Changes for page Breaking Changes
Last modified by Michael Baumgardt on 2026/04/17 12:03
From version 134.1
edited by Lc4Hunter
on 2025/07/09 08:55
on 2025/07/09 08:55
Change comment:
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To version 117.2
edited by Klaus Meyer
on 2024/05/22 12:31
on 2024/05/22 12:31
Change comment:
There is no comment for this version
Summary
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Page properties (2 modified, 0 added, 0 removed)
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Objects (0 modified, 1 added, 0 removed)
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... ... @@ -1,1 +1,1 @@ 1 -XWiki. Lc4Hunter1 +xwiki:XWiki.Klaus - Content
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... ... @@ -20,51 +20,17 @@ 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** and **terran** tags for equipment (weapons, engines, ...) changed to **advanced** 35 -|(% colspan="6" style="width:117px" %)Ships and equipment with **boron **and **terran** (Frontier terran, not CoH terran) 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") which has been introduced for a compatibility between boron and Frontier-terran ships/equipment. 36 - 37 -=== Version 7.50 === 38 - 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 -))) 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 -|(% colspan="7" style="width:117px" %)((( 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. 47 -))) 48 - 49 49 === Version 7.00 === 50 50 51 51 52 -(% class="table-striped" %) 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. 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 -|(% colspan="4" style="width:117px" %)highway_fx_electric_02 is still available in "legacy" folder if needed 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 -|(% 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. 60 -))) 26 +(% class="wrapped" %) 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.** 29 +//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 -|(% 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 32 +|(% colspan="4" style="background-color:grey; width:117px" %)((( 33 +(% 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 ((( ... ... @@ -74,9 +74,9 @@ 74 74 )))|(% colspan="2" style="width:1625px" %)((( 75 75 MD action **<set_presentation_cluster_persistence/>** now requires the cluster to be a presentation cluster. 76 76 ))) 77 -|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 43 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" title="Background colour :" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" title="Background colour :" %) 78 78 ((( 79 - Previously it was possible to set normal clusters to be persistent presentation clusters which was an invalid state. 45 +// 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 ((( ... ... @@ -86,9 +86,9 @@ 86 86 )))|(% colspan="2" style="width:1625px" %)((( 87 87 **FFI**: RemoveBuildPlot() changed 88 88 ))) 89 -|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 55 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" title="Background colour :" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" 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. 57 +// 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 ((( ... ... @@ -98,14 +98,16 @@ 98 98 )))|(% colspan="2" style="width:1625px" %)((( 99 99 **Some Split DLC materials moved to base game** 100 100 ))) 101 -|(% colspan="7" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 67 +|(% class="highlight-grey" colspan="7" data-highlight-colour="grey" title="Background colour :" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" title="Background colour :" %) 102 102 ((( 103 103 // //"spl_p1_fx" AND "split_p1_hulltexture_01" were moved from Split DLC to base game 104 104 ))) 105 105 72 +---- 73 + 106 106 === Version 6.00 === 107 107 108 -(% class=" table-striped" %)76 +(% class="wrapped" %) 109 109 |((( 110 110 Libraries 111 111 )))|((( ... ... @@ -113,11 +113,11 @@ 113 113 )))|(% colspan="2" %)((( 114 114 Updated weights for ship groups in shipgroups.xml libraries of base game and all DLCs. 115 115 ))) 116 -|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 84 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" title="Background colour :" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" 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. 86 +//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. 88 +//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 ((( ... ... @@ -129,11 +129,11 @@ 129 129 ((( 130 130 Changed conditions for **<event_player_travelmode_started> <event_player_travelmode_stopped> <event_player_travelmode_charge_started> <event_player_travelmode_charge_aborted>** to be raised. 131 131 ))) 132 -|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 100 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" title="Background colour :" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" 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. 102 +//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. 