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 48.1
edited by cbj
on 2019/12/18 14:42
Change comment: There is no comment for this version

Summary

Details

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1 -xwiki:XWiki.nick
1 +xwiki:XWiki.cbj
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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 +25,383 @@
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_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.
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_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.
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 behaviour would occur. Therefore we cleaned things up in 3.0 Beta 1 including deprecating/removing any related UI/script function.//
73 +)))
74 +|(((
75 +Job/God
76 +)))|(((
77 +3.0 Beta 1
78 +)))|(((
79 +By default, job/god entries now only spawn objects in space added by the extension in which they are defined
80 +)))
81 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
82 +(((
83 +//To better support extensions which extend the 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.//
84 +)))
85 +|(% colspan="1" %)(% colspan="1" %)
86 +(((
87 +Scripts
88 +)))|(% colspan="1" %)(% colspan="1" %)
89 +(((
90 +3.0 Beta 1
91 +)))|(% colspan="1" %)(% colspan="1" %)
92 +(((
93 +Script action **<add_actor_to_room/> **attribute **'room'** renamed to **'object'**
94 +)))
95 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
96 +(((
97 +//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.//
98 +)))
99 +|(% colspan="1" %)(% colspan="1" %)
100 +(((
101 +Scripts
102 +)))|(% colspan="1" %)(% colspan="1" %)
103 +(((
104 +3.0 Beta 1
105 +)))|(% colspan="1" %)(% colspan="1" %)
106 +(((
107 +Script action **<set_doors_locked/>** attribute **'group'** changed
108 +)))
109 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
110 +(((
111 +//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.//
112 +)))
113 +|(% colspan="1" %)(% colspan="1" %)
114 +(((
115 +Scripts
116 +)))|(% colspan="1" %)(% colspan="1" %)
117 +(((
118 +3.0 Beta 1
119 +)))|(% colspan="1" %)(% colspan="1" %)
120 +(((
121 +Script conditions **<event_hack_*/>** and **<event_controlpanel_hack_*/>** removed
122 +)))
123 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
124 +(((
125 +//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.//
126 +)))
127 +|(% colspan="1" %)(% colspan="1" %)
128 +(((
129 +Scripts
130 +)))|(% colspan="1" %)(% colspan="1" %)
131 +(((
132 +3.0 Beta 1
133 +)))|(% colspan="1" %)(% colspan="1" %)
134 +(((
135 +Script actions **<set_hack_target/>** and **<abort_hack/>** removed
136 +)))
137 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
138 +(((
139 +//These actions had no effect and were removed.//
140 +)))
141 +|(% colspan="1" %)(% colspan="1" %)
142 +(((
143 +Scripts
144 +)))|(% colspan="1" %)(% colspan="1" %)
145 +(((
146 +3.0 Beta 1
147 +)))|(% colspan="1" %)(% colspan="1" %)
148 +(((
149 +**<setup_conversation_minigame/>** script action removed
150 +)))
151 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
152 +(((
153 +//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.//
154 +)))
155 +|(% colspan="1" %)(% colspan="1" %)
156 +(((
157 +Scripts
158 +)))|(% colspan="1" %)(% colspan="1" %)
159 +(((
160 +3.0 Beta 1
161 +)))|(% colspan="1" %)(% colspan="1" %)
162 +(((
163 +<add_player_choice_*> **confidence** attribute removed
164 +)))
165 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
166 +(((
167 +//The default confidence of player options is another leftover from the XR era and had no effect in X4.//
168 +)))
169 +|(% colspan="1" %)(% colspan="1" %)
170 +(((
171 +Scripts
172 +)))|(% colspan="1" %)(% colspan="1" %)
173 +(((
174 +3.0 Beta 1
175 +)))|(% colspan="1" %)(% colspan="1" %)
176 +(((
177 +**<hack_via_control_panel/>** script action removed
178 +)))
179 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
180 +(((
181 +//Unused script action <hack_via_control_panel/> was removed.//
182 +)))
183 +|(% colspan="1" %)(% colspan="1" %)
184 +(((
185 +UI core
186 +)))|(% colspan="1" %)(% colspan="1" %)
187 +(((
188 +3.0 Beta 1
189 +)))|(% colspan="1" %)(% colspan="1" %)
190 +(((
191 +**Lua: **GetMiniGameCursorPosition() removed
192 +)))
193 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
194 +(((
195 +//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.//
196 +)))
197 +|(((
198 +UI core
199 +)))|(((
200 +3.0 Beta 1
201 +)))|(((
202 +**FFI: **GetLocalizedInteractiveNotificationKey can return icon placeholders
203 +)))
