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
on 2025/11/21 15:42
Change comment:
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To version 61.1
edited by florian
on 2020/04/30 09:16
on 2020/04/30 09:16
Change comment:
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... ... @@ -1,1 +1,0 @@ 1 -X4 Foundations Wiki.Modding Support.WebHome - Author
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... ... @@ -1,1 +1,1 @@ 1 -xwiki:XWiki. Daniel1 +xwiki:XWiki.florian - Content
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... ... @@ -4,13 +4,13 @@ 4 4 The following table provides an overview about all breaking changes. This should help you to make any necessary changes to restore compatibility of older mods with new versions of X4. 5 5 Feel free to drop a note if a certain breaking change is breaking your mod and you have difficulties finding a way to work around the issue. 6 6 7 -{{ info}}8 - ⚠The list of breaking changes does**NOT**cover changes in the provided/shipped scripts (for instance UI scripts like the ones located under ui/addons/XXX or ui/core/Lua). These scripts can change anytime without explicit notice. If you hook into one of these scripts or provide replacements for these, please check the script for possible breaking changes yourself.7 +{{note}} 8 +The list of breaking changes does **NOT** cover changes in the provided/shipped scripts (for instance UI scripts like the ones located under ui/addons/XXX or ui/core/Lua). These scripts can change anytime without explicit notice. If you hook into one of these scripts or provide replacements for these, please check the script for possible breaking changes yourself. 9 9 10 10 Further note that the list provides information about breaking changes which are in the pipeline of being released. This is meant merely as an informational heads up. Neither do mistake this as an announcement of that version becoming available soon nor take it for granted that such a change will go live. Any information provided for not yet released versions can change (and even be removed) prior to such version having seen the light of day. 11 11 12 12 As a final note, please be aware that issues introduced during the beta phase might not be explicitly mentioned in the list below, if things would only be broken in-between two beta versions. While we still aim to document any (potential) breaking change here, there might be circumstances for which we divert from that procedure (especially in case of only minor issues which are considered merely bugfixes rather than an intended behavior change). 13 -{{/ info}}13 +{{/note}} 14 14 15 15 {{warning title="UI modding considered unstable until further notice..."}} 16 16 Please note that UI modding must be considered **unstable** in the current version. While we are working hard to get the UI modding integration into a stable state, we might have to introduce larger backwards incompatibilities in the following patches. This means that you might have to modify any mod using UI modding capabilities to a larger extend to keep it compatible with certain patches. Still, we are doing our best not to unnecessarily break things for modders and certainly will announce such changes on this page here. ... ... @@ -18,517 +18,56 @@ 18 18 19 19 = Breaking Changes = 20 20 21 -{{toc scope="LOCAL" start="3"/}} 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. 21 +|=((( 22 +Type 23 +)))|=((( 24 +Version 25 +)))|=((( 26 +Summary 28 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 -=== Version 7.50 === 55 - 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 -))) 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 -|(% colspan="7" style="width:117px" %)((( 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. 64 -))) 65 - 66 -=== Version 7.00 === 67 - 68 - 69 -(% class="table-striped" %) 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. 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 -|(% colspan="4" style="width:117px" %)highway_fx_electric_02 is still available in "legacy" folder if needed 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 -|(% 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. 77 -))) 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 -|(% 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.** 81 -))) 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 -|(% 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 85 -))) 86 -|(% colspan="1" style="width:117px" %)(% colspan="1" %) 28 +|(% colspan="3" %)(% colspan="3" %) 87 87 ((( 88 -Scripts 89 -)))|(% colspan="1" style="width:119px" %)((( 90 -7.00 Beta 1 91 -)))|(% colspan="2" style="width:1625px" %)((( 92 -MD action **<set_presentation_cluster_persistence/>** now requires the cluster to be a presentation cluster. 30 +== 3.20 == 93 93 ))) 94 -|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 95 -((( 96 - Previously it was possible to set normal clusters to be persistent presentation clusters which was an invalid state. 97 -))) 98 -|(% colspan="1" style="width:117px" %)(% colspan="1" %) 99 -((( 100 -UI extensions 101 -)))|(% colspan="1" style="width:119px" %)((( 102 -7.00 Beta 1 103 -)))|(% colspan="2" style="width:1625px" %)((( 104 -**FFI**: RemoveBuildPlot() changed 105 -))) 106 -|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 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. 109 -))) 110 -|(% colspan="1" style="width:117px" %)(% colspan="1" %) 111 -((( 112 -Assets 113 -)))|(% colspan="1" style="width:119px" %)((( 114 -7.00 Beta 1 115 -)))|(% colspan="2" style="width:1625px" %)((( 116 -**Some Split DLC materials moved to base game** 117 -))) 118 -|(% colspan="7" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 119 -((( 120 -// //"spl_p1_fx" AND "split_p1_hulltexture_01" were moved from Split DLC to base game 121 -))) 122 - 123 -=== Version 6.00 === 124 - 125 -(% class="table-striped" %) 126 126 |((( 127 -Libraries 128 -)))|((( 129 -6.00 Beta 7 130 -)))|(% colspan="2" %)((( 131 -Updated weights for ship groups in shipgroups.xml libraries of base game and all DLCs. 132 -))) 133 -|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 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. 