Changes for page Breaking Changes

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

From version 14.1
edited by nick
on 2019/02/01 14:21
Change comment: updated with breaking changes to script actions
To version 46.1
edited by michael
on 2019/11/20 10:21
Change comment: correct event and parameter names

Summary

Details

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1 -xwiki:XWiki.nick
1 +xwiki:XWiki.michael
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... ... @@ -16,7 +16,7 @@
16 16  Please note that UI modding must be considered **unstable** in the current version. While we are working hard to get the UI modding integration into a stable state, we might have to introduce larger backwards incompatibilities in the following patches. This means that you might have to modify any mod using UI modding capabilities to a larger extend to keep it compatible with certain patches. Still, we are doing our best not to unnecessarily break things for modders and certainly will announce such changes on this page here.
17 17  {{/warning}}
18 18  
19 -= Breaking Changes (since 2.0 Beta 1) =
19 += Breaking Changes =
20 20  
21 21  |=(((
22 22  Type
... ... @@ -25,11 +25,372 @@
25 25  )))|=(((
26 26  Summary
27 27  )))
28 +|(% colspan="3" %)(% colspan="3" %)
29 +(((
30 +== 3.00 ==
31 +)))
32 +|(% colspan="1" %)(% colspan="1" %)
33 +(((
34 +Global
35 +)))|(% colspan="1" %)(% colspan="1" %)
36 +(((
37 +3.0 Beta 2
38 +)))|(% colspan="1" %)(% colspan="1" %)
39 +(((
40 +Support for entity flag "**skillsvisible**" dropped
41 +)))
42 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
43 +(((
44 +//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().//
45 +)))
28 28  |(((
47 +Scripts
48 +)))|(((
49 +3.0 Beta 2
50 +)))|(((
51 +Changes to **<event_object_changed_owner>** and added **<event_object_changed_true_owner>**.
52 +)))
53 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
54 +(((
55 +//Before 3.0 Beta 2 there was just a single event_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.
56 +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.
57 +If in your scripts you make use of the event_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.
58 +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).//
59 +)))
60 +|(% colspan="1" %)(% colspan="1" %)
61 +(((
62 +Global
63 +)))|(% colspan="1" %)(% colspan="1" %)
64 +(((
65 +3.0 Beta 1
66 +)))|(% colspan="1" %)(% colspan="1" %)
67 +(((
68 +MissionBoard support dropped
69 +)))
70 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
71 +(((
72 +//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 behavior would occur. Therefore we cleaned things up in 3.0 Beta 1 including deprecating/removing any related UI/script function.//
73 +)))
74 +|(% colspan="1" %)(% colspan="1" %)
75 +(((
76 +Scripts
77 +)))|(% colspan="1" %)(% colspan="1" %)
78 +(((
79 +3.0 Beta 1
80 +)))|(% colspan="1" %)(% colspan="1" %)
81 +(((
82 +Script action **<add_actor_to_room/> **attribute **'room'** renamed to **'object'**
83 +)))
84 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
85 +(((
86 +//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.//
87 +)))
88 +|(% colspan="1" %)(% colspan="1" %)
89 +(((
90 +Scripts
91 +)))|(% colspan="1" %)(% colspan="1" %)
92 +(((
93 +3.0 Beta 1
94 +)))|(% colspan="1" %)(% colspan="1" %)
95 +(((
96 +Script action **<set_doors_locked/>** attribute **'group'** changed
97 +)))
98 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
99 +(((
100 +//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.//
101 +)))
102 +|(% colspan="1" %)(% colspan="1" %)
103 +(((
104 +Scripts
105 +)))|(% colspan="1" %)(% colspan="1" %)
106 +(((
107 +3.0 Beta 1
108 +)))|(% colspan="1" %)(% colspan="1" %)
109 +(((
110 +Script conditions **<event_hack_*/>** and **<event_controlpanel_hack_*/>** removed
111 +)))
112 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
