Changes for page Breaking Changes
Last modified by Michael Baumgardt on 2026/04/17 12:03
From version 139.1
edited by Owen Lake
on 2025/11/21 16:07
on 2025/11/21 16:07
Change comment:
added 9.00 changes to build_started events
To version 115.4
edited by Matthias Haan
on 2024/05/22 12:17
on 2024/05/22 12:17
Change comment:
There is no comment for this version
Summary
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Page properties (2 modified, 0 added, 0 removed)
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Objects (0 modified, 1 added, 0 removed)
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... ... @@ -1,1 +1,1 @@ 1 -xwiki:XWiki. Owen1 +xwiki:XWiki.Matthias - Content
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... ... @@ -20,63 +20,15 @@ 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 -|(% style="width:117px" %)Scripts|(% style="width:117px" %)9.00 Beta 1|(% colspan="3" style="width:117px" %)Construction sequence param removed from build_started events 31 -|(% colspan="6" style="width:117px" %)Script events <event_build_started> and <event_player_build_started> no longer receive the construction sequence via param2. param2 will now yield null. Query the sequence via the param3 buildtask instead. 32 - 33 -=== Version 8.00 === 34 - 35 -(% class="table-striped" %) 36 -|(% 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>** 37 -|(% colspan="6" style="width:117px" %)((( 38 -The deprecated MD action <populate_platforms> has been removed. The previously referenced character quotas in quotas.xml have also been removed. 39 -))) 40 -|(% 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** 41 -|(% 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. 42 -|(% 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** 43 -|(% 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). 44 -|(% 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** 45 -|(% 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. 46 -|(% 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 47 -|(% 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. 48 - 49 -=== Version 7.50 === 50 - 51 -(% class="table-striped" %) 52 -|(% 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) 53 -|(% colspan="4" style="width:117px" %)((( 54 -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. 55 -))) 56 -|(% 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** 57 -|(% colspan="7" style="width:117px" %)((( 58 -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. 59 -))) 60 - 61 61 === Version 7.00 === 62 62 63 63 64 -(% class="table-striped" %) 65 -|(% colspan="1" style="width:117px" %)Gamestarts|(% colspan="1" style="width:119px" %)7.00 Beta 8|(% colspan="2" style="width:1625px" %)**Text references** 66 -|(% 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. 67 -|(% 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** 68 -|(% colspan="4" style="width:117px" %)highway_fx_electric_02 is still available in "legacy" folder if needed 69 -|(% 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 70 -|(% colspan="4" style="width:117px" %)((( 71 -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. 72 -))) 73 -|(% 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. 74 -|(% colspan="4" style="width:117px" %)((( 75 -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.** 76 -))) 26 +(% class="wrapped" %) 27 +|(% colspan="1" style="width:117px" %) |(% colspan="1" style="width:119px" %) |(% colspan="2" style="width:1625px" %) 28 +|(% colspan="1" style="width:117px" %) |(% colspan="1" style="width:119px" %) |(% colspan="2" style="width:1625px" %) 77 77 |(% 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. 78 78 |(% colspan="4" style="width:117px" %)((( 79 -Some material names and texture paths were changed. Please DIFF the materiallibrary.xml from 6.20 with 7.0 to see the difference 31 +(% style="color:#ffffff" %)//Some material names and texture paths were changed. Please DIFF the materiallibrary.xml from 6.20 with 7.0 to see the difference// 80 80 ))) 81 81 |(% colspan="1" style="width:117px" %)(% colspan="1" %) 82 82 ((( ... ... @@ -86,9 +86,9 @@ 86 86 )))|(% colspan="2" style="width:1625px" %)((( 87 87 MD action **<set_presentation_cluster_persistence/>** now requires the cluster to be a presentation cluster. 88 88 ))) 89 -|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 41 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" title="Background colour :" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" title="Background colour :" %) 90 90 ((( 91 - Previously it was possible to set normal clusters to be persistent presentation clusters which was an invalid state. 43 +// Previously it was possible to set normal clusters to be persistent presentation clusters which was an invalid state.// 92 92 ))) 93 93 |(% colspan="1" style="width:117px" %)(% colspan="1" %) 94 94 ((( ... ... @@ -98,9 +98,9 @@ 98 98 )))|(% colspan="2" style="width:1625px" %)((( 99 99 **FFI**: RemoveBuildPlot() changed 100 100 ))) 101 -|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 53 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" title="Background colour :" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" title="Background colour :" %) 102 102 ((( 103 - 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. 55 +// 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.// 104 104 ))) 105 105 |(% colspan="1" style="width:117px" %)(% colspan="1" %) 106 106 ((( ... ... @@ -110,14 +110,16 @@ 110 110 )))|(% colspan="2" style="width:1625px" %)((( 111 111 **Some Split DLC materials moved to base game** 112 112 ))) 113 -|(% colspan="7" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 65 +|(% class="highlight-grey" colspan="7" data-highlight-colour="grey" title="Background colour :" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" title="Background colour :" %) 114 114 ((( 115 115 // //"spl_p1_fx" AND "split_p1_hulltexture_01" were moved from Split DLC to base game 116 116 ))) 117 117 70 +---- 71 + 118 118 === Version 6.00 === 119 119 120 -(% class=" table-striped" %)74 +(% class="wrapped" %) 121 121 |((( 122 122 Libraries 123 123 )))|((( ... ... @@ -125,11 +125,11 @@ 125 125 )))|(% colspan="2" %)((( 126 126 Updated weights for ship groups in shipgroups.xml libraries of base game and all DLCs. 127 127 ))) 128 -|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 82 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" title="Background colour :" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" title="Background colour :" %) 129 129 ((( 130 -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. 