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 72.1
edited by stefan
on 2021/01/09 02:44
Change comment: There is no comment for this version

Summary

Details

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1 -xwiki:XWiki.nick
1 +xwiki:XWiki.stefan
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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
... ... @@ -24,15 +24,704 @@
24 24  Version
25 25  )))|=(((
26 26  Summary
27 +)))|=(% colspan="1" %)(% colspan="1" %)
28 +(((
29 +
27 27  )))
31 +|(% colspan="4" %)(% colspan="4" %)
32 +(((
33 +== 4.00 ==
34 +)))
35 +|(% colspan="1" %)(% colspan="1" %)
36 +(((
37 +UI core
38 +)))|(% colspan="1" %)(% colspan="1" %)
39 +(((
40 +4.00 Beta 5
41 +)))|(% colspan="1" %)(% colspan="1" %)
42 +(((
43 +**FFI:** GetRelationStatus()/GetRelationStatus2() handling for objects in ranges relation range [-25,-10] changed
44 +)))|(% colspan="1" %)(% colspan="1" %)
45 +(((
46 +
47 +)))
48 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
49 +(((
50 +//4.00 Beta 5// //introduces a new 'adversary' relation state. Previously objects within that relation range were categorized as 'enemy' and GetRelationStatus()/GetRelationStatus2() therefore returned 0 (enemy) for these objects.
51 +Since these objects are now visualized and therefore are distinguishable from enemies, several related changes were made for these objects to bring them more in line with how 'neutral' objects are handled (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.
52 +If you rely on a handling where they are treated like enemies, please use the new GetRelationStatus3() //FFI function which returns the new range for these objects: 1 (meaning 'adversary' here with following relations having been shifted up).
53 +)))|(% colspan="1" %)(% colspan="1" %)
54 +(((
55 +
56 +)))
28 28  |(((
58 +Parameters
59 +)))|(((
60 +4.00 Beta 1
61 +)))|(((
62 +**requiresconstructionvessel** parameter moved
63 +)))|(((
64 +
65 +)))
66 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
67 +(((
68 +//The 'requiresconstructionvessel' attribute has been moved from the 'recycling' node itself, to the new 'station' subnode.//
69 +)))
70 +|(((
71 +Scripts
72 +)))|(((
73 +4.00 Beta 1
74 +)))|(((
75 +Changed behaviour of **gatedistance** script property
76 +)))|(((
77 +
78 +)))
79 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
80 +(((
81 +//The 'gatedistance' script property now minimizes the number of gate jumps instead of counting the number gate jumps in the fastest route.//
82 +)))|(% class="highlight-grey" data-highlight-colour="grey" %)(% class="highlight-grey" data-highlight-colour="grey" %)
83 +(((
84 +
85 +)))
86 +|(% colspan="4" %)(% colspan="4" %)
87 +(((
88 +== 3.30 ==
89 +)))
90 +|(((
29 29  UI extensions
30 30  )))|(((
31 -2.0 Beta 1
93 +3.30 Beta 3
32 32  )))|(((
95 +**FFI: **Removed** (% style="color: rgb(0,0,0);" %)GetMissionLimit() (%%)**(% style="color: rgb(0,0,0);" %)and** **(% style="color: rgb(0, 0, 0); color: rgb(0, 0, 0)" %)**IsMissionLimit**(%%)**Enabled()**
96 +)))|(% colspan="1" %)(% colspan="1" %)
97 +(((
98 +
99 +)))
100 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
101 +(((
102 +//These mission limit-related functions (added in 3.30 Beta 1 and 2) are replaced with FFI (% style="color: rgb(0,0,0);" %)IsMissionLimit(%%)Reach(% style="color: rgb(0,0,0);" %)ed()//
103 +)))
104 +|(% colspan="4" %)(% colspan="4" %)
105 +(((
106 +== 3.20 ==
107 +)))
108 +|(((
109 +Scripts
110 +)))|(((
111 +3.20 Beta 1
112 +)))|(((
113 +Parameters of **<event_player_attacked_object/>** and **<event_object_attacked_object/>** changed
114 +)))|(% colspan="1" %)(% colspan="1" %)
115 +(((
116 +
117 +)))
118 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
119 +(((
120 +//Old params: param = attacked object, param2 = attack method, param3 = attacked component//
121 +//New params: param = attacked object, param2 = attack method, param3 = attack component detail list: [attacked component, attacking weapon]
122 +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//
123 +)))
124 +|(% colspan="1" %)(% colspan="1" %)
125 +(((
126 +Scripts
127 +)))|(% colspan="1" %)(% colspan="1" %)
128 +(((
129 +3.20 Beta 1
130 +)))|(% colspan="1" %)(% colspan="1" %)
131 +(((
132 +Removed script property $trade.**restriction.faction**
133 +)))|(% colspan="1" %)(% colspan="1" %)
134 +(((
135 +
136 +)))
137 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
138 +(((
139 +//$trade.restriction.faction has been replaced with $trade.restriction.factions, which returns a list of factions.//
140 +)))
141 +|(((
142 +UI extensions
143 +)))|(((
144 +3.20 Beta 1
145 +)))|(((
146 +**Lua**: **GetTradeRestrictions()**, **ToggleFactionTradeRestriction()** and **ToggleFactionTradeWareOverride()** are now obsolete!