104 +//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 ((( ... ... @@ -145,13 +145,13 @@ 145 145 ((( 146 146 Changed result of **<find_object_surface>** action in the case of a failure 147 147 ))) 148 -|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 116 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" title="Background colour :" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" 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. 118 +//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. 120 +//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. 122 +//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 ((( ... ... @@ -163,10 +163,10 @@ 163 163 ((( 164 164 Behaviour change for **<match_dock>** script component filter 165 165 ))) 166 -|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 134 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" title="Background colour :" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" 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. 136 +//<match_dock> nodes can now be used on container and walkablemodule classes without wrapping them in <match_content> nodes. 137 +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 ((( ... ... @@ -178,9 +178,9 @@ 178 178 ((( 179 179 Changed result attribute location for **<get_attackstrength>** 180 180 ))) 181 -|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 149 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" title="Background colour :" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" title="Background colour :" %) 182 182 ((( 183 -The 'result' attribute of get_attackstrength has been moved into the new <result> subnode and renamed to 'total'. 151 +//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 ... ... @@ -189,10 +189,10 @@ 189 189 )))|(% colspan="2" %)((( 190 190 Surface element **connections** are incompatible by default unless tagged as "**standard**", and also "**combat**" for non-missile, non-mining weapons 191 191 ))) 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%" %) 160 +|(% class="highlight-grey" colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% class="highlight-grey" colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %) 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. 162 +//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. 163 +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 ((( ... ... @@ -204,9 +204,9 @@ 204 204 ((( 205 205 Changed behaviour of attribute **sortbygatedistanceto** when finding objects, discarding unreachable objects 206 206 ))) 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%" %) 175 +|(% class="highlight-grey" colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% class="highlight-grey" colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %) 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. 177 +//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 ... ... @@ -215,9 +215,9 @@ 215 215 )))|(% colspan="2" %)((( 216 216 **<event_player_owned_killed_object>** and **<event_player_owned_destroyed>** are now triggered before the corresponding **<event_object_destroyed>**, instead of afterwards. 217 217 ))) 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%" %) 186 +|(% class="highlight-grey" colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% class="highlight-grey" colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %) 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. 188 +//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 ... ... @@ -226,9 +226,9 @@ 226 226 )))|(% colspan="2" %)((( 227 227 Changed behaviour of **<angles>** in cutscenes 228 228 ))) 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%" %) 197 +|(% class="highlight-grey" colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% class="highlight-grey" colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %) 230 230 ((( 231 -The yaw and pitch nodes in <angles> are now correctly interpreted as values in degrees. 199 +//The yaw and pitch nodes in <angles> are now correctly interpreted as values in degrees.// 232 232 ))) 233 233 234 234 ---- ... ... @@ -235,7 +235,7 @@ 235 235 236 236 === Version 5.00 === 237 237 238 -(% class=" table-striped" %)206 +(% class="wrapped" %) 239 239 |((( 240 240 Parameters 241 241 )))|((( ... ... @@ -243,9 +243,9 @@ 243 243 )))|(% colspan="2" %)((( 244 244 **<controlpanel><entry>: minduration** removed, **maxduration** renamed to duration 245 245 ))) 246 -|(% colspan="7" %)(% colspan="3" %) 214 +|(% class="highlight-grey" colspan="7" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 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. 216 +//'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 ---- ... ... @@ -252,7 +252,7 @@ 252 252 253 253 === Version 4.10 === 254 254 255 -(% class=" table-striped" %)223 +(% class="wrapped" %) 256 256 |(% colspan="1" %)(% colspan="1" %) 257 257 ((( 258 258 UI extensions ... ... @@ -263,9 +263,9 @@ 263 263 ((( 264 264 **FFI**: SetMapRenderCargoContents(), SetMapRenderWorkForceInfo(), SetMapRenderCrewInfo() and SetMapRenderDockedShipInfos() deprecated 265 265 ))) 266 -|(% colspan="4" %)(% colspan="3" %) 234 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 267 267 ((( 268 -The functionality represented by SetMapRenderCargoContents(), SetMapRenderWorkForceInfo(), SetMapRenderCrewInfo() and SetMapRenderDockedShipInfos() has been removed and the function was therefore stubbed. 