84 +//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.// 131 131 132 -All groups should now have "weight" parameter added and old "weights" were updated to not have single-digit numbers. 86 +//All groups should now have "weight" parameter added and old "weights" were updated to not have single-digit numbers.// 133 133 ))) 134 134 |(% colspan="1" %)(% colspan="1" %) 135 135 ((( ... ... @@ -141,11 +141,11 @@ 141 141 ((( 142 142 Changed conditions for **<event_player_travelmode_started> <event_player_travelmode_stopped> <event_player_travelmode_charge_started> <event_player_travelmode_charge_aborted>** to be raised. 143 143 ))) 144 -|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 98 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" title="Background colour :" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" title="Background colour :" %) 145 145 ((( 146 -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. 100 +//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. // 147 147 148 -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. 102 +//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.// 149 149 ))) 150 150 |(% colspan="1" %)(% colspan="1" %) 151 151 ((( ... ... @@ -157,13 +157,13 @@ 157 157 ((( 158 158 Changed result of **<find_object_surface>** action in the case of a failure 159 159 ))) 160 -|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 114 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" title="Background colour :" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" title="Background colour :" %) 161 161 ((( 162 -The 'posname' and 'rotname' result attributes of <find_object_surface> will now return null in the case of no valid surface position being found. 116 +//The 'posname' and 'rotname' result attributes of <find_object_surface> will now return null in the case of no valid surface position being found.// 163 163 164 -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. 118 +//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.// 165 165 166 -The action itself has been improved to increase the chance of finding suitable surface positions. 120 +//The action itself has been improved to increase the chance of finding suitable surface positions.// 167 167 ))) 168 168 |(% colspan="1" %)(% colspan="1" %) 169 169 ((( ... ... @@ -175,10 +175,10 @@ 175 175 ((( 176 176 Behaviour change for **<match_dock>** script component filter 177 177 ))) 178 -|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 132 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" title="Background colour :" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" title="Background colour :" %) 179 179 ((( 180 -<match_dock> nodes can now be used on container and walkablemodule classes without wrapping them in <match_content> nodes. 181 -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. 134 +//<match_dock> nodes can now be used on container and walkablemodule classes without wrapping them in <match_content> nodes. 135 +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.// 182 182 ))) 183 183 |(% colspan="1" %)(% colspan="1" %) 184 184 ((( ... ... @@ -190,9 +190,9 @@ 190 190 ((( 191 191 Changed result attribute location for **<get_attackstrength>** 192 192 ))) 193 -|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 147 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" title="Background colour :" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" title="Background colour :" %) 194 194 ((( 195 -The 'result' attribute of get_attackstrength has been moved into the new <result> subnode and renamed to 'total'. 149 +//The 'result' attribute of get_attackstrength has been moved into the new <result> subnode and renamed to 'total'.// 196 196 ))) 197 197 |((( 198 198 Assets ... ... @@ -201,10 +201,10 @@ 201 201 )))|(% colspan="2" %)((( 202 202 Surface element **connections** are incompatible by default unless tagged as "**standard**", and also "**combat**" for non-missile, non-mining weapons 203 203 ))) 204 -|(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %) 158 +|(% 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%" %) 205 205 ((( 206 -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. 207 -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. 160 +//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. 161 +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.// 208 208 ))) 209 209 |(% colspan="1" %)(% colspan="1" %) 210 210 ((( ... ... @@ -216,9 +216,9 @@ 216 216 ((( 217 217 Changed behaviour of attribute **sortbygatedistanceto** when finding objects, discarding unreachable objects 218 218 ))) 219 -|(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %) 173 +|(% 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%" %) 220 220 ((( 221 -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. 175 +//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.// 222 222 ))) 223 223 |((( 224 224 Scripts ... ... @@ -227,9 +227,9 @@ 227 227 )))|(% colspan="2" %)((( 228 228 **<event_player_owned_killed_object>** and **<event_player_owned_destroyed>** are now triggered before the corresponding **<event_object_destroyed>**, instead of afterwards. 229 229 ))) 230 -|(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %) 184 +|(% 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%" %) 231 231 ((( 232 -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. 186 +//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.// 233 233 ))) 234 234 |((( 235 235 Cutscenes ... ... @@ -238,9 +238,9 @@ 238 238 )))|(% colspan="2" %)((( 239 239 Changed behaviour of **<angles>** in cutscenes 240 240 ))) 241 -|(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %) 195 +|(% 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%" %) 242 242 ((( 243 -The yaw and pitch nodes in <angles> are now correctly interpreted as values in degrees. 197 +//The yaw and pitch nodes in <angles> are now correctly interpreted as values in degrees.// 244 244 ))) 245 245 246 246 ---- ... ... @@ -247,7 +247,7 @@ 247 247 248 248 === Version 5.00 === 249 249 250 -(% class=" table-striped" %)204 +(% class="wrapped" %) 251 251 |((( 252 252 Parameters 253 253 )))|((( ... ... @@ -255,9 +255,9 @@ 255 255 )))|(% colspan="2" %)((( 256 256 **<controlpanel><entry>: minduration** removed, **maxduration** renamed to duration 257 257 ))) 258 -|(% colspan="7" %)(% colspan="3" %) 212 +|(% class="highlight-grey" colspan="7" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 259 259 ((( 260 -'minduration' was unused in X4, maxduration was and still is taken as the actual duration of control panel hacks. No functionality change. 