to be shipped in the released version. If any mod tried to make use of this asset type, undefined behaviour would occur. Therefore we cleaned things up in 3.0 Beta 1 including deprecating/removing any related UI/script function.
632 +//MissionBoards was a dummy asset type which was only used during early development and never meant to be shipped in the released version. If any mod tried to make use of this asset type, undefined behaviour would occur. Therefore we cleaned things up in 3.0 Beta 1 including deprecating/removing any related UI/script function.//
649 649  )))
650 650  |(((
651 651  Job/God
... ... @@ -656,7 +656,7 @@
656 656  )))
657 657  |(% colspan="4" %)(% colspan="3" %)
658 658  (((
659 -To better support extensions which add to the base game map, a job/god entry now defaults to only spawning objects in areas of the map that are added by the extension in which that entry is defined. You can override this behaviour by adding a matchextension="false" attribute to the job/god entry definition. This allows the entry to spawn objects anywhere that matches the entry's other criteria.
643 +//To better support extensions which add to the base game map, a job/god entry now defaults to only spawning objects in areas of the map that are added by the extension in which that entry is defined. You can override this behaviour by adding a matchextension="false" attribute to the job/god entry definition. This allows the entry to spawn objects anywhere that matches the entry's other criteria.//
660 660  )))
661 661  |(% colspan="1" %)(% colspan="1" %)
662 662  (((
... ... @@ -670,7 +670,7 @@
670 670  )))
671 671  |(% colspan="4" %)(% colspan="3" %)
672 672  (((
673 -Due to engine changes, script action <add_actor_to_room/> has had the attribute 'room' changed to 'object', which is more accurate. Most likely requires a 'position' if a slot is not provided.
657 +//Due to engine changes, script action <add_actor_to_room/> has had the attribute 'room' changed to 'object', which is more accurate. Most likely requires a 'position' if a slot is not provided.//
674 674  )))
675 675  |(% colspan="1" %)(% colspan="1" %)
676 676  (((
... ... @@ -684,7 +684,7 @@
684 684  )))
685 685  |(% colspan="4" %)(% colspan="3" %)
686 686  (((
687 -The 'group' attribute of <set_doors_locked/> can no longer be a list. It must be a single tag value. Previously, a list containing one tag was accepted, which was redundant.
671 +//The 'group' attribute of <set_doors_locked/> can no longer be a list. It must be a single tag value. Previously, a list containing one tag was accepted, which was redundant.//
688 688  )))
689 689  |(% colspan="1" %)(% colspan="1" %)
690 690  (((
... ... @@ -698,7 +698,7 @@
698 698  )))
699 699  |(% colspan="4" %)(% colspan="3" %)
700 700  (((
701 -These events were never triggered, with the exception of <event_hack_started/> on the player entity for instant control panel hacks. Use <event_player_hacked_object> instead.
685 +//These events were never triggered, with the exception of <event_hack_started/> on the player entity for instant control panel hacks. Use <event_player_hacked_object> instead.//
702 702  )))
703 703  |(% colspan="1" %)(% colspan="1" %)
704 704  (((
... ... @@ -712,7 +712,7 @@
712 712  )))
713 713  |(% colspan="4" %)(% colspan="3" %)
714 714  (((
715 -These actions had no effect and were removed.
699 +//These actions had no effect and were removed.//
716 716  )))
717 717  |(% colspan="1" %)(% colspan="1" %)
718 718  (((
... ... @@ -726,7 +726,7 @@
726 726  )))
727 727  |(% colspan="4" %)(% colspan="3" %)
728 728  (((
729 -The script action was a leftover from the XR era and was never supported in X4 and couldn't be used in a meaningful way. It was therefore decided to better drop it altogether as it's not expected having been used by any mods.
