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 124.5
edited by Klaus Meyer
on 2025/01/07 16:40
on 2025/01/07 16:40
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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... ... @@ -20,39 +20,11 @@ 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 49 === Version 7.50 === 50 50 51 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 -))) 26 +|(% colspan="1" style="width:117px" %)Relations|(% colspan="1" style="width:119px" %)7.50 Beta 4|(% colspan="2" style="width:1625px" %)**Faction relation UI values: Changed mapping of relations to displayed UI values between 0.5 and 1.0 (UI +25 and +30)** 27 +|(% colspan="4" style="width:117px" %) 56 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 57 |(% colspan="7" style="width:117px" %)((( 58 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. ... ... @@ -63,20 +63,20 @@ 63 63 64 64 (% class="table-striped" %) 65 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. 38 +|(% colspan="4" style="width:117px" %)//Fields containing text references in gamestarts.xml now have full text conversion applied, allowing texts to be constructed from multiple text entries, e.g. {1234,56}\n\n{1234,78}. As a result, raw text placed in the text fields needs to be formatted accordingly, e.g. "Test start (easy)" would need to be changed to "Test start \(easy\)" to avoid the text in brackets being treated as a comment.// 67 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 68 |(% colspan="4" style="width:117px" %)highway_fx_electric_02 is still available in "legacy" folder if needed 69 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 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. 43 +//The four parameters used to represent flat factors applied to ships' properties with respect to their respective pilots' skill levels. Parameters moved to separate nodes with support for min and max values which, if supplied, scales the factor linearly if the affected ship's unmodified property is within min and max. Factor does not affect the ship if that property is below min.// 72 72 ))) 73 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 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.** 47 +//The **pantime** parameter has never actually done anything beyond turning panning on or making the transition instant. To make this clear it has been** **replaced with the boolean parameter **instant.**// 76 76 ))) 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 51 +(% style="color:#ffffff" %)//Some material names and texture paths were changed. Please DIFF the materiallibrary.xml from 6.20 with 7.0 to see the difference// 80 80 ))) 81 81 |(% colspan="1" style="width:117px" %)(% colspan="1" %) 82 82 ((( ... ... @@ -88,7 +88,7 @@ 88 88 ))) 89 89 |(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 90 90 ((( 91 - Previously it was possible to set normal clusters to be persistent presentation clusters which was an invalid state. 63 +// Previously it was possible to set normal clusters to be persistent presentation clusters which was an invalid state.// 92 92 ))) 93 93 |(% colspan="1" style="width:117px" %)(% colspan="1" %) 94 94 ((( ... ... @@ -100,7 +100,7 @@ 100 100 ))) 101 101 |(% colspan="4" title="Background colour :" %)(% colspan="3" 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. 75 +// The build plot's buildstorage is no longer removed implicitly. The buildstorage will instead be cleaned-up once it is empty and no ships are docked.// 104 104 ))) 105 105 |(% colspan="1" style="width:117px" %)(% colspan="1" %) 106 106 ((( ... ... @@ -127,9 +127,9 @@ 127 127 ))) 128 128 |(% colspan="4" title="Background colour :" %)(% colspan="3" 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. 102 +//Previously some entries were lacking "weight" parameter, causing it to default to "1", which prevent adding new ships to the group with appropriate/configurable granularity.// 131 131 132 -All groups should now have "weight" parameter added and old "weights" were updated to not have single-digit numbers. 104 +//All groups should now have "weight" parameter added and old "weights" were updated to not have single-digit numbers.// 133 133 ))) 134 134 |(% colspan="1" %)(% colspan="1" %) 135 135 ((( ... ... @@ -143,9 +143,9 @@ 143 143 ))) 144 144 |(% colspan="4" title="Background colour :" %)(% colspan="3" 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. 118 +//The <event_player_travelmode_started>, <event_player_travelmode_stopped>, <event_player_travelmode_charge_started> and <event_player_travelmode_charge_aborted> events will no longer be raised if the player is a passenger on board a ship which enters or leaves travel mode. Previously these events would be raised whether the player was the pilot or a passenger. // 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. 