214 +//'minduration' was unused in X4, maxduration was and still is taken as the actual duration of control panel hacks. No functionality change.// 261 261 ))) 262 262 263 263 ---- ... ... @@ -264,7 +264,7 @@ 264 264 265 265 === Version 4.10 === 266 266 267 -(% class=" table-striped" %)221 +(% class="wrapped" %) 268 268 |(% colspan="1" %)(% colspan="1" %) 269 269 ((( 270 270 UI extensions ... ... @@ -275,9 +275,9 @@ 275 275 ((( 276 276 **FFI**: SetMapRenderCargoContents(), SetMapRenderWorkForceInfo(), SetMapRenderCrewInfo() and SetMapRenderDockedShipInfos() deprecated 277 277 ))) 278 -|(% colspan="4" %)(% colspan="3" %) 232 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 279 279 ((( 280 -The functionality represented by SetMapRenderCargoContents(), SetMapRenderWorkForceInfo(), SetMapRenderCrewInfo() and SetMapRenderDockedShipInfos() has been removed and the function was therefore stubbed. 234 +//The functionality represented by SetMapRenderCargoContents(), SetMapRenderWorkForceInfo(), SetMapRenderCrewInfo() and SetMapRenderDockedShipInfos() has been removed and the function was therefore stubbed.// 281 281 ))) 282 282 |(% colspan="1" %)(% colspan="1" %) 283 283 ((( ... ... @@ -289,9 +289,9 @@ 289 289 ((( 290 290 **FFI**: CustomGameStartPlayerProperty2 changed 291 291 ))) 292 -|(% colspan="4" %)(% colspan="3" %) 246 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 293 293 ((( 294 -This struct was added in 4.10 Beta 2 and an additional member count was added in Beta 6. 248 +//This struct was added in 4.10 Beta 2 and an additional member count was added in Beta 6.// 295 295 ))) 296 296 |(% colspan="1" %)(% colspan="1" %) 297 297 ((( ... ... @@ -303,9 +303,9 @@ 303 303 ((( 304 304 Renamed **<stationinfobox>** to **<infobox>** 305 305 ))) 306 -|(% colspan="4" %)(% colspan="3" %) 260 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 307 307 ((( 308 -Info box parameters are now shared across stations and ships. The node has a more generic name to reflect that. 262 +//Info box parameters are now shared across stations and ships. The node has a more generic name to reflect that.// 309 309 ))) 310 310 |(% colspan="1" %)(% colspan="1" %) 311 311 ((( ... ... @@ -317,9 +317,9 @@ 317 317 ((( 318 318 **FFI**: SetMacroMapPlayerSectorOffset() deprecated 319 319 ))) 320 -|(% colspan="4" %)(% colspan="3" %) 274 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 321 321 ((( 322 -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. 276 +//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.// 323 323 ))) 324 324 |((( 325 325 UI extensions ... ... @@ -328,9 +328,9 @@ 328 328 )))|(% colspan="2" %)((( 329 329 **FFI**: FilterComponentForMapMode() and SetMapObjectFilter() changed 330 330 ))) 331 -|(% colspan="4" %)(% colspan="3" %) 285 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 332 332 ((( 333 -These functions were added in 4.10 Beta 1 and an additional boolean parameter allowentitydeliverymissionobject was added in Beta 2. 287 +//These functions were added in 4.10 Beta 1 and an additional boolean parameter allowentitydeliverymissionobject was added in Beta 2.// 334 334 ))) 335 335 |((( 336 336 Scripts ... ... @@ -339,9 +339,9 @@ 339 339 )))|(% colspan="2" %)((( 340 340 People related attributes of mission** <delivery> **node moved 341 341 ))) 342 -|(% colspan="4" %)(% colspan="3" %) 296 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 343 343 ((( 344 -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. 298 +//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.// 345 345 ))) 346 346 |(% colspan="1" %)(% colspan="1" %) 347 347 ((( ... ... @@ -353,9 +353,9 @@ 353 353 ((( 354 354 **$destructible.productions** replaced with $defensible.productions 355 355 ))) 356 -|(% colspan="4" %)(% colspan="3" %) 310 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 357 357 ((( 358 -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. 312 +//The $destructible.productions script property was removed and reimplemented as $defensible.productions meaning some old uses may no longer work unless the destructible is also a defensible. The old implementation functioned by finding the containing object of the destructible (including itself) to query for the production modules.// 359 359 ))) 360 360 |((( 361 361 Scripts ... ... @@ -364,9 +364,9 @@ 364 364 )))|(% colspan="2" %)((( 365 365 Removed script property **$object.spawnsourceseed** 366 366 ))) 367 -|(% colspan="4" %)(% colspan="3" %) 321 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 368 368 ((( 369 -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. 323 +//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.// 370 370 ))) 371 371 372 372 ---- ... ... @@ -373,7 +373,7 @@ 373 373 374 374 === Version 4.00 === 375 375 376 -(% class=" table-striped" %)330 +(% class="wrapped" %) 377 377 |(% colspan="1" %)(% colspan="1" %) 378 378 ((( 379 379 UI core ... ... @@ -384,10 +384,10 @@ 384 384 ((( 385 385 Controlled ship can change without a **gameplanchange-event** occurring. 386 386 ))) 387 -|(% colspan="4" %)(% colspan="3" %) 341 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 388 388 ((( 389 -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). 390 -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. 343 +//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). 344 +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.// 391 391 ))) 392 392 |((( 393 393 Scripts ... ... @@ -396,11 +396,11 @@ 396 396 )))|(% colspan="2" %)((( 397 397 Parameters of **<event_terraforming_project_succeeded>** and **<event_terraforming_project_failed>** changed 398 398 ))) 399 -|(% colspan="4" %)(% colspan="3" %) 353 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 400 400 ((( 401 -Old params: param = project ID, param2 = were there positive side-effects?, param3 = were there negative side-effects? 355 +//Old params: param = project ID, param2 = were there positive side-effects?, param3 = were there negative side-effects? 