236 +//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 ((( ... ... @@ -277,9 +277,9 @@ 277 277 ((( 278 278 **FFI**: CustomGameStartPlayerProperty2 changed 279 279 ))) 280 -|(% colspan="4" %)(% colspan="3" %) 248 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 281 281 ((( 282 -This struct was added in 4.10 Beta 2 and an additional member count was added in Beta 6. 250 +//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 ((( ... ... @@ -291,9 +291,9 @@ 291 291 ((( 292 292 Renamed **<stationinfobox>** to **<infobox>** 293 293 ))) 294 -|(% colspan="4" %)(% colspan="3" %) 262 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 295 295 ((( 296 -Info box parameters are now shared across stations and ships. The node has a more generic name to reflect that. 264 +//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 ((( ... ... @@ -305,9 +305,9 @@ 305 305 ((( 306 306 **FFI**: SetMacroMapPlayerSectorOffset() deprecated 307 307 ))) 308 -|(% colspan="4" %)(% colspan="3" %) 276 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 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. 278 +//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 ... ... @@ -316,9 +316,9 @@ 316 316 )))|(% colspan="2" %)((( 317 317 **FFI**: FilterComponentForMapMode() and SetMapObjectFilter() changed 318 318 ))) 319 -|(% colspan="4" %)(% colspan="3" %) 287 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 320 320 ((( 321 -These functions were added in 4.10 Beta 1 and an additional boolean parameter allowentitydeliverymissionobject was added in Beta 2. 289 +//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 ... ... @@ -327,9 +327,9 @@ 327 327 )))|(% colspan="2" %)((( 328 328 People related attributes of mission** <delivery> **node moved 329 329 ))) 330 -|(% colspan="4" %)(% colspan="3" %) 298 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 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. 300 +//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 ((( ... ... @@ -341,9 +341,9 @@ 341 341 ((( 342 342 **$destructible.productions** replaced with $defensible.productions 343 343 ))) 344 -|(% colspan="4" %)(% colspan="3" %) 312 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 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. 314 +//The $destructible.productions script property was removed and reimplemented as $defensible.productions meaning some old uses may no longer work unless the destructible is also a defensible. The old implementation functioned by finding the containing object of the destructible (including itself) to query for the production modules.// 347 347 ))) 348 348 |((( 349 349 Scripts ... ... @@ -352,9 +352,9 @@ 352 352 )))|(% colspan="2" %)((( 353 353 Removed script property **$object.spawnsourceseed** 354 354 ))) 355 -|(% colspan="4" %)(% colspan="3" %) 323 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 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. 325 +//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 ---- ... ... @@ -361,7 +361,7 @@ 361 361 362 362 === Version 4.00 === 363 363 364 -(% class=" table-striped" %)332 +(% class="wrapped" %) 365 365 |(% colspan="1" %)(% colspan="1" %) 366 366 ((( 367 367 UI core ... ... @@ -372,10 +372,10 @@ 372 372 ((( 373 373 Controlled ship can change without a **gameplanchange-event** occurring. 374 374 ))) 375 -|(% colspan="4" %)(% colspan="3" %) 343 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 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. 345 +//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). 346 +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 ... ... @@ -384,11 +384,11 @@ 384 384 )))|(% colspan="2" %)((( 385 385 Parameters of **<event_terraforming_project_succeeded>** and **<event_terraforming_project_failed>** changed 386 386 ))) 387 -|(% colspan="4" %)(% colspan="3" %) 355 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 388 388 ((( 389 -Old params: param = project ID, param2 = were there positive side-effects?, param3 = were there negative side-effects? 357 +//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 359 +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 ((( ... ... @@ -400,12 +400,12 @@ 400 400 ((( 401 401 **FFI:** GetFactionRelationStatus() handling for faction relation range [-20,-10] changed 402 402 ))) 403 -|(% colspan="4" %)(% colspan="3" %) 371 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 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). 373 +//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. 374 +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. 376 +//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 ((( ... ... @@ -417,11 +417,11 @@ 417 417 ((( 418 418 **FFI:** GetRelationStatus()/GetRelationStatus2() handling for objects in relation range [-25,-10] changed 419 419 ))) 420 -|(% colspan="4" %)(% colspan="3" %) 388 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 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. 