713 +//The script action was a leftover from the XR era and was never supported in X4 and couldn't be used in a meaningful way. It was therefore decided to better drop it altogether as it's not expected having been used by any mods.//
730 730  )))
731 731  |(% colspan="1" %)(% colspan="1" %)
732 732  (((
... ... @@ -740,7 +740,7 @@
740 740  )))
741 741  |(% colspan="4" %)(% colspan="3" %)
742 742  (((
743 -The default confidence of player options is another leftover from the XR era and had no effect in X4.
727 +//The default confidence of player options is another leftover from the XR era and had no effect in X4.//
744 744  )))
745 745  |(% colspan="1" %)(% colspan="1" %)
746 746  (((
... ... @@ -754,7 +754,7 @@
754 754  )))
755 755  |(% colspan="4" %)(% colspan="3" %)
756 756  (((
757 -Unused script action <hack_via_control_panel/> was removed.
741 +//Unused script action <hack_via_control_panel/> was removed.//
758 758  )))
759 759  |(% colspan="1" %)(% colspan="1" %)
760 760  (((
... ... @@ -768,7 +768,7 @@
768 768  )))
769 769  |(% colspan="4" %)(% colspan="3" %)
770 770  (((
771 -GetMiniGameCursorPosition() was a left over from the XR era and never supposed to be shipped with X4. The function practically always returned 0 and hence we don't expect the removal of this obsolete function causing any actual mod to break.
755 +//GetMiniGameCursorPosition() was a left over from the XR era and never supposed to be shipped with X4. The function practically always returned 0 and hence we don't expect the removal of this obsolete function causing any actual mod to break.//
772 772  )))
773 773  |(((
774 774  UI core
... ... @@ -779,7 +779,7 @@
779 779  )))
780 780  |(% colspan="4" %)(% colspan="3" %)
781 781  (((
782 -In 3.0 Beta 1 we added support to display icons for keyboard bindings, if an icon is available for the specified keys. This results in GetLocalizedInteractiveNotificationKey() potentially returning a different text now if such an icon is assigned to the mapped key/button.
766 +//In 3.0 Beta 1 we added support to display icons for keyboard bindings, if an icon is available for the specified keys. This results in GetLocalizedInteractiveNotificationKey() potentially returning a different text now if such an icon is assigned to the mapped key/button.//
783 783  )))
784 784  |(% colspan="1" %)(% colspan="1" %)
785 785  (((
... ... @@ -793,7 +793,7 @@
793 793  )))
794 794  |(% colspan="4" %)(% colspan="3" %)
795 795  (((
796 -In 3.0 Beta 1 we added support for a new weapon mod property "SurfaceElementFactor" to allow weapons to deal increased damage to surface elements such as Shield Generators, Turrets or Engines.
780 +//In 3.0 Beta 1 we added support for a new weapon mod property "SurfaceElementFactor" to allow weapons to deal increased damage to surface elements such as Shield Generators, Turrets or Engines.//
797 797  )))
798 798  |(% colspan="1" %)(% colspan="1" %)
799 799  (((
... ... @@ -807,8 +807,8 @@
807 807  )))
808 808  |(% colspan="4" %)(% colspan="3" %)
809 809  (((
810 -$ware.illegal used to return true if the specified ware has the 'illegal' tag which is no longer used.
811 -It now returns true if $ware is illegal to any faction in the game.
794 +//$ware.illegal used to return true if the specified ware has the 'illegal' tag which is no longer used.//
795 +//It now returns true if $ware is illegal to any faction in the game.//
812 812  )))
813 813  |(% colspan="1" %)(% colspan="1" %)
814 814  (((
... ... @@ -822,7 +822,7 @@
822 822  )))
823 823  |(% colspan="4" %)(% colspan="3" %)
824 824  (((
825 -The MD script RML_Flight_Along_Path was not referened and was removed.