113 +(((
114 +//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.//
115 +)))
116 +|(% colspan="1" %)(% colspan="1" %)
117 +(((
118 +Scripts
119 +)))|(% colspan="1" %)(% colspan="1" %)
120 +(((
121 +3.0 Beta 1
122 +)))|(% colspan="1" %)(% colspan="1" %)
123 +(((
124 +Script actions **<set_hack_target/>** and **<abort_hack/>** removed
125 +)))
126 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
127 +(((
128 +//These actions had no effect and were removed.//
129 +)))
130 +|(% colspan="1" %)(% colspan="1" %)
131 +(((
132 +Scripts
133 +)))|(% colspan="1" %)(% colspan="1" %)
134 +(((
135 +3.0 Beta 1
136 +)))|(% colspan="1" %)(% colspan="1" %)
137 +(((
138 +**<setup_conversation_minigame/>** script action removed
139 +)))
140 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
141 +(((
142 +//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.//
143 +)))
144 +|(% colspan="1" %)(% colspan="1" %)
145 +(((
146 +Scripts
147 +)))|(% colspan="1" %)(% colspan="1" %)
148 +(((
149 +3.0 Beta 1
150 +)))|(% colspan="1" %)(% colspan="1" %)
151 +(((
152 +<add_player_choice_*> **confidence** attribute removed
153 +)))
154 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
155 +(((
156 +//The default confidence of player options is another leftover from the XR era and had no effect in X4.//
157 +)))
158 +|(% colspan="1" %)(% colspan="1" %)
159 +(((
160 +Scripts
161 +)))|(% colspan="1" %)(% colspan="1" %)
162 +(((
163 +3.0 Beta 1
164 +)))|(% colspan="1" %)(% colspan="1" %)
165 +(((
166 +**<hack_via_control_panel/>** script action removed
167 +)))
168 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
169 +(((
170 +//Unused script action <hack_via_control_panel/> was removed.//
171 +)))
172 +|(% colspan="1" %)(% colspan="1" %)
173 +(((
174 +UI core
175 +)))|(% colspan="1" %)(% colspan="1" %)
176 +(((
177 +3.0 Beta 1
178 +)))|(% colspan="1" %)(% colspan="1" %)
179 +(((
180 +**Lua: **GetMiniGameCursorPosition() removed
181 +)))
182 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
183 +(((
184 +//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.//
185 +)))
186 +|(((
187 +UI core
188 +)))|(((
189 +3.0 Beta 1
190 +)))|(((
191 +**FFI: **GetLocalizedInteractiveNotificationKey can return icon placeholders
192 +)))
193 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
194 +(((
195 +//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.//
196 +)))
197 +|(% colspan="1" %)(% colspan="1" %)
198 +(((
29 29  UI extensions
200 +)))|(% colspan="1" %)(% colspan="1" %)
201 +(((
202 +3.0 Beta 1
203 +)))|(% colspan="1" %)(% colspan="1" %)
204 +(((
205 +**FFI: **UIWeaponMod returned by GetInstalledWeaponMod() now includes property SurfaceElementFactor
206 +)))
207 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
208 +(((
209 +//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.//
210 +)))
211 +|(% colspan="1" %)(% colspan="1" %)
212 +(((
213 +Scripts
214 +)))|(% colspan="1" %)(% colspan="1" %)
215 +(((
216 +3.0 Beta 1
217 +)))|(% colspan="1" %)(% colspan="1" %)
218 +(((
219 +**$ware.illegal** updated
220 +)))
221 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
222 +(((
223 +//$ware.illegal used to return true if the specified ware has the 'illegal' tag which is no longer used.//
224 +//It now returns true if $ware is illegal to any faction in the game.//
225 +)))
226 +|(% colspan="1" %)(% colspan="1" %)
227 +(((
228 +Scripts
229 +)))|(% colspan="1" %)(% colspan="1" %)
230 +(((
231 +3.0 Beta 1
232 +)))|(% colspan="1" %)(% colspan="1" %)
233 +(((
234 +MD script **RML_Flight_Along_Path** removed
235 +)))
236 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
237 +(((
238 +//The MD script RML_Flight_Along_Path was not referened and was removed.//
239 +)))
240 +|(% colspan="1" %)(% colspan="1" %)
241 +(((
242 +Scripts
243 +)))|(% colspan="1" %)(% colspan="1" %)
244 +(((
245 +3.0 Beta 1