390 +//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).392 +//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 ... ... @@ -430,9 +430,9 @@ 430 430 )))|(% colspan="2" %)((( 431 431 **requiresconstructionvessel** parameter moved 432 432 ))) 433 -|(% colspan="4" %)(% colspan="3" %) 401 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 434 434 ((( 435 -The 'requiresconstructionvessel' attribute has been moved from the 'recycling' node itself, to the new 'station' subnode. 403 +//The 'requiresconstructionvessel' attribute has been moved from the 'recycling' node itself, to the new 'station' subnode.// 436 436 ))) 437 437 |((( 438 438 Scripts ... ... @@ -441,9 +441,9 @@ 441 441 )))|(% colspan="2" %)((( 442 442 Changed behaviour of **gatedistance** script property 443 443 ))) 444 -|(% colspan="4" %)(% colspan="3" %) 412 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 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. 414 +//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 ---- ... ... @@ -450,7 +450,7 @@ 450 450 451 451 === Version 3.30 === 452 452 453 -(% class=" table-striped" %)421 +(% class="wrapped" %) 454 454 |((( 455 455 UI extensions 456 456 )))|((( ... ... @@ -458,9 +458,9 @@ 458 458 )))|(% colspan="2" %)((( 459 459 **FFI: **Removed** GetMissionLimit() **and** IsMissionLimitEnabled()** 460 460 ))) 461 -|(% colspan="7" %)(% colspan="3" %) 429 +|(% class="highlight-grey" colspan="7" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 462 462 ((( 463 -These mission limit-related functions (added in 3.30 Beta 1 and 2) are replaced with FFI IsMissionLimitReached() 431 +//These mission limit-related functions (added in 3.30 Beta 1 and 2) are replaced with FFI IsMissionLimitReached()// 464 464 ))) 465 465 466 466 ---- ... ... @@ -467,7 +467,7 @@ 467 467 468 468 === Version 3.20 === 469 469 470 -(% class=" table-striped" %)438 +(% class="wrapped" %) 471 471 |((( 472 472 Scripts 473 473 )))|((( ... ... @@ -475,11 +475,11 @@ 475 475 )))|(% colspan="2" %)((( 476 476 Parameters of **<event_player_attacked_object/>** and **<event_object_attacked_object/>** changed 477 477 ))) 478 -|(% colspan="4" %)(% colspan="3" %) 446 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 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 448 +//Old params: param = attacked object, param2 = attack method, param3 = attacked component// 449 +//New params: param = attacked object, param2 = attack method, param3 = attack component detail list: [attacked component, attacking weapon] 450 +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 ((( ... ... @@ -491,9 +491,9 @@ 491 491 ((( 492 492 Removed script property $trade.**restriction.faction** 493 493 ))) 494 -|(% colspan="4" %)(% colspan="3" %) 462 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 495 495 ((( 496 -$trade.restriction.faction has been replaced with $trade.restriction.factions, which returns a list of factions. 464 +//$trade.restriction.faction has been replaced with $trade.restriction.factions, which returns a list of factions.// 497 497 ))) 498 498 |((( 499 499 UI extensions ... ... @@ -502,9 +502,9 @@ 502 502 )))|(% colspan="2" %)((( 503 503 **Lua**: **GetTradeRestrictions()**, **ToggleFactionTradeRestriction()** and **ToggleFactionTradeWareOverride()** are now obsolete! 504 504 ))) 505 -|(% colspan="4" %)(% colspan="3" %) 473 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 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. 475 +//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 ---- ... ... @@ -511,7 +511,7 @@ 511 511 512 512 === Version 3.10 === 513 513 514 -(% class=" table-striped" %)482 +(% class="wrapped" %) 515 515 |(% colspan="1" %)(% colspan="1" %) 516 516 ((( 517 517 Scripts ... ... @@ -522,9 +522,9 @@ 522 522 ((( 523 523 Removed script action **<add_build/>** 524 524 ))) 525 -|(% colspan="7" %)(% colspan="3" %) 493 +|(% class="highlight-grey" colspan="7" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 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. 495 +//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 ---- ... ... @@ -531,7 +531,7 @@ 531 531 532 532 === Version 3.00 === 533 533 534 -(% class=" table-striped" %)502 +(% class="wrapped" %) 535 535 |(% colspan="1" %)(% colspan="1" %) 536 536 ((( 537 537 Scripts ... ... @@ -542,9 +542,9 @@ 542 542 ((( 543 543 Changed behaviour of script action **<get_suitable_job/>** 544 544 ))) 545 -|(% colspan="4" %)(% colspan="3" %) 513 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 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. 515 +//<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 ((( ... ... @@ -556,9 +556,9 @@ 556 556 ((( 557 557 Changed behaviour of script action **<get_ware_definition/>** 558 558 ))) 559 -|(% colspan="4" %)(% colspan="3" %) 527 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 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. 529 +//<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 ((( ... ... @@ -570,11 +570,11 @@ 570 570 ((( 571 571 Renamed all files in the **md**, ui, and **cutscenes** folders to lower-case 572 572 ))) 573 -|(% colspan="4" %)(% colspan="3" %) 541 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 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.) 