147 +)))|(% colspan="1" %)(% colspan="1" %)
148 +(((
149 +
150 +)))
151 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
152 +(((
153 +//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.//
154 +)))
155 +|(% colspan="4" %)(% colspan="4" %)
156 +(((
157 +== 3.10 ==
158 +)))
159 +|(% colspan="1" %)(% colspan="1" %)
160 +(((
161 +Scripts
162 +)))|(% colspan="1" %)(% colspan="1" %)
163 +(((
164 +3.10 Beta 1
165 +)))|(% colspan="1" %)(% colspan="1" %)
166 +(((
167 +Removed script action **<add_build/>**
168 +)))|(% colspan="1" %)(% colspan="1" %)
169 +(((
170 +
171 +)))
172 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
173 +(((
174 +//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.//
175 +)))
176 +|(% colspan="4" %)(% colspan="4" %)
177 +(((
178 +== 3.00 ==
179 +)))
180 +|(% colspan="1" %)(% colspan="1" %)
181 +(((
182 +Scripts
183 +)))|(% colspan="1" %)(% colspan="1" %)
184 +(((
185 +3.0 Beta 6
186 +)))|(% colspan="1" %)(% colspan="1" %)
187 +(((
188 +Changed behaviour of script action **<get_suitable_job/>**
189 +)))|(% colspan="1" %)(% colspan="1" %)
190 +(((
191 +
192 +)))
193 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
194 +(((
195 +//<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.//
196 +)))
197 +|(% colspan="1" %)(% colspan="1" %)
198 +(((
199 +Scripts
200 +)))|(% colspan="1" %)(% colspan="1" %)
201 +(((
202 +3.0 Beta 6
203 +)))|(% colspan="1" %)(% colspan="1" %)
204 +(((
205 +Changed behaviour of script action **<get_ware_definition/>**
206 +)))|(% colspan="1" %)(% colspan="1" %)
207 +(((
208 +
209 +)))
210 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
211 +(((
212 +//<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.//
213 +)))
214 +|(% colspan="1" %)(% colspan="1" %)
215 +(((
216 +Global
217 +)))|(% colspan="1" %)(% colspan="1" %)
218 +(((
219 +3.0 Beta 5
220 +)))|(% colspan="1" %)(% colspan="1" %)
221 +(((
222 +Renamed all files in the **md**, ui, and **cutscenes** folders to lower-case
223 +)))|(% colspan="1" %)(% colspan="1" %)
224 +(((
225 +
226 +)))
227 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
228 +(((
229 +//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.)\\
230 +
231 +//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).//
232 +)))
233 +|(% colspan="1" %)(% colspan="1" %)
234 +(((
235 +Scripts
236 +)))|(% colspan="1" %)(% colspan="1" %)
237 +(((
238 +3.0 Beta 5
239 +)))|(% colspan="1" %)(% colspan="1" %)
240 +(((
241 +Adjustments of some MD library cues in the base game to change their usage from **<include_actions>** to <run_actions>
242 +)))|(% colspan="1" %)(% colspan="1" %)
243 +(((
244 +
245 +)))
246 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
247 +(((
248 +//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.//
249 +)))
250 +|(% colspan="1" %)(% colspan="1" %)
251 +(((
252 +Scripts
253 +)))|(% colspan="1" %)(% colspan="1" %)
254 +(((
255 +3.0 Beta 5
256 +)))|(% colspan="1" %)(% colspan="1" %)
257 +(((
258 +Changes to $dockingbay.**todockpos** and $dockingbay.**launchpos**
259 +)))|(% colspan="1" %)(% colspan="1" %)
260 +(((
261 +
262 +)))
263 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
264 +(((
265 +//Before the change, positions are relative to $dockingbay.parent.
