Changes for page Breaking Changes

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

From version 138.1
edited by Daniel Turner
on 2025/11/21 15:47
Change comment: There is no comment for this version
To version 114.1
edited by Owen Lake
on 2024/01/31 12:40
Change comment: There is no comment for this version

Summary

Details

Page properties
Author
... ... @@ -1,1 +1,1 @@
1 -xwiki:XWiki.Daniel
1 +xwiki:XWiki.Owen
Content
... ... @@ -20,62 +20,10 @@
20 20  
21 21  {{toc scope="LOCAL" start="3"/}}
22 22  
23 -=== Version 9.00 ===
24 -
25 -(% class="table-striped" %)
26 -|(% colspan="1" style="width:117px" %)Scripts|(% colspan="1" style="width:119px" %)9.00 Beta 1|(% colspan="4" style="width:1625px" %)Removed **flags **attribute from action **<add_blueprints>**
27 -|(% colspan="6" style="width:117px" %)(((
28 -The flags attribute is no longer available in the MD action <add_blueprints>
29 -)))
30 -
31 -=== Version 8.00 ===
32 -
33 -(% class="table-striped" %)
34 -|(% 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>**
35 -|(% colspan="6" style="width:117px" %)(((
36 -The deprecated MD action <populate_platforms> has been removed. The previously referenced character quotas in quotas.xml have also been removed.
37 -)))
38 -|(% 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**
39 -|(% 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.
40 -|(% 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**
41 -|(% 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).
42 -|(% 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**
43 -|(% 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.
44 -|(% 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
45 -|(% 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.
46 -
47 -=== Version 7.50 ===
48 -
49 -(% class="table-striped" %)
50 -|(% 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)
51 -|(% colspan="4" style="width:117px" %)(((
52 -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.
53 -)))
54 -|(% 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**
55 -|(% colspan="7" style="width:117px" %)(((
56 -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.
57 -)))
58 -
59 59  === Version 7.00 ===
60 60  
61 61  
62 -(% class="table-striped" %)
63 -|(% colspan="1" style="width:117px" %)Gamestarts|(% colspan="1" style="width:119px" %)7.00 Beta 8|(% colspan="2" style="width:1625px" %)**Text references**
64 -|(% 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.
65 -|(% 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**
66 -|(% colspan="4" style="width:117px" %)highway_fx_electric_02 is still available in "legacy" folder if needed
67 -|(% 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
68 -|(% colspan="4" style="width:117px" %)(((
69 -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.
70 -)))
71 -|(% 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.
72 -|(% colspan="4" style="width:117px" %)(((
73 -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.**
74 -)))
75 -|(% 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.
76 -|(% colspan="4" style="width:117px" %)(((
77 -Some material names and texture paths were changed. Please DIFF the materiallibrary.xml from 6.20 with 7.0 to see the difference
78 -)))
26 +(% class="wrapped" %)
79 79  |(% colspan="1" style="width:117px" %)(% colspan="1" %)
80 80  (((
81 81  Scripts
... ... @@ -84,9 +84,9 @@
84 84  )))|(% colspan="2" style="width:1625px" %)(((
85 85  MD action **<set_presentation_cluster_persistence/>** now requires the cluster to be a presentation cluster.
86 86  )))
87 -|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %)
35 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" title="Background colour :" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" title="Background colour :" %)
88 88  (((
89 - Previously it was possible to set normal clusters to be persistent presentation clusters which was an invalid state.
37 +// Previously it was possible to set normal clusters to be persistent presentation clusters which was an invalid state.//
90 90  )))
91 91  |(% colspan="1" style="width:117px" %)(% colspan="1" %)
92 92  (((
... ... @@ -96,9 +96,9 @@
96 96  )))|(% colspan="2" style="width:1625px" %)(((
97 97  **FFI**: RemoveBuildPlot() changed
98 98  )))
99 -|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %)
47 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" title="Background colour :" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" title="Background colour :" %)
100 100  (((
101 - 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.
49 +// 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.//
102 102  )))
103 103  |(% colspan="1" style="width:117px" %)(% colspan="1" %)
104 104  (((
... ... @@ -108,14 +108,16 @@
108 108  )))|(% colspan="2" style="width:1625px" %)(((
109 109  **Some Split DLC materials moved to base game**
110 110  )))
111 -|(% colspan="7" title="Background colour :" %)(% colspan="3" title="Background colour :" %)
59 +|(% class="highlight-grey" colspan="7" data-highlight-colour="grey" title="Background colour :" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" title="Background colour :" %)
112 112  (((
113 113  // //"spl_p1_fx" AND "split_p1_hulltexture_01" were moved from Split DLC to base game
114 114  )))
115 115  
64 +----
65 +
116 116  === Version 6.00 ===
117 117  
118 -(% class="table-striped" %)
68 +(% class="wrapped" %)
119 119  |(((
120 120  Libraries
121 121  )))|(((
... ... @@ -123,11 +123,11 @@
123 123  )))|(% colspan="2" %)(((
124 124  Updated weights for ship groups in shipgroups.xml libraries of base game and all DLCs.
125 125  )))
126 -|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %)
76 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" title="Background colour :" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" title="Background colour :" %)
127 127  (((
128 -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.
78 +//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.//
129 129  
130 -All groups should now have "weight" parameter added and old "weights" were updated to not have single-digit numbers.
80 +//All groups should now have "weight" parameter added and old "weights" were updated to not have single-digit numbers.//
131 131  )))
132 132  |(% colspan="1" %)(% colspan="1" %)
133 133  (((
... ... @@ -139,11 +139,11 @@
139 139  (((
140 140  Changed conditions for **<event_player_travelmode_started> <event_player_travelmode_stopped> <event_player_travelmode_charge_started> <event_player_travelmode_charge_aborted>** to be raised.
141 141  )))
142 -|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %)
92 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" title="Background colour :" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" title="Background colour :" %)
143 143  (((
144 -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.
94 +//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. //
145 145  
146 -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.