204 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
205 +(((
206 +//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.//
207 +)))
208 +|(% colspan="1" %)(% colspan="1" %)
209 +(((
29 29  UI extensions
211 +)))|(% colspan="1" %)(% colspan="1" %)
212 +(((
213 +3.0 Beta 1
214 +)))|(% colspan="1" %)(% colspan="1" %)
215 +(((
216 +**FFI: **UIWeaponMod returned by GetInstalledWeaponMod() now includes property SurfaceElementFactor
217 +)))
218 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
219 +(((
220 +//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.//
221 +)))
222 +|(% colspan="1" %)(% colspan="1" %)
223 +(((
224 +Scripts
225 +)))|(% colspan="1" %)(% colspan="1" %)
226 +(((
227 +3.0 Beta 1
228 +)))|(% colspan="1" %)(% colspan="1" %)
229 +(((
230 +**$ware.illegal** updated
231 +)))
232 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
233 +(((
234 +//$ware.illegal used to return true if the specified ware has the 'illegal' tag which is no longer used.//
235 +//It now returns true if $ware is illegal to any faction in the game.//
236 +)))
237 +|(% colspan="1" %)(% colspan="1" %)
238 +(((
239 +Scripts
240 +)))|(% colspan="1" %)(% colspan="1" %)
241 +(((
242 +3.0 Beta 1
243 +)))|(% colspan="1" %)(% colspan="1" %)
244 +(((
245 +MD script **RML_Flight_Along_Path** removed
246 +)))
247 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
248 +(((
249 +//The MD script RML_Flight_Along_Path was not referened and was removed.//
250 +)))
251 +|(% colspan="1" %)(% colspan="1" %)
252 +(((
253 +Scripts
254 +)))|(% colspan="1" %)(% colspan="1" %)
255 +(((
256 +3.0 Beta 1
257 +)))|(% colspan="1" %)(% colspan="1" %)
258 +(((
259 +parameters of **<event_venture_mission_completed/>** changed
260 +)))
261 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
262 +(((
263 +//old params: param = venture details, param2 = ships involved, param3 = duration//
264 +//new params: param = venture detail list: [mission name, mission type], param2 = list of ships involved, param3 = duration//
265 +)))
266 +|(((
267 +Scripts
30 30  )))|(((
31 -2.0 Beta 1
269 +3.0 Beta 1
32 32  )))|(((
271 +**<set_object_wing_name/>** removed,
272 +**<set_object_fleet_name/>** added
273 +)))
274 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
275 +(((
276 +//The common action <set_object_wing_name/> has been replaced with <set_object_fleet_name/>//
277 +)))
278 +|(((
279 +Scripts
280 +)))|(((
281 +3.0 Beta 1
282 +)))|(((
283 +**$controllable.wing.*** removed,
284 +**$controllable.fleet.*** added
285 +)))
286 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
287 +(((
288 +$controllable.wing.name, $controllable.wing.iscommander, and $controllable.wing.commander have been replaced with $controllable.fleet.name, $controllable.fleet.iscommander, and $controllable.fleet.commander
289 +)))
290 +|(% colspan="3" %)(% colspan="3" %)
291 +(((
292 +== 2.60 ==
293 +)))
294 +|(((
295 +Scripts
296 +)))|(((
297 +2.60 Beta 1
298 +)))|(((
299 +'**checkoperational**' filter behaviour changed
300 +)))
301 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
302 +(((
303 +//Actions and conditions which use the 'checkoperational' filter now behave differently. Instead of changing how 'class' and 'exactclass' behave, checkoperational == true adds an additional filter for the components being of state operational, equivalent to state="componentstate.operational". This is implicitly enabled in action elements (e.g. <find_.../>) or condition elements (e.g. <count_...>), meaning that find_ship will only find operational ships. Using such actions/conditions with checkoperational="false" will include non-operational components such as wrecked and constructions. Existing uses may find that results now exclude non-operational components.//
304 +
305 +//Sub nodes such as match_child will have checkoperational default to false. Existing uses may find that results now include non-operational components.//
306 +)))
307 +|(((
308 +Scripts
309 +)))|(((
310 +2.60 Beta 1
311 +)))|(((
312 +$container.**supplyresources** behavior changed
313 +)))
314 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
315 +(((
316 +//The script keyword $container.supplyresources now includes reserved wares.//
317 +)))
318 +|(% colspan="3" %)(% colspan="3" %)
319 +(((
320 +== 2.20 ==
321 +)))
322 +|(% colspan="1" %)(% colspan="1" %)
323 +(((
324 +UI core
325 +)))|(% colspan="1" %)(% colspan="1" %)
326 +(((
327 +2.20 Beta 3/4
328 +)))|(% colspan="1" %)(% colspan="1" %)
329 +(((
330 +**Lua: GetControllerInfo()** returned mouseSteering/mouseCursor values are undefined.
