Changes for page Breaking Changes

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

From version 136.1
edited by Daniel Turner
on 2025/11/21 15:42
Change comment: There is no comment for this version
To version 124.5
edited by Klaus Meyer
on 2025/01/07 16:40
Change comment: There is no comment for this version

Summary

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Author
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1 -xwiki:XWiki.Daniel
1 +xwiki:XWiki.Klaus
Content
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20 20  
21 21  {{toc scope="LOCAL" start="3"/}}
22 22  
23 -=== Version 9.00 ===
24 -(% class="table-striped" %)
25 -|(% 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>**
26 -|(% colspan="6" style="width:117px" %)(((
27 -The deprecated MD action <populate_platforms> has been removed. The previously referenced character quotas in quotas.xml have also been removed.
28 -)))
29 -|(% 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**
30 -|(% 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.
31 -|(% 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**
32 -|(% 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).
33 -|(% 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**
34 -|(% 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tags will no longer work properly as they do not match the new **advanced** tag (for example "small engine boron" has been replaced by "small engine advanced") which has been introduced for a compatibility between boron and Frontier-terran ships/equipment.
35 -|(% style="width:117px" %)Assets|(% style="width:117px" %)8.00|(% colspan="4" rowspan="1" style="width:117px" %)Terran NPC heads from Terran DLC **extensions/ego_dlc_terran/assets/characters/terran/heads/[...]** have been removed
36 -|(% colspan="6" style="width:117px" %)All Terran NPC heads are now pointed to **assets/characters/argon/heads/char_arg_f_dyn_blend_head** (female characters) and **assets/characters/argon/heads/char_arg_m_dyn_blend_head** (male characters) instead of using random selection from a list.
37 -
38 -=== Version 8.00 ===
39 -
40 -(% class="table-striped" %)
41 -|(% 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>**
42 -|(% colspan="6" style="width:117px" %)(((
43 -The deprecated MD action <populate_platforms> has been removed. The previously referenced character quotas in quotas.xml have also been removed.
44 -)))
45 -|(% 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**
46 -|(% 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.
47 -|(% 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**
48 -|(% 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).
49 -|(% 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**
50 -|(% 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.
51 -|(% style="width:117px" %)Assets|(% style="width:117px" %)8.00|(% colspan="4" rowspan="1" style="width:117px" %)Terran NPC heads from Terran DLC **extensions/ego_dlc_terran/assets/characters/terran/heads/[...]** have been removed
52 -|(% colspan="6" style="width:117px" %)All Terran NPC heads are now pointed to **assets/characters/argon/heads/char_arg_f_dyn_blend_head** (female characters) and **assets/characters/argon/heads/char_arg_m_dyn_blend_head** (male characters) instead of using random selection from a list.
53 -
54 54  === Version 7.50 ===
55 55  
56 56  (% class="table-striped" %)
57 -|(% 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)
58 -|(% colspan="4" style="width:117px" %)(((
59 -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.
60 -)))
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 values between 0.5 and 1.0 (UI +25 and +30)**
27 +|(% colspan="4" style="width:117px" %)
61 61  |(% 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**
62 62  |(% colspan="7" style="width:117px" %)(((
63 63  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.
... ... @@ -68,20 +68,20 @@
68 68  
69 69  (% class="table-striped" %)
70 70  |(% colspan="1" style="width:117px" %)Gamestarts|(% colspan="1" style="width:119px" %)7.00 Beta 8|(% colspan="2" style="width:1625px" %)**Text references**
71 -|(% 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.//
72 72  |(% 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**
73 73  |(% colspan="4" style="width:117px" %)highway_fx_electric_02 is still available in "legacy" folder if needed
74 74  |(% 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
75 75  |(% colspan="4" style="width:117px" %)(((
76 -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.//
77 77  )))
78 78  |(% 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.
79 79  |(% colspan="4" style="width:117px" %)(((
80 -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.**//
81 81  )))
82 82  |(% 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.