120 +//Scripts that need to check whether the player exits travel mode may also need to consider checking whether the player leaves the control seat using <event_player_stopped_control> since this will also result in travel mode stopping.// 149 149 ))) 150 150 |(% colspan="1" %)(% colspan="1" %) 151 151 ((( ... ... @@ -159,11 +159,11 @@ 159 159 ))) 160 160 |(% colspan="4" title="Background colour :" %)(% colspan="3" 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. 134 +//The 'posname' and 'rotname' result attributes of <find_object_surface> will now return null in the case of no valid surface position being found.// 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. 136 +//Previously, it returned null only if there was a physics error. It however returned a valid, somewhat-random, position if physics were fine but it was still unable to find a suitable surface position. This position was often unsuitable to use for gameplay purposes so it is now null so the caller can handle the situation.// 165 165 166 -The action itself has been improved to increase the chance of finding suitable surface positions. 138 +//The action itself has been improved to increase the chance of finding suitable surface positions.// 167 167 ))) 168 168 |(% colspan="1" %)(% colspan="1" %) 169 169 ((( ... ... @@ -177,8 +177,8 @@ 177 177 ))) 178 178 |(% colspan="4" title="Background colour :" %)(% colspan="3" 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. 152 +//<match_dock> nodes can now be used on container and walkablemodule classes without wrapping them in <match_content> nodes. 153 +This has introduced a new potential pitfall: If finding or counting contained components be wary that there may be multiple positive results, even if there is only one dockingbay. e.g. matching contents for a station will include the dockingbay but also its containing walkable module as that also contains the dockingbay. To only account for docking bays, also filter by dockingbay class.// 182 182 ))) 183 183 |(% colspan="1" %)(% colspan="1" %) 184 184 ((( ... ... @@ -192,7 +192,7 @@ 192 192 ))) 193 193 |(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 194 194 ((( 195 -The 'result' attribute of get_attackstrength has been moved into the new <result> subnode and renamed to 'total'. 167 +//The 'result' attribute of get_attackstrength has been moved into the new <result> subnode and renamed to 'total'.// 196 196 ))) 197 197 |((( 198 198 Assets ... ... @@ -203,8 +203,8 @@ 203 203 ))) 204 204 |(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %) 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. 178 +//Connection tags used to specify compatibilities in component templates between a ship or station module and engines or shields now additionally require the use of the "standard" tag matching weapon or turret logic. For weapons that are neither Missile Launcher nor Mining Laser, the tag "combat" is also required. 179 +Exception: special equipment that is deliberately not compatible with the majority of slots may use another tag instead of "standard", e.g. "highpower" for certain Terran weapons.// 208 208 ))) 209 209 |(% colspan="1" %)(% colspan="1" %) 210 210 ((( ... ... @@ -218,7 +218,7 @@ 218 218 ))) 219 219 |(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %) 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. 193 +//When finding components with attribute "sortbygatedistanceto", e.g. in <find_object>, any objects with a negative gatedistance (i.e. unreachable objects) are automatically excluded from the result.// 222 222 ))) 223 223 |((( 224 224 Scripts ... ... @@ -229,7 +229,7 @@ 229 229 ))) 230 230 |(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %) 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. 204 +//The order of events was adjusted, allowing handlers of <event_player_owned_killed_object> and <event_player_owned_destroyed> to access commander/subordinate relationship of the destroyed object.// 233 233 ))) 234 234 |((( 235 235 Cutscenes ... ... @@ -240,7 +240,7 @@ 240 240 ))) 241 241 |(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %) 242 242 ((( 243 -The yaw and pitch nodes in <angles> are now correctly interpreted as values in degrees. 215 +//The yaw and pitch nodes in <angles> are now correctly interpreted as values in degrees.// 244 244 ))) 245 245 246 246 ---- ... ... @@ -257,7 +257,7 @@ 257 257 ))) 258 258 |(% colspan="7" %)(% colspan="3" %) 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. 