543 +//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). 545 +//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 ((( ... ... @@ -586,9 +586,9 @@ 586 586 ((( 587 587 Adjustments of some MD library cues in the base game to change their usage from **<include_actions>** to <run_actions> 588 588 ))) 589 -|(% colspan="4" %)(% colspan="3" %) 557 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 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. 559 +//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 ((( ... ... @@ -600,10 +600,10 @@ 600 600 ((( 601 601 Changes to $dockingbay.**todockpos** and $dockingbay.**launchpos** 602 602 ))) 603 -|(% colspan="4" %)(% colspan="3" %) 571 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 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. 573 +//Before the change, positions are relative to $dockingbay.parent. 574 +After the change, positions are relative to $dockingbay as specified in the documentation.// 607 607 ))) 608 608 |(% colspan="1" %)(% colspan="1" %) 609 609 ((( ... ... @@ -615,9 +615,9 @@ 615 615 ((( 616 616 Support for entity flag "**skillsvisible**" dropped 617 617 ))) 618 -|(% colspan="4" %)(% colspan="3" %) 586 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 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(). 588 +//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 ... ... @@ -626,9 +626,9 @@ 626 626 )))|(% colspan="2" %)((( 627 627 Changes to **<event_object_changed_owner>** and added **<event_object_changed_true_owner>**. 628 628 ))) 629 -|(% colspan="4" %)(% colspan="3" %) 597 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 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. 599 +//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). ... ... @@ -643,9 +643,9 @@ 643 643 ((( 644 644 **MissionBoard** support dropped 645 645 ))) 646 -|(% colspan="4" %)(% colspan="3" %) 614 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 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. 616 +//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 ... ... @@ -654,9 +654,9 @@ 654 654 )))|(% colspan="2" %)((( 655 655 By default, **job/god entries** now only spawn objects in space added by the extension in which they are defined 656 656 ))) 657 -|(% colspan="4" %)(% colspan="3" %) 625 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 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. 627 +//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 ((( ... ... @@ -668,9 +668,9 @@ 668 668 ((( 669 669 Script action **<add_actor_to_room/> **attribute **'room'** renamed to **'object'** 670 670 ))) 671 -|(% colspan="4" %)(% colspan="3" %) 639 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 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. 641 +//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 ((( ... ... @@ -682,9 +682,9 @@ 682 682 ((( 683 683 Script action **<set_doors_locked/>** attribute **'group'** changed 684 684 ))) 685 -|(% colspan="4" %)(% colspan="3" %) 653 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 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. 655 +//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 ((( ... ... @@ -696,9 +696,9 @@ 696 696 ((( 697 697 Script conditions **<event_hack_*/>** and **<event_controlpanel_hack_*/>** removed 698 698 ))) 699 -|(% colspan="4" %)(% colspan="3" %) 667 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 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. 669 +//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 ((( ... ... @@ -710,9 +710,9 @@ 710 710 ((( 711 711 Script actions **<set_hack_target/>** and **<abort_hack/>** removed 712 712 ))) 713 -|(% colspan="4" %)(% colspan="3" %) 681 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 714 714 ((( 715 -These actions had no effect and were removed. 683 +//These actions had no effect and were removed.// 716 716 ))) 717 717 |(% colspan="1" %)(% colspan="1" %) 718 718 ((( ... ... @@ -724,9 +724,9 @@ 724 724 ((( 725 725 **<setup_conversation_minigame/>** script action removed 726 726 ))) 727 -|(% colspan="4" %)(% colspan="3" %) 695 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 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. 697 +//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 ((( ... ... @@ -738,9 +738,9 @@ 738 738 ((( 739 739 <add_player_choice_*> **confidence** attribute removed 740 740 ))) 741 -|(% colspan="4" %)(% colspan="3" %) 709 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 742 742 ((( 743 -The default confidence of player options is another leftover from the XR era and had no effect in X4. 711 +//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 ((( ... ... @@ -752,9 +752,9 @@ 752 752 ((( 753 753 **<hack_via_control_panel/>** script action removed 754 754 ))) 755 -|(% colspan="4" %)(% colspan="3" %) 723 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 756 756 ((( 757 -Unused script action <hack_via_control_panel/> was removed. 725 +//Unused script action <hack_via_control_panel/> was removed.