809 +//The MD script RML_Flight_Along_Path was not referened and was removed.//
826 826  )))
827 827  |(% colspan="1" %)(% colspan="1" %)
828 828  (((
... ... @@ -836,8 +836,8 @@
836 836  )))
837 837  |(% colspan="4" %)(% colspan="3" %)
838 838  (((
839 -old params: param = venture details, param2 = ships involved, param3 = duration
840 -new params: param = venture detail list: [mission name, mission type], param2 = list of ships involved, param3 = duration
823 +//old params: param = venture details, param2 = ships involved, param3 = duration//
824 +//new params: param = venture detail list: [mission name, mission type], param2 = list of ships involved, param3 = duration//
841 841  )))
842 842  |(((
843 843  Scripts
... ... @@ -849,7 +849,7 @@
849 849  )))
850 850  |(% colspan="4" %)(% colspan="3" %)
851 851  (((
852 -The common action <set_object_wing_name/> has been replaced with <set_object_fleet_name/>
836 +//The common action <set_object_wing_name/> has been replaced with <set_object_fleet_name/>//
853 853  )))
854 854  |(((
855 855  Scripts
... ... @@ -878,9 +878,9 @@
878 878  )))
879 879  |(% colspan="10" %)(% colspan="3" %)
880 880  (((
881 -Actions and conditions which use the 'checkoperational' filter now behave differently. Instead of changing how 'class' and 'exactclass' behave, checkoperational == true adds an additional filter for the components being of state operational, equivalent to state="componentstate.operational". This is implicitly enabled in action elements (e.g. <find_.../>) or condition elements (e.g. <count_...>), meaning that find_ship will only find operational ships. Using such actions/conditions with checkoperational="false" will include non-operational components such as wrecked and constructions. Existing uses may find that results now exclude non-operational components.
865 +//Actions and conditions which use the 'checkoperational' filter now behave differently. Instead of changing how 'class' and 'exactclass' behave, checkoperational == true adds an additional filter for the components being of state operational, equivalent to state="componentstate.operational". This is implicitly enabled in action elements (e.g. <find_.../>) or condition elements (e.g. <count_...>), meaning that find_ship will only find operational ships. Using such actions/conditions with checkoperational="false" will include non-operational components such as wrecked and constructions. Existing uses may find that results now exclude non-operational components.//
882 882  
883 -Sub nodes such as match_child will have checkoperational default to false. Existing uses may find that results now include non-operational components.
867 +//Sub nodes such as match_child will have checkoperational default to false. Existing uses may find that results now include non-operational components.//
884 884  )))
885 885  |(((
886 886  Scripts
... ... @@ -891,7 +891,7 @@
891 891  )))| | |
892 892  |(% colspan="10" %)(% colspan="3" %)
893 893  (((
894 -The script keyword $container.supplyresources now includes reserved wares.
878 +//The script keyword $container.supplyresources now includes reserved wares.//
895 895  )))
896 896  
897 897  ----
... ... @@ -911,10 +911,10 @@
911 911  )))
912 912  |(% colspan="4" %)(% colspan="3" %)
913 913  (((
914 -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.
915 -In 2.20 Beta 4 we improved the situation slightly so that a call to GetControllerInfo() will return either "mouseCursor" or "mouseSteering" in any of the 3 mouse modes.
898 +//2.20 Beta 3 introduced the new direct mouse steering mode. The mode was however not integrated as a first level mode and hence GetControllerInfo() returned the "gamepad" mode while direct mouse steering was active.
899 +In 2.20 Beta 4 we improved the situation slightly so that a call to GetControllerInfo() will return either "mouseCursor" or "mouseSteering" in any of the 3 mouse modes.//
916 916  
917 -It's a pending change to ensure that the returned mode is more reasonable in an upcoming patch. So be aware that another breaking change might be introduced at some point.
901 +//It's a pending change to ensure that the returned mode is more reasonable in an upcoming patch. So be aware that another breaking change might be introduced at some point.//
918 918  )))
919 919  |(% colspan="1" %)(% colspan="1" %)
920 920  (((
... ... @@ -928,7 +928,7 @@
928 928  )))
929 929  |(% colspan="4" %)(% colspan="3" %)
930 930  (((
931 -The underlying behaviour remains the same in that it involves the buildprocessor, not the buildmodule. The attribute name has simply been corrected.