136 - 137 -All groups should now have "weight" parameter added and old "weights" were updated to not have single-digit numbers. 138 -))) 139 -|(% colspan="1" %)(% colspan="1" %) 140 -((( 141 141 Scripts 142 -)))|(% colspan="1" %)(% colspan="1" %) 143 -((( 144 -6.00 Beta 4 145 -)))|(% colspan="2" %)(% colspan="1" %) 146 -((( 147 -Changed conditions for **<event_player_travelmode_started> <event_player_travelmode_stopped> <event_player_travelmode_charge_started> <event_player_travelmode_charge_aborted>** to be raised. 148 -))) 149 -|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 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. 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. 154 -))) 155 -|(% colspan="1" %)(% colspan="1" %) 156 -((( 157 -Scripts 158 -)))|(% colspan="1" %)(% colspan="1" %) 159 -((( 160 -6.00 Beta 3 161 -)))|(% colspan="2" %)(% colspan="1" %) 162 -((( 163 -Changed result of **<find_object_surface>** action in the case of a failure 164 -))) 165 -|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 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. 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. 170 - 171 -The action itself has been improved to increase the chance of finding suitable surface positions. 172 -))) 173 -|(% colspan="1" %)(% colspan="1" %) 174 -((( 175 -Scripts 176 -)))|(% colspan="1" %)(% colspan="1" %) 177 -((( 178 -6.00 Beta 1 179 -)))|(% colspan="2" %)(% colspan="1" %) 180 -((( 181 -Behaviour change for **<match_dock>** script component filter 182 -))) 183 -|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 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. 187 -))) 188 -|(% colspan="1" %)(% colspan="1" %) 189 -((( 190 -Scripts 191 -)))|(% colspan="1" %)(% colspan="1" %) 192 -((( 193 -6.00 Beta 1 194 -)))|(% colspan="2" %)(% colspan="1" %) 195 -((( 196 -Changed result attribute location for **<get_attackstrength>** 197 -))) 198 -|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 199 -((( 200 -The 'result' attribute of get_attackstrength has been moved into the new <result> subnode and renamed to 'total'. 201 -))) 202 -|((( 203 -Assets 204 204 )))|((( 205 -6.00 Beta 1 206 -)))|(% colspan="2" %)((( 207 -Surface element **connections** are incompatible by default unless tagged as "**standard**", and also "**combat**" for non-missile, non-mining weapons 208 -))) 209 -|(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %) 210 -((( 211 -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. 213 -))) 214 -|(% colspan="1" %)(% colspan="1" %) 215 -((( 216 -Scripts 217 -)))|(% colspan="1" %)(% colspan="1" %) 218 -((( 219 -6.00 Beta 1 220 -)))|(% colspan="2" %)(% colspan="1" %) 221 -((( 222 -Changed behaviour of attribute **sortbygatedistanceto** when finding objects, discarding unreachable objects 223 -))) 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 -((( 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. 227 -))) 228 -|((( 229 -Scripts 35 +3.20 Beta 1 230 230 )))|((( 231 -6.00 Beta 1 232 -)))|(% colspan="2" %)((( 233 -**<event_player_owned_killed_object>** and **<event_player_owned_destroyed>** are now triggered before the corresponding **<event_object_destroyed>**, instead of afterwards. 37 +Parameters of **<event_player_attacked_object/>** and **<event_object_attacked_object/>** changed 234 234 ))) 235 -|(% colspan=" 4" data-highlight-colour="#f4f5f7"title="Background color : Lightgrey100%"%)(%colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey100%" %)39 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 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. 41 +//Old params: param = attacked object, param2 = attack method, param3 = attacked component// 42 +//New params: param = attacked object, param2 = attack method, param3 = attack component detail list: [attacked component, attacking weapon] 43 +Note that this also means the component attribute to the events is no longer available, so scripts checking the attacked component need to use event.param3.{1} instead// 238 238 ))) 239 239 |((( 240 -Cutscenes 241 -)))|((( 242 -6.00 Beta 1 243 -)))|(% colspan="2" %)((( 244 -Changed behaviour of **<angles>** in cutscenes 245 -))) 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 -((( 248 -The yaw and pitch nodes in <angles> are now correctly interpreted as values in degrees. 249 -))) 250 - 251 ----- 252 - 253 -=== Version 5.00 === 254 - 255 -(% class="table-striped" %) 256 -|((( 257 -Parameters 258 -)))|((( 259 -5.00 Beta 1 260 -)))|(% colspan="2" %)((( 261 -**<controlpanel><entry>: minduration** removed, **maxduration** renamed to duration 262 -))) 263 -|(% colspan="7" %)(% colspan="3" %) 264 -((( 265 -'minduration' was unused in X4, maxduration was and still is taken as the actual duration of control panel hacks. No functionality change. 266 -))) 267 - 268 ----- 269 - 270 -=== Version 4.10 === 271 - 272 -(% class="table-striped" %) 273 -|(% colspan="1" %)(% colspan="1" %) 274 -((( 275 275 UI extensions 276 -)))|(% colspan="1" %)(% colspan="1" %) 277 -((( 278 -4.10 Beta 7 279 -)))|(% colspan="2" %)(% colspan="1" %) 280 -((( 281 -**FFI**: SetMapRenderCargoContents(), SetMapRenderWorkForceInfo(), SetMapRenderCrewInfo() and SetMapRenderDockedShipInfos() deprecated 282 -))) 283 -|(% colspan="4" %)(% colspan="3" %) 284 -((( 285 -The functionality represented by SetMapRenderCargoContents(), SetMapRenderWorkForceInfo(), SetMapRenderCrewInfo() and SetMapRenderDockedShipInfos() has been removed and the function was therefore stubbed. 286 -))) 287 -|(% colspan="1" %)(% colspan="1" %) 288 -((( 289 -UI extensions 290 -)))|(% colspan="1" %)(% colspan="1" %) 291 -((( 292 -4.10 Beta 6 293 -)))|(% colspan="2" %)(% colspan="1" %) 294 -((( 295 -**FFI**: CustomGameStartPlayerProperty2 changed 296 -))) 297 -|(% colspan="4" %)(% colspan="3" %) 298 -((( 299 -This struct was added in 4.10 Beta 2 and an additional member count was added in Beta 6. 