96 +//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.//
147 147  )))
148 148  |(% colspan="1" %)(% colspan="1" %)
149 149  (((
... ... @@ -155,13 +155,13 @@
155 155  (((
156 156  Changed result of **<find_object_surface>** action in the case of a failure
157 157  )))
158 -|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %)
108 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" title="Background colour :" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" title="Background colour :" %)
159 159  (((
160 -The 'posname' and 'rotname' result attributes of <find_object_surface> will now return null in the case of no valid surface position being found.
110 +//The 'posname' and 'rotname' result attributes of <find_object_surface> will now return null in the case of no valid surface position being found.//
161 161  
162 -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.
112 +//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.//
163 163  
164 -The action itself has been improved to increase the chance of finding suitable surface positions.
114 +//The action itself has been improved to increase the chance of finding suitable surface positions.//
165 165  )))
166 166  |(% colspan="1" %)(% colspan="1" %)
167 167  (((
... ... @@ -173,10 +173,10 @@
173 173  (((
174 174  Behaviour change for **<match_dock>** script component filter
175 175  )))
176 -|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %)
126 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" title="Background colour :" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" title="Background colour :" %)
177 177  (((
178 -<match_dock> nodes can now be used on container and walkablemodule classes without wrapping them in <match_content> nodes.
179 -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.
128 +//<match_dock> nodes can now be used on container and walkablemodule classes without wrapping them in <match_content> nodes.
129 +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.//
180 180  )))
181 181  |(% colspan="1" %)(% colspan="1" %)
182 182  (((
... ... @@ -188,9 +188,9 @@
188 188  (((
189 189  Changed result attribute location for **<get_attackstrength>**
190 190  )))
191 -|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %)
141 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" title="Background colour :" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" title="Background colour :" %)
192 192  (((
193 -The 'result' attribute of get_attackstrength has been moved into the new <result> subnode and renamed to 'total'.
143 +//The 'result' attribute of get_attackstrength has been moved into the new <result> subnode and renamed to 'total'.//
194 194  )))
195 195  |(((
196 196  Assets
... ... @@ -199,10 +199,10 @@
199 199  )))|(% colspan="2" %)(((
200 200  Surface element **connections** are incompatible by default unless tagged as "**standard**", and also "**combat**" for non-missile, non-mining weapons
201 201  )))
202 -|(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)
152 +|(% class="highlight-grey" colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% class="highlight-grey" colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)
203 203  (((
204 -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.
205 -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.
154 +//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.
155 +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.//
206 206  )))
207 207  |(% colspan="1" %)(% colspan="1" %)
208 208  (((
... ... @@ -214,9 +214,9 @@
214 214  (((
215 215  Changed behaviour of attribute **sortbygatedistanceto** when finding objects, discarding unreachable objects
216 216  )))
217 -|(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)
167 +|(% class="highlight-grey" colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% class="highlight-grey" colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)
218 218  (((
219 -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.
169 +//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.//
220 220  )))
221 221  |(((
222 222  Scripts
... ... @@ -225,9 +225,9 @@
225 225  )))|(% colspan="2" %)(((
226 226  **<event_player_owned_killed_object>** and **<event_player_owned_destroyed>** are now triggered before the corresponding **<event_object_destroyed>**, instead of afterwards.
227 227  )))
228 -|(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)
178 +|(% class="highlight-grey" colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% class="highlight-grey" colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)
229 229  (((
230 -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.
180 +//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.//
231 231  )))
232 232  |(((
233 233  Cutscenes
... ... @@ -236,9 +236,9 @@
236 236  )))|(% colspan="2" %)(((
237 237  Changed behaviour of **<angles>** in cutscenes
238 238  )))
239 -|(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)
189 +|(% class="highlight-grey" colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% class="highlight-grey" colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)
240 240  (((
241 -The yaw and pitch nodes in <angles> are now correctly interpreted as values in degrees.
191 +//The yaw and pitch nodes in <angles> are now correctly interpreted as values in degrees.//
242 242  )))
243 243  
244 244  ----
... ... @@ -245,7 +245,7 @@
245 245  
246 246  === Version 5.00 ===
247 247  
248 -(% class="table-striped" %)
198 +(% class="wrapped" %)
249 249  |(((
250 250  Parameters
251 251  )))|(((
... ... @@ -253,9 +253,9 @@
253 253  )))|(% colspan="2" %)(((
254 254  **<controlpanel><entry>: minduration** removed, **maxduration** renamed to duration
255 255  )))
256 -|(% colspan="7" %)(% colspan="3" %)
206 +|(% class="highlight-grey" colspan="7" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
257 257  (((
258 -'minduration' was unused in X4, maxduration was and still is taken as the actual duration of control panel hacks. No functionality change.
208 +//'minduration' was unused in X4, maxduration was and still is taken as the actual duration of control panel hacks. No functionality change.//
259 259  )))
260 260  
261 261  ----
... ... @@ -262,7 +262,7 @@
262 262  
263 263  === Version 4.10 ===
264 264  
265 -(% class="table-striped" %)
215 +(% class="wrapped" %)
266 266  |(% colspan="1" %)(% colspan="1" %)
267 267  (((
268 268  UI extensions
... ... @@ -273,9 +273,9 @@
273 273  (((
274 274  **FFI**: SetMapRenderCargoContents(), SetMapRenderWorkForceInfo(), SetMapRenderCrewInfo() and SetMapRenderDockedShipInfos() deprecated
275 275  )))
276 -|(% colspan="4" %)(% colspan="3" %)
226 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
277 277  (((
278 -The functionality represented by SetMapRenderCargoContents(), SetMapRenderWorkForceInfo(), SetMapRenderCrewInfo() and SetMapRenderDockedShipInfos() has been removed and the function was therefore stubbed.
228 +//The functionality represented by SetMapRenderCargoContents(), SetMapRenderWorkForceInfo(), SetMapRenderCrewInfo() and SetMapRenderDockedShipInfos() has been removed and the function was therefore stubbed.//
279 279  )))
280 280  |(% colspan="1" %)(% colspan="1" %)
281 281  (((
... ... @@ -287,9 +287,9 @@
287 287  (((
288 288  **FFI**: CustomGameStartPlayerProperty2 changed
289 289  )))
290 -|(% colspan="4" %)(% colspan="3" %)
240 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
291 291  (((
292 -This struct was added in 4.10 Beta 2 and an additional member count was added in Beta 6.