331 +)))
332 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
333 +(((
334 +//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.
335 +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.//
336 +
337 +//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.
338 +//
339 +)))
340 +|(% colspan="1" %)(% colspan="1" %)
341 +(((
342 +Scripts
343 +)))|(% colspan="1" %)(% colspan="1" %)
344 +(((
345 +2.20 Beta 3
346 +)))|(% colspan="1" %)(% colspan="1" %)
347 +(((
348 +Attribute for build related conditions e.g. **<event_build_finished/>** renamed from 'buildmodule' to 'buildprocessor'
349 +)))
350 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
351 +(((
352 +//The underlying behaviour remains the same in that it involves the buildprocessor, not the buildmodule. The attribute name has simply been corrected.//
353 +)))
354 +|(% colspan="3" %)(% colspan="3" %)
355 +(((
356 +== 2.00 ==
357 +)))
358 +|(% colspan="1" %)(% colspan="1" %)
359 +(((
360 +Scripts
361 +)))|(% colspan="1" %)(% colspan="1" %)
362 +(((
363 +2.00 Beta 1
364 +)))|(% colspan="1" %)(% colspan="1" %)
365 +(((
366 +**<event_build_finished/> **param2 now returns null instead of a construction sequence
367 +)))
368 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
369 +(((
370 +//The construction sequence which was finished should now be accessed via the buildtask provided via param3.//
371 +)))
372 +|(% colspan="1" %)(% colspan="1" %)
373 +(((
374 +Scripts
375 +)))|(% colspan="1" %)(% colspan="1" %)
376 +(((
377 +2.00 Beta 1
378 +)))|(% colspan="1" %)(% colspan="1" %)
379 +(((
380 +**param.boarding.{...}** strength parameters removed
381 +)))
382 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
383 +(((
384 +//The 'recruitstrength', 'veteranstrength' and 'elitestrength' script parameters were no longer required for balancing the boarding gameplay, and were removed.//
385 +)))
386 +|(% colspan="1" %)(% colspan="1" %)
387 +(((
388 +Scripts
389 +)))|(% colspan="1" %)(% colspan="1" %)
390 +(((
391 +2.00 Beta 1
392 +)))|(% colspan="1" %)(% colspan="1" %)
393 +(((
394 +**$defensible.boardee/$defensible.boarder** and **<set_object_boarder/>/<remove_object_boarder/>** removed
395 +)))
396 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
397 +(((
398 +//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.//
399 +)))
400 +|(((
401 +UI extensions
402 +)))|(((
403 +2.00 Beta 1
404 +)))|(((
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
414 +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
426 +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
437 +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
448 +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.
450 +**<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  (((
454 +//Changed: Attribute "primary" is now optional and defines whether weapons from the ship's active primary weapon group will be fired. Defaults to true.//
455 +//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.//
456 +//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.//
457 +
86 86  //Corrects now-obsolete assumption that primary weapon groups only contain guns and secondary weapon groups only contain missile launchers.//
87 87  )))
460 +|(((
461 +UI extensions
462 +)))|(((
463 +2.00 Beta 1
464 +)))|(((
465 +**FFI: GetBuildTask()/GetNumBuildTasks()** got a new "buildmoduleid" parameter.(% class="confluenceTd" %)
466 +)))
467 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
468 +(((
469 +//Added possibility to query build tasks of a certain buildmodule.//
470 +)))
471 +|(((
472 +UI extensions
473 +)))|(((
474 +2.00 Beta 1
475 +)))|(((
476 +**Lua:** **GetLibraryEntry()** retrieved a new "buildresources" field.