// 758 758 ))) 759 759 |(% colspan="1" %)(% colspan="1" %) 760 760 ((( ... ... @@ -766,9 +766,9 @@ 766 766 ((( 767 767 **Lua: **GetMiniGameCursorPosition() removed 768 768 ))) 769 -|(% colspan="4" %)(% colspan="3" %) 737 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 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. 739 +//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 ... ... @@ -777,9 +777,9 @@ 777 777 )))|(% colspan="2" %)((( 778 778 **FFI: **GetLocalizedInteractiveNotificationKey can return icon placeholders 779 779 ))) 780 -|(% colspan="4" %)(% colspan="3" %) 748 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 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. 750 +//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 ((( ... ... @@ -791,9 +791,9 @@ 791 791 ((( 792 792 **FFI: **UIWeaponMod returned by GetInstalledWeaponMod() now includes property SurfaceElementFactor 793 793 ))) 794 -|(% colspan="4" %)(% colspan="3" %) 762 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 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. 764 +//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 ((( ... ... @@ -805,10 +805,10 @@ 805 805 ((( 806 806 **$ware.illegal** updated 807 807 ))) 808 -|(% colspan="4" %)(% colspan="3" %) 776 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 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 $ware is illegal to any faction in the game. 778 +//$ware.illegal used to return true if the specified ware has the 'illegal' tag which is no longer used.// 779 +//It now returns true if $ware is illegal to any faction in the game.// 812 812 ))) 813 813 |(% colspan="1" %)(% colspan="1" %) 814 814 ((( ... ... @@ -820,9 +820,9 @@ 820 820 ((( 821 821 MD script **RML_Flight_Along_Path** removed 822 822 ))) 823 -|(% colspan="4" %)(% colspan="3" %) 791 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 824 824 ((( 825 -The MD script RML_Flight_Along_Path was not referened and was removed. 793 +//The MD script RML_Flight_Along_Path was not referened and was removed.// 826 826 ))) 827 827 |(% colspan="1" %)(% colspan="1" %) 828 828 ((( ... ... @@ -834,10 +834,10 @@ 834 834 ((( 835 835 parameters of **<event_venture_mission_completed/>** changed 836 836 ))) 837 -|(% colspan="4" %)(% colspan="3" %) 805 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 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 807 +//old params: param = venture details, param2 = ships involved, param3 = duration// 808 +//new params: param = venture detail list: [mission name, mission type], param2 = list of ships involved, param3 = duration// 841 841 ))) 842 842 |((( 843 843 Scripts ... ... @@ -847,9 +847,9 @@ 847 847 **<set_object_wing_name/>** removed, 848 848 **<set_object_fleet_name/>** added 849 849 ))) 850 -|(% colspan="4" %)(% colspan="3" %) 818 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 851 851 ((( 852 -The common action <set_object_wing_name/> has been replaced with <set_object_fleet_name/> 820 +//The common action <set_object_wing_name/> has been replaced with <set_object_fleet_name/>// 853 853 ))) 854 854 |((( 855 855 Scripts ... ... @@ -859,7 +859,7 @@ 859 859 **$controllable.wing.*** removed, 860 860 **$controllable.fleet.*** added 861 861 ))) 862 -|(% colspan="4" %)(% colspan="3" %) 830 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 863 863 ((( 864 864 $controllable.wing.name, $controllable.wing.iscommander, and $controllable.wing.commander have been replaced with $controllable.fleet.name, $controllable.fleet.iscommander, and $controllable.fleet.commander 865 865 ))) ... ... @@ -868,7 +868,7 @@ 868 868 869 869 === Version 2.60 === 870 870 871 -(% class=" table-striped" %)839 +(% class="wrapped" %) 872 872 |((( 873 873 Scripts 874 874 )))|((( ... ... @@ -876,11 +876,11 @@ 876 876 )))|(% colspan="2" %)((( 877 877 '**checkoperational**' filter behaviour changed 878 878 ))) 879 -|(% colspan="10" %)(% colspan="3" %) 847 +|(% class="highlight-grey" colspan="10" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 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. 849 +//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. 851 +//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 ... ... @@ -889,9 +889,9 @@ 889 889 )))|(% colspan="2" %)((( 890 890 $container.**supplyresources** behavior changed 891 891 )))| | | 892 -|(% colspan="10" %)(% colspan="3" %) 860 +|(% class="highlight-grey" colspan="10" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 893 893 ((( 894 -The script keyword $container.supplyresources now includes reserved wares. 862 +//The script keyword $container.supplyresources now includes reserved wares.// 895 895 ))) 896 896 897 897 ---- ... ... @@ -898,7 +898,7 @@ 898 898 899 899 === Version 2.20 === 900 900 901 -(% class=" table-striped" %)869 +(% class="wrapped" %) 902 902 |(% colspan="1" %)(% colspan="1" %) 903 903 ((( 904 904 UI core ... ... @@ -909,12 +909,12 @@ 909 909 ((( 910 910 **Lua: GetControllerInfo()** returned mouseSteering/mouseCursor values are undefined. 911 911 ))) 912 -|(% colspan="4" %)(% colspan="3" %) 880 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 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. 882 +//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. 883 +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. 