266 +After the change, positions are relative to $dockingbay as specified in the documentation.//
267 +)))
268 +|(% colspan="1" %)(% colspan="1" %)
269 +(((
270 +Global
271 +)))|(% colspan="1" %)(% colspan="1" %)
272 +(((
273 +3.0 Beta 2
274 +)))|(% colspan="1" %)(% colspan="1" %)
275 +(((
276 +Support for entity flag "**skillsvisible**" dropped
277 +)))|(% colspan="1" %)(% colspan="1" %)
278 +(((
279 +
280 +)))
281 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
282 +(((
283 +//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().//
284 +)))
285 +|(((
286 +Scripts
287 +)))|(((
288 +3.0 Beta 2
289 +)))|(((
290 +Changes to **<event_object_changed_owner>** and added **<event_object_changed_true_owner>**.
291 +)))|(% colspan="1" %)(% colspan="1" %)
292 +(((
293 +
294 +)))
295 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
296 +(((
297 +//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.
298 +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.
299 +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.
300 +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).
301 +)))
302 +|(% colspan="1" %)(% colspan="1" %)
303 +(((
304 +Global
305 +)))|(% colspan="1" %)(% colspan="1" %)
306 +(((
307 +3.0 Beta 1
308 +)))|(% colspan="1" %)(% colspan="1" %)
309 +(((
310 +**MissionBoard** support dropped
311 +)))|(% colspan="1" %)(% colspan="1" %)
312 +(((
313 +
314 +)))
315 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
316 +(((
317 +//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.//
318 +)))
319 +|(((
320 +Job/God
321 +)))|(((
322 +3.0 Beta 1
323 +)))|(((
324 +By default, **job/god entries** now only spawn objects in space added by the extension in which they are defined
325 +)))|(% colspan="1" %)(% colspan="1" %)
326 +(((
327 +
328 +)))
329 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
330 +(((
331 +//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.//
332 +)))
333 +|(% colspan="1" %)(% colspan="1" %)
334 +(((
335 +Scripts
336 +)))|(% colspan="1" %)(% colspan="1" %)
337 +(((
338 +3.0 Beta 1
339 +)))|(% colspan="1" %)(% colspan="1" %)
340 +(((
341 +Script action **<add_actor_to_room/> **attribute **'room'** renamed to **'object'**
342 +)))|(% colspan="1" %)(% colspan="1" %)
343 +(((
344 +
345 +)))
346 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
347 +(((
348 +//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.//
349 +)))
350 +|(% colspan="1" %)(% colspan="1" %)
351 +(((
352 +Scripts
353 +)))|(% colspan="1" %)(% colspan="1" %)
354 +(((
355 +3.0 Beta 1
356 +)))|(% colspan="1" %)(% colspan="1" %)
357 +(((
358 +Script action **<set_doors_locked/>** attribute **'group'** changed
359 +)))|(% colspan="1" %)(% colspan="1" %)
360 +(((
361 +
362 +)))
363 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
364 +(((
365 +//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.//
366 +)))
367 +|(% colspan="1" %)(% colspan="1" %)
368 +(((
369 +Scripts
370 +)))|(% colspan="1" %)(% colspan="1" %)
371 +(((
372 +3.0 Beta 1
373 +)))|(% colspan="1" %)(% colspan="1" %)
374 +(((
375 +Script conditions **<event_hack_*/>** and **<event_controlpanel_hack_*/>** removed
376 +)))|(% colspan="1" %)(% colspan="1" %)
377 +(((
378 +
379 +)))
380 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
381 +(((
382 +//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.//
383 +)))
384 +|(% colspan="1" %)(% colspan="1" %)
385 +(((
386 +Scripts
387 +)))|(% colspan="1" %)(% colspan="1" %)
388 +(((
389 +3.0 Beta 1
390 +)))|(% colspan="1" %)(% colspan="1" %)
391 +(((
392 +Script actions **<set_hack_target/>** and **<abort_hack/>** removed
393 +)))|(% colspan="1" %)(% colspan="1" %)
394 +(((
395 +
396 +)))
397 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
398 +(((
399 +//These actions had no effect and were removed.//
400 +)))
401 +|(% colspan="1" %)(% colspan="1" %)
402 +(((
403 +Scripts
404 +)))|(% colspan="1" %)(% colspan="1" %)
405 +(((
406 +3.0 Beta 1
407 +)))|(% colspan="1" %)(% colspan="1" %)
408 +(((
409 +**<setup_conversation_minigame/>** script action removed
410 +)))|(% colspan="1" %)(% colspan="1" %)
411 +(((
412 +
413 +)))
414 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
415 +(((
416 +//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.//
417 +)))
418 +|(% colspan="1" %)(% colspan="1" %)
419 +(((
420 +Scripts