300 -))) 301 -|(% colspan="1" %)(% colspan="1" %) 302 -((( 303 -Parameters 304 -)))|(% colspan="1" %)(% colspan="1" %) 305 -((( 306 -4.10 Beta 3 307 -)))|(% colspan="2" %)(% colspan="1" %) 308 -((( 309 -Renamed **<stationinfobox>** to **<infobox>** 310 -))) 311 -|(% colspan="4" %)(% colspan="3" %) 312 -((( 313 -Info box parameters are now shared across stations and ships. The node has a more generic name to reflect that. 314 -))) 315 -|(% colspan="1" %)(% colspan="1" %) 316 -((( 317 -UI extensions 318 -)))|(% colspan="1" %)(% colspan="1" %) 319 -((( 320 -4.10 Beta 2 321 -)))|(% colspan="2" %)(% colspan="1" %) 322 -((( 323 -**FFI**: SetMacroMapPlayerSectorOffset() deprecated 324 -))) 325 -|(% colspan="4" %)(% colspan="3" %) 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. 328 -))) 329 -|((( 330 -UI extensions 331 331 )))|((( 332 -4.10 Beta 2 333 -)))|(% colspan="2" %)((( 334 -**FFI**: FilterComponentForMapMode() and SetMapObjectFilter() changed 335 -))) 336 -|(% colspan="4" %)(% colspan="3" %) 337 -((( 338 -These functions were added in 4.10 Beta 1 and an additional boolean parameter allowentitydeliverymissionobject was added in Beta 2. 339 -))) 340 -|((( 341 -Scripts 48 +3.20 Beta 1 342 342 )))|((( 343 -4.10 Beta 1 344 -)))|(% colspan="2" %)((( 345 -People related attributes of mission** <delivery> **node moved 50 +**FFI**: Deprecated the following functions: **GetContainerAllowedBuildFactions()**, **GetNumContainerAllowedBuildFactions()**, **IsContainerFactionBuildRescricted()**, **IsContainerFactionTradeRescricted()**, **SetContainerBuildAllowedFactions()**, **SetContainerFactionBuildRescricted()** 346 346 ))) 347 -|(% colspan=" 4" %)(% colspan="3" %)52 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 348 348 ((( 349 - The<delivery> nodeof<create_mission>and<update_mission>hasbeenchangedtosupportanew<wares>subnode.Thepeoplerelatedattributes: 'people'and'skills' have been moved fromthe <delivery>node itselftoa <people> subnode.54 +With the addition of the Trade Rule feature the given functions are considered deprecated and should not be used anymore. Consider GetAllTradeRules(), GetContainerTradeRuleID(), SetContainerTradeRule() and similar trade rule functions for replacement. 350 350 ))) 351 -|(% colspan="1" %)(% colspan="1" %) 352 -((( 353 -Scripts 354 -)))|(% colspan="1" %)(% colspan="1" %) 355 -((( 356 -4.10 Beta 1 357 -)))|(% colspan="2" %)(% colspan="1" %) 358 -((( 359 -**$destructible.productions** replaced with $defensible.productions 360 -))) 361 -|(% colspan="4" %)(% colspan="3" %) 362 -((( 363 -The $destructible.productions script property was removed and reimplemented as $defensible.productions meaning some old uses may no longer work unless the destructible is also a defensible. The old implementation functioned by finding the containing object of the destructible (including itself) to query for the production modules. 364 -))) 365 365 |((( 366 -Scripts 367 -)))|((( 368 -4.10 Beta 1 369 -)))|(% colspan="2" %)((( 370 -Removed script property **$object.spawnsourceseed** 371 -))) 372 -|(% colspan="4" %)(% colspan="3" %) 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. 375 -))) 376 - 377 ----- 378 - 379 -=== Version 4.00 === 380 - 381 -(% class="table-striped" %) 382 -|(% colspan="1" %)(% colspan="1" %) 383 -((( 384 -UI core 385 -)))|(% colspan="1" %)(% colspan="1" %) 386 -((( 387 -4.00 Beta 10 388 -)))|(% colspan="2" %)(% colspan="1" %) 389 -((( 390 -Controlled ship can change without a **gameplanchange-event** occurring. 391 -))) 392 -|(% colspan="4" %)(% colspan="3" %) 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. 396 -))) 397 -|((( 398 -Scripts 399 -)))|((( 400 -4.00 Beta 7 401 -)))|(% colspan="2" %)((( 402 -Parameters of **<event_terraforming_project_succeeded>** and **<event_terraforming_project_failed>** changed 403 -))) 404 -|(% colspan="4" %)(% colspan="3" %) 405 -((( 406 -Old params: param = project ID, param2 = were there positive side-effects?, param3 = were there negative side-effects? 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 409 -))) 410 -|(% colspan="1" %)(% colspan="1" %) 411 -((( 412 -UI core 413 -)))|(% colspan="1" %)(% colspan="1" %) 414 -((( 415 -4.00 Beta 6 416 -)))|(% colspan="2" %)(% colspan="1" %) 417 -((( 418 -**FFI:** GetFactionRelationStatus() handling for faction relation range [-20,-10] changed 419 -))) 420 -|(% colspan="4" %)(% colspan="3" %) 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). 424 - 425 -If you rely on a handling where these factions are treated like enemies, please use the new GetFactionRelationStatus2() function instead. 426 -))) 427 -|(% colspan="1" %)(% colspan="1" %) 428 -((( 429 -UI core 430 -)))|(% colspan="1" %)(% colspan="1" %) 431 -((( 432 -4.00 Beta 5 433 -)))|(% colspan="2" %)(% colspan="1" %) 434 -((( 435 -**FFI:** GetRelationStatus()/GetRelationStatus2() handling for objects in relation range [-25,-10] changed 436 -))) 437 -|(% colspan="4" %)(% colspan="3" %) 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. 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). 442 -))) 443 -|((( 444 -Parameters 445 -)))|((( 446 -4.00 Beta 1 447 -)))|(% colspan="2" %)((( 448 -**requiresconstructionvessel** parameter moved 449 -))) 450 -|(% colspan="4" %)(% colspan="3" %) 451 -((( 452 -The 'requiresconstructionvessel' attribute has been moved from the 'recycling' node itself, to the new 'station' subnode. 453 -))) 454 -|((( 455 -Scripts 456 -)))|((( 457 -4.00 Beta 1 458 -)))|(% colspan="2" %)((( 459 -Changed behaviour of **gatedistance** script property 460 -))) 461 -|(% colspan="4" %)(% colspan="3" %) 462 -((( 463 -The 'gatedistance' script property now minimizes the number of gate jumps instead of counting the number gate jumps in the fastest route. 