402 402 New params: param = project ID, param2 = [were there positive side-effects?, were there negative side-effects?], param3 = payout in Credits 403 -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 357 +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// 404 404 ))) 405 405 |(% colspan="1" %)(% colspan="1" %) 406 406 ((( ... ... @@ -412,12 +412,12 @@ 412 412 ((( 413 413 **FFI:** GetFactionRelationStatus() handling for faction relation range [-20,-10] changed 414 414 ))) 415 -|(% colspan="4" %)(% colspan="3" %) 369 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 416 416 ((( 417 -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. 418 -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). 371 +//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. 372 +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).// 419 419 420 -If you rely on a handling where these factions are treated like enemies, please use the new GetFactionRelationStatus2() function instead. 374 +//If you rely on a handling where these factions are treated like enemies, please use the new GetFactionRelationStatus2() function instead.// 421 421 ))) 422 422 |(% colspan="1" %)(% colspan="1" %) 423 423 ((( ... ... @@ -429,11 +429,11 @@ 429 429 ((( 430 430 **FFI:** GetRelationStatus()/GetRelationStatus2() handling for objects in relation range [-25,-10] changed 431 431 ))) 432 -|(% colspan="4" %)(% colspan="3" %) 386 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 433 433 ((( 434 -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. 388 +//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.// 435 435 436 -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).390 +//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). 437 437 ))) 438 438 |((( 439 439 Parameters ... ... @@ -442,9 +442,9 @@ 442 442 )))|(% colspan="2" %)((( 443 443 **requiresconstructionvessel** parameter moved 444 444 ))) 445 -|(% colspan="4" %)(% colspan="3" %) 399 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 446 446 ((( 447 -The 'requiresconstructionvessel' attribute has been moved from the 'recycling' node itself, to the new 'station' subnode. 401 +//The 'requiresconstructionvessel' attribute has been moved from the 'recycling' node itself, to the new 'station' subnode.// 448 448 ))) 449 449 |((( 450 450 Scripts ... ... @@ -453,9 +453,9 @@ 453 453 )))|(% colspan="2" %)((( 454 454 Changed behaviour of **gatedistance** script property 455 455 ))) 456 -|(% colspan="4" %)(% colspan="3" %) 410 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 457 457 ((( 458 -The 'gatedistance' script property now minimizes the number of gate jumps instead of counting the number gate jumps in the fastest route. 412 +//The 'gatedistance' script property now minimizes the number of gate jumps instead of counting the number gate jumps in the fastest route.// 459 459 ))) 460 460 461 461 ---- ... ... @@ -462,7 +462,7 @@ 462 462 463 463 === Version 3.30 === 464 464 465 -(% class=" table-striped" %)419 +(% class="wrapped" %) 466 466 |((( 467 467 UI extensions 468 468 )))|((( ... ... @@ -470,9 +470,9 @@ 470 470 )))|(% colspan="2" %)((( 471 471 **FFI: **Removed** GetMissionLimit() **and** IsMissionLimitEnabled()** 472 472 ))) 473 -|(% colspan="7" %)(% colspan="3" %) 427 +|(% class="highlight-grey" colspan="7" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 474 474 ((( 475 -These mission limit-related functions (added in 3.30 Beta 1 and 2) are replaced with FFI IsMissionLimitReached() 429 +//These mission limit-related functions (added in 3.30 Beta 1 and 2) are replaced with FFI IsMissionLimitReached()// 476 476 ))) 477 477 478 478 ---- ... ... @@ -479,7 +479,7 @@ 479 479 480 480 === Version 3.20 === 481 481 482 -(% class=" table-striped" %)436 +(% class="wrapped" %) 483 483 |((( 484 484 Scripts 485 485 )))|((( ... ... @@ -487,11 +487,11 @@ 487 487 )))|(% colspan="2" %)((( 488 488 Parameters of **<event_player_attacked_object/>** and **<event_object_attacked_object/>** changed 489 489 ))) 490 -|(% colspan="4" %)(% colspan="3" %) 444 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 491 491 ((( 492 -Old params: param = attacked object, param2 = attack method, param3 = attacked component 493 -New params: param = attacked object, param2 = attack method, param3 = attack component detail list: [attacked component, attacking weapon] 494 -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 446 +//Old params: param = attacked object, param2 = attack method, param3 = attacked component// 447 +//New params: param = attacked object, param2 = attack method, param3 = attack component detail list: [attacked component, attacking weapon] 448 +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// 495 495 ))) 496 496 |(% colspan="1" %)(% colspan="1" %) 497 497 ((( ... ... @@ -503,9 +503,9 @@ 503 503 ((( 504 504 Removed script property $trade.**restriction.faction** 505 505 ))) 506 -|(% colspan="4" %)(% colspan="3" %) 460 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 507 507 ((( 508 -$trade.restriction.faction has been replaced with $trade.restriction.factions, which returns a list of factions. 462 +//$trade.restriction.faction has been replaced with $trade.restriction.factions, which returns a list of factions.// 509 509 ))) 510 510 |((( 511 511 UI extensions ... ... @@ -514,9 +514,9 @@ 514 514 )))|(% colspan="2" %)((( 515 515 **Lua**: **GetTradeRestrictions()**, **ToggleFactionTradeRestriction()** and **ToggleFactionTradeWareOverride()** are now obsolete! 516 516 ))) 517 -|(% colspan="4" %)(% colspan="3" %) 471 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 518 518 ((( 519 -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. 473 +//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.// 520 520 ))) 521 521 522 522 ---- ... ... @@ -523,7 +523,7 @@ 523 523 524 524 === Version 3.10 === 525 525 526 -(% class=" table-striped" %)480 +(% class="wrapped" %) 527 527 |(% colspan="1" %)(% colspan="1" %) 528 528 ((( 529 529 Scripts ... ... @@ -534,9 +534,9 @@ 534 534 ((( 535 535 Removed script action **<add_build/>** 536 536 ))) 537 -|(% colspan="7" %)(% colspan="3" %) 491 +|(% class="highlight-grey" colspan="7" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 538 538 ((( 539 -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. 493 +//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.// 540 540 ))) 541 541 542 542 ---- ... ... @@ -543,7 +543,7 @@ 543 543 544 544 === Version 3.00 === 545 545 546 -(% class=" table-striped" %)500 +(% class="wrapped" %) 547 547 |(% colspan="1" %)(% colspan="1" %) 548 548 ((( 549 549 Scripts ... ... @@ -554,9 +554,9 @@ 554 554 ((( 555 555 Changed behaviour of script action **<get_suitable_job/>** 556 556 ))) 557 -|(% colspan="4" %)(% colspan="3" %) 511 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 558 558 ((( 559 -<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. 