232 +//'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 ---- ... ... @@ -277,7 +277,7 @@ 277 277 ))) 278 278 |(% colspan="4" %)(% colspan="3" %) 279 279 ((( 280 -The functionality represented by SetMapRenderCargoContents(), SetMapRenderWorkForceInfo(), SetMapRenderCrewInfo() and SetMapRenderDockedShipInfos() has been removed and the function was therefore stubbed. 252 +//The functionality represented by SetMapRenderCargoContents(), SetMapRenderWorkForceInfo(), SetMapRenderCrewInfo() and SetMapRenderDockedShipInfos() has been removed and the function was therefore stubbed.// 281 281 ))) 282 282 |(% colspan="1" %)(% colspan="1" %) 283 283 ((( ... ... @@ -291,7 +291,7 @@ 291 291 ))) 292 292 |(% colspan="4" %)(% colspan="3" %) 293 293 ((( 294 -This struct was added in 4.10 Beta 2 and an additional member count was added in Beta 6. 266 +//This struct was added in 4.10 Beta 2 and an additional member count was added in Beta 6.// 295 295 ))) 296 296 |(% colspan="1" %)(% colspan="1" %) 297 297 ((( ... ... @@ -305,7 +305,7 @@ 305 305 ))) 306 306 |(% colspan="4" %)(% colspan="3" %) 307 307 ((( 308 -Info box parameters are now shared across stations and ships. The node has a more generic name to reflect that. 280 +//Info box parameters are now shared across stations and ships. The node has a more generic name to reflect that.// 309 309 ))) 310 310 |(% colspan="1" %)(% colspan="1" %) 311 311 ((( ... ... @@ -319,7 +319,7 @@ 319 319 ))) 320 320 |(% colspan="4" %)(% colspan="3" %) 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. 294 +//The functionality represented by SetMacroMapPlayerSectorOffset() has been removed and the function was therefore stubbed. Setting the gamestart properties "sector" and "offset" will affect the universe macro map instead directly.// 323 323 ))) 324 324 |((( 325 325 UI extensions ... ... @@ -330,7 +330,7 @@ 330 330 ))) 331 331 |(% colspan="4" %)(% colspan="3" %) 332 332 ((( 333 -These functions were added in 4.10 Beta 1 and an additional boolean parameter allowentitydeliverymissionobject was added in Beta 2. 305 +//These functions were added in 4.10 Beta 1 and an additional boolean parameter allowentitydeliverymissionobject was added in Beta 2.// 334 334 ))) 335 335 |((( 336 336 Scripts ... ... @@ -341,7 +341,7 @@ 341 341 ))) 342 342 |(% colspan="4" %)(% colspan="3" %) 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. 316 +//The <delivery> node of <create_mission> and <update_mission> has been changed to support a new <wares> subnode. The people related attributes: 'people' and 'skills' have been moved from the <delivery> node itself to a <people> subnode.// 345 345 ))) 346 346 |(% colspan="1" %)(% colspan="1" %) 347 347 ((( ... ... @@ -355,7 +355,7 @@ 355 355 ))) 356 356 |(% colspan="4" %)(% colspan="3" %) 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. 330 +//The $destructible.productions script property was removed and reimplemented as $defensible.productions meaning some old uses may no longer work unless the destructible is also a defensible. The old implementation functioned by finding the containing object of the destructible (including itself) to query for the production modules.// 359 359 ))) 360 360 |((( 361 361 Scripts ... ... @@ -366,7 +366,7 @@ 366 366 ))) 367 367 |(% colspan="4" %)(% colspan="3" %) 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. 341 +//The spawnsource seed is no longer directly accessible by scripts. Use $component.seed, which will internally use the spawnsource seed if able. Note: An improvement is that .seed on objects without a spawnsource seed will now result in a value that differs between objects of the same macro, meaning it can now reliably be used for player property or job ships.// 370 370 ))) 371 371 372 372 ---- ... ... @@ -386,8 +386,8 @@ 386 386 ))) 387 387 |(% colspan="4" %)(% colspan="3" %) 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. 361 +//Before 4.00 Beta 10 it was ensured that there is no direct transition between the 'cockpit ui mode' of one ship to another. Instead, it was always ensured that the UI first transitions into the firstperson mode and then back into the cockpit mode (controlling then the other ship). 362 +In order to support the new emergency eject feature which was added in 4.00 Beta 7, this assurance was dropped. As of 4.00 Beta 10 it is now possible that the ship the player controls can swap without the gameplanchange-event being risen which one could rely upon in previous versions. If your addon relied on the fact that the ship would not change without first going into first person mode, you will have to adjust your addon accordingly.// 391 391 ))) 392 392 |((( 393 393 Scripts ... ... @@ -398,9 +398,9 @@ 398 398 ))) 399 399 |(% colspan="4" %)(% colspan="3" %) 400 400 ((( 401 -Old params: param = project ID, param2 = were there positive side-effects?, param3 = were there negative side-effects? 