242 +//This struct was added in 4.10 Beta 2 and an additional member count was added in Beta 6.//
293 293  )))
294 294  |(% colspan="1" %)(% colspan="1" %)
295 295  (((
... ... @@ -301,9 +301,9 @@
301 301  (((
302 302  Renamed **<stationinfobox>** to **<infobox>**
303 303  )))
304 -|(% colspan="4" %)(% colspan="3" %)
254 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
305 305  (((
306 -Info box parameters are now shared across stations and ships. The node has a more generic name to reflect that.
256 +//Info box parameters are now shared across stations and ships. The node has a more generic name to reflect that.//
307 307  )))
308 308  |(% colspan="1" %)(% colspan="1" %)
309 309  (((
... ... @@ -315,9 +315,9 @@
315 315  (((
316 316  **FFI**: SetMacroMapPlayerSectorOffset() deprecated
317 317  )))
318 -|(% colspan="4" %)(% colspan="3" %)
268 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
319 319  (((
320 -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.
270 +//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.//
321 321  )))
322 322  |(((
323 323  UI extensions
... ... @@ -326,9 +326,9 @@
326 326  )))|(% colspan="2" %)(((
327 327  **FFI**: FilterComponentForMapMode() and SetMapObjectFilter() changed
328 328  )))
329 -|(% colspan="4" %)(% colspan="3" %)
279 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
330 330  (((
331 -These functions were added in 4.10 Beta 1 and an additional boolean parameter allowentitydeliverymissionobject was added in Beta 2.
281 +//These functions were added in 4.10 Beta 1 and an additional boolean parameter allowentitydeliverymissionobject was added in Beta 2.//
332 332  )))
333 333  |(((
334 334  Scripts
... ... @@ -337,9 +337,9 @@
337 337  )))|(% colspan="2" %)(((
338 338  People related attributes of mission** <delivery> **node moved
339 339  )))
340 -|(% colspan="4" %)(% colspan="3" %)
290 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
341 341  (((
342 -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.
292 +//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.//
343 343  )))
344 344  |(% colspan="1" %)(% colspan="1" %)
345 345  (((
... ... @@ -351,9 +351,9 @@
351 351  (((
352 352  **$destructible.productions** replaced with $defensible.productions
353 353  )))
354 -|(% colspan="4" %)(% colspan="3" %)
304 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
355 355  (((
356 -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.
306 +//The $destructible.productions script property was removed and reimplemented as $defensible.productions meaning some old uses may no longer work unless the destructible is also a defensible. The old implementation functioned by finding the containing object of the destructible (including itself) to query for the production modules.//
357 357  )))
358 358  |(((
359 359  Scripts
... ... @@ -362,9 +362,9 @@
362 362  )))|(% colspan="2" %)(((
363 363  Removed script property **$object.spawnsourceseed**
364 364  )))
365 -|(% colspan="4" %)(% colspan="3" %)
315 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
366 366  (((
367 -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.
317 +//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.//
368 368  )))
369 369  
370 370  ----
... ... @@ -371,7 +371,7 @@
371 371  
372 372  === Version 4.00 ===
373 373  
374 -(% class="table-striped" %)
324 +(% class="wrapped" %)
375 375  |(% colspan="1" %)(% colspan="1" %)
376 376  (((
377 377  UI core
... ... @@ -382,10 +382,10 @@
382 382  (((
383 383  Controlled ship can change without a **gameplanchange-event** occurring.
384 384  )))
385 -|(% colspan="4" %)(% colspan="3" %)
335 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
386 386  (((
387 -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).
388 -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.
337 +//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).
338 +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.//
389 389  )))
390 390  |(((
391 391  Scripts
... ... @@ -394,11 +394,11 @@
394 394  )))|(% colspan="2" %)(((
395 395  Parameters of **<event_terraforming_project_succeeded>** and **<event_terraforming_project_failed>** changed
396 396  )))
397 -|(% colspan="4" %)(% colspan="3" %)
347 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
398 398  (((
399 -Old params: param = project ID, param2 = were there positive side-effects?, param3 = were there negative side-effects?
349 +//Old params: param = project ID, param2 = were there positive side-effects?, param3 = were there negative side-effects?
400 400  New params: param = project ID, param2 = [were there positive side-effects?, were there negative side-effects?], param3 = payout in Credits
401 -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
351 +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//
402 402  )))
403 403  |(% colspan="1" %)(% colspan="1" %)
404 404  (((
... ... @@ -410,12 +410,12 @@
410 410  (((
411 411  **FFI:** GetFactionRelationStatus() handling for faction relation range [-20,-10] changed
412 412  )))
413 -|(% colspan="4" %)(% colspan="3" %)
363 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
414 414  (((
415 -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.
416 -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).
365 +//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.
366 +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).//
417 417  
418 -If you rely on a handling where these factions are treated like enemies, please use the new GetFactionRelationStatus2() function instead.
368 +//If you rely on a handling where these factions are treated like enemies, please use the new GetFactionRelationStatus2() function instead.//
419 419  )))
420 420  |(% colspan="1" %)(% colspan="1" %)
421 421  (((
... ... @@ -427,11 +427,11 @@
427 427  (((
428 428  **FFI:** GetRelationStatus()/GetRelationStatus2() handling for objects in relation range [-25,-10] changed
429 429  )))
430 -|(% colspan="4" %)(% colspan="3" %)
380 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
431 431  (((
432 -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.
382 +//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.//
433 433  
434 -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).
384 +//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).
435 435  )))
436 436  |(((
437 437  Parameters
... ... @@ -440,9 +440,9 @@
440 440  )))|(% colspan="2" %)(((
441 441  **requiresconstructionvessel** parameter moved
442 442  )))
443 -|(% colspan="4" %)(% colspan="3" %)
393 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
444 444  (((
445 -The 'requiresconstructionvessel' attribute has been moved from the 'recycling' node itself, to the new 'station' subnode.