915 +//The underlying behaviour remains the same in that it involves the buildprocessor, not the buildmodule. The attribute name has simply been corrected.//
932 932  )))
933 933  
934 934  ----
... ... @@ -948,7 +948,7 @@
948 948  )))
949 949  |(% colspan="4" %)(% colspan="3" %)
950 950  (((
951 -The construction sequence which was finished should now be accessed via the buildtask provided via param3.
935 +//The construction sequence which was finished should now be accessed via the buildtask provided via param3.//
952 952  )))
953 953  |(% colspan="1" %)(% colspan="1" %)
954 954  (((
... ... @@ -962,7 +962,7 @@
962 962  )))
963 963  |(% colspan="4" %)(% colspan="3" %)
964 964  (((
965 -The 'recruitstrength', 'veteranstrength' and 'elitestrength' script parameters were no longer required for balancing the boarding gameplay, and were removed.
949 +//The 'recruitstrength', 'veteranstrength' and 'elitestrength' script parameters were no longer required for balancing the boarding gameplay, and were removed.//
966 966  )))
967 967  |(% colspan="1" %)(% colspan="1" %)
968 968  (((
... ... @@ -976,7 +976,7 @@
976 976  )))
977 977  |(% colspan="4" %)(% colspan="3" %)
978 978  (((
979 -Due to changes to boarding in X4, the boarding connections accessed by these script properties and actions became redundent and thus, removed. Any connections set by these actions in a savegame will not survive loading.
963 +//Due to changes to boarding in X4, the boarding connections accessed by these script properties and actions became redundent and thus, removed. Any connections set by these actions in a savegame will not survive loading.//
980 980  )))
981 981  |(((
982 982  UI extensions
... ... @@ -987,7 +987,7 @@
987 987  )))
988 988  |(% colspan="4" %)(% colspan="3" %)
989 989  (((
990 -Before 2.0 Beta 1 using GetUpgradeSlotCurrentComponent() or GetUpgradeSlotGroup() only performed on operational objects (i.e. not wrecked objects or objects under construction). Since this is inconsistent with the rest of the UI functions, this was considered a bug and fixed in 2.0 Beta 1. If you require the old behavior, use the FFI function: IsComponentOperational() to check the passed object's state before making the call.
974 +//Before 2.0 Beta 1 using GetUpgradeSlotCurrentComponent() or GetUpgradeSlotGroup() only performed on operational objects (i.e. not wrecked objects or objects under construction). Since this is inconsistent with the rest of the UI functions, this was considered a bug and fixed in 2.0 Beta 1. If you require the old behavior, use the FFI function: IsComponentOperational() to check the passed object's state before making the call.//
991 991  )))
992 992  |(((
993 993  UI extensions
... ... @@ -998,8 +998,8 @@
998 998  )))
999 999  |(% colspan="4" %)(% colspan="3" %)
1000 1000  (((
1001 -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.
1002 -Therefore, in 2.0 Beta 1 we drop the error indication in case of an attempt to set the formation fails. We are currently working on a better solution to the underlying problem and hope to have it ready as part of a following beta.
985 +//Before 2.0 Beta 1 a call to SetFormationShape() indicated an error state to the caller in certain cases where setting a formation shape (potentially) failed. Due to a design flaw in the handling of formations, this however doesn't do any good, since the function by itself doesn't really set the formation shape in all cases. On top of that the call can fail at random. Hence, at the moment an indication of an error case that setting a formation potentially fails is no good to the caller and he has no means to distinguish that case from a real error case.//
986 +//Therefore, in 2.0 Beta 1 we drop the error indication in case of an attempt to set the formation fails. We are currently working on a better solution to the underlying problem and hope to have it ready as part of a following beta.//
1003 1003  )))
1004 1004  |(((
1005 1005  Scripts
... ... @@ -1010,7 +1010,7 @@
1010 1010  )))
1011 1011  |(% colspan="4" %)(% colspan="3" %)
1012 1012  (((
1013 -This now enforces a leader and at least one follower in order to create or change a formation.  Former implementation made it possible to create formations without any followers which led to issues.