373 +//Old params: param = project ID, param2 = were there positive side-effects?, param3 = were there negative side-effects? 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 375 +Note: param3 only exists in <event_terraforming_project_succeeded> and not in <event_terraforming_project_failed>, but both now have the booleans in a list for consistency// 404 404 ))) 405 405 |(% colspan="1" %)(% colspan="1" %) 406 406 ((( ... ... @@ -414,10 +414,10 @@ 414 414 ))) 415 415 |(% colspan="4" %)(% colspan="3" %) 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). 389 +//In order to keep consistency with regards to the new behvior 'hostile' relation state and the older (deprecated) UI functions, the behavior of the deprecated GetFactionRelationStatus() function was changed according to the behavior of the GetRelationStatus()/GetRelationStatus2() functions which was done in the previous beta. 390 +Factions with a relation rating between -20 and -10 will now report a relation status of 'neutral' (aka: 1) instead of 'hostile'/'enemy' (aka: 0).// 419 419 420 -If you rely on a handling where these factions are treated like enemies, please use the new GetFactionRelationStatus2() function instead. 392 +//If you rely on a handling where these factions are treated like enemies, please use the new GetFactionRelationStatus2() function instead.// 421 421 ))) 422 422 |(% colspan="1" %)(% colspan="1" %) 423 423 ((( ... ... @@ -431,9 +431,9 @@ 431 431 ))) 432 432 |(% colspan="4" %)(% colspan="3" %) 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. 406 +//4.00 Beta 5// //introduces a new 'hostile' relation status and the game now distinguishes between hostile and enemy relation states. Objects not yet 'hostile' with the player are now visualized differently and therefore distinguishable from real hostile ones. Because of that, several related changes were made for these objects to bring them more in line with how 'neutral' objects behave (f.e. no automatic attacking of these objects by the player property anymore, no target selection when targeting the closest enemy, etc.). To reflect this, these objects are now returning 1 (neutral) as the relation status by the GetRelationStatus()/GetRelationStatus2() functions.// 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).408 +//If you rely on a handling where they are treated like enemies, please use the new GetRelationStatus3() //function which returns the new range for these objects: 1 (meaning 'enemy' (aka: not yet hostile) here with following relations having been shifted up). 437 437 ))) 438 438 |((( 439 439 Parameters ... ... @@ -444,7 +444,7 @@ 444 444 ))) 445 445 |(% colspan="4" %)(% colspan="3" %) 446 446 ((( 447 -The 'requiresconstructionvessel' attribute has been moved from the 'recycling' node itself, to the new 'station' subnode. 419 +//The 'requiresconstructionvessel' attribute has been moved from the 'recycling' node itself, to the new 'station' subnode.// 448 448 ))) 449 449 |((( 450 450 Scripts ... ... @@ -455,7 +455,7 @@ 455 455 ))) 456 456 |(% colspan="4" %)(% colspan="3" %) 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. 430 +//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 ---- ... ... @@ -472,7 +472,7 @@ 472 472 ))) 473 473 |(% colspan="7" %)(% colspan="3" %) 474 474 ((( 475 -These mission limit-related functions (added in 3.30 Beta 1 and 2) are replaced with FFI IsMissionLimitReached() 447 +//These mission limit-related functions (added in 3.30 Beta 1 and 2) are replaced with FFI IsMissionLimitReached()// 476 476 ))) 477 477 478 478 ---- ... ... @@ -489,9 +489,9 @@ 489 489 ))) 490 490 |(% colspan="4" %)(% colspan="3" %) 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 464 +//Old params: param = attacked object, param2 = attack method, param3 = attacked component// 465 +//New params: param = attacked object, param2 = attack method, param3 = attack component detail list: [attacked component, attacking weapon] 466 +Note that this also means the component attribute to the events is no longer available, so scripts checking the attacked component need to use event.param3.{1} instead// 495 495 ))) 496 496 |(% colspan="1" %)(% colspan="1" %) 497 497 ((( ... ... @@ -505,7 +505,7 @@ 505 505 ))) 506 506 |(% colspan="4" %)(% colspan="3" %) 507 507 ((( 508 -$trade.restriction.faction has been replaced with $trade.restriction.factions, which returns a list of factions. 480 +//$trade.restriction.faction has been replaced with $trade.restriction.factions, which returns a list of factions.// 509 509 ))) 510 510 |((( 511 511 UI extensions ... ... @@ -516,7 +516,7 @@ 516 516 ))) 517 517 |(% colspan="4" %)(% colspan="3" %) 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. 