395 +//The 'requiresconstructionvessel' attribute has been moved from the 'recycling' node itself, to the new 'station' subnode.//
446 446  )))
447 447  |(((
448 448  Scripts
... ... @@ -451,9 +451,9 @@
451 451  )))|(% colspan="2" %)(((
452 452  Changed behaviour of **gatedistance** script property
453 453  )))
454 -|(% colspan="4" %)(% colspan="3" %)
404 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
455 455  (((
456 -The 'gatedistance' script property now minimizes the number of gate jumps instead of counting the number gate jumps in the fastest route.
406 +//The 'gatedistance' script property now minimizes the number of gate jumps instead of counting the number gate jumps in the fastest route.//
457 457  )))
458 458  
459 459  ----
... ... @@ -460,7 +460,7 @@
460 460  
461 461  === Version 3.30 ===
462 462  
463 -(% class="table-striped" %)
413 +(% class="wrapped" %)
464 464  |(((
465 465  UI extensions
466 466  )))|(((
... ... @@ -468,9 +468,9 @@
468 468  )))|(% colspan="2" %)(((
469 469  **FFI: **Removed** GetMissionLimit() **and** IsMissionLimitEnabled()**
470 470  )))
471 -|(% colspan="7" %)(% colspan="3" %)
421 +|(% class="highlight-grey" colspan="7" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
472 472  (((
473 -These mission limit-related functions (added in 3.30 Beta 1 and 2) are replaced with FFI IsMissionLimitReached()
423 +//These mission limit-related functions (added in 3.30 Beta 1 and 2) are replaced with FFI IsMissionLimitReached()//
474 474  )))
475 475  
476 476  ----
... ... @@ -477,7 +477,7 @@
477 477  
478 478  === Version 3.20 ===
479 479  
480 -(% class="table-striped" %)
430 +(% class="wrapped" %)
481 481  |(((
482 482  Scripts
483 483  )))|(((
... ... @@ -485,11 +485,11 @@
485 485  )))|(% colspan="2" %)(((
486 486  Parameters of **<event_player_attacked_object/>** and **<event_object_attacked_object/>** changed
487 487  )))
488 -|(% colspan="4" %)(% colspan="3" %)
438 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
489 489  (((
490 -Old params: param = attacked object, param2 = attack method, param3 = attacked component
491 -New params: param = attacked object, param2 = attack method, param3 = attack component detail list: [attacked component, attacking weapon]
492 -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
440 +//Old params: param = attacked object, param2 = attack method, param3 = attacked component//
441 +//New params: param = attacked object, param2 = attack method, param3 = attack component detail list: [attacked component, attacking weapon]
442 +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//
493 493  )))
494 494  |(% colspan="1" %)(% colspan="1" %)
495 495  (((
... ... @@ -501,9 +501,9 @@
501 501  (((
502 502  Removed script property $trade.**restriction.faction**
503 503  )))
504 -|(% colspan="4" %)(% colspan="3" %)
454 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
505 505  (((
506 -$trade.restriction.faction has been replaced with $trade.restriction.factions, which returns a list of factions.
456 +//$trade.restriction.faction has been replaced with $trade.restriction.factions, which returns a list of factions.//
507 507  )))
508 508  |(((
509 509  UI extensions
... ... @@ -512,9 +512,9 @@
512 512  )))|(% colspan="2" %)(((
513 513  **Lua**: **GetTradeRestrictions()**, **ToggleFactionTradeRestriction()** and **ToggleFactionTradeWareOverride()** are now obsolete!
514 514  )))
515 -|(% colspan="4" %)(% colspan="3" %)
465 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
516 516  (((
517 -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.
467 +//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.//
518 518  )))
519 519  
520 520  ----
... ... @@ -521,7 +521,7 @@
521 521  
522 522  === Version 3.10 ===
523 523  
524 -(% class="table-striped" %)
474 +(% class="wrapped" %)
525 525  |(% colspan="1" %)(% colspan="1" %)
526 526  (((
527 527  Scripts
... ... @@ -532,9 +532,9 @@
532 532  (((
533 533  Removed script action **<add_build/>**
534 534  )))
535 -|(% colspan="7" %)(% colspan="3" %)
485 +|(% class="highlight-grey" colspan="7" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
536 536  (((
537 -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.
487 +//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.//
538 538  )))
539 539  
540 540  ----
... ... @@ -541,7 +541,7 @@
541 541  
542 542  === Version 3.00 ===
543 543  
544 -(% class="table-striped" %)
494 +(% class="wrapped" %)
545 545  |(% colspan="1" %)(% colspan="1" %)
546 546  (((
547 547  Scripts
... ... @@ -552,9 +552,9 @@
552 552  (((
553 553  Changed behaviour of script action **<get_suitable_job/>**
554 554  )))
555 -|(% colspan="4" %)(% colspan="3" %)
505 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
556 556  (((
557 -<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.
507 +//<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.//
558 558  )))
559 559  |(% colspan="1" %)(% colspan="1" %)
560 560  (((
... ... @@ -566,9 +566,9 @@
566 566  (((
567 567  Changed behaviour of script action **<get_ware_definition/>**
568 568  )))
569 -|(% colspan="4" %)(% colspan="3" %)
519 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
570 570  (((
571 -<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.
521 +//<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.//
572 572  )))
573 573  |(% colspan="1" %)(% colspan="1" %)
574 574  (((
... ... @@ -580,11 +580,11 @@
580 580  (((
581 581  Renamed all files in the **md**, ui, and **cutscenes** folders to lower-case
582 582  )))
583 -|(% colspan="4" %)(% colspan="3" %)
533 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
584 584  (((
585 -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.)
535 +//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.)
586 586  
587 -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).
537 +//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).//
588 588  )))
589 589  |(% colspan="1" %)(% colspan="1" %)
590 590  (((
... ... @@ -596,9 +596,9 @@
596 596  (((
597 597  Adjustments of some MD library cues in the base game to change their usage from **<include_actions>** to <run_actions>
598 598  )))
599 -|(% colspan="4" %)(% colspan="3" %)
549 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
600 600  (((
601 -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.