997 +//This now enforces a leader and at least one follower in order to create or change a formation.  Former implementation made it possible to create formations without any followers which led to issues.//
1014 1014  )))
1015 1015  |(((
1016 1016  Scripts
... ... @@ -1021,7 +1021,7 @@
1021 1021  )))
1022 1022  |(% colspan="4" %)(% colspan="3" %)
1023 1023  (((
1024 -For prior behavior, check for event.param being non-null.
1008 +//For prior behavior, check for event.param being non-null.//
1025 1025  )))
1026 1026  |(((
1027 1027  AI Scripts
... ... @@ -1032,11 +1032,11 @@
1032 1032  )))
1033 1033  |(% colspan="4" %)(% colspan="3" %)
1034 1034  (((
1035 -Changed: Attribute "primary" is now optional and defines whether weapons from the ship's active primary weapon group will be fired. Defaults to true.
1036 -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.
1037 -New attribute: "missiles" is an optional attribute that defines whether only missile launchers will be used. If false, only guns will be fired. Defaults to false.
1019 +//Changed: Attribute "primary" is now optional and defines whether weapons from the ship's active primary weapon group will be fired. Defaults to true.//
1020 +//New attribute: "secondary" is an optional attribute that defines whether weapons from the ship's active secondary weapon group will be fired. Defaults to true.//
1021 +//New attribute: "missiles" is an optional attribute that defines whether only missile launchers will be used. If false, only guns will be fired. Defaults to false.//
1038 1038  
1039 -Corrects now-obsolete assumption that primary weapon groups only contain guns and secondary weapon groups only contain missile launchers.
1023 +//Corrects now-obsolete assumption that primary weapon groups only contain guns and secondary weapon groups only contain missile launchers.//
1040 1040  )))
1041 1041  |(((
1042 1042  UI extensions
... ... @@ -1047,7 +1047,7 @@
1047 1047  )))
1048 1048  |(% colspan="4" %)(% colspan="3" %)
1049 1049  (((
1050 -Added possibility to query build tasks of a certain buildmodule.
1034 +//Added possibility to query build tasks of a certain buildmodule.//
1051 1051  )))
1052 1052  |(((
1053 1053  UI extensions
... ... @@ -1058,7 +1058,7 @@
1058 1058  )))
1059 1059  |(% colspan="4" %)(% colspan="3" %)
1060 1060  (((
1061 -Added list of resources a buildmodule needs to build.
1045 +//Added list of resources a buildmodule needs to build.//
1062 1062  )))
1063 1063  |(((
1064 1064  UI extensions
... ... @@ -1069,7 +1069,7 @@
1069 1069  )))
1070 1070  |(% colspan="4" %)(% colspan="3" %)
1071 1071  (((
1072 -Unused, derelict function from XR - use GetComponentData(..., "hullpercent") instead.
1056 +//Unused, derelict function from XR - use GetComponentData(..., "hullpercent") instead.//
1073 1073  )))
1074 1074  |(((
1075 1075  UI extensions
... ... @@ -1080,7 +1080,7 @@
1080 1080  )))
1081 1081  |(% colspan="4" %)(% colspan="3" %)
1082 1082  (((
1083 -Changed return value type to const char* to better identify failure reasons in Lua script.
1067 +//Changed return value type to const char* to better identify failure reasons in Lua script.//
1084 1084  )))
1085 1085  
1086 1086  ----
... ... @@ -1097,7 +1097,7 @@
1097 1097  )))
1098 1098  |(% colspan="4" %)(% colspan="3" %)
1099 1099  (((
1100 -The "docksizes" property no longer includes internal ship storage docks.