464 -))) 465 - 466 ----- 467 - 468 -=== Version 3.30 === 469 - 470 -(% class="table-striped" %) 471 -|((( 472 472 UI extensions 473 473 )))|((( 474 -3.30 Beta 3 475 -)))|(% colspan="2" %)((( 476 -**FFI: **Removed** GetMissionLimit() **and** IsMissionLimitEnabled()** 477 -))) 478 -|(% colspan="7" %)(% colspan="3" %) 479 -((( 480 -These mission limit-related functions (added in 3.30 Beta 1 and 2) are replaced with FFI IsMissionLimitReached() 481 -))) 482 - 483 ----- 484 - 485 -=== Version 3.20 === 486 - 487 -(% class="table-striped" %) 488 -|((( 489 -Scripts 490 -)))|((( 491 491 3.20 Beta 1 492 -)))|(% colspan="2" %)((( 493 -Parameters of **<event_player_attacked_object/>** and **<event_object_attacked_object/>** changed 494 -))) 495 -|(% colspan="4" %)(% colspan="3" %) 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 500 -))) 501 -|(% colspan="1" %)(% colspan="1" %) 502 -((( 503 -Scripts 504 -)))|(% colspan="1" %)(% colspan="1" %) 505 -((( 506 -3.20 Beta 1 507 -)))|(% colspan="2" %)(% colspan="1" %) 508 -((( 509 -Removed script property $trade.**restriction.faction** 510 -))) 511 -|(% colspan="4" %)(% colspan="3" %) 512 -((( 513 -$trade.restriction.faction has been replaced with $trade.restriction.factions, which returns a list of factions. 514 -))) 515 -|((( 516 -UI extensions 517 517 )))|((( 518 -3.20 Beta 1 519 -)))|(% colspan="2" %)((( 520 520 **Lua**: **GetTradeRestrictions()**, **ToggleFactionTradeRestriction()** and **ToggleFactionTradeWareOverride()** are now obsolete! 521 521 ))) 522 -|(% colspan=" 4" %)(% colspan="3" %)63 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 523 523 ((( 524 524 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. 525 525 ))) 526 - 527 ----- 528 - 529 -=== Version 3.10 === 530 - 531 -(% class="table-striped" %) 67 +|(% colspan="3" %)(% colspan="3" %) 68 +((( 69 +== 3.10 == 70 +))) 532 532 |(% colspan="1" %)(% colspan="1" %) 533 533 ((( 534 534 Scripts ... ... @@ -535,20 +535,18 @@ 535 535 )))|(% colspan="1" %)(% colspan="1" %) 536 536 ((( 537 537 3.10 Beta 1 538 -)))|(% colspan=" 2" %)(% colspan="1" %)77 +)))|(% colspan="1" %)(% colspan="1" %) 539 539 ((( 540 540 Removed script action **<add_build/>** 541 541 ))) 542 -|(% colspan=" 7" %)(% colspan="3" %)81 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 543 543 ((( 544 544 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. 545 545 ))) 546 - 547 ----- 548 - 549 -=== Version 3.00 === 550 - 551 -(% class="table-striped" %) 85 +|(% colspan="3" %)(% colspan="3" %) 86 +((( 87 +== 3.00 == 88 +))) 552 552 |(% colspan="1" %)(% colspan="1" %) 553 553 ((( 554 554 Scripts ... ... @@ -555,11 +555,11 @@ 555 555 )))|(% colspan="1" %)(% colspan="1" %) 556 556 ((( 557 557 3.0 Beta 6 558 -)))|(% colspan=" 2" %)(% colspan="1" %)95 +)))|(% colspan="1" %)(% colspan="1" %) 559 559 ((( 560 560 Changed behaviour of script action **<get_suitable_job/>** 561 561 ))) 562 -|(% colspan=" 4" %)(% colspan="3" %)99 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 563 563 ((( 564 564 <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. 565 565 ))) ... ... @@ -569,13 +569,13 @@ 569 569 )))|(% colspan="1" %)(% colspan="1" %) 570 570 ((( 571 571 3.0 Beta 6 572 -)))|(% colspan=" 2" %)(% colspan="1" %)109 +)))|(% colspan="1" %)(% colspan="1" %) 573 573 ((( 574 574 Changed behaviour of script action **<get_ware_definition/>** 575 575 ))) 576 -|(% colspan=" 4" %)(% colspan="3" %)113 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 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. 115 +//<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 ((( ... ... @@ -583,15 +583,15 @@ 583 583 )))|(% colspan="1" %)(% colspan="1" %) 584 584 ((( 585 585 3.0 Beta 5 586 -)))|(% colspan=" 2" %)(% colspan="1" %)123 +)))|(% colspan="1" %)(% colspan="1" %) 587 587 ((( 588 588 Renamed all files in the **md**, ui, and **cutscenes** folders to lower-case 589 589 ))) 590 -|(% colspan=" 4" %)(% colspan="3" %)127 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 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.) 129 +//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). 131 +//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 ((( ... ... @@ -599,13 +599,13 @@ 599 599 )))|(% colspan="1" %)(% colspan="1" %) 600 600 ((( 601 601 3.0 Beta 5 602 -)))|(% colspan=" 2" %)(% colspan="1" %)139 +)))|(% colspan="1" %)(% colspan="1" %) 603 603 ((( 604 604 Adjustments of some MD library cues in the base game to change their usage from **<include_actions>** to <run_actions> 605 605 ))) 606 -|(% colspan=" 4" %)(% colspan="3" %)143 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 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. 145 +//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 ((( ... ... @@ -613,14 +613,14 @@ 613 613 )))|(% colspan="1" %)(% colspan="1" %) 614 614 ((( 615 615 3.0 Beta 5 616 -)))|(% colspan=" 2" %)(% colspan="1" %)153 +)))|(% colspan="1" %)(% colspan="1" %) 617 617 ((( 618 618 Changes to $dockingbay.**todockpos** and $dockingbay.**launchpos** 619 619 ))) 620 -|(% colspan=" 4" %)(% colspan="3" %)157 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 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. 159 +//Before the change, positions are relative to $dockingbay.parent. 160 +After the change, positions are relative to $dockingbay as specified in the documentation.// 624 624 ))) 625 625 |(% colspan="1" %)(% colspan="1" %) 626 626 ((( ... ... @@ -628,24 +628,24 @@ 628 628 )))|(% colspan="1" %)(% colspan="1" %) 629 629 ((( 630 630 3.0 Beta 2 631 -)))|(% colspan=" 2" %)(% colspan="1" %)168 +)))|(% colspan="1" %)(% colspan="1" %) 632 632 ((( 633 633 Support for entity flag "**skillsvisible**" dropped 634 634 ))) 635 -|(% colspan=" 4" %)(% colspan="3" %)172 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 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(). 174 +//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 641 641 )))|((( 642 642 3.0 Beta 2 643 -)))|( % colspan="2" %)(((180 +)))|((( 644 644 Changes to **<event_object_changed_owner>** and added **<event_object_changed_true_owner>**. 645 645 ))) 646 -|(% colspan=" 4" %)(% colspan="3" %)183 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 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. 185 +//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). ... ... @@ -656,24 +656,24 @@ 656 656 )))|(% colspan="1" %)(% colspan="1" %) 657 657 ((( 658 658 3.0 Beta 1 659 -)))|(% colspan=" 2" %)(% colspan="1" %)196 +)))|(% colspan="1" %)(% colspan="1" %) 660 660 ((( 661 661 **MissionBoard** support dropped 662 662 ))) 663 -|(% colspan=" 4" %)(% colspan="3" %)200 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 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. 