491 +//With the addition of the Trade Rule feature the given functions are obsolete and do not function anymore. This set of functions will return dummy values to avoid breaking scripts. Use GetAllTradeRules(), GetContainerTradeRuleID(), SetContainerTradeRule() and similar trade rule functions as replacement.// 520 520 ))) 521 521 522 522 ---- ... ... @@ -536,7 +536,7 @@ 536 536 ))) 537 537 |(% colspan="7" %)(% colspan="3" %) 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. 511 +//Removed <add_build/> action which was no longer needed and would result in builds being added in unsupported ways. Use other <add_build_xxx/> actions.// 540 540 ))) 541 541 542 542 ---- ... ... @@ -556,7 +556,7 @@ 556 556 ))) 557 557 |(% colspan="4" %)(% colspan="3" %) 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. 531 +//<get_suitable_job/> previously did not respect job quotas or the current number of job ships. It now does, only returning job IDs which are not exceeding the maxgalaxy quota. Using 'exceedquota' allows the action to behave as before.// 560 560 ))) 561 561 |(% colspan="1" %)(% colspan="1" %) 562 562 ((( ... ... @@ -570,7 +570,7 @@ 570 570 ))) 571 571 |(% colspan="4" %)(% colspan="3" %) 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. 545 +//<get_ware_definition/> previously filtered for equipment wares by default. This is now not the case and existing cases now use flags="equipment". Additional filter attributes for group and tags has also been added.// 574 574 ))) 575 575 |(% colspan="1" %)(% colspan="1" %) 576 576 ((( ... ... @@ -584,9 +584,9 @@ 584 584 ))) 585 585 |(% colspan="4" %)(% colspan="3" %) 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.) 559 +//All MD, UI, and cutscene files have been renamed as lower-case. For most users this should have no effect since files packed in catalogs are essentially case-insensitive. However, this change can affect users on Linux systems when running a mod that contains single files instead of a catalog, and/or when playing with unpacked base game files//. If your mod has XML patch files that are not packed in a catalog, the filenames must be lower-case to match the filenames in the base game. (For info on using mod catalogs, see the Readme of the X Catalog Tool.) 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). 561 +//Note that this change has no effect on the actual content of scripts or cutscenes. The MD script/cutscene names are stored in the files, regardless of the filenames, so that references to them remain unchanged (e.g., "md.Setup.Start" references a cue in setup.xml).// 590 590 ))) 591 591 |(% colspan="1" %)(% colspan="1" %) 592 592 ((( ... ... @@ -600,7 +600,7 @@ 600 600 ))) 601 601 |(% colspan="4" %)(% colspan="3" %) 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. 575 +//Some MD library cues in the base game that were previously used with <include_actions> have been adjusted, so they must now be used with the new MD action <run_actions> instead. Mods that use such a library with <include_actions> will have to switch to <run_actions> as well. A list of affected libraries is not provided here. Note: Additional library cues may be adjusted in future builds without further warning.// 604 604 ))) 605 605 |(% colspan="1" %)(% colspan="1" %) 606 606 ((( ... ... @@ -614,8 +614,8 @@ 614 614 ))) 615 615 |(% colspan="4" %)(% colspan="3" %) 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. 589 +//Before the change, positions are relative to $dockingbay.parent. 590 +After the change, positions are relative to $dockingbay as specified in the documentation.// 619 619 ))) 620 620 |(% colspan="1" %)(% colspan="1" %) 621 621 ((( ... ... @@ -629,7 +629,7 @@ 629 629 ))) 630 630 |(% colspan="4" %)(% colspan="3" %) 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(). 604 +//Entity skills are always visible; that flag was a leftover from XR. We removed support for the script property .skillsvisible, the attribute "skillsvisible" of <set_entity_traits> and <set_npc_template_traits>, and the parameter "skillsvisible" of Lua function GetComponentData().// 633 633 ))) 634 634 |((( 635 635 Scripts ... ... @@ -640,7 +640,7 @@ 640 640 ))) 641 641 |(% colspan="4" %)(% colspan="3" %) 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. 615 +//Before 3.0 Beta 2 there was just a single <event_object//_changed_owner> condition. This condition was triggered in multiple cases when an owner change occurred. However, the exact cases were inconsistent and also the event could have been triggered w/o an effective owner change having been applied. 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). ... ... @@ -657,7 +657,7 @@ 657 657 ))) 658 658 |(% colspan="4" %)(% colspan="3" %) 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. 