885 +//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 ((( ... ... @@ -926,9 +926,9 @@ 926 926 ((( 927 927 Attribute for build related conditions e.g. **<event_build_finished/>** renamed from 'buildmodule' to 'buildprocessor' 928 928 ))) 929 -|(% colspan="4" %)(% colspan="3" %) 897 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 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. 899 +//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 ---- ... ... @@ -935,7 +935,7 @@ 935 935 936 936 === Version 2.00 === 937 937 938 -(% class=" table-striped" %)906 +(% class="wrapped" %) 939 939 |(% colspan="1" %)(% colspan="1" %) 940 940 ((( 941 941 Scripts ... ... @@ -946,9 +946,9 @@ 946 946 ((( 947 947 **<event_build_finished/> **param2 now returns null instead of a construction sequence 948 948 ))) 949 -|(% colspan="4" %)(% colspan="3" %) 917 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 950 950 ((( 951 -The construction sequence which was finished should now be accessed via the buildtask provided via param3. 919 +//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 ((( ... ... @@ -960,9 +960,9 @@ 960 960 ((( 961 961 **param.boarding.{...}** strength parameters removed 962 962 ))) 963 -|(% colspan="4" %)(% colspan="3" %) 931 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 964 964 ((( 965 -The 'recruitstrength', 'veteranstrength' and 'elitestrength' script parameters were no longer required for balancing the boarding gameplay, and were removed. 933 +//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 ((( ... ... @@ -974,9 +974,9 @@ 974 974 ((( 975 975 **$defensible.boardee/$defensible.boarder** and **<set_object_boarder/>/<remove_object_boarder/>** removed 976 976 ))) 977 -|(% colspan="4" %)(% colspan="3" %) 945 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 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. 947 +//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 ... ... @@ -985,9 +985,9 @@ 985 985 )))|(% colspan="2" %)((( 986 986 **FFI: GetUpgradeSlotCurrentComponent()/GetUpgradeSlotGroup()** works on non-operationals 987 987 ))) 988 -|(% colspan="4" %)(% colspan="3" %) 956 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 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. 958 +//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 ... ... @@ -996,10 +996,10 @@ 996 996 )))|(% colspan="2" %)((( 997 997 **FFI: SetFormationShape()** no longer indicates an error upon certain error cases 998 998 ))) 999 -|(% colspan="4" %)(% colspan="3" %) 967 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 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. 969 +//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.// 970 +//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 ... ... @@ -1008,9 +1008,9 @@ 1008 1008 )))|(% colspan="2" %)((( 1009 1009 **<create_formation/>** now requires the attributes: 'leader' and 'follower'. Attribute 'object' is now deprecated. 1010 1010 ))) 1011 -|(% colspan="4" %)(% colspan="3" %) 979 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 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. 981 +//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 ... ... @@ -1019,9 +1019,9 @@ 1019 1019 )))|(% colspan="2" %)((( 1020 1020 **<event_player_changed_target/>** now fires and returns null if the player deselects a target. 1021 1021 ))) 1022 -|(% colspan="4" %)(% colspan="3" %) 990 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 1023 1023 ((( 1024 -For prior behavior, check for event.param being non-null. 992 +//For prior behavior, check for event.param being non-null.// 1025 1025 ))) 1026 1026 |((( 1027 1027 AI Scripts ... ... @@ -1030,13 +1030,13 @@ 1030 1030 )))|(% colspan="2" %)((( 1031 1031 **<shoot/>/<shoot_at/>** attribute changes. 1032 1032 ))) 1033 -|(% colspan="4" %)(% colspan="3" %) 1001 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 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. 1003 +//Changed: Attribute "primary" is now optional and defines whether weapons from the ship's active primary weapon group will be fired. Defaults to true.// 1004 +//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.// 1005 +//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. 1007 +//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 ... ... @@ -1045,9 +1045,9 @@ 1045 1045 )))|(% colspan="2" %)((( 1046 1046 **FFI: GetBuildTask()/GetNumBuildTasks()** got a new "buildmoduleid" parameter. 1047 1047 ))) 1048 -|(% colspan="4" %)(% colspan="3" %) 1016 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 1049 1049 ((( 1050 -Added possibility to query build tasks of a certain buildmodule. 1018 +//Added possibility to query build tasks of a certain buildmodule.// 1051 1051 ))) 1052 1052 |((( 1053 1053 UI extensions ... ... @@ -1056,9 +1056,9 @@ 1056 1056 )))|(% colspan="2" %)((( 1057 1057 **Lua:** **GetLibraryEntry()** retrieved a new "buildresources" field. 1058 1058 ))) 1059 -|(% colspan="4" %)(% colspan="3" %) 1027 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 1060 1060 ((( 1061 -Added list of resources a buildmodule needs to build. 1029 +//Added list of resources a buildmodule needs to build.