83 83  |(% colspan="4" style="width:117px" %)(((
84 -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//
85 85  )))
86 86  |(% colspan="1" style="width:117px" %)(% colspan="1" %)
87 87  (((
... ... @@ -93,7 +93,7 @@
93 93  )))
94 94  |(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %)
95 95  (((
96 - 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.//
97 97  )))
98 98  |(% colspan="1" style="width:117px" %)(% colspan="1" %)
99 99  (((
... ... @@ -105,7 +105,7 @@
105 105  )))
106 106  |(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %)
107 107  (((
108 - 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.//
109 109  )))
110 110  |(% colspan="1" style="width:117px" %)(% colspan="1" %)
111 111  (((
... ... @@ -132,9 +132,9 @@
132 132  )))
133 133  |(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %)
134 134  (((
135 -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.//
136 136  
137 -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.//
138 138  )))
139 139  |(% colspan="1" %)(% colspan="1" %)
140 140  (((
... ... @@ -148,9 +148,9 @@
148 148  )))
149 149  |(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %)
150 150  (((
151 -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. //
152 152  
153 -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.//
154 154  )))
155 155  |(% colspan="1" %)(% colspan="1" %)
156 156  (((
... ... @@ -164,11 +164,11 @@
164 164  )))
165 165  |(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %)
166 166  (((
167 -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.//
168 168  
169 -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.//
170 170  
171 -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.//
172 172  )))
173 173  |(% colspan="1" %)(% colspan="1" %)
174 174  (((
... ... @@ -182,8 +182,8 @@
182 182  )))
183 183  |(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %)
184 184  (((
185 -<match_dock> nodes can now be used on container and walkablemodule classes without wrapping them in <match_content> nodes.
186 -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.//
187 187  )))
188 188  |(% colspan="1" %)(% colspan="1" %)
189 189  (((
... ... @@ -197,7 +197,7 @@
197 197  )))
198 198  |(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %)
199 199  (((
200 -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'.//
201 201  )))
202 202  |(((
203 203  Assets
... ... @@ -208,8 +208,8 @@
208 208  )))
209 209  |(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)
210 210  (((
211 -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.
212 -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.//
213 213  )))
214 214  |(% colspan="1" %)(% colspan="1" %)
215 215  (((
... ... @@ -223,7 +223,7 @@
223 223  )))
224 224  |(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)
225 225  (((
226 -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.//
227 227  )))
228 228  |(((
229 229  Scripts
... ... @@ -234,7 +234,7 @@
234 234  )))
235 235  |(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)
236 236  (((
237 -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.//
238 238  )))
239 239  |(((
240 240  Cutscenes
... ... @@ -245,7 +245,7 @@
245 245  )))
246 246  |(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)
247 247  (((
248 -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.//
249 249  )))
250 250  
251 251  ----
... ... @@ -262,7 +262,7 @@
262 262  )))
263 263  |(% colspan="7" %)(% colspan="3" %)
264 264  (((
265 -'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.//
266 266  )))
267 267  
268 268  ----
... ... @@ -282,7 +282,7 @@
282 282  )))
283 283  |(% colspan="4" %)(% colspan="3" %)
284 284  (((
285 -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.//
286 286  )))
287 287  |(% colspan="1" %)(% colspan="1" %)
288 288  (((
... ... @@ -296,7 +296,7 @@
296 296  )))
297 297  |(% colspan="4" %)(% colspan="3" %)
298 298  (((
299 -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.//
300 300  )))
301 301  |(% colspan="1" %)(% colspan="1" %)
302 302  (((
... ... @@ -310,7 +310,7 @@
310 310  )))
311 311  |(% colspan="4" %)(% colspan="3" %)
312 312  (((
313 -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.//
314 314  )))
315 315  |(% colspan="1" %)(% colspan="1" %)
316 316  (((
... ... @@ -324,7 +324,7 @@
324 324  )))
325 325  |(% colspan="4" %)(% colspan="3" %)
326 326  (((
327 -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.//
328 328  )))
329 329  |(((
330 330  UI extensions
... ... @@ -335,7 +335,7 @@
335 335  )))
336 336  |(% colspan="4" %)(% colspan="3" %)
337 337  (((
338 -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.//
339 339  )))
340 340  |(((
341 341  Scripts
... ... @@ -346,7 +346,7 @@
346 346  )))
347 347  |(% colspan="4" %)(% colspan="3" %)
348 348  (((
349 -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.//
350 350  )))
351 351  |(% colspan="1" %)(% colspan="1" %)
352 352  (((
... ... @@ -360,7 +360,7 @@
360 360  )))
361 361  |(% colspan="4" %)(% colspan="3" %)
362 362  (((
363 -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.//
364 364  )))
365 365  |(((
366 366  Scripts
... ... @@ -371,7 +371,7 @@
371 371  )))
372 372  |(% colspan="4" %)(% colspan="3" %)
373 373  (((
374 -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.//
375 375  )))
376 376  
377 377  ----
... ... @@ -391,8 +391,8 @@
391 391  )))
392 392  |(% colspan="4" %)(% colspan="3" %)
393 393  (((
394 -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).