632 +//MissionBoards was a dummy asset type which was only used during early development and never meant to be shipped in the released version. If any mod tried to make use of this asset type, undefined behaviour would occur. Therefore we cleaned things up in 3.0 Beta 1 including deprecating/removing any related UI/script function.// 661 661 ))) 662 662 |((( 663 663 Job/God ... ... @@ -668,7 +668,7 @@ 668 668 ))) 669 669 |(% colspan="4" %)(% colspan="3" %) 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. 643 +//To better support extensions which add to the base game map, a job/god entry now defaults to only spawning objects in areas of the map that are added by the extension in which that entry is defined. You can override this behaviour by adding a matchextension="false" attribute to the job/god entry definition. This allows the entry to spawn objects anywhere that matches the entry's other criteria.// 672 672 ))) 673 673 |(% colspan="1" %)(% colspan="1" %) 674 674 ((( ... ... @@ -682,7 +682,7 @@ 682 682 ))) 683 683 |(% colspan="4" %)(% colspan="3" %) 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. 657 +//Due to engine changes, script action <add_actor_to_room/> has had the attribute 'room' changed to 'object', which is more accurate. Most likely requires a 'position' if a slot is not provided.// 686 686 ))) 687 687 |(% colspan="1" %)(% colspan="1" %) 688 688 ((( ... ... @@ -696,7 +696,7 @@ 696 696 ))) 697 697 |(% colspan="4" %)(% colspan="3" %) 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. 671 +//The 'group' attribute of <set_doors_locked/> can no longer be a list. It must be a single tag value. Previously, a list containing one tag was accepted, which was redundant.// 700 700 ))) 701 701 |(% colspan="1" %)(% colspan="1" %) 702 702 ((( ... ... @@ -710,7 +710,7 @@ 710 710 ))) 711 711 |(% colspan="4" %)(% colspan="3" %) 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. 685 +//These events were never triggered, with the exception of <event_hack_started/> on the player entity for instant control panel hacks. Use <event_player_hacked_object> instead.// 714 714 ))) 715 715 |(% colspan="1" %)(% colspan="1" %) 716 716 ((( ... ... @@ -724,7 +724,7 @@ 724 724 ))) 725 725 |(% colspan="4" %)(% colspan="3" %) 726 726 ((( 727 -These actions had no effect and were removed. 699 +//These actions had no effect and were removed.// 728 728 ))) 729 729 |(% colspan="1" %)(% colspan="1" %) 730 730 ((( ... ... @@ -738,7 +738,7 @@ 738 738 ))) 739 739 |(% colspan="4" %)(% colspan="3" %) 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. 713 +//The script action was a leftover from the XR era and was never supported in X4 and couldn't be used in a meaningful way. It was therefore decided to better drop it altogether as it's not expected having been used by any mods.// 742 742 ))) 743 743 |(% colspan="1" %)(% colspan="1" %) 744 744 ((( ... ... @@ -752,7 +752,7 @@ 752 752 ))) 753 753 |(% colspan="4" %)(% colspan="3" %) 754 754 ((( 755 -The default confidence of player options is another leftover from the XR era and had no effect in X4. 727 +//The default confidence of player options is another leftover from the XR era and had no effect in X4.// 756 756 ))) 757 757 |(% colspan="1" %)(% colspan="1" %) 758 758 ((( ... ... @@ -766,7 +766,7 @@ 766 766 ))) 767 767 |(% colspan="4" %)(% colspan="3" %) 768 768 ((( 769 -Unused script action <hack_via_control_panel/> was removed. 741 +//Unused script action <hack_via_control_panel/> was removed.// 770 770 ))) 771 771 |(% colspan="1" %)(% colspan="1" %) 772 772 ((( ... ... @@ -780,7 +780,7 @@ 780 780 ))) 781 781 |(% colspan="4" %)(% colspan="3" %) 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. 755 +//GetMiniGameCursorPosition() was a left over from the XR era and never supposed to be shipped with X4. The function practically always returned 0 and hence we don't expect the removal of this obsolete function causing any actual mod to break.// 784 784 ))) 785 785 |((( 786 786 UI core ... ... @@ -791,7 +791,7 @@ 791 791 ))) 792 792 |(% colspan="4" %)(% colspan="3" %) 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. 766 +//In 3.0 Beta 1 we added support to display icons for keyboard bindings, if an icon is available for the specified keys. This results in GetLocalizedInteractiveNotificationKey() potentially returning a different text now if such an icon is assigned to the mapped key/button.// 795 795 ))) 796 796 |(% colspan="1" %)(% colspan="1" %) 797 797 ((( ... ... @@ -805,7 +805,7 @@ 805 805 ))) 806 806 |(% colspan="4" %)(% colspan="3" %) 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. 