202 +//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 669 669 )))|((( 670 670 3.0 Beta 1 671 -)))|( % colspan="2" %)(((208 +)))|((( 672 672 By default, **job/god entries** now only spawn objects in space added by the extension in which they are defined 673 673 ))) 674 -|(% colspan=" 4" %)(% colspan="3" %)211 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 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. 213 +//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 ((( ... ... @@ -681,13 +681,13 @@ 681 681 )))|(% colspan="1" %)(% colspan="1" %) 682 682 ((( 683 683 3.0 Beta 1 684 -)))|(% colspan=" 2" %)(% colspan="1" %)221 +)))|(% colspan="1" %)(% colspan="1" %) 685 685 ((( 686 686 Script action **<add_actor_to_room/> **attribute **'room'** renamed to **'object'** 687 687 ))) 688 -|(% colspan=" 4" %)(% colspan="3" %)225 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 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. 227 +//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 ((( ... ... @@ -695,13 +695,13 @@ 695 695 )))|(% colspan="1" %)(% colspan="1" %) 696 696 ((( 697 697 3.0 Beta 1 698 -)))|(% colspan=" 2" %)(% colspan="1" %)235 +)))|(% colspan="1" %)(% colspan="1" %) 699 699 ((( 700 700 Script action **<set_doors_locked/>** attribute **'group'** changed 701 701 ))) 702 -|(% colspan=" 4" %)(% colspan="3" %)239 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 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. 241 +//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 ((( ... ... @@ -709,13 +709,13 @@ 709 709 )))|(% colspan="1" %)(% colspan="1" %) 710 710 ((( 711 711 3.0 Beta 1 712 -)))|(% colspan=" 2" %)(% colspan="1" %)249 +)))|(% colspan="1" %)(% colspan="1" %) 713 713 ((( 714 714 Script conditions **<event_hack_*/>** and **<event_controlpanel_hack_*/>** removed 715 715 ))) 716 -|(% colspan=" 4" %)(% colspan="3" %)253 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 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. 255 +//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 ((( ... ... @@ -723,13 +723,13 @@ 723 723 )))|(% colspan="1" %)(% colspan="1" %) 724 724 ((( 725 725 3.0 Beta 1 726 -)))|(% colspan=" 2" %)(% colspan="1" %)263 +)))|(% colspan="1" %)(% colspan="1" %) 727 727 ((( 728 728 Script actions **<set_hack_target/>** and **<abort_hack/>** removed 729 729 ))) 730 -|(% colspan=" 4" %)(% colspan="3" %)267 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 731 731 ((( 732 -These actions had no effect and were removed. 269 +//These actions had no effect and were removed.// 733 733 ))) 734 734 |(% colspan="1" %)(% colspan="1" %) 735 735 ((( ... ... @@ -737,13 +737,13 @@ 737 737 )))|(% colspan="1" %)(% colspan="1" %) 738 738 ((( 739 739 3.0 Beta 1 740 -)))|(% colspan=" 2" %)(% colspan="1" %)277 +)))|(% colspan="1" %)(% colspan="1" %) 741 741 ((( 742 742 **<setup_conversation_minigame/>** script action removed 743 743 ))) 744 -|(% colspan=" 4" %)(% colspan="3" %)281 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 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. 283 +//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 ((( ... ... @@ -751,13 +751,13 @@ 751 751 )))|(% colspan="1" %)(% colspan="1" %) 752 752 ((( 753 753 3.0 Beta 1 754 -)))|(% colspan=" 2" %)(% colspan="1" %)291 +)))|(% colspan="1" %)(% colspan="1" %) 755 755 ((( 756 756 <add_player_choice_*> **confidence** attribute removed 757 757 ))) 758 -|(% colspan=" 4" %)(% colspan="3" %)295 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 759 759 ((( 760 -The default confidence of player options is another leftover from the XR era and had no effect in X4. 297 +//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 ((( ... ... @@ -765,13 +765,13 @@ 765 765 )))|(% colspan="1" %)(% colspan="1" %) 766 766 ((( 767 767 3.0 Beta 1 768 -)))|(% colspan=" 2" %)(% colspan="1" %)305 +)))|(% colspan="1" %)(% colspan="1" %) 769 769 ((( 770 770 **<hack_via_control_panel/>** script action removed 771 771 ))) 772 -|(% colspan=" 4" %)(% colspan="3" %)309 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 773 773 ((( 774 -Unused script action <hack_via_control_panel/> was removed. 311 +//Unused script action <hack_via_control_panel/> was removed.// 775 775 ))) 776 776 |(% colspan="1" %)(% colspan="1" %) 777 777 ((( ... ... @@ -779,24 +779,24 @@ 779 779 )))|(% colspan="1" %)(% colspan="1" %) 780 780 ((( 781 781 3.0 Beta 1 782 -)))|(% colspan=" 2" %)(% colspan="1" %)319 +)))|(% colspan="1" %)(% colspan="1" %) 783 783 ((( 784 784 **Lua: **GetMiniGameCursorPosition() removed 785 785 ))) 786 -|(% colspan=" 4" %)(% colspan="3" %)323 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 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. 325 +//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 792 792 )))|((( 793 793 3.0 Beta 1 794 -)))|( % colspan="2" %)(((331 +)))|((( 795 795 **FFI: **GetLocalizedInteractiveNotificationKey can return icon placeholders 796 796 ))) 797 -|(% colspan=" 4" %)(% colspan="3" %)334 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 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. 336 +//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 ((( ... ... @@ -804,13 +804,13 @@ 804 804 )))|(% colspan="1" %)(% colspan="1" %) 805 805 ((( 806 806 3.0 Beta 1 807 -)))|(% colspan=" 2" %)(% colspan="1" %)344 +)))|(% colspan="1" %)(% colspan="1" %) 808 808 ((( 809 809 **FFI: **UIWeaponMod returned by GetInstalledWeaponMod() now includes property SurfaceElementFactor 810 810 ))) 811 -|(% colspan=" 4" %)(% colspan="3" %)348 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 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. 