1084 +//The "docksizes" property no longer includes internal ship storage docks.//
1101 1101  )))
1102 1102  |(((
1103 1103  All
... ... @@ -1108,11 +1108,11 @@
1108 1108  )))
1109 1109  |(% colspan="4" %)(% colspan="3" %)
1110 1110  (((
1111 -Shipyards (formerly also known as Capital Shipyards) can build capital ships, while Wharfs only build non-capital ships. To check whether a station is a Shipyard or a Wharf, check whether the station "can build ships".
1095 +//Shipyards (formerly also known as Capital Shipyards) can build capital ships, while Wharfs only build non-capital ships. To check whether a station is a Shipyard or a Wharf, check whether the station "can build ships".//
1112 1112  
1113 -Lua: Adjusted GetComponentData() and HasShipyard(), added HasWharf()
1114 -Lua / GetComponentData() properties: Removed "iscapitalshipyard", fixed "isshipyard", added "canbuildships", "iswharf", "isequipmentdock"
1115 -Scripts: Fixed property .isshipyard, added .iswharf (.canbuildships existed already)
1097 +//Lua: Adjusted GetComponentData() and HasShipyard(), added HasWharf()//
1098 +//Lua / GetComponentData() properties: Removed "iscapitalshipyard", fixed "isshipyard", added "canbuildships", "iswharf", "isequipmentdock"//
1099 +//Scripts: Fixed property .isshipyard, added .iswharf (.canbuildships existed already)//
1116 1116  )))
1117 1117  |(((
1118 1118  UI extensions
... ... @@ -1123,7 +1123,7 @@
1123 1123  )))
1124 1124  |(% colspan="4" %)(% colspan="3" %)
1125 1125  (((
1126 -Added new "operational" field to retrieve information about number of operational upgrades in a group.
1110 +//Added new "operational" field to retrieve information about number of operational upgrades in a group.//
1127 1127  )))
1128 1128  |(% colspan="1" %)(% colspan="1" %)
1129 1129  (((
... ... @@ -1137,9 +1137,9 @@
1137 1137  )))
1138 1138  |(% colspan="4" %)(% colspan="3" %)
1139 1139  (((
1140 -In X Rebirth "info points" existed (which were mainly used as interaction points to scan stations/access information about modules). These were removed in X4 but this left-over property here was missed to be removed in-time for release. It was therefore removed now in order to move towards a stable/clean UI API.
1124 +//In X Rebirth "info points" existed (which were mainly used as interaction points to scan stations/access information about modules). These were removed in X4 but this left-over property here was missed to be removed in-time for release. It was therefore removed now in order to move towards a stable/clean UI API.//
1141 1141  
1142 -The new function declaration is: void SetGuidance(UniverseID componentid, UIPosRot offset)
1126 +//The new function declaration is: void SetGuidance(UniverseID componentid, UIPosRot offset)//
1143 1143  )))
1144 1144  |(((
1145 1145  UI extensions
... ... @@ -1150,7 +1150,7 @@
1150 1150  )))
1151 1151  |(% colspan="4" %)(% colspan="3" %)
1152 1152  (((
1153 -CancelConstruction() now returns if the cancellation was successful.
1137 +//CancelConstruction() now returns if the cancellation was successful. //
1154 1154  )))
1155 1155  
1156 1156  ----
... ... @@ -1167,7 +1167,7 @@
1167 1167  )))
1168 1168  |(% colspan="4" %)(% colspan="3" %)
1169 1169  (((
1170 -Instead of "nextdestname", use the properties "destination" or "destinationsector" to retrieve a destination component, then retrieve its "name" property.
1154 +//Instead of "nextdestname", use the properties "destination" or "destinationsector" to retrieve a destination component, then retrieve its "name" property.//
1171 1171  )))
1172 1172  
1173 1173  ----