513 +//<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.// 560 560 ))) 561 561 |(% colspan="1" %)(% colspan="1" %) 562 562 ((( ... ... @@ -568,9 +568,9 @@ 568 568 ((( 569 569 Changed behaviour of script action **<get_ware_definition/>** 570 570 ))) 571 -|(% colspan="4" %)(% colspan="3" %) 525 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 572 572 ((( 573 -<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. 527 +//<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.// 574 574 ))) 575 575 |(% colspan="1" %)(% colspan="1" %) 576 576 ((( ... ... @@ -582,11 +582,11 @@ 582 582 ((( 583 583 Renamed all files in the **md**, ui, and **cutscenes** folders to lower-case 584 584 ))) 585 -|(% colspan="4" %)(% colspan="3" %) 539 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 586 586 ((( 587 -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.) 541 +//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.) 588 588 589 -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). 543 +//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).// 590 590 ))) 591 591 |(% colspan="1" %)(% colspan="1" %) 592 592 ((( ... ... @@ -598,9 +598,9 @@ 598 598 ((( 599 599 Adjustments of some MD library cues in the base game to change their usage from **<include_actions>** to <run_actions> 600 600 ))) 601 -|(% colspan="4" %)(% colspan="3" %) 555 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 602 602 ((( 603 -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. 557 +//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.// 604 604 ))) 605 605 |(% colspan="1" %)(% colspan="1" %) 606 606 ((( ... ... @@ -612,10 +612,10 @@ 612 612 ((( 613 613 Changes to $dockingbay.**todockpos** and $dockingbay.**launchpos** 614 614 ))) 615 -|(% colspan="4" %)(% colspan="3" %) 569 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 616 616 ((( 617 -Before the change, positions are relative to $dockingbay.parent. 618 -After the change, positions are relative to $dockingbay as specified in the documentation. 571 +//Before the change, positions are relative to $dockingbay.parent. 572 +After the change, positions are relative to $dockingbay as specified in the documentation.// 619 619 ))) 620 620 |(% colspan="1" %)(% colspan="1" %) 621 621 ((( ... ... @@ -627,9 +627,9 @@ 627 627 ((( 628 628 Support for entity flag "**skillsvisible**" dropped 629 629 ))) 630 -|(% colspan="4" %)(% colspan="3" %) 584 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 631 631 ((( 632 -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(). 586 +//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().// 633 633 ))) 634 634 |((( 635 635 Scripts ... ... @@ -638,9 +638,9 @@ 638 638 )))|(% colspan="2" %)((( 639 639 Changes to **<event_object_changed_owner>** and added **<event_object_changed_true_owner>**. 640 640 ))) 641 -|(% colspan="4" %)(% colspan="3" %) 595 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 642 642 ((( 643 -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. 597 +//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. 644 644 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. 645 645 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. 646 646 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). ... ... @@ -655,9 +655,9 @@ 655 655 ((( 656 656 **MissionBoard** support dropped 657 657 ))) 658 -|(% colspan="4" %)(% colspan="3" %) 612 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 659 659 ((( 660 -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. 614 +//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.// 661 661 ))) 662 662 |((( 663 663 Job/God ... ... @@ -666,9 +666,9 @@ 666 666 )))|(% colspan="2" %)((( 667 667 By default, **job/god entries** now only spawn objects in space added by the extension in which they are defined 668 668 ))) 669 -|(% colspan="4" %)(% colspan="3" %) 623 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 670 670 ((( 671 -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. 625 +//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.// 672 672 ))) 673 673 |(% colspan="1" %)(% colspan="1" %) 674 674 ((( ... ... @@ -680,9 +680,9 @@ 680 680 ((( 681 681 Script action **<add_actor_to_room/> **attribute **'room'** renamed to **'object'** 682 682 ))) 683 -|(% colspan="4" %)(% colspan="3" %) 637 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 684 684 ((( 685 -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. 639 +//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.// 686 686 ))) 687 687 |(% colspan="1" %)(% colspan="1" %) 688 688 ((( ... ... @@ -694,9 +694,9 @@ 694 694 ((( 695 695 Script action **<set_doors_locked/>** attribute **'group'** changed 696 696 ))) 697 -|(% colspan="4" %)(% colspan="3" %) 651 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 698 698 ((( 699 -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. 653 +//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.// 700 700 ))) 701 701 |(% colspan="1" %)(% colspan="1" %) 702 702 ((( ... ... @@ -708,9 +708,9 @@ 708 708 ((( 709 709 Script conditions **<event_hack_*/>** and **<event_controlpanel_hack_*/>** removed 710 710 ))) 711 -|(% colspan="4" %)(% colspan="3" %) 665 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 712 712 ((( 713 -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. 667 +//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.// 714 714 ))) 715 715 |(% colspan="1" %)(% colspan="1" %) 716 716 ((( ... ... @@ -722,9 +722,9 @@ 722 722 ((( 723 723 Script actions **<set_hack_target/>** and **<abort_hack/>** removed 724 724 ))) 725 -|(% colspan="4" %)(% colspan="3" %) 679 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 726 726 ((( 727 -These actions had no effect and were removed. 681 +//These actions had no effect and were removed.// 728 728 ))) 729 729 |(% colspan="1" %)(% colspan="1" %) 730 730 ((( ... ... @@ -736,9 +736,9 @@ 736 736 ((( 737 737 **<setup_conversation_minigame/>** script action removed 738 738 ))) 739 -|(% colspan="4" %)(% colspan="3" %) 693 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 740 740 ((( 741 -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. 695 +//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.// 742 742 ))) 743 743 |(% colspan="1" %)(% colspan="1" %) 744 744 ((( ... ... @@ -750,9 +750,9 @@ 750 750 ((( 751 751 <add_player_choice_*> **confidence** attribute removed 752 752 ))) 753 -|(% colspan="4" %)(% colspan="3" %) 707 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 754 754 ((( 755 -The default confidence of player options is another leftover from the XR era and had no effect in X4. 