350 +//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 ((( ... ... @@ -818,14 +818,14 @@ 818 818 )))|(% colspan="1" %)(% colspan="1" %) 819 819 ((( 820 820 3.0 Beta 1 821 -)))|(% colspan=" 2" %)(% colspan="1" %)358 +)))|(% colspan="1" %)(% colspan="1" %) 822 822 ((( 823 823 **$ware.illegal** updated 824 824 ))) 825 -|(% colspan=" 4" %)(% colspan="3" %)362 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 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 $ware is illegal to any faction in the game. 364 +//$ware.illegal used to return true if the specified ware has the 'illegal' tag which is no longer used.// 365 +//It now returns true if $ware is illegal to any faction in the game.// 829 829 ))) 830 830 |(% colspan="1" %)(% colspan="1" %) 831 831 ((( ... ... @@ -833,13 +833,13 @@ 833 833 )))|(% colspan="1" %)(% colspan="1" %) 834 834 ((( 835 835 3.0 Beta 1 836 -)))|(% colspan=" 2" %)(% colspan="1" %)373 +)))|(% colspan="1" %)(% colspan="1" %) 837 837 ((( 838 838 MD script **RML_Flight_Along_Path** removed 839 839 ))) 840 -|(% colspan=" 4" %)(% colspan="3" %)377 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 841 841 ((( 842 -The MD script RML_Flight_Along_Path was not referened and was removed. 379 +//The MD script RML_Flight_Along_Path was not referened and was removed.// 843 843 ))) 844 844 |(% colspan="1" %)(% colspan="1" %) 845 845 ((( ... ... @@ -847,75 +847,71 @@ 847 847 )))|(% colspan="1" %)(% colspan="1" %) 848 848 ((( 849 849 3.0 Beta 1 850 -)))|(% colspan=" 2" %)(% colspan="1" %)387 +)))|(% colspan="1" %)(% colspan="1" %) 851 851 ((( 852 852 parameters of **<event_venture_mission_completed/>** changed 853 853 ))) 854 -|(% colspan=" 4" %)(% colspan="3" %)391 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 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 393 +//old params: param = venture details, param2 = ships involved, param3 = duration// 394 +//new params: param = venture detail list: [mission name, mission type], param2 = list of ships involved, param3 = duration// 858 858 ))) 859 859 |((( 860 860 Scripts 861 861 )))|((( 862 862 3.0 Beta 1 863 -)))|( % colspan="2" %)(((400 +)))|((( 864 864 **<set_object_wing_name/>** removed, 865 865 **<set_object_fleet_name/>** added 866 866 ))) 867 -|(% colspan=" 4" %)(% colspan="3" %)404 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 868 868 ((( 869 -The common action <set_object_wing_name/> has been replaced with <set_object_fleet_name/> 406 +//The common action <set_object_wing_name/> has been replaced with <set_object_fleet_name/>// 870 870 ))) 871 871 |((( 872 872 Scripts 873 873 )))|((( 874 874 3.0 Beta 1 875 -)))|( % colspan="2" %)(((412 +)))|((( 876 876 **$controllable.wing.*** removed, 877 877 **$controllable.fleet.*** added 878 878 ))) 879 -|(% colspan=" 4" %)(% colspan="3" %)416 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 880 880 ((( 881 881 $controllable.wing.name, $controllable.wing.iscommander, and $controllable.wing.commander have been replaced with $controllable.fleet.name, $controllable.fleet.iscommander, and $controllable.fleet.commander 882 882 ))) 883 - 884 ----- 885 - 886 -=== Version 2.60 === 887 - 888 -(% class="table-striped" %) 420 +|(% colspan="3" %)(% colspan="3" %) 421 +((( 422 +== 2.60 == 423 +))) 889 889 |((( 890 890 Scripts 891 891 )))|((( 892 892 2.60 Beta 1 893 -)))|( % colspan="2" %)(((428 +)))|((( 894 894 '**checkoperational**' filter behaviour changed 895 895 ))) 896 -|(% colspan=" 10" %)(% colspan="3" %)431 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 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. 433 +//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. 435 +//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 904 904 )))|((( 905 905 2.60 Beta 1 906 -)))|( % colspan="2" %)(((441 +)))|((( 907 907 $container.**supplyresources** behavior changed 908 -))) | | |909 -|(% colspan=" 10" %)(% colspan="3" %)443 +))) 444 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 910 910 ((( 911 -The script keyword $container.supplyresources now includes reserved wares. 446 +//The script keyword $container.supplyresources now includes reserved wares.// 912 912 ))) 913 - 914 ----- 915 - 916 -=== Version 2.20 === 917 - 918 -(% class="table-striped" %) 448 +|(% colspan="3" %)(% colspan="3" %) 449 +((( 450 +== 2.20 == 451 +))) 919 919 |(% colspan="1" %)(% colspan="1" %) 920 920 ((( 921 921 UI core ... ... @@ -922,16 +922,17 @@ 922 922 )))|(% colspan="1" %)(% colspan="1" %) 923 923 ((( 924 924 2.20 Beta 3/4 925 -)))|(% colspan=" 2" %)(% colspan="1" %)458 +)))|(% colspan="1" %)(% colspan="1" %) 926 926 ((( 927 927 **Lua: GetControllerInfo()** returned mouseSteering/mouseCursor values are undefined. 928 928 ))) 929 -|(% colspan=" 4" %)(% colspan="3" %)462 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 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. 464 +//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. 465 +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. 467 +//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. 468 +// 935 935 ))) 936 936 |(% colspan="1" %)(% colspan="1" %) 937 937 ((( ... ... @@ -939,20 +939,18 @@ 939 939 )))|(% colspan="1" %)(% colspan="1" %) 940 940 ((( 941 941 2.20 Beta 3 942 -)))|(% colspan=" 2" %)(% colspan="1" %)476 +)))|(% colspan="1" %)(% colspan="1" %) 943 943 ((( 944 944 Attribute for build related conditions e.g. **<event_build_finished/>** renamed from 'buildmodule' to 'buildprocessor' 945 945 ))) 946 -|(% colspan=" 4" %)(% colspan="3" %)480 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 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. 482 +//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 - 951 ----- 952 - 953 -=== Version 2.00 === 954 - 955 -(% class="table-striped" %) 484 +|(% colspan="3" %)(% colspan="3" %) 485 +((( 486 +== 2.00 == 487 +))) 956 956 |(% colspan="1" %)(% colspan="1" %) 957 957 ((( 958 958 Scripts ... ... @@ -959,13 +959,13 @@ 959 959 )))|(% colspan="1" %)(% colspan="1" %) 960 960 ((( 961 961 2.00 Beta 1 962 -)))|(% colspan=" 2" %)(% colspan="1" %)494 +)))|(% colspan="1" %)(% colspan="1" %) 963 963 ((( 964 964 **<event_build_finished/> **param2 now returns null instead of a construction sequence 965 965 ))) 966 -|(% colspan=" 4" %)(% colspan="3" %)498 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 967 967 ((( 968 -The construction sequence which was finished should now be accessed via the buildtask provided via param3. 