780 +//In 3.0 Beta 1 we added support for a new weapon mod property "SurfaceElementFactor" to allow weapons to deal increased damage to surface elements such as Shield Generators, Turrets or Engines.// 809 809 ))) 810 810 |(% colspan="1" %)(% colspan="1" %) 811 811 ((( ... ... @@ -819,8 +819,8 @@ 819 819 ))) 820 820 |(% colspan="4" %)(% colspan="3" %) 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 $ware is illegal to any faction in the game. 794 +//$ware.illegal used to return true if the specified ware has the 'illegal' tag which is no longer used.// 795 +//It now returns true if $ware is illegal to any faction in the game.// 824 824 ))) 825 825 |(% colspan="1" %)(% colspan="1" %) 826 826 ((( ... ... @@ -834,7 +834,7 @@ 834 834 ))) 835 835 |(% colspan="4" %)(% colspan="3" %) 836 836 ((( 837 -The MD script RML_Flight_Along_Path was not referened and was removed. 809 +//The MD script RML_Flight_Along_Path was not referened and was removed.// 838 838 ))) 839 839 |(% colspan="1" %)(% colspan="1" %) 840 840 ((( ... ... @@ -848,8 +848,8 @@ 848 848 ))) 849 849 |(% colspan="4" %)(% colspan="3" %) 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 823 +//old params: param = venture details, param2 = ships involved, param3 = duration// 824 +//new params: param = venture detail list: [mission name, mission type], param2 = list of ships involved, param3 = duration// 853 853 ))) 854 854 |((( 855 855 Scripts ... ... @@ -861,7 +861,7 @@ 861 861 ))) 862 862 |(% colspan="4" %)(% colspan="3" %) 863 863 ((( 864 -The common action <set_object_wing_name/> has been replaced with <set_object_fleet_name/> 836 +//The common action <set_object_wing_name/> has been replaced with <set_object_fleet_name/>// 865 865 ))) 866 866 |((( 867 867 Scripts ... ... @@ -890,9 +890,9 @@ 890 890 ))) 891 891 |(% colspan="10" %)(% colspan="3" %) 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. 865 +//Actions and conditions which use the 'checkoperational' filter now behave differently. Instead of changing how 'class' and 'exactclass' behave, checkoperational == true adds an additional filter for the components being of state operational, equivalent to state="componentstate.operational". This is implicitly enabled in action elements (e.g. <find_.../>) or condition elements (e.g. <count_...>), meaning that find_ship will only find operational ships. Using such actions/conditions with checkoperational="false" will include non-operational components such as wrecked and constructions. Existing uses may find that results now exclude non-operational components.// 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. 867 +//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 ... ... @@ -903,7 +903,7 @@ 903 903 )))| | | 904 904 |(% colspan="10" %)(% colspan="3" %) 905 905 ((( 906 -The script keyword $container.supplyresources now includes reserved wares. 878 +//The script keyword $container.supplyresources now includes reserved wares.// 907 907 ))) 908 908 909 909 ---- ... ... @@ -923,10 +923,10 @@ 923 923 ))) 924 924 |(% colspan="4" %)(% colspan="3" %) 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. 898 +//2.20 Beta 3 introduced the new direct mouse steering mode. The mode was however not integrated as a first level mode and hence GetControllerInfo() returned the "gamepad" mode while direct mouse steering was active. 899 +In 2.20 Beta 4 we improved the situation slightly so that a call to GetControllerInfo() will return either "mouseCursor" or "mouseSteering" in any of the 3 mouse modes.// 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. 901 +//It's a pending change to ensure that the returned mode is more reasonable in an upcoming patch. So be aware that another breaking change might be introduced at some point.// 930 930 ))) 931 931 |(% colspan="1" %)(% colspan="1" %) 932 932 ((( ... ... @@ -940,7 +940,7 @@ 940 940 ))) 941 941 |(% colspan="4" %)(% colspan="3" %) 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. 915 +//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 ---- ... ... @@ -960,7 +960,7 @@ 960 960 ))) 961 961 |(% colspan="4" %)(% colspan="3" %) 962 962 ((( 963 -The construction sequence which was finished should now be accessed via the buildtask provided via param3. 935 +//The construction sequence which was finished should now be accessed via the buildtask provided via param3.// 964 964 ))) 965 965 |(% colspan="1" %)(% colspan="1" %) 966 966 ((( ... ... @@ -974,7 +974,7 @@ 974 974 ))) 975 975 |(% colspan="4" %)(% colspan="3" %) 976 976 ((( 977 -The 'recruitstrength', 'veteranstrength' and 'elitestrength' script parameters were no longer required for balancing the boarding gameplay, and were removed. 949 +//The 'recruitstrength', 'veteranstrength' and 'elitestrength' script parameters were no longer required for balancing the boarding gameplay, and were removed.