709 +//The default confidence of player options is another leftover from the XR era and had no effect in X4.// 756 756 ))) 757 757 |(% colspan="1" %)(% colspan="1" %) 758 758 ((( ... ... @@ -764,9 +764,9 @@ 764 764 ((( 765 765 **<hack_via_control_panel/>** script action removed 766 766 ))) 767 -|(% colspan="4" %)(% colspan="3" %) 721 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 768 768 ((( 769 -Unused script action <hack_via_control_panel/> was removed. 723 +//Unused script action <hack_via_control_panel/> was removed.// 770 770 ))) 771 771 |(% colspan="1" %)(% colspan="1" %) 772 772 ((( ... ... @@ -778,9 +778,9 @@ 778 778 ((( 779 779 **Lua: **GetMiniGameCursorPosition() removed 780 780 ))) 781 -|(% colspan="4" %)(% colspan="3" %) 735 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 782 782 ((( 783 -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. 737 +//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.// 784 784 ))) 785 785 |((( 786 786 UI core ... ... @@ -789,9 +789,9 @@ 789 789 )))|(% colspan="2" %)((( 790 790 **FFI: **GetLocalizedInteractiveNotificationKey can return icon placeholders 791 791 ))) 792 -|(% colspan="4" %)(% colspan="3" %) 746 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 793 793 ((( 794 -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. 748 +//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.// 795 795 ))) 796 796 |(% colspan="1" %)(% colspan="1" %) 797 797 ((( ... ... @@ -803,9 +803,9 @@ 803 803 ((( 804 804 **FFI: **UIWeaponMod returned by GetInstalledWeaponMod() now includes property SurfaceElementFactor 805 805 ))) 806 -|(% colspan="4" %)(% colspan="3" %) 760 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 807 807 ((( 808 -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. 762 +//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.// 809 809 ))) 810 810 |(% colspan="1" %)(% colspan="1" %) 811 811 ((( ... ... @@ -817,10 +817,10 @@ 817 817 ((( 818 818 **$ware.illegal** updated 819 819 ))) 820 -|(% colspan="4" %)(% colspan="3" %) 774 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 821 821 ((( 822 -$ware.illegal used to return true if the specified ware has the 'illegal' tag which is no longer used. 823 -It now returns true if $ware is illegal to any faction in the game. 776 +//$ware.illegal used to return true if the specified ware has the 'illegal' tag which is no longer used.// 777 +//It now returns true if $ware is illegal to any faction in the game.// 824 824 ))) 825 825 |(% colspan="1" %)(% colspan="1" %) 826 826 ((( ... ... @@ -832,9 +832,9 @@ 832 832 ((( 833 833 MD script **RML_Flight_Along_Path** removed 834 834 ))) 835 -|(% colspan="4" %)(% colspan="3" %) 789 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 836 836 ((( 837 -The MD script RML_Flight_Along_Path was not referened and was removed. 791 +//The MD script RML_Flight_Along_Path was not referened and was removed.// 838 838 ))) 839 839 |(% colspan="1" %)(% colspan="1" %) 840 840 ((( ... ... @@ -846,10 +846,10 @@ 846 846 ((( 847 847 parameters of **<event_venture_mission_completed/>** changed 848 848 ))) 849 -|(% colspan="4" %)(% colspan="3" %) 803 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 850 850 ((( 851 -old params: param = venture details, param2 = ships involved, param3 = duration 852 -new params: param = venture detail list: [mission name, mission type], param2 = list of ships involved, param3 = duration 805 +//old params: param = venture details, param2 = ships involved, param3 = duration// 806 +//new params: param = venture detail list: [mission name, mission type], param2 = list of ships involved, param3 = duration// 853 853 ))) 854 854 |((( 855 855 Scripts ... ... @@ -859,9 +859,9 @@ 859 859 **<set_object_wing_name/>** removed, 860 860 **<set_object_fleet_name/>** added 861 861 ))) 862 -|(% colspan="4" %)(% colspan="3" %) 816 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 863 863 ((( 864 -The common action <set_object_wing_name/> has been replaced with <set_object_fleet_name/> 818 +//The common action <set_object_wing_name/> has been replaced with <set_object_fleet_name/>// 865 865 ))) 866 866 |((( 867 867 Scripts ... ... @@ -871,7 +871,7 @@ 871 871 **$controllable.wing.*** removed, 872 872 **$controllable.fleet.*** added 873 873 ))) 874 -|(% colspan="4" %)(% colspan="3" %) 828 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 875 875 ((( 876 876 $controllable.wing.name, $controllable.wing.iscommander, and $controllable.wing.commander have been replaced with $controllable.fleet.name, $controllable.fleet.iscommander, and $controllable.fleet.commander 877 877 ))) ... ... @@ -880,7 +880,7 @@ 880 880 881 881 === Version 2.60 === 882 882 883 -(% class=" table-striped" %)837 +(% class="wrapped" %) 884 884 |((( 885 885 Scripts 886 886 )))|((( ... ... @@ -888,11 +888,11 @@ 888 888 )))|(% colspan="2" %)((( 889 889 '**checkoperational**' filter behaviour changed 890 890 ))) 891 -|(% colspan="10" %)(% colspan="3" %) 845 +|(% class="highlight-grey" colspan="10" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 892 892 ((( 893 -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. 847 +//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.// 894 894 895 -Sub nodes such as match_child will have checkoperational default to false. Existing uses may find that results now include non-operational components. 849 +//Sub nodes such as match_child will have checkoperational default to false. Existing uses may find that results now include non-operational components.// 896 896 ))) 897 897 |((( 898 898 Scripts ... ... @@ -901,9 +901,9 @@ 901 901 )))|(% colspan="2" %)((( 902 902 $container.**supplyresources** behavior changed 903 903 )))| | | 904 -|(% colspan="10" %)(% colspan="3" %) 858 +|(% class="highlight-grey" colspan="10" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 905 905 ((( 906 -The script keyword $container.supplyresources now includes reserved wares. 860 +//The script keyword $container.supplyresources now includes reserved wares.// 907 907 ))) 908 908 909 909 ---- ... ... @@ -910,7 +910,7 @@ 910 910 911 911 === Version 2.20 === 912 912 913 -(% class=" table-striped" %)867 +(% class="wrapped" %) 914 914 |(% colspan="1" %)(% colspan="1" %) 915 915 ((( 916 916 UI core ... ... @@ -921,12 +921,12 @@ 921 921 ((( 922 922 **Lua: GetControllerInfo()** returned mouseSteering/mouseCursor values are undefined. 