// 1062 1062 ))) 1063 1063 |((( 1064 1064 UI extensions ... ... @@ -1067,9 +1067,9 @@ 1067 1067 )))|(% colspan="2" %)((( 1068 1068 **Lua: CalculateTotalHullFraction() **was removed. 1069 1069 ))) 1070 -|(% colspan="4" %)(% colspan="3" %) 1038 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 1071 1071 ((( 1072 -Unused, derelict function from XR - use GetComponentData(..., "hullpercent") instead. 1040 +//Unused, derelict function from XR - use GetComponentData(..., "hullpercent") instead.// 1073 1073 ))) 1074 1074 |((( 1075 1075 UI extensions ... ... @@ -1078,9 +1078,9 @@ 1078 1078 )))|(% colspan="2" %)((( 1079 1079 **FFI: RequestDockAtReason()/UndockPlayerShip() **changed their return values. 1080 1080 ))) 1081 -|(% colspan="4" %)(% colspan="3" %) 1049 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 1082 1082 ((( 1083 -Changed return value type to const char* to better identify failure reasons in Lua script. 1051 +//Changed return value type to const char* to better identify failure reasons in Lua script.// 1084 1084 ))) 1085 1085 1086 1086 ---- ... ... @@ -1087,7 +1087,7 @@ 1087 1087 1088 1088 === Version 1.50 === 1089 1089 1090 -(% class=" table-striped" %)1058 +(% class="wrapped" %) 1091 1091 |((( 1092 1092 UI extensions 1093 1093 )))|((( ... ... @@ -1095,9 +1095,9 @@ 1095 1095 )))|(% colspan="2" %)((( 1096 1096 **Lua: GetComponentData() **changed behavior of "docksizes" property. 1097 1097 ))) 1098 -|(% colspan="4" %)(% colspan="3" %) 1066 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 1099 1099 ((( 1100 -The "docksizes" property no longer includes internal ship storage docks. 1068 +//The "docksizes" property no longer includes internal ship storage docks.// 1101 1101 ))) 1102 1102 |((( 1103 1103 All ... ... @@ -1106,13 +1106,13 @@ 1106 1106 )))|(% colspan="2" %)((( 1107 1107 **Meaning of "Shipyard"** was corrected throughout Lua/MD/AI scripts, so that Wharfs are not Shipyards (unlike in XR). 1108 1108 ))) 1109 -|(% colspan="4" %)(% colspan="3" %) 1077 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 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". 1079 +//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) 1081 +//Lua: Adjusted GetComponentData() and HasShipyard(), added HasWharf()// 1082 +//Lua / GetComponentData() properties: Removed "iscapitalshipyard", fixed "isshipyard", added "canbuildships", "iswharf", "isequipmentdock"// 1083 +//Scripts: Fixed property .isshipyard, added .iswharf (.canbuildships existed already)// 1116 1116 ))) 1117 1117 |((( 1118 1118 UI extensions ... ... @@ -1121,9 +1121,9 @@ 1121 1121 )))|(% colspan="2" %)((( 1122 1122 **FFI: UpgradeGroupInfo **datatype was changed. 1123 1123 ))) 1124 -|(% colspan="4" %)(% colspan="3" %) 1092 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 1125 1125 ((( 1126 -Added new "operational" field to retrieve information about number of operational upgrades in a group. 1094 +//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 ((( ... ... @@ -1135,11 +1135,11 @@ 1135 1135 ((( 1136 1136 **FFI: SetGuidance()** removed useinfopoint argument. 1137 1137 ))) 1138 -|(% colspan="4" %)(% colspan="3" %) 1106 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 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. 1108 +//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) 1110 +//The new function declaration is: void SetGuidance(UniverseID componentid, UIPosRot offset)// 1143 1143 ))) 1144 1144 |((( 1145 1145 UI extensions ... ... @@ -1148,9 +1148,9 @@ 1148 1148 )))|(% colspan="2" %)((( 1149 1149 **FFI: CancelConstruction() **changed its return value. 1150 1150 ))) 1151 -|(% colspan="4" %)(% colspan="3" %) 1119 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 1152 1152 ((( 1153 -CancelConstruction() now returns if the cancellation was successful. 1121 +//CancelConstruction() now returns if the cancellation was successful. // 1154 1154 ))) 1155 1155 1156 1156 ---- ... ... @@ -1157,7 +1157,7 @@ 1157 1157 1158 1158 === Version 1.32 === 1159 1159 1160 -(% class=" table-striped" %)1128 +(% class="wrapped" %) 1161 1161 |((( 1162 1162 UI extensions 1163 1163 )))|((( ... ... @@ -1165,9 +1165,9 @@ 1165 1165 )))|(% colspan="2" %)((( 1166 1166 **Lua: GetComponentData() **removed the "nextdestname" property. 1167 1167 ))) 1168 -|(% colspan="4" %)(% colspan="3" %) 1136 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 1169 1169 ((( 1170 -Instead of "nextdestname", use the properties "destination" or "destinationsector" to retrieve a destination component, then retrieve its "name" property. 1138 +//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 ---- ... ... @@ -1174,7 +1174,7 @@ 1174 1174 1175 1175 === Version 1.20 === 1176 1176 1177 -(% class=" table-striped" %)1145 +(% class="wrapped" %) 1178 1178 |((( 1179 1179 UI extensions 1180 1180 )))|((( ... ... @@ -1182,7 +1182,7 @@ 1182 1182 )))|(% colspan="2" %)((( 1183 1183 **FFI: GetAAOption()** got a new "useconfig" parameter. 1184 1184 ))) 1185 -|(% colspan="4" %)(% colspan="3" %) 1153 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 1186 1186 ((( 1187 1187 //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.// 1188 1188 )))
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