// 978 978 ))) 979 979 |(% colspan="1" %)(% colspan="1" %) 980 980 ((( ... ... @@ -988,7 +988,7 @@ 988 988 ))) 989 989 |(% colspan="4" %)(% colspan="3" %) 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. 963 +//Due to changes to boarding in X4, the boarding connections accessed by these script properties and actions became redundent and thus, removed. Any connections set by these actions in a savegame will not survive loading.// 992 992 ))) 993 993 |((( 994 994 UI extensions ... ... @@ -999,7 +999,7 @@ 999 999 ))) 1000 1000 |(% colspan="4" %)(% colspan="3" %) 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. 974 +//Before 2.0 Beta 1 using GetUpgradeSlotCurrentComponent() or GetUpgradeSlotGroup() only performed on operational objects (i.e. not wrecked objects or objects under construction). Since this is inconsistent with the rest of the UI functions, this was considered a bug and fixed in 2.0 Beta 1. If you require the old behavior, use the FFI function: IsComponentOperational() to check the passed object's state before making the call.// 1003 1003 ))) 1004 1004 |((( 1005 1005 UI extensions ... ... @@ -1010,8 +1010,8 @@ 1010 1010 ))) 1011 1011 |(% colspan="4" %)(% colspan="3" %) 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. 985 +//Before 2.0 Beta 1 a call to SetFormationShape() indicated an error state to the caller in certain cases where setting a formation shape (potentially) failed. Due to a design flaw in the handling of formations, this however doesn't do any good, since the function by itself doesn't really set the formation shape in all cases. On top of that the call can fail at random. Hence, at the moment an indication of an error case that setting a formation potentially fails is no good to the caller and he has no means to distinguish that case from a real error case.// 986 +//Therefore, in 2.0 Beta 1 we drop the error indication in case of an attempt to set the formation fails. We are currently working on a better solution to the underlying problem and hope to have it ready as part of a following beta.// 1015 1015 ))) 1016 1016 |((( 1017 1017 Scripts ... ... @@ -1022,7 +1022,7 @@ 1022 1022 ))) 1023 1023 |(% colspan="4" %)(% colspan="3" %) 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. 997 +//This now enforces a leader and at least one follower in order to create or change a formation. Former implementation made it possible to create formations without any followers which led to issues.// 1026 1026 ))) 1027 1027 |((( 1028 1028 Scripts ... ... @@ -1033,7 +1033,7 @@ 1033 1033 ))) 1034 1034 |(% colspan="4" %)(% colspan="3" %) 1035 1035 ((( 1036 -For prior behavior, check for event.param being non-null. 1008 +//For prior behavior, check for event.param being non-null.// 1037 1037 ))) 1038 1038 |((( 1039 1039 AI Scripts ... ... @@ -1044,11 +1044,11 @@ 1044 1044 ))) 1045 1045 |(% colspan="4" %)(% colspan="3" %) 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. 1019 +//Changed: Attribute "primary" is now optional and defines whether weapons from the ship's active primary weapon group will be fired. Defaults to true.// 1020 +//New attribute: "secondary" is an optional attribute that defines whether weapons from the ship's active secondary weapon group will be fired. Defaults to true.// 1021 +//New attribute: "missiles" is an optional attribute that defines whether only missile launchers will be used. If false, only guns will be fired. Defaults to false.// 1050 1050 1051 -Corrects now-obsolete assumption that primary weapon groups only contain guns and secondary weapon groups only contain missile launchers. 1023 +//Corrects now-obsolete assumption that primary weapon groups only contain guns and secondary weapon groups only contain missile launchers.// 1052 1052 ))) 1053 1053 |((( 1054 1054 UI extensions ... ... @@ -1059,7 +1059,7 @@ 1059 1059 ))) 1060 1060 |(% colspan="4" %)(% colspan="3" %) 1061 1061 ((( 1062 -Added possibility to query build tasks of a certain buildmodule. 1034 +//Added possibility to query build tasks of a certain buildmodule.// 1063 1063 ))) 1064 1064 |((( 1065 1065 UI extensions ... ... @@ -1070,7 +1070,7 @@ 1070 1070 ))) 1071 1071 |(% colspan="4" %)(% colspan="3" %) 1072 1072 ((( 1073 -Added list of resources a buildmodule needs to build. 1045 +//Added list of resources a buildmodule needs to build.// 1074 1074 ))) 1075 1075 |((( 1076 1076 UI extensions ... ... @@ -1081,7 +1081,7 @@ 1081 1081 ))) 1082 1082 |(% colspan="4" %)(% colspan="3" %) 1083 1083 ((( 1084 -Unused, derelict function from XR - use GetComponentData(..., "hullpercent") instead. 1056 +//Unused, derelict function from XR - use GetComponentData(..., "hullpercent") instead.// 1085 1085 ))) 1086 1086 |((( 1087 1087 UI extensions