923 923 ))) 924 -|(% colspan="4" %)(% colspan="3" %) 878 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 925 925 ((( 926 -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. 927 -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. 880 +//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. 881 +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.// 928 928 929 -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. 883 +//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.// 930 930 ))) 931 931 |(% colspan="1" %)(% colspan="1" %) 932 932 ((( ... ... @@ -938,9 +938,9 @@ 938 938 ((( 939 939 Attribute for build related conditions e.g. **<event_build_finished/>** renamed from 'buildmodule' to 'buildprocessor' 940 940 ))) 941 -|(% colspan="4" %)(% colspan="3" %) 895 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 942 942 ((( 943 -The underlying behaviour remains the same in that it involves the buildprocessor, not the buildmodule. The attribute name has simply been corrected. 897 +//The underlying behaviour remains the same in that it involves the buildprocessor, not the buildmodule. The attribute name has simply been corrected.// 944 944 ))) 945 945 946 946 ---- ... ... @@ -947,7 +947,7 @@ 947 947 948 948 === Version 2.00 === 949 949 950 -(% class=" table-striped" %)904 +(% class="wrapped" %) 951 951 |(% colspan="1" %)(% colspan="1" %) 952 952 ((( 953 953 Scripts ... ... @@ -958,9 +958,9 @@ 958 958 ((( 959 959 **<event_build_finished/> **param2 now returns null instead of a construction sequence 960 960 ))) 961 -|(% colspan="4" %)(% colspan="3" %) 915 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 962 962 ((( 963 -The construction sequence which was finished should now be accessed via the buildtask provided via param3. 917 +//The construction sequence which was finished should now be accessed via the buildtask provided via param3.// 964 964 ))) 965 965 |(% colspan="1" %)(% colspan="1" %) 966 966 ((( ... ... @@ -972,9 +972,9 @@ 972 972 ((( 973 973 **param.boarding.{...}** strength parameters removed 974 974 ))) 975 -|(% colspan="4" %)(% colspan="3" %) 929 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 976 976 ((( 977 -The 'recruitstrength', 'veteranstrength' and 'elitestrength' script parameters were no longer required for balancing the boarding gameplay, and were removed. 931 +//The 'recruitstrength', 'veteranstrength' and 'elitestrength' script parameters were no longer required for balancing the boarding gameplay, and were removed.// 978 978 ))) 979 979 |(% colspan="1" %)(% colspan="1" %) 980 980 ((( ... ... @@ -986,9 +986,9 @@ 986 986 ((( 987 987 **$defensible.boardee/$defensible.boarder** and **<set_object_boarder/>/<remove_object_boarder/>** removed 988 988 ))) 989 -|(% colspan="4" %)(% colspan="3" %) 943 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 990 990 ((( 991 -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. 945 +//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.// 992 992 ))) 993 993 |((( 994 994 UI extensions ... ... @@ -997,9 +997,9 @@ 997 997 )))|(% colspan="2" %)((( 998 998 **FFI: GetUpgradeSlotCurrentComponent()/GetUpgradeSlotGroup()** works on non-operationals 999 999 ))) 1000 -|(% colspan="4" %)(% colspan="3" %) 954 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 1001 1001 ((( 1002 -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. 956 +//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.// 1003 1003 ))) 1004 1004 |((( 1005 1005 UI extensions ... ... @@ -1008,10 +1008,10 @@ 1008 1008 )))|(% colspan="2" %)((( 1009 1009 **FFI: SetFormationShape()** no longer indicates an error upon certain error cases 1010 1010 ))) 1011 -|(% colspan="4" %)(% colspan="3" %) 965 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 1012 1012 ((( 1013 -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. 1014 -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. 967 +//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.// 968 +//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.// 1015 1015 ))) 1016 1016 |((( 1017 1017 Scripts ... ... @@ -1020,9 +1020,9 @@ 1020 1020 )))|(% colspan="2" %)((( 1021 1021 **<create_formation/>** now requires the attributes: 'leader' and 'follower'. Attribute 'object' is now deprecated. 1022 1022 ))) 1023 -|(% colspan="4" %)(% colspan="3" %) 977 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 1024 1024 ((( 1025 -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. 979 +//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.// 1026 1026 ))) 1027 1027 |((( 1028 1028 Scripts ... ... @@ -1031,9 +1031,9 @@ 1031 1031 )))|(% colspan="2" %)((( 1032 1032 **<event_player_changed_target/>** now fires and returns null if the player deselects a target. 1033 1033 ))) 1034 -|(% colspan="4" %)(% colspan="3" %) 988 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 1035 1035 ((( 1036 -For prior behavior, check for event.param being non-null. 990 +//For prior behavior, check for event.param being non-null.// 1037 1037 ))) 1038 1038 |((( 1039 1039 AI Scripts ... ... @@ -1042,13 +1042,13 @@ 1042 1042 )))|(% colspan="2" %)((( 1043 1043 **<shoot/>/<shoot_at/>** attribute changes. 1044 1044 ))) 1045 -|(% colspan="4" %)(% colspan="3" %) 999 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 1046 1046 ((( 1047 -Changed: Attribute "primary" is now optional and defines whether weapons from the ship's active primary weapon group will be fired. Defaults to true. 1048 -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. 1049 -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. 1001 +//Changed: Attribute "primary" is now optional and defines whether weapons from the ship's active primary weapon group will be fired. Defaults to true.// 1002 +//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.// 1003 +//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.// 1050 1050 1051 -Corrects now-obsolete assumption that primary weapon groups only contain guns and secondary weapon groups only contain missile launchers. 1005 +//Corrects now-obsolete assumption that primary weapon groups only contain guns and secondary weapon groups only contain missile launchers.// 1052 1052 ))) 1053 1053 |((( 1054 1054 UI extensions ... ... @@ -1057,9 +1057,9 @@ 1057 1057 )))|(% colspan="2" %)((( 1058 1058 **FFI: GetBuildTask()/GetNumBuildTasks()** got a new "buildmoduleid" parameter. 1059 1059 ))) 1060 -|(% colspan="4" %)(% colspan="3" %) 1014 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 1061 1061 ((( 1062 -Added possibility to query build tasks of a certain buildmodule. 