395 -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.//
396 396  )))
397 397  |(((
398 398  Scripts
... ... @@ -403,9 +403,9 @@
403 403  )))
404 404  |(% colspan="4" %)(% colspan="3" %)
405 405  (((
406 -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?
407 407  New params: param = project ID, param2 = [were there positive side-effects?, were there negative side-effects?], param3 = payout in Credits
408 -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//
409 409  )))
410 410  |(% colspan="1" %)(% colspan="1" %)
411 411  (((
... ... @@ -419,10 +419,10 @@
419 419  )))
420 420  |(% colspan="4" %)(% colspan="3" %)
421 421  (((
422 -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.
423 -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).//
424 424  
425 -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.//
426 426  )))
427 427  |(% colspan="1" %)(% colspan="1" %)
428 428  (((
... ... @@ -436,9 +436,9 @@
436 436  )))
437 437  |(% colspan="4" %)(% colspan="3" %)
438 438  (((
439 -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.//
440 440  
441 -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).
442 442  )))
443 443  |(((
444 444  Parameters
... ... @@ -449,7 +449,7 @@
449 449  )))
450 450  |(% colspan="4" %)(% colspan="3" %)
451 451  (((
452 -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.//
453 453  )))
454 454  |(((
455 455  Scripts
... ... @@ -460,7 +460,7 @@
460 460  )))
461 461  |(% colspan="4" %)(% colspan="3" %)
462 462  (((
463 -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.//
464 464  )))
465 465  
466 466  ----
... ... @@ -477,7 +477,7 @@
477 477  )))
478 478  |(% colspan="7" %)(% colspan="3" %)
479 479  (((
480 -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()//
481 481  )))
482 482  
483 483  ----
... ... @@ -494,9 +494,9 @@
494 494  )))
495 495  |(% colspan="4" %)(% colspan="3" %)
496 496  (((
497 -Old params: param = attacked object, param2 = attack method, param3 = attacked component
498 -New params: param = attacked object, param2 = attack method, param3 = attack component detail list: [attacked component, attacking weapon]
499 -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//
500 500  )))
501 501  |(% colspan="1" %)(% colspan="1" %)
502 502  (((
... ... @@ -510,7 +510,7 @@
510 510  )))
511 511  |(% colspan="4" %)(% colspan="3" %)
512 512  (((
513 -$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.//
514 514  )))
515 515  |(((
516 516  UI extensions
... ... @@ -521,7 +521,7 @@
521 521  )))
522 522  |(% colspan="4" %)(% colspan="3" %)
523 523  (((
524 -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.//
525 525  )))
526 526  
527 527  ----
... ... @@ -541,7 +541,7 @@
541 541  )))
542 542  |(% colspan="7" %)(% colspan="3" %)
543 543  (((
544 -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.//
545 545  )))
546 546  
547 547  ----
... ... @@ -561,7 +561,7 @@
561 561  )))
562 562  |(% colspan="4" %)(% colspan="3" %)
563 563  (((
564 -<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.//
565 565  )))
566 566  |(% colspan="1" %)(% colspan="1" %)
567 567  (((
... ... @@ -575,7 +575,7 @@
575 575  )))
576 576  |(% colspan="4" %)(% colspan="3" %)
577 577  (((
578 -<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.//
579 579  )))
580 580  |(% colspan="1" %)(% colspan="1" %)
581 581  (((
... ... @@ -589,9 +589,9 @@
589 589  )))
590 590  |(% colspan="4" %)(% colspan="3" %)
591 591  (((
592 -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.)
593 593  
594 -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).//
595 595  )))
596 596  |(% colspan="1" %)(% colspan="1" %)
597 597  (((
... ... @@ -605,7 +605,7 @@
605 605  )))
606 606  |(% colspan="4" %)(% colspan="3" %)
607 607  (((
608 -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.//
609 609  )))
610 610  |(% colspan="1" %)(% colspan="1" %)
611 611  (((
... ... @@ -619,8 +619,8 @@
619 619  )))
620 620  |(% colspan="4" %)(% colspan="3" %)
621 621  (((
622 -Before the change, positions are relative to $dockingbay.parent.
623 -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.//
624 624  )))
625 625  |(% colspan="1" %)(% colspan="1" %)
626 626  (((
... ... @@ -634,7 +634,7 @@
634 634  )))
635 635  |(% colspan="4" %)(% colspan="3" %)
636 636  (((
637 -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().//
638 638  )))
639 639  |(((
640 640  Scripts
... ... @@ -645,7 +645,7 @@
645 645  )))
646 646  |(% colspan="4" %)(% colspan="3" %)
647 647  (((
648 -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.
649 649  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.
650 650  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.