551 +//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.//
602 602  )))
603 603  |(% colspan="1" %)(% colspan="1" %)
604 604  (((
... ... @@ -610,10 +610,10 @@
610 610  (((
611 611  Changes to $dockingbay.**todockpos** and $dockingbay.**launchpos**
612 612  )))
613 -|(% colspan="4" %)(% colspan="3" %)
563 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
614 614  (((
615 -Before the change, positions are relative to $dockingbay.parent.
616 -After the change, positions are relative to $dockingbay as specified in the documentation.
565 +//Before the change, positions are relative to $dockingbay.parent.
566 +After the change, positions are relative to $dockingbay as specified in the documentation.//
617 617  )))
618 618  |(% colspan="1" %)(% colspan="1" %)
619 619  (((
... ... @@ -625,9 +625,9 @@
625 625  (((
626 626  Support for entity flag "**skillsvisible**" dropped
627 627  )))
628 -|(% colspan="4" %)(% colspan="3" %)
578 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
629 629  (((
630 -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().
580 +//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().//
631 631  )))
632 632  |(((
633 633  Scripts
... ... @@ -636,9 +636,9 @@
636 636  )))|(% colspan="2" %)(((
637 637  Changes to **<event_object_changed_owner>** and added **<event_object_changed_true_owner>**.
638 638  )))
639 -|(% colspan="4" %)(% colspan="3" %)
589 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
640 640  (((
641 -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.
591 +//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.
642 642  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.
643 643  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.
644 644  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).
... ... @@ -653,9 +653,9 @@
653 653  (((
654 654  **MissionBoard** support dropped
655 655  )))
656 -|(% colspan="4" %)(% colspan="3" %)
606 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
657 657  (((
658 -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.
608 +//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.//
659 659  )))
660 660  |(((
661 661  Job/God
... ... @@ -664,9 +664,9 @@
664 664  )))|(% colspan="2" %)(((
665 665  By default, **job/god entries** now only spawn objects in space added by the extension in which they are defined
666 666  )))
667 -|(% colspan="4" %)(% colspan="3" %)
617 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
668 668  (((
669 -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.
619 +//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.//
670 670  )))
671 671  |(% colspan="1" %)(% colspan="1" %)
672 672  (((
... ... @@ -678,9 +678,9 @@
678 678  (((
679 679  Script action **<add_actor_to_room/> **attribute **'room'** renamed to **'object'**
680 680  )))
681 -|(% colspan="4" %)(% colspan="3" %)
631 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
682 682  (((
683 -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.
633 +//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.//
684 684  )))
685 685  |(% colspan="1" %)(% colspan="1" %)
686 686  (((
... ... @@ -692,9 +692,9 @@
692 692  (((
693 693  Script action **<set_doors_locked/>** attribute **'group'** changed
694 694  )))
695 -|(% colspan="4" %)(% colspan="3" %)
645 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
696 696  (((
697 -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.
647 +//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.//
698 698  )))
699 699  |(% colspan="1" %)(% colspan="1" %)
700 700  (((
... ... @@ -706,9 +706,9 @@
706 706  (((
707 707  Script conditions **<event_hack_*/>** and **<event_controlpanel_hack_*/>** removed
708 708  )))
709 -|(% colspan="4" %)(% colspan="3" %)
659 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
710 710  (((
711 -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.
661 +//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.//
712 712  )))
713 713  |(% colspan="1" %)(% colspan="1" %)
714 714  (((
... ... @@ -720,9 +720,9 @@
720 720  (((
721 721  Script actions **<set_hack_target/>** and **<abort_hack/>** removed
722 722  )))
723 -|(% colspan="4" %)(% colspan="3" %)
673 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
724 724  (((
725 -These actions had no effect and were removed.
675 +//These actions had no effect and were removed.//
726 726  )))
727 727  |(% colspan="1" %)(% colspan="1" %)
728 728  (((
... ... @@ -734,9 +734,9 @@
734 734  (((
735 735  **<setup_conversation_minigame/>** script action removed
736 736  )))
737 -|(% colspan="4" %)(% colspan="3" %)
687 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
738 738  (((
739 -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.
689 +//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.//
740 740  )))
741 741  |(% colspan="1" %)(% colspan="1" %)
742 742  (((
... ... @@ -748,9 +748,9 @@
748 748  (((
749 749  <add_player_choice_*> **confidence** attribute removed
750 750  )))
751 -|(% colspan="4" %)(% colspan="3" %)
701 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
752 752  (((
753 -The default confidence of player options is another leftover from the XR era and had no effect in X4.
703 +//The default confidence of player options is another leftover from the XR era and had no effect in X4.//
754 754  )))
755 755  |(% colspan="1" %)(% colspan="1" %)
756 756  (((
... ... @@ -762,9 +762,9 @@
762 762  (((
763 763  **<hack_via_control_panel/>** script action removed
764 764  )))
765 -|(% colspan="4" %)(% colspan="3" %)
715 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
766 766  (((
767 -Unused script action <hack_via_control_panel/> was removed.
717 +//Unused script action <hack_via_control_panel/> was removed.//
768 768  )))
769 769  |(% colspan="1" %)(% colspan="1" %)
770 770  (((
... ... @@ -776,9 +776,9 @@
776 776  (((
777 777  **Lua: **GetMiniGameCursorPosition() removed
778 778  )))
779 -|(% colspan="4" %)(% colspan="3" %)
729 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
780 780  (((
781 -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.
731 +//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.//
782 782  )))
783 783  |(((
784 784  UI core
... ... @@ -787,9 +787,9 @@
787 787  )))|(% colspan="2" %)(((
788 788  **FFI: **GetLocalizedInteractiveNotificationKey can return icon placeholders
789 789  )))
790 -|(% colspan="4" %)(% colspan="3" %)
740 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
791 791  (((
792 -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.
742 +//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.//
793 793  )))
794 794  |(% colspan="1" %)(% colspan="1" %)
795 795  (((
... ... @@ -801,9 +801,9 @@
801 801  (((
802 802  **FFI: **UIWeaponMod returned by GetInstalledWeaponMod() now includes property SurfaceElementFactor
803 803  )))
804 -|(% colspan="4" %)(% colspan="3" %)
754 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
805 805  (((
806 -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.