1016 +//Added possibility to query build tasks of a certain buildmodule.// 1063 1063 ))) 1064 1064 |((( 1065 1065 UI extensions ... ... @@ -1068,9 +1068,9 @@ 1068 1068 )))|(% colspan="2" %)((( 1069 1069 **Lua:** **GetLibraryEntry()** retrieved a new "buildresources" field. 1070 1070 ))) 1071 -|(% colspan="4" %)(% colspan="3" %) 1025 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 1072 1072 ((( 1073 -Added list of resources a buildmodule needs to build. 1027 +//Added list of resources a buildmodule needs to build.// 1074 1074 ))) 1075 1075 |((( 1076 1076 UI extensions ... ... @@ -1079,9 +1079,9 @@ 1079 1079 )))|(% colspan="2" %)((( 1080 1080 **Lua: CalculateTotalHullFraction() **was removed. 1081 1081 ))) 1082 -|(% colspan="4" %)(% colspan="3" %) 1036 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 1083 1083 ((( 1084 -Unused, derelict function from XR - use GetComponentData(..., "hullpercent") instead. 1038 +//Unused, derelict function from XR - use GetComponentData(..., "hullpercent") instead.// 1085 1085 ))) 1086 1086 |((( 1087 1087 UI extensions ... ... @@ -1090,9 +1090,9 @@ 1090 1090 )))|(% colspan="2" %)((( 1091 1091 **FFI: RequestDockAtReason()/UndockPlayerShip() **changed their return values. 1092 1092 ))) 1093 -|(% colspan="4" %)(% colspan="3" %) 1047 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 1094 1094 ((( 1095 -Changed return value type to const char* to better identify failure reasons in Lua script. 1049 +//Changed return value type to const char* to better identify failure reasons in Lua script.// 1096 1096 ))) 1097 1097 1098 1098 ---- ... ... @@ -1099,7 +1099,7 @@ 1099 1099 1100 1100 === Version 1.50 === 1101 1101 1102 -(% class=" table-striped" %)1056 +(% class="wrapped" %) 1103 1103 |((( 1104 1104 UI extensions 1105 1105 )))|((( ... ... @@ -1107,9 +1107,9 @@ 1107 1107 )))|(% colspan="2" %)((( 1108 1108 **Lua: GetComponentData() **changed behavior of "docksizes" property. 1109 1109 ))) 1110 -|(% colspan="4" %)(% colspan="3" %) 1064 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 1111 1111 ((( 1112 -The "docksizes" property no longer includes internal ship storage docks. 1066 +//The "docksizes" property no longer includes internal ship storage docks.// 1113 1113 ))) 1114 1114 |((( 1115 1115 All ... ... @@ -1118,13 +1118,13 @@ 1118 1118 )))|(% colspan="2" %)((( 1119 1119 **Meaning of "Shipyard"** was corrected throughout Lua/MD/AI scripts, so that Wharfs are not Shipyards (unlike in XR). 1120 1120 ))) 1121 -|(% colspan="4" %)(% colspan="3" %) 1075 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 1122 1122 ((( 1123 -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". 1077 +//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".// 1124 1124 1125 -Lua: Adjusted GetComponentData() and HasShipyard(), added HasWharf() 1126 -Lua / GetComponentData() properties: Removed "iscapitalshipyard", fixed "isshipyard", added "canbuildships", "iswharf", "isequipmentdock" 1127 -Scripts: Fixed property .isshipyard, added .iswharf (.canbuildships existed already) 1079 +//Lua: Adjusted GetComponentData() and HasShipyard(), added HasWharf()// 1080 +//Lua / GetComponentData() properties: Removed "iscapitalshipyard", fixed "isshipyard", added "canbuildships", "iswharf", "isequipmentdock"// 1081 +//Scripts: Fixed property .isshipyard, added .iswharf (.canbuildships existed already)// 1128 1128 ))) 1129 1129 |((( 1130 1130 UI extensions ... ... @@ -1133,9 +1133,9 @@ 1133 1133 )))|(% colspan="2" %)((( 1134 1134 **FFI: UpgradeGroupInfo **datatype was changed. 1135 1135 ))) 1136 -|(% colspan="4" %)(% colspan="3" %) 1090 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 1137 1137 ((( 1138 -Added new "operational" field to retrieve information about number of operational upgrades in a group. 1092 +//Added new "operational" field to retrieve information about number of operational upgrades in a group.// 1139 1139 ))) 1140 1140 |(% colspan="1" %)(% colspan="1" %) 1141 1141 ((( ... ... @@ -1147,11 +1147,11 @@ 1147 1147 ((( 1148 1148 **FFI: SetGuidance()** removed useinfopoint argument. 1149 1149 ))) 1150 -|(% colspan="4" %)(% colspan="3" %) 1104 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 1151 1151 ((( 1152 -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. 1106 +//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.// 1153 1153 1154 -The new function declaration is: void SetGuidance(UniverseID componentid, UIPosRot offset) 1108 +//The new function declaration is: void SetGuidance(UniverseID componentid, UIPosRot offset)// 1155 1155 ))) 1156 1156 |((( 1157 1157 UI extensions ... ... @@ -1160,9 +1160,9 @@ 1160 1160 )))|(% colspan="2" %)((( 1161 1161 **FFI: CancelConstruction() **changed its return value. 1162 1162 ))) 1163 -|(% colspan="4" %)(% colspan="3" %) 1117 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 1164 1164 ((( 1165 -CancelConstruction() now returns if the cancellation was successful. 1119 +//CancelConstruction() now returns if the cancellation was successful. // 1166 1166 ))) 1167 1167 1168 1168 ---- ... ... @@ -1169,7 +1169,7 @@ 1169 1169 1170 1170 === Version 1.32 === 1171 1171 1172 -(% class=" table-striped" %)1126 +(% class="wrapped" %) 1173 1173 |((( 1174 1174 UI extensions 1175 1175 )))|((( ... ... @@ -1177,9 +1177,9 @@ 1177 1177 )))|(% colspan="2" %)((( 1178 1178 **Lua: GetComponentData() **removed the "nextdestname" property. 1179 1179 ))) 1180 -|(% colspan="4" %)(% colspan="3" %) 1134 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 1181 1181 ((( 1182 -Instead of "nextdestname", use the properties "destination" or "destinationsector" to retrieve a destination component, then retrieve its "name" property. 1136 +//Instead of "nextdestname", use the properties "destination" or "destinationsector" to retrieve a destination component, then retrieve its "name" property.// 1183 1183 ))) 1184 1184 1185 1185 ---- ... ... @@ -1186,7 +1186,7 @@ 1186 1186 1187 1187 === Version 1.20 === 1188 1188 1189 -(% class=" table-striped" %)1143 +(% class="wrapped" %) 1190 1190 |((( 1191 1191 UI extensions 1192 1192 )))|((( ... ... @@ -1194,7 +1194,7 @@ 1194 1194 )))|(% colspan="2" %)((( 1195 1195 **FFI: GetAAOption()** got a new "useconfig" parameter. 1196 1196 ))) 1197 -|(% colspan="4" %)(% colspan="3" %) 1151 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 1198 1198 ((( 1199 1199 //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.// 1200 1200 )))
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