246 +)))|(% colspan="1" %)(% colspan="1" %)
247 +(((
248 +parameters of **<event_venture_mission_completed/>** changed
249 +)))
250 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
251 +(((
252 +//old params: param = venture details, param2 = ships involved, param3 = duration//
253 +//new params: param = venture detail list: [mission name, mission type], param2 = list of ships involved, param3 = duration//
254 +)))
255 +|(((
256 +Scripts
30 30  )))|(((
31 -2.0 Beta 1
258 +3.0 Beta 1
32 32  )))|(((
260 +**<set_object_wing_name/>** removed,
261 +**<set_object_fleet_name/>** added
262 +)))
263 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
264 +(((
265 +//The common action <set_object_wing_name/> has been replaced with <set_object_fleet_name/>//
266 +)))
267 +|(((
268 +Scripts
269 +)))|(((
270 +3.0 Beta 1
271 +)))|(((
272 +**$controllable.wing.*** removed,
273 +**$controllable.fleet.*** added
274 +)))
275 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
276 +(((
277 +$controllable.wing.name, $controllable.wing.iscommander, and $controllable.wing.commander have been replaced with $controllable.fleet.name, $controllable.fleet.iscommander, and $controllable.fleet.commander
278 +)))
279 +|(% colspan="3" %)(% colspan="3" %)
280 +(((
281 +== 2.60 ==
282 +)))
283 +|(((
284 +Scripts
285 +)))|(((
286 +2.60 Beta 1
287 +)))|(((
288 +'**checkoperational**' filter behaviour changed
289 +)))
290 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
291 +(((
292 +//Actions and conditions which use the 'checkoperational' filter now behave differently. Instead of changing how 'class' and 'exactclass' behave, checkoperational == true adds an additional filter for the components being of state operational, equivalent to state="componentstate.operational". This is implicitly enabled in action elements (e.g. <find_.../>) or condition elements (e.g. <count_...>), meaning that find_ship will only find operational ships. Using such actions/conditions with checkoperational="false" will include non-operational components such as wrecked and constructions. Existing uses may find that results now exclude non-operational components.//
293 +
294 +//Sub nodes such as match_child will have checkoperational default to false. Existing uses may find that results now include non-operational components.//
295 +)))
296 +|(((
297 +Scripts
298 +)))|(((
299 +2.60 Beta 1
300 +)))|(((
301 +$container.**supplyresources** behavior changed
302 +)))
303 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
304 +(((
305 +//The script keyword $container.supplyresources now includes reserved wares.//
306 +)))
307 +|(% colspan="3" %)(% colspan="3" %)
308 +(((
309 +== 2.20 ==
310 +)))
311 +|(% colspan="1" %)(% colspan="1" %)
312 +(((
313 +UI core
314 +)))|(% colspan="1" %)(% colspan="1" %)
315 +(((
316 +2.20 Beta 3/4
317 +)))|(% colspan="1" %)(% colspan="1" %)
318 +(((
319 +**Lua: GetControllerInfo()** returned mouseSteering/mouseCursor values are undefined.
320 +)))
321 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
322 +(((
323 +//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.
324 +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.//
325 +
326 +//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.
327 +//
328 +)))
329 +|(% colspan="1" %)(% colspan="1" %)
330 +(((
331 +Scripts
332 +)))|(% colspan="1" %)(% colspan="1" %)
333 +(((
334 +2.20 Beta 3
335 +)))|(% colspan="1" %)(% colspan="1" %)
336 +(((
337 +Attribute for build related conditions e.g. **<event_build_finished/>** renamed from 'buildmodule' to 'buildprocessor'
338 +)))
339 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
340 +(((
341 +//The underlying behaviour remains the same in that it involves the buildprocessor, not the buildmodule. The attribute name has simply been corrected.//
342 +)))
343 +|(% colspan="3" %)(% colspan="3" %)
344 +(((
345 +== 2.00 ==
346 +)))