756 +//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.//
807 807  )))
808 808  |(% colspan="1" %)(% colspan="1" %)
809 809  (((
... ... @@ -815,10 +815,10 @@
815 815  (((
816 816  **$ware.illegal** updated
817 817  )))
818 -|(% colspan="4" %)(% colspan="3" %)
768 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
819 819  (((
820 -$ware.illegal used to return true if the specified ware has the 'illegal' tag which is no longer used.
821 -It now returns true if $ware is illegal to any faction in the game.
770 +//$ware.illegal used to return true if the specified ware has the 'illegal' tag which is no longer used.//
771 +//It now returns true if $ware is illegal to any faction in the game.//
822 822  )))
823 823  |(% colspan="1" %)(% colspan="1" %)
824 824  (((
... ... @@ -830,9 +830,9 @@
830 830  (((
831 831  MD script **RML_Flight_Along_Path** removed
832 832  )))
833 -|(% colspan="4" %)(% colspan="3" %)
783 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
834 834  (((
835 -The MD script RML_Flight_Along_Path was not referened and was removed.
785 +//The MD script RML_Flight_Along_Path was not referened and was removed.//
836 836  )))
837 837  |(% colspan="1" %)(% colspan="1" %)
838 838  (((
... ... @@ -844,10 +844,10 @@
844 844  (((
845 845  parameters of **<event_venture_mission_completed/>** changed
846 846  )))
847 -|(% colspan="4" %)(% colspan="3" %)
797 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
848 848  (((
849 -old params: param = venture details, param2 = ships involved, param3 = duration
850 -new params: param = venture detail list: [mission name, mission type], param2 = list of ships involved, param3 = duration
799 +//old params: param = venture details, param2 = ships involved, param3 = duration//
800 +//new params: param = venture detail list: [mission name, mission type], param2 = list of ships involved, param3 = duration//
851 851  )))
852 852  |(((
853 853  Scripts
... ... @@ -857,9 +857,9 @@
857 857  **<set_object_wing_name/>** removed,
858 858  **<set_object_fleet_name/>** added
859 859  )))
860 -|(% colspan="4" %)(% colspan="3" %)
810 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
861 861  (((
862 -The common action <set_object_wing_name/> has been replaced with <set_object_fleet_name/>
812 +//The common action <set_object_wing_name/> has been replaced with <set_object_fleet_name/>//
863 863  )))
864 864  |(((
865 865  Scripts
... ... @@ -869,7 +869,7 @@
869 869  **$controllable.wing.*** removed,
870 870  **$controllable.fleet.*** added
871 871  )))
872 -|(% colspan="4" %)(% colspan="3" %)
822 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
873 873  (((
874 874  $controllable.wing.name, $controllable.wing.iscommander, and $controllable.wing.commander have been replaced with $controllable.fleet.name, $controllable.fleet.iscommander, and $controllable.fleet.commander
875 875  )))
... ... @@ -878,7 +878,7 @@
878 878  
879 879  === Version 2.60 ===
880 880  
881 -(% class="table-striped" %)
831 +(% class="wrapped" %)
882 882  |(((
883 883  Scripts
884 884  )))|(((
... ... @@ -886,11 +886,11 @@
886 886  )))|(% colspan="2" %)(((
887 887  '**checkoperational**' filter behaviour changed
888 888  )))
889 -|(% colspan="10" %)(% colspan="3" %)
839 +|(% class="highlight-grey" colspan="10" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
890 890  (((
891 -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.
841 +//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.//
892 892  
893 -Sub nodes such as match_child will have checkoperational default to false. Existing uses may find that results now include non-operational components.
843 +//Sub nodes such as match_child will have checkoperational default to false. Existing uses may find that results now include non-operational components.//
894 894  )))
895 895  |(((
896 896  Scripts
... ... @@ -899,9 +899,9 @@
899 899  )))|(% colspan="2" %)(((
900 900  $container.**supplyresources** behavior changed
901 901  )))| | |
902 -|(% colspan="10" %)(% colspan="3" %)
852 +|(% class="highlight-grey" colspan="10" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
903 903  (((
904 -The script keyword $container.supplyresources now includes reserved wares.
854 +//The script keyword $container.supplyresources now includes reserved wares.//
905 905  )))
906 906  
907 907  ----
... ... @@ -908,7 +908,7 @@
908 908  
909 909  === Version 2.20 ===
910 910  
911 -(% class="table-striped" %)
861 +(% class="wrapped" %)
912 912  |(% colspan="1" %)(% colspan="1" %)
913 913  (((
914 914  UI core
... ... @@ -919,12 +919,12 @@
919 919  (((
920 920  **Lua: GetControllerInfo()** returned mouseSteering/mouseCursor values are undefined.
921 921  )))
922 -|(% colspan="4" %)(% colspan="3" %)
872 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
923 923  (((
924 -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.
925 -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.
874 +//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.
875 +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.//
926 926  
927 -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.
877 +//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.//
928 928  )))
929 929  |(% colspan="1" %)(% colspan="1" %)
930 930  (((
... ... @@ -936,9 +936,9 @@
936 936  (((
937 937  Attribute for build related conditions e.g. **<event_build_finished/>** renamed from 'buildmodule' to 'buildprocessor'
938 938  )))
939 -|(% colspan="4" %)(% colspan="3" %)
889 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
940 940  (((
941 -The underlying behaviour remains the same in that it involves the buildprocessor, not the buildmodule. The attribute name has simply been corrected.
891 +//The underlying behaviour remains the same in that it involves the buildprocessor, not the buildmodule. The attribute name has simply been corrected.//
942 942  )))
943 943  
944 944  ----
... ... @@ -945,7 +945,7 @@
945 945  
946 946  === Version 2.00 ===
947 947  
948 -(% class="table-striped" %)
898 +(% class="wrapped" %)
949 949  |(% colspan="1" %)(% colspan="1" %)
950 950  (((
951 951  Scripts
... ... @@ -956,9 +956,9 @@
956 956  (((
957 957  **<event_build_finished/> **param2 now returns null instead of a construction sequence
958 958  )))
959 -|(% colspan="4" %)(% colspan="3" %)
909 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
960 960  (((
961 -The construction sequence which was finished should now be accessed via the buildtask provided via param3.