500 +//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 ((( ... ... @@ -973,13 +973,13 @@ 973 973 )))|(% colspan="1" %)(% colspan="1" %) 974 974 ((( 975 975 2.00 Beta 1 976 -)))|(% colspan=" 2" %)(% colspan="1" %)508 +)))|(% colspan="1" %)(% colspan="1" %) 977 977 ((( 978 978 **param.boarding.{...}** strength parameters removed 979 979 ))) 980 -|(% colspan=" 4" %)(% colspan="3" %)512 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 981 981 ((( 982 -The 'recruitstrength', 'veteranstrength' and 'elitestrength' script parameters were no longer required for balancing the boarding gameplay, and were removed. 514 +//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 ((( ... ... @@ -987,160 +987,158 @@ 987 987 )))|(% colspan="1" %)(% colspan="1" %) 988 988 ((( 989 989 2.00 Beta 1 990 -)))|(% colspan=" 2" %)(% colspan="1" %)522 +)))|(% colspan="1" %)(% colspan="1" %) 991 991 ((( 992 992 **$defensible.boardee/$defensible.boarder** and **<set_object_boarder/>/<remove_object_boarder/>** removed 993 993 ))) 994 -|(% colspan=" 4" %)(% colspan="3" %)526 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 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. 528 +//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 1000 1000 )))|((( 1001 1001 2.00 Beta 1 1002 -)))|( % colspan="2" %)(((534 +)))|((( 1003 1003 **FFI: GetUpgradeSlotCurrentComponent()/GetUpgradeSlotGroup()** works on non-operationals 1004 1004 ))) 1005 -|(% colspan=" 4" %)(% colspan="3" %)537 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 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. 539 +//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 1011 1011 )))|((( 1012 1012 2.00 Beta 1 1013 -)))|( % colspan="2" %)(((545 +)))|((( 1014 1014 **FFI: SetFormationShape()** no longer indicates an error upon certain error cases 1015 1015 ))) 1016 -|(% colspan=" 4" %)(% colspan="3" %)548 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 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. 550 +//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.// 551 +//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 1023 1023 )))|((( 1024 1024 2.00 Beta 1 1025 -)))|( % colspan="2" %)(((557 +)))|((( 1026 1026 **<create_formation/>** now requires the attributes: 'leader' and 'follower'. Attribute 'object' is now deprecated. 1027 1027 ))) 1028 -|(% colspan=" 4" %)(% colspan="3" %)560 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 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. 562 +//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 1034 1034 )))|((( 1035 1035 2.00 Beta 1 1036 -)))|( % colspan="2" %)(((568 +)))|((( 1037 1037 **<event_player_changed_target/>** now fires and returns null if the player deselects a target. 1038 1038 ))) 1039 -|(% colspan=" 4" %)(% colspan="3" %)571 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 1040 1040 ((( 1041 -For prior behavior, check for event.param being non-null. 573 +//For prior behavior, check for event.param being non-null.// 1042 1042 ))) 1043 1043 |((( 1044 1044 AI Scripts 1045 1045 )))|((( 1046 1046 2.00 Beta 1 1047 -)))|( % colspan="2" %)(((579 +)))|((( 1048 1048 **<shoot/>/<shoot_at/>** attribute changes. 1049 1049 ))) 1050 -|(% colspan=" 4" %)(% colspan="3" %)582 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 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. 584 +//Changed: Attribute "primary" is now optional and defines whether weapons from the ship's active primary weapon group will be fired. Defaults to true.// 585 +//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.// 586 +//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. 588 +//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 1060 1060 )))|((( 1061 1061 2.00 Beta 1 1062 -)))|( % colspan="2" %)(((1063 -**FFI: GetBuildTask()/GetNumBuildTasks()** got a new "buildmoduleid" parameter. 594 +)))|((( 595 +**FFI: GetBuildTask()/GetNumBuildTasks()** got a new "buildmoduleid" parameter.(% class="confluenceTd" %) 1064 1064 ))) 1065 -|(% colspan=" 4" %)(% colspan="3" %)597 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 1066 1066 ((( 1067 -Added possibility to query build tasks of a certain buildmodule. 599 +//Added possibility to query build tasks of a certain buildmodule.// 1068 1068 ))) 1069 1069 |((( 1070 1070 UI extensions 1071 1071 )))|((( 1072 1072 2.00 Beta 1 1073 -)))|( % colspan="2" %)(((605 +)))|((( 1074 1074 **Lua:** **GetLibraryEntry()** retrieved a new "buildresources" field. 1075 1075 ))) 1076 -|(% colspan=" 4" %)(% colspan="3" %)608 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 1077 1077 ((( 1078 -Added list of resources a buildmodule needs to build. 610 +//Added list of resources a buildmodule needs to build.// 1079 1079 ))) 1080 1080 |((( 1081 1081 UI extensions 1082 1082 )))|((( 1083 1083 2.00 Beta 1 1084 -)))|( % colspan="2" %)(((1085 -**Lua: CalculateTotalHullFraction() **was removed.616 +)))|((( 617 +(% style="color: rgb(0,0,0);" %)**Lua:**(% style="color: rgb(0, 0, 0); color: rgb(0, 0, 0)" %)** CalculateTotalHullFraction()**(% style="color: rgb(0,0,0);" %)** **(%%)was removed.(% style="color: rgb(0,0,0);" %) 1086 1086 ))) 1087 -|(% colspan=" 4" %)(% colspan="3" %)619 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 1088 1088 ((( 1089 -Unused, derelict function from XR - use GetComponentData(..., "hullpercent") instead. 621 +//Unused, derelict function from XR - use GetComponentData(..., "hullpercent") instead.// 1090 1090 ))) 1091 1091 |((( 1092 1092 UI extensions 1093 1093 )))|((( 1094 1094 2.00 Beta 1 1095 -)))|( % colspan="2" %)(((1096 -**FFI: RequestDockAtReason()/UndockPlayerShip() **changed their return values. 627 +)))|((( 628 +**FFI: (% style="color: rgb(0,0,0);" %)RequestDockAtReason()/(% style="color: rgb(0, 0, 0); color: rgb(0, 0, 0); color: rgb(0, 0, 0); color: rgb(0, 0, 0); color: rgb(0, 0, 0)" %)UndockPlayerShip()(%%) **changed their return values.