347 +|(% colspan="1" %)(% colspan="1" %)
348 +(((
349 +Scripts
350 +)))|(% colspan="1" %)(% colspan="1" %)
351 +(((
352 +2.00 Beta 1
353 +)))|(% colspan="1" %)(% colspan="1" %)
354 +(((
355 +**<event_build_finished/> **param2 now returns null instead of a construction sequence
356 +)))
357 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
358 +(((
359 +//The construction sequence which was finished should now be accessed via the buildtask provided via param3.//
360 +)))
361 +|(% colspan="1" %)(% colspan="1" %)
362 +(((
363 +Scripts
364 +)))|(% colspan="1" %)(% colspan="1" %)
365 +(((
366 +2.00 Beta 1
367 +)))|(% colspan="1" %)(% colspan="1" %)
368 +(((
369 +**param.boarding.{...}** strength parameters removed
370 +)))
371 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
372 +(((
373 +//The 'recruitstrength', 'veteranstrength' and 'elitestrength' script parameters were no longer required for balancing the boarding gameplay, and were removed.//
374 +)))
375 +|(% colspan="1" %)(% colspan="1" %)
376 +(((
377 +Scripts
378 +)))|(% colspan="1" %)(% colspan="1" %)
379 +(((
380 +2.00 Beta 1
381 +)))|(% colspan="1" %)(% colspan="1" %)
382 +(((
383 +**$defensible.boardee/$defensible.boarder** and **<set_object_boarder/>/<remove_object_boarder/>** removed
384 +)))
385 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
386 +(((
387 +//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.//
388 +)))
389 +|(((
390 +UI extensions
391 +)))|(((
392 +2.00 Beta 1
393 +)))|(((
33 33  **FFI: GetUpgradeSlotCurrentComponent()/GetUpgradeSlotGroup()** works on non-operationals
34 34  )))
35 35  |(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
... ... @@ -39,7 +39,7 @@
39 39  |(((
40 40  UI extensions
41 41  )))|(((
42 -2.0 Beta 1
403 +2.00 Beta 1
43 43  )))|(((
44 44  **FFI: SetFormationShape()** no longer indicates an error upon certain error cases
45 45  )))
... ... @@ -51,7 +51,7 @@
51 51  |(((
52 52  Scripts
53 53  )))|(((
54 -2.0 Beta 1
415 +2.00 Beta 1
55 55  )))|(((
56 56  **<create_formation/>** now requires the attributes: 'leader' and 'follower'. Attribute 'object' is now deprecated.
57 57  )))
... ... @@ -62,7 +62,7 @@
62 62  |(((
63 63  Scripts
64 64  )))|(((
65 -2.0 Beta 1
426 +2.00 Beta 1
66 66  )))|(((
67 67  **<event_player_changed_target/>** now fires and returns null if the player deselects a target.
68 68  )))
... ... @@ -73,15 +73,158 @@
73 73  |(((
74 74  AI Scripts
75 75  )))|(((
76 -2.0 Beta 1
437 +2.00 Beta 1
77 77  )))|(((
78 -Attribute changes to **<shoot/>** and **<shoot_at/>**:
79 -
80 -Changed: Attribute "primary" is now optional and defines whether weapons from the ship's active primary weapon group will be fired. Defaults to true.
81 -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.
82 -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.
439 +**<shoot/>/<shoot_at/>** attribute changes.
83 83  )))
84 84  |(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
85 85  (((
443 +//Changed: Attribute "primary" is now optional and defines whether weapons from the ship's active primary weapon group will be fired. Defaults to true.//
444 +//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.//
445 +//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.//
446 +
86 86  //Corrects now-obsolete assumption that primary weapon groups only contain guns and secondary weapon groups only contain missile launchers.//
87 87  )))
449 +|(((
450 +UI extensions
451 +)))|(((
452 +2.00 Beta 1
453 +)))|(((
454 +**FFI: GetBuildTask()/GetNumBuildTasks()** got a new "buildmoduleid" parameter.(% class="confluenceTd" %)
455 +)))
456 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
457 +(((
458 +//Added possibility to query build tasks of a certain buildmodule.//
459 +)))
460 +|(((
461 +UI extensions
462 +)))|(((
463 +2.00 Beta 1
464 +)))|(((
465 +**Lua:** **GetLibraryEntry()** retrieved a new "buildresources" field.