651 651  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).
... ... @@ -662,7 +662,7 @@
662 662  )))
663 663  |(% colspan="4" %)(% colspan="3" %)
664 664  (((
665 -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.//
666 666  )))
667 667  |(((
668 668  Job/God
... ... @@ -673,7 +673,7 @@
673 673  )))
674 674  |(% colspan="4" %)(% colspan="3" %)
675 675  (((
676 -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.//
677 677  )))
678 678  |(% colspan="1" %)(% colspan="1" %)
679 679  (((
... ... @@ -687,7 +687,7 @@
687 687  )))
688 688  |(% colspan="4" %)(% colspan="3" %)
689 689  (((
690 -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.//
691 691  )))
692 692  |(% colspan="1" %)(% colspan="1" %)
693 693  (((
... ... @@ -701,7 +701,7 @@
701 701  )))
702 702  |(% colspan="4" %)(% colspan="3" %)
703 703  (((
704 -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.//
705 705  )))
706 706  |(% colspan="1" %)(% colspan="1" %)
707 707  (((
... ... @@ -715,7 +715,7 @@
715 715  )))
716 716  |(% colspan="4" %)(% colspan="3" %)
717 717  (((
718 -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.//
719 719  )))
720 720  |(% colspan="1" %)(% colspan="1" %)
721 721  (((
... ... @@ -729,7 +729,7 @@
729 729  )))
730 730  |(% colspan="4" %)(% colspan="3" %)
731 731  (((
732 -These actions had no effect and were removed.
699 +//These actions had no effect and were removed.//
733 733  )))
734 734  |(% colspan="1" %)(% colspan="1" %)
735 735  (((
... ... @@ -743,7 +743,7 @@
743 743  )))
744 744  |(% colspan="4" %)(% colspan="3" %)
745 745  (((
746 -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.//
747 747  )))
748 748  |(% colspan="1" %)(% colspan="1" %)
749 749  (((
... ... @@ -757,7 +757,7 @@
757 757  )))
758 758  |(% colspan="4" %)(% colspan="3" %)
759 759  (((
760 -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.//
761 761  )))
762 762  |(% colspan="1" %)(% colspan="1" %)
763 763  (((
... ... @@ -771,7 +771,7 @@
771 771  )))
772 772  |(% colspan="4" %)(% colspan="3" %)
773 773  (((
774 -Unused script action <hack_via_control_panel/> was removed.
741 +//Unused script action <hack_via_control_panel/> was removed.//
775 775  )))
776 776  |(% colspan="1" %)(% colspan="1" %)
777 777  (((
... ... @@ -785,7 +785,7 @@
785 785  )))
786 786  |(% colspan="4" %)(% colspan="3" %)
787 787  (((
788 -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.//
789 789  )))
790 790  |(((
791 791  UI core
... ... @@ -796,7 +796,7 @@
796 796  )))
797 797  |(% colspan="4" %)(% colspan="3" %)
798 798  (((
799 -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.//
800 800  )))
801 801  |(% colspan="1" %)(% colspan="1" %)
802 802  (((
... ... @@ -810,7 +810,7 @@
810 810  )))
811 811  |(% colspan="4" %)(% colspan="3" %)
812 812  (((
813 -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.//
814 814  )))
815 815  |(% colspan="1" %)(% colspan="1" %)
816 816  (((
... ... @@ -824,8 +824,8 @@
824 824  )))
825 825  |(% colspan="4" %)(% colspan="3" %)
826 826  (((
827 -$ware.illegal used to return true if the specified ware has the 'illegal' tag which is no longer used.
828 -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.//
829 829  )))
830 830  |(% colspan="1" %)(% colspan="1" %)
831 831  (((
... ... @@ -839,7 +839,7 @@
839 839  )))
840 840  |(% colspan="4" %)(% colspan="3" %)
841 841  (((
842 -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.//
843 843  )))
844 844  |(% colspan="1" %)(% colspan="1" %)
845 845  (((
... ... @@ -853,8 +853,8 @@
853 853  )))
854 854  |(% colspan="4" %)(% colspan="3" %)
855 855  (((
856 -old params: param = venture details, param2 = ships involved, param3 = duration
857 -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//
858 858  )))
859 859  |(((
860 860  Scripts
... ... @@ -866,7 +866,7 @@
866 866  )))
867 867  |(% colspan="4" %)(% colspan="3" %)
868 868  (((
869 -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/>//
870 870  )))
871 871  |(((
872 872  Scripts
... ... @@ -895,9 +895,9 @@
895 895  )))
896 896  |(% colspan="10" %)(% colspan="3" %)
897 897  (((
898 -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.//
899 899  
900 -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.//
901 901  )))
902 902  |(((
903 903  Scripts
... ... @@ -908,7 +908,7 @@
908 908  )))| | |
909 909  |(% colspan="10" %)(% colspan="3" %)
910 910  (((
911 -The script keyword $container.supplyresources now includes reserved wares.