911 +//The construction sequence which was finished should now be accessed via the buildtask provided via param3.//
962 962  )))
963 963  |(% colspan="1" %)(% colspan="1" %)
964 964  (((
... ... @@ -970,9 +970,9 @@
970 970  (((
971 971  **param.boarding.{...}** strength parameters removed
972 972  )))
973 -|(% colspan="4" %)(% colspan="3" %)
923 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
974 974  (((
975 -The 'recruitstrength', 'veteranstrength' and 'elitestrength' script parameters were no longer required for balancing the boarding gameplay, and were removed.
925 +//The 'recruitstrength', 'veteranstrength' and 'elitestrength' script parameters were no longer required for balancing the boarding gameplay, and were removed.//
976 976  )))
977 977  |(% colspan="1" %)(% colspan="1" %)
978 978  (((
... ... @@ -984,9 +984,9 @@
984 984  (((
985 985  **$defensible.boardee/$defensible.boarder** and **<set_object_boarder/>/<remove_object_boarder/>** removed
986 986  )))
987 -|(% colspan="4" %)(% colspan="3" %)
937 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
988 988  (((
989 -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.
939 +//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.//
990 990  )))
991 991  |(((
992 992  UI extensions
... ... @@ -995,9 +995,9 @@
995 995  )))|(% colspan="2" %)(((
996 996  **FFI: GetUpgradeSlotCurrentComponent()/GetUpgradeSlotGroup()** works on non-operationals
997 997  )))
998 -|(% colspan="4" %)(% colspan="3" %)
948 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
999 999  (((
1000 -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.
950 +//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.//
1001 1001  )))
1002 1002  |(((
1003 1003  UI extensions
... ... @@ -1006,10 +1006,10 @@
1006 1006  )))|(% colspan="2" %)(((
1007 1007  **FFI: SetFormationShape()** no longer indicates an error upon certain error cases
1008 1008  )))
1009 -|(% colspan="4" %)(% colspan="3" %)
959 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
1010 1010  (((
1011 -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.
1012 -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.
961 +//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.//
962 +//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.//
1013 1013  )))
1014 1014  |(((
1015 1015  Scripts
... ... @@ -1018,9 +1018,9 @@
1018 1018  )))|(% colspan="2" %)(((
1019 1019  **<create_formation/>** now requires the attributes: 'leader' and 'follower'. Attribute 'object' is now deprecated.
1020 1020  )))
1021 -|(% colspan="4" %)(% colspan="3" %)
971 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
1022 1022  (((
1023 -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.
973 +//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.//
1024 1024  )))
1025 1025  |(((
1026 1026  Scripts
... ... @@ -1029,9 +1029,9 @@
1029 1029  )))|(% colspan="2" %)(((
1030 1030  **<event_player_changed_target/>** now fires and returns null if the player deselects a target.
1031 1031  )))
1032 -|(% colspan="4" %)(% colspan="3" %)
982 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
1033 1033  (((
1034 -For prior behavior, check for event.param being non-null.
984 +//For prior behavior, check for event.param being non-null.//
1035 1035  )))
1036 1036  |(((
1037 1037  AI Scripts
... ... @@ -1040,13 +1040,13 @@
1040 1040  )))|(% colspan="2" %)(((
1041 1041  **<shoot/>/<shoot_at/>** attribute changes.
1042 1042  )))
1043 -|(% colspan="4" %)(% colspan="3" %)
993 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
1044 1044  (((
1045 -Changed: Attribute "primary" is now optional and defines whether weapons from the ship's active primary weapon group will be fired. Defaults to true.
1046 -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.
1047 -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.
995 +//Changed: Attribute "primary" is now optional and defines whether weapons from the ship's active primary weapon group will be fired. Defaults to true.//
996 +//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.//
997 +//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.//
1048 1048  
1049 -Corrects now-obsolete assumption that primary weapon groups only contain guns and secondary weapon groups only contain missile launchers.
999 +//Corrects now-obsolete assumption that primary weapon groups only contain guns and secondary weapon groups only contain missile launchers.//
1050 1050  )))
1051 1051  |(((
1052 1052  UI extensions
... ... @@ -1055,9 +1055,9 @@
1055 1055  )))|(% colspan="2" %)(((
1056 1056  **FFI: GetBuildTask()/GetNumBuildTasks()** got a new "buildmoduleid" parameter.
1057 1057  )))
1058 -|(% colspan="4" %)(% colspan="3" %)
1008 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
1059 1059  (((
1060 -Added possibility to query build tasks of a certain buildmodule.
1010 +//Added possibility to query build tasks of a certain buildmodule.//
1061 1061  )))
1062 1062  |(((
1063 1063  UI extensions
... ... @@ -1066,9 +1066,9 @@
1066 1066  )))|(% colspan="2" %)(((
1067 1067  **Lua:** **GetLibraryEntry()** retrieved a new "buildresources" field.
1068 1068  )))
1069 -|(% colspan="4" %)(% colspan="3" %)
1019 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
1070 1070  (((
1071 -Added list of resources a buildmodule needs to build.
1021 +//Added list of resources a buildmodule needs to build.//
1072 1072  )))
1073 1073  |(((
1074 1074  UI extensions
... ... @@ -1077,9 +1077,9 @@
1077 1077  )))|(% colspan="2" %)(((
1078 1078  **Lua: CalculateTotalHullFraction() **was removed.
1079 1079  )))
1080 -|(% colspan="4" %)(% colspan="3" %)
1030 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
1081 1081  (((
1082 -Unused, derelict function from XR - use GetComponentData(..., "hullpercent") instead.
1032 +//Unused, derelict function from XR - use GetComponentData(..., "hullpercent") instead.//
1083 1083  )))
1084 1084  |(((
1085 1085  UI extensions
... ... @@ -1088,9 +1088,9 @@
1088 1088  )))|(% colspan="2" %)(((
1089 1089  **FFI: RequestDockAtReason()/UndockPlayerShip() **changed their return values.