466 +)))
467 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
468 +(((
469 +//Added list of resources a buildmodule needs to build.//
470 +)))
471 +|(((
472 +UI extensions
473 +)))|(((
474 +2.00 Beta 1
475 +)))|(((
476 +(% style="color: rgb(0,0,0);" %)**Lua:**(% style="color: rgb(0, 0, 0); color: rgb(0, 0, 0)" %)** CalculateTotalHullFraction()**(% style="color: rgb(0,0,0);" %)** **(%%)was removed.(% style="color: rgb(0,0,0);" %)
477 +)))
478 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
479 +(((
480 +//Unused, derelict function from XR - use GetComponentData(..., "hullpercent") instead.//
481 +)))
482 +|(((
483 +UI extensions
484 +)))|(((
485 +2.00 Beta 1
486 +)))|(((
487 +**FFI: (% style="color: rgb(0,0,0);" %)RequestDockAtReason()/(% style="color: rgb(0, 0, 0); color: rgb(0, 0, 0); color: rgb(0, 0, 0); color: rgb(0, 0, 0); color: rgb(0, 0, 0)" %)UndockPlayerShip()(%%) **changed their return values.(% style="color: rgb(0,0,0);" class="confluenceTd" %)
488 +)))
489 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
490 +(((
491 +//Changed return value type to const char* to better identify failure reasons in Lua script.//
492 +)))
493 +|(% colspan="3" %)(% colspan="3" %)
494 +(((
495 +== 1.50 ==
496 +)))
497 +|(((
498 +UI extensions
499 +)))|(((
500 +1.50 Beta 3
501 +)))|(((
502 +**Lua: GetComponentData() **changed behavior of "docksizes" propertly.(% class="confluenceTd" %)
503 +)))
504 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
505 +(((
506 +//The "docksizes" property no longer includes internal ship storage docks.//
507 +)))
508 +|(((
509 +All
510 +)))|(((
511 +1.50 Beta 2
512 +)))|(((
513 +**Meaning of "Shipyard"** was corrected throughout Lua/MD/AI scripts, so that Wharfs are not Shipyards (unlike in XR).
514 +)))
515 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
516 +(((
517 +//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".//
518 +
519 +//Lua: Adjusted GetComponentData() and HasShipyard(), added HasWharf()//
520 +//Lua / GetComponentData() properties: Removed "iscapitalshipyard", fixed "isshipyard", added "canbuildships", "iswharf", "isequipmentdock"//
521 +//Scripts: Fixed property .isshipyard, added .iswharf (.canbuildships existed already)//
522 +)))
523 +|(((
524 +UI extensions
525 +)))|(((
526 +1.50 Beta 2
527 +)))|(((
528 +**FFI: UpgradeGroupInfo **datatype was changed.(% class="confluenceTd" %)
529 +)))
530 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
531 +(((
532 +//Added new "operational" field to retrieve information about number of operational upgrades in a group.//
533 +)))
534 +|(% colspan="1" %)(% colspan="1" %)
535 +(((
536 +UI extensions
537 +)))|(% colspan="1" %)(% colspan="1" %)
538 +(((
539 +1.50 Beta 1
540 +)))|(% colspan="1" %)(% colspan="1" %)
541 +(((
542 +**FFI: SetGuidance()** removed useinfopoint argument.
543 +)))
544 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
545 +(((
546 +//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.
547 +//
548 +
549 +//The new function declaration is: void SetGuidance(UniverseID componentid, UIPosRot offset)//
550 +)))
551 +|(((
552 +UI extensions
553 +)))|(((
554 +1.50 Beta 1
555 +)))|(((
556 +**FFI: CancelConstruction() **changed its return value.(% class="confluenceTd" %)
557 +)))
558 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
559 +(((
560 +(% style="color: rgb(0,0,0);" %)//CancelConstruction() now returns if the cancellation was successful. //
561 +)))
562 +|(% colspan="3" %)(% colspan="3" %)
563 +(((
564 +== 1.32 ==
565 +)))
566 +|(((
567 +UI extensions
568 +)))|(((
569 +1.32
570 +)))|(((
571 +**Lua: GetComponentData() **removed the "nextdestname" property.
572 +)))
573 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
574 +(((
575 +//Instead of "nextdestname", use the properties "destination" or "destinationsector" to retrieve a destination component, then retrieve its "name" property.//
576 +)))
577 +|(% colspan="3" %)(% colspan="3" %)
578 +(((
579 +== 1.20 ==
580 +)))
581 +|(((
582 +UI extensions
583 +)))|(((
584 +1.20
585 +)))|(((
586 +**FFI: GetAAOption()** got a new "useconfig" parameter.(% class="confluenceTd" %)
587 +)))
588 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
589 +(((
590 +//The AA setting was changed to check the new setting with the user. In order to restore the old setting (% style="color: rgb(0,0,0);" %)GetAAOption() gets the option to retrieve the config settings.//
591 +)))
Confluence.Code.ConfluencePageClass[0]
id
... ... @@ -1,1 +1,1 @@
1 -78577897
1 +88346135
url
... ... @@ -1,1 +1,1 @@
1 -https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/78577897/Breaking Changes
1 +https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/88346135/Breaking Changes