878 +//The script keyword $container.supplyresources now includes reserved wares.//
912 912  )))
913 913  
914 914  ----
... ... @@ -928,10 +928,10 @@
928 928  )))
929 929  |(% colspan="4" %)(% colspan="3" %)
930 930  (((
931 -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.
932 -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.//
933 933  
934 -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.//
935 935  )))
936 936  |(% colspan="1" %)(% colspan="1" %)
937 937  (((
... ... @@ -945,7 +945,7 @@
945 945  )))
946 946  |(% colspan="4" %)(% colspan="3" %)
947 947  (((
948 -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.//
949 949  )))
950 950  
951 951  ----
... ... @@ -965,7 +965,7 @@
965 965  )))
966 966  |(% colspan="4" %)(% colspan="3" %)
967 967  (((
968 -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.//
969 969  )))
970 970  |(% colspan="1" %)(% colspan="1" %)
971 971  (((
... ... @@ -979,7 +979,7 @@
979 979  )))
980 980  |(% colspan="4" %)(% colspan="3" %)
981 981  (((
982 -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.//
983 983  )))
984 984  |(% colspan="1" %)(% colspan="1" %)
985 985  (((
... ... @@ -993,7 +993,7 @@
993 993  )))
994 994  |(% colspan="4" %)(% colspan="3" %)
995 995  (((
996 -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.//
997 997  )))
998 998  |(((
999 999  UI extensions
... ... @@ -1004,7 +1004,7 @@
1004 1004  )))
1005 1005  |(% colspan="4" %)(% colspan="3" %)
1006 1006  (((
1007 -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.//
1008 1008  )))
1009 1009  |(((
1010 1010  UI extensions
... ... @@ -1015,8 +1015,8 @@
1015 1015  )))
1016 1016  |(% colspan="4" %)(% colspan="3" %)
1017 1017  (((
1018 -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.
1019 -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.//
1020 1020  )))
1021 1021  |(((
1022 1022  Scripts
... ... @@ -1027,7 +1027,7 @@
1027 1027  )))
1028 1028  |(% colspan="4" %)(% colspan="3" %)
1029 1029  (((
1030 -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.//
1031 1031  )))
1032 1032  |(((
1033 1033  Scripts
... ... @@ -1038,7 +1038,7 @@
1038 1038  )))
1039 1039  |(% colspan="4" %)(% colspan="3" %)
1040 1040  (((
1041 -For prior behavior, check for event.param being non-null.
1008 +//For prior behavior, check for event.param being non-null.//
1042 1042  )))
1043 1043  |(((
1044 1044  AI Scripts
... ... @@ -1049,11 +1049,11 @@
1049 1049  )))
1050 1050  |(% colspan="4" %)(% colspan="3" %)
1051 1051  (((
1052 -Changed: Attribute "primary" is now optional and defines whether weapons from the ship's active primary weapon group will be fired. Defaults to true.
1053 -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.
1054 -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.//
1055 1055  
1056 -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.//
1057 1057  )))
1058 1058  |(((
1059 1059  UI extensions
... ... @@ -1064,7 +1064,7 @@
1064 1064  )))
1065 1065  |(% colspan="4" %)(% colspan="3" %)
1066 1066  (((
1067 -Added possibility to query build tasks of a certain buildmodule.
1034 +//Added possibility to query build tasks of a certain buildmodule.//
1068 1068  )))
1069 1069  |(((
1070 1070  UI extensions
... ... @@ -1075,7 +1075,7 @@
1075 1075  )))
1076 1076  |(% colspan="4" %)(% colspan="3" %)
1077 1077  (((
1078 -Added list of resources a buildmodule needs to build.
1045 +//Added list of resources a buildmodule needs to build.//
1079 1079  )))
1080 1080  |(((
1081 1081  UI extensions
... ... @@ -1086,7 +1086,7 @@
1086 1086  )))
1087 1087  |(% colspan="4" %)(% colspan="3" %)
1088 1088  (((
1089 -Unused, derelict function from XR - use GetComponentData(..., "hullpercent") instead.
1056 +//Unused, derelict function from XR - use GetComponentData(..., "hullpercent") instead.//
1090 1090  )))
1091 1091  |(((
1092 1092  UI extensions