1090 1090  )))
1091 -|(% colspan="4" %)(% colspan="3" %)
1041 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
1092 1092  (((
1093 -Changed return value type to const char* to better identify failure reasons in Lua script.
1043 +//Changed return value type to const char* to better identify failure reasons in Lua script.//
1094 1094  )))
1095 1095  
1096 1096  ----
... ... @@ -1097,7 +1097,7 @@
1097 1097  
1098 1098  === Version 1.50 ===
1099 1099  
1100 -(% class="table-striped" %)
1050 +(% class="wrapped" %)
1101 1101  |(((
1102 1102  UI extensions
1103 1103  )))|(((
... ... @@ -1105,9 +1105,9 @@
1105 1105  )))|(% colspan="2" %)(((
1106 1106  **Lua: GetComponentData() **changed behavior of "docksizes" property.
1107 1107  )))
1108 -|(% colspan="4" %)(% colspan="3" %)
1058 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
1109 1109  (((
1110 -The "docksizes" property no longer includes internal ship storage docks.
1060 +//The "docksizes" property no longer includes internal ship storage docks.//
1111 1111  )))
1112 1112  |(((
1113 1113  All
... ... @@ -1116,13 +1116,13 @@
1116 1116  )))|(% colspan="2" %)(((
1117 1117  **Meaning of "Shipyard"** was corrected throughout Lua/MD/AI scripts, so that Wharfs are not Shipyards (unlike in XR).
1118 1118  )))
1119 -|(% colspan="4" %)(% colspan="3" %)
1069 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
1120 1120  (((
1121 -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".
1071 +//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".//
1122 1122  
1123 -Lua: Adjusted GetComponentData() and HasShipyard(), added HasWharf()
1124 -Lua / GetComponentData() properties: Removed "iscapitalshipyard", fixed "isshipyard", added "canbuildships", "iswharf", "isequipmentdock"
1125 -Scripts: Fixed property .isshipyard, added .iswharf (.canbuildships existed already)
1073 +//Lua: Adjusted GetComponentData() and HasShipyard(), added HasWharf()//
1074 +//Lua / GetComponentData() properties: Removed "iscapitalshipyard", fixed "isshipyard", added "canbuildships", "iswharf", "isequipmentdock"//
1075 +//Scripts: Fixed property .isshipyard, added .iswharf (.canbuildships existed already)//
1126 1126  )))
1127 1127  |(((
1128 1128  UI extensions
... ... @@ -1131,9 +1131,9 @@
1131 1131  )))|(% colspan="2" %)(((
1132 1132  **FFI: UpgradeGroupInfo **datatype was changed.
1133 1133  )))
1134 -|(% colspan="4" %)(% colspan="3" %)
1084 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
1135 1135  (((
1136 -Added new "operational" field to retrieve information about number of operational upgrades in a group.
1086 +//Added new "operational" field to retrieve information about number of operational upgrades in a group.//
1137 1137  )))
1138 1138  |(% colspan="1" %)(% colspan="1" %)
1139 1139  (((
... ... @@ -1145,11 +1145,11 @@
1145 1145  (((
1146 1146  **FFI: SetGuidance()** removed useinfopoint argument.
1147 1147  )))
1148 -|(% colspan="4" %)(% colspan="3" %)
1098 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
1149 1149  (((
1150 -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.
1100 +//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.//
1151 1151  
1152 -The new function declaration is: void SetGuidance(UniverseID componentid, UIPosRot offset)
1102 +//The new function declaration is: void SetGuidance(UniverseID componentid, UIPosRot offset)//
1153 1153  )))
1154 1154  |(((
1155 1155  UI extensions
... ... @@ -1158,9 +1158,9 @@
1158 1158  )))|(% colspan="2" %)(((
1159 1159  **FFI: CancelConstruction() **changed its return value.
1160 1160  )))
1161 -|(% colspan="4" %)(% colspan="3" %)
1111 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
1162 1162  (((
1163 -CancelConstruction() now returns if the cancellation was successful.
1113 +//CancelConstruction() now returns if the cancellation was successful. //
1164 1164  )))
1165 1165  
1166 1166  ----
... ... @@ -1167,7 +1167,7 @@
1167 1167  
1168 1168  === Version 1.32 ===
1169 1169  
1170 -(% class="table-striped" %)
1120 +(% class="wrapped" %)
1171 1171  |(((
1172 1172  UI extensions
1173 1173  )))|(((
... ... @@ -1175,9 +1175,9 @@
1175 1175  )))|(% colspan="2" %)(((
1176 1176  **Lua: GetComponentData() **removed the "nextdestname" property.
1177 1177  )))
1178 -|(% colspan="4" %)(% colspan="3" %)
1128 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
1179 1179  (((
1180 -Instead of "nextdestname", use the properties "destination" or "destinationsector" to retrieve a destination component, then retrieve its "name" property.
1130 +//Instead of "nextdestname", use the properties "destination" or "destinationsector" to retrieve a destination component, then retrieve its "name" property.//
1181 1181  )))
1182 1182  
1183 1183  ----
... ... @@ -1184,7 +1184,7 @@
1184 1184  
1185 1185  === Version 1.20 ===
1186 1186  
1187 -(% class="table-striped" %)
1137 +(% class="wrapped" %)
1188 1188  |(((
1189 1189  UI extensions
1190 1190  )))|(((
... ... @@ -1192,7 +1192,7 @@
1192 1192  )))|(% colspan="2" %)(((
1193 1193  **FFI: GetAAOption()** got a new "useconfig" parameter.
1194 1194  )))
1195 -|(% colspan="4" %)(% colspan="3" %)
1145 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
1196 1196  (((
1197 1197  //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.//
1198 1198  )))
Confluence.Code.ConfluencePageClass[0]
id
... ... @@ -1,0 +1,1 @@
1 +78577854
space
... ... @@ -1,0 +1,1 @@
1 +X4WIKI
url
... ... @@ -1,0 +1,1 @@
1 +https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/78577854/Breaking Changes