477 +)))
478 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
479 +(((
480 +//Added list of resources a buildmodule needs to build.//
481 +)))
482 +|(((
483 +UI extensions
484 +)))|(((
485 +2.00 Beta 1
486 +)))|(((
487 +(% 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);" %)
488 +)))
489 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
490 +(((
491 +//Unused, derelict function from XR - use GetComponentData(..., "hullpercent") instead.//
492 +)))
493 +|(((
494 +UI extensions
495 +)))|(((
496 +2.00 Beta 1
497 +)))|(((
498 +**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" %)
499 +)))
500 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
501 +(((
502 +//Changed return value type to const char* to better identify failure reasons in Lua script.//
503 +)))
504 +|(% colspan="3" %)(% colspan="3" %)
505 +(((
506 +== 1.50 ==
507 +)))
508 +|(((
509 +UI extensions
510 +)))|(((
511 +1.50 Beta 3
512 +)))|(((
513 +**Lua: GetComponentData() **changed behavior of "docksizes" propertly.(% class="confluenceTd" %)
514 +)))
515 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
516 +(((
517 +//The "docksizes" property no longer includes internal ship storage docks.//
518 +)))
519 +|(((
520 +All
521 +)))|(((
522 +1.50 Beta 2
523 +)))|(((
524 +**Meaning of "Shipyard"** was corrected throughout Lua/MD/AI scripts, so that Wharfs are not Shipyards (unlike in XR).
525 +)))
526 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
527 +(((
528 +//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".//
529 +
530 +//Lua: Adjusted GetComponentData() and HasShipyard(), added HasWharf()//
531 +//Lua / GetComponentData() properties: Removed "iscapitalshipyard", fixed "isshipyard", added "canbuildships", "iswharf", "isequipmentdock"//
532 +//Scripts: Fixed property .isshipyard, added .iswharf (.canbuildships existed already)//
533 +)))
534 +|(((
535 +UI extensions
536 +)))|(((
537 +1.50 Beta 2
538 +)))|(((
539 +**FFI: UpgradeGroupInfo **datatype was changed.(% class="confluenceTd" %)
540 +)))
541 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
542 +(((
543 +//Added new "operational" field to retrieve information about number of operational upgrades in a group.//
544 +)))
545 +|(% colspan="1" %)(% colspan="1" %)
546 +(((
547 +UI extensions
548 +)))|(% colspan="1" %)(% colspan="1" %)
549 +(((
550 +1.50 Beta 1
551 +)))|(% colspan="1" %)(% colspan="1" %)
552 +(((
553 +**FFI: SetGuidance()** removed useinfopoint argument.
554 +)))
555 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
556 +(((
557 +//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.
558 +//
559 +
560 +//The new function declaration is: void SetGuidance(UniverseID componentid, UIPosRot offset)//
561 +)))
562 +|(((
563 +UI extensions
564 +)))|(((
565 +1.50 Beta 1
566 +)))|(((
567 +**FFI: CancelConstruction() **changed its return value.(% class="confluenceTd" %)
568 +)))
569 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
570 +(((
571 +(% style="color: rgb(0,0,0);" %)//CancelConstruction() now returns if the cancellation was successful. //
572 +)))
573 +|(% colspan="3" %)(% colspan="3" %)
574 +(((
575 +== 1.32 ==
576 +)))
577 +|(((
578 +UI extensions
579 +)))|(((
580 +1.32
581 +)))|(((
582 +**Lua: GetComponentData() **removed the "nextdestname" property.
583 +)))
584 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
585 +(((
586 +//Instead of "nextdestname", use the properties "destination" or "destinationsector" to retrieve a destination component, then retrieve its "name" property.//
587 +)))
588 +|(% colspan="3" %)(% colspan="3" %)
589 +(((
590 +== 1.20 ==
591 +)))
592 +|(((
593 +UI extensions
594 +)))|(((
595 +1.20
596 +)))|(((
597 +**FFI: GetAAOption()** got a new "useconfig" parameter.(% class="confluenceTd" %)
598 +)))
599 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
600 +(((
601 +//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.//
602 +)))
Confluence.Code.ConfluencePageClass[0]
id
... ... @@ -1,1 +1,1 @@
1 -78577897
1 +89132386
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/89132386/Breaking Changes