(% style="color: rgb(0,0,0);" class="confluenceTd" %) 1097 1097 ))) 1098 -|(% colspan=" 4" %)(% colspan="3" %)630 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 1099 1099 ((( 1100 -Changed return value type to const char* to better identify failure reasons in Lua script. 632 +//Changed return value type to const char* to better identify failure reasons in Lua script.// 1101 1101 ))) 1102 - 1103 ----- 1104 - 1105 -=== Version 1.50 === 1106 - 1107 -(% class="table-striped" %) 634 +|(% colspan="3" %)(% colspan="3" %) 635 +((( 636 +== 1.50 == 637 +))) 1108 1108 |((( 1109 1109 UI extensions 1110 1110 )))|((( 1111 1111 1.50 Beta 3 1112 -)))|( % colspan="2" %)(((1113 -**Lua: GetComponentData() **changed behavior of "docksizes" property. 642 +)))|((( 643 +**Lua: GetComponentData() **changed behavior of "docksizes" propertly.(% class="confluenceTd" %) 1114 1114 ))) 1115 -|(% colspan=" 4" %)(% colspan="3" %)645 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 1116 1116 ((( 1117 -The "docksizes" property no longer includes internal ship storage docks. 647 +//The "docksizes" property no longer includes internal ship storage docks.// 1118 1118 ))) 1119 1119 |((( 1120 1120 All 1121 1121 )))|((( 1122 1122 1.50 Beta 2 1123 -)))|( % colspan="2" %)(((653 +)))|((( 1124 1124 **Meaning of "Shipyard"** was corrected throughout Lua/MD/AI scripts, so that Wharfs are not Shipyards (unlike in XR). 1125 1125 ))) 1126 -|(% colspan=" 4" %)(% colspan="3" %)656 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 1127 1127 ((( 1128 -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". 658 +//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".// 1129 1129 1130 -Lua: Adjusted GetComponentData() and HasShipyard(), added HasWharf() 1131 -Lua / GetComponentData() properties: Removed "iscapitalshipyard", fixed "isshipyard", added "canbuildships", "iswharf", "isequipmentdock" 1132 -Scripts: Fixed property .isshipyard, added .iswharf (.canbuildships existed already) 660 +//Lua: Adjusted GetComponentData() and HasShipyard(), added HasWharf()// 661 +//Lua / GetComponentData() properties: Removed "iscapitalshipyard", fixed "isshipyard", added "canbuildships", "iswharf", "isequipmentdock"// 662 +//Scripts: Fixed property .isshipyard, added .iswharf (.canbuildships existed already)// 1133 1133 ))) 1134 1134 |((( 1135 1135 UI extensions 1136 1136 )))|((( 1137 1137 1.50 Beta 2 1138 -)))|( % colspan="2" %)(((1139 -**FFI: UpgradeGroupInfo **datatype was changed. 668 +)))|((( 669 +**FFI: UpgradeGroupInfo **datatype was changed.(% class="confluenceTd" %) 1140 1140 ))) 1141 -|(% colspan=" 4" %)(% colspan="3" %)671 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 1142 1142 ((( 1143 -Added new "operational" field to retrieve information about number of operational upgrades in a group. 673 +//Added new "operational" field to retrieve information about number of operational upgrades in a group.// 1144 1144 ))) 1145 1145 |(% colspan="1" %)(% colspan="1" %) 1146 1146 ((( ... ... @@ -1148,58 +1148,55 @@ 1148 1148 )))|(% colspan="1" %)(% colspan="1" %) 1149 1149 ((( 1150 1150 1.50 Beta 1 1151 -)))|(% colspan=" 2" %)(% colspan="1" %)681 +)))|(% colspan="1" %)(% colspan="1" %) 1152 1152 ((( 1153 1153 **FFI: SetGuidance()** removed useinfopoint argument. 1154 1154 ))) 1155 -|(% colspan=" 4" %)(% colspan="3" %)685 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 1156 1156 ((( 1157 -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. 687 +//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. 688 +// 1158 1158 1159 -The new function declaration is: void SetGuidance(UniverseID componentid, UIPosRot offset) 690 +//The new function declaration is: void SetGuidance(UniverseID componentid, UIPosRot offset)// 1160 1160 ))) 1161 1161 |((( 1162 1162 UI extensions 1163 1163 )))|((( 1164 1164 1.50 Beta 1 1165 -)))|( % colspan="2" %)(((1166 -**FFI: CancelConstruction() **changed its return value. 696 +)))|((( 697 +**FFI: CancelConstruction() **changed its return value.(% class="confluenceTd" %) 1167 1167 ))) 1168 -|(% colspan=" 4" %)(% colspan="3" %)699 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 1169 1169 ((( 1170 -CancelConstruction() now returns if the cancellation was successful. 701 +(% style="color: rgb(0,0,0);" %)//CancelConstruction() now returns if the cancellation was successful. // 1171 1171 ))) 1172 - 1173 ----- 1174 - 1175 -=== Version 1.32 === 1176 - 1177 -(% class="table-striped" %) 703 +|(% colspan="3" %)(% colspan="3" %) 704 +((( 705 +== 1.32 == 706 +))) 1178 1178 |((( 1179 1179 UI extensions 1180 1180 )))|((( 1181 1181 1.32 1182 -)))|( % colspan="2" %)(((711 +)))|((( 1183 1183 **Lua: GetComponentData() **removed the "nextdestname" property. 1184 1184 ))) 1185 -|(% colspan=" 4" %)(% colspan="3" %)714 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 1186 1186 ((( 1187 -Instead of "nextdestname", use the properties "destination" or "destinationsector" to retrieve a destination component, then retrieve its "name" property. 716 +//Instead of "nextdestname", use the properties "destination" or "destinationsector" to retrieve a destination component, then retrieve its "name" property.// 1188 1188 ))) 1189 - 1190 ----- 1191 - 1192 -=== Version 1.20 === 1193 - 1194 -(% class="table-striped" %) 718 +|(% colspan="3" %)(% colspan="3" %) 719 +((( 720 +== 1.20 == 721 +))) 1195 1195 |((( 1196 1196 UI extensions 1197 1197 )))|((( 1198 1198 1.20 1199 -)))|( % colspan="2" %)(((1200 -**FFI: GetAAOption()** got a new "useconfig" parameter. 726 +)))|((( 727 +**FFI: GetAAOption()** got a new "useconfig" parameter.(% class="confluenceTd" %) 1201 1201 ))) 1202 -|(% colspan=" 4" %)(% colspan="3" %)729 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 1203 1203 ((( 1204 -//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.// 731 +//The AA setting was changed to check the new setting with the user. In order to restore the old setting (% style="color: rgb(0,0,0);" %)GetAAOption() gets the option to retrieve the config settings.// 1205 1205 )))
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... ... @@ -1,0 +1,1 @@ 1 +https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/91947560/Breaking Changes