421 +)))|(% colspan="1" %)(% colspan="1" %)
422 +(((
423 +3.0 Beta 1
424 +)))|(% colspan="1" %)(% colspan="1" %)
425 +(((
426 +<add_player_choice_*> **confidence** attribute removed
427 +)))|(% colspan="1" %)(% colspan="1" %)
428 +(((
429 +
430 +)))
431 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
432 +(((
433 +//The default confidence of player options is another leftover from the XR era and had no effect in X4.//
434 +)))
435 +|(% colspan="1" %)(% colspan="1" %)
436 +(((
437 +Scripts
438 +)))|(% colspan="1" %)(% colspan="1" %)
439 +(((
440 +3.0 Beta 1
441 +)))|(% colspan="1" %)(% colspan="1" %)
442 +(((
443 +**<hack_via_control_panel/>** script action removed
444 +)))|(% colspan="1" %)(% colspan="1" %)
445 +(((
446 +
447 +)))
448 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
449 +(((
450 +//Unused script action <hack_via_control_panel/> was removed.//
451 +)))
452 +|(% colspan="1" %)(% colspan="1" %)
453 +(((
454 +UI core
455 +)))|(% colspan="1" %)(% colspan="1" %)
456 +(((
457 +3.0 Beta 1
458 +)))|(% colspan="1" %)(% colspan="1" %)
459 +(((
460 +**Lua: **GetMiniGameCursorPosition() removed
461 +)))|(% colspan="1" %)(% colspan="1" %)
462 +(((
463 +
464 +)))
465 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
466 +(((
467 +//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.//
468 +)))
469 +|(((
470 +UI core
471 +)))|(((
472 +3.0 Beta 1
473 +)))|(((
474 +**FFI: **GetLocalizedInteractiveNotificationKey can return icon placeholders
475 +)))|(% colspan="1" %)(% colspan="1" %)
476 +(((
477 +
478 +)))
479 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
480 +(((
481 +//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.//
482 +)))
483 +|(% colspan="1" %)(% colspan="1" %)
484 +(((
485 +UI extensions
486 +)))|(% colspan="1" %)(% colspan="1" %)
487 +(((
488 +3.0 Beta 1
489 +)))|(% colspan="1" %)(% colspan="1" %)
490 +(((
491 +**FFI: **UIWeaponMod returned by GetInstalledWeaponMod() now includes property SurfaceElementFactor
492 +)))|(% colspan="1" %)(% colspan="1" %)
493 +(((
494 +
495 +)))
496 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
497 +(((
498 +//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.//
499 +)))
500 +|(% colspan="1" %)(% colspan="1" %)
501 +(((
502 +Scripts
503 +)))|(% colspan="1" %)(% colspan="1" %)
504 +(((
505 +3.0 Beta 1
506 +)))|(% colspan="1" %)(% colspan="1" %)
507 +(((
508 +**$ware.illegal** updated
509 +)))|(% colspan="1" %)(% colspan="1" %)
510 +(((
511 +
512 +)))
513 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
514 +(((
515 +//$ware.illegal used to return true if the specified ware has the 'illegal' tag which is no longer used.//
516 +//It now returns true if $ware is illegal to any faction in the game.//
517 +)))
518 +|(% colspan="1" %)(% colspan="1" %)
519 +(((
520 +Scripts
521 +)))|(% colspan="1" %)(% colspan="1" %)
522 +(((
523 +3.0 Beta 1
524 +)))|(% colspan="1" %)(% colspan="1" %)
525 +(((
526 +MD script **RML_Flight_Along_Path** removed
527 +)))|(% colspan="1" %)(% colspan="1" %)
528 +(((
529 +
530 +)))
531 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
532 +(((
533 +//The MD script RML_Flight_Along_Path was not referened and was removed.//
534 +)))
535 +|(% colspan="1" %)(% colspan="1" %)
536 +(((
537 +Scripts
538 +)))|(% colspan="1" %)(% colspan="1" %)
539 +(((
540 +3.0 Beta 1
541 +)))|(% colspan="1" %)(% colspan="1" %)
542 +(((
543 +parameters of **<event_venture_mission_completed/>** changed
544 +)))|(% colspan="1" %)(% colspan="1" %)
545 +(((
546 +
547 +)))
548 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
549 +(((
550 +//old params: param = venture details, param2 = ships involved, param3 = duration//
551 +//new params: param = venture detail list: [mission name, mission type], param2 = list of ships involved, param3 = duration//
552 +)))
553 +|(((
554 +Scripts
555 +)))|(((
556 +3.0 Beta 1
557 +)))|(((
558 +**<set_object_wing_name/>** removed,
559 +**<set_object_fleet_name/>** added
560 +)))|(% colspan="1" %)(% colspan="1" %)
561 +(((
562 +
563 +)))
564 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
565 +(((
566 +//The common action <set_object_wing_name/> has been replaced with <set_object_fleet_name/>//
567 +)))
568 +|(((
569 +Scripts
570 +)))|(((
571 +3.0 Beta 1
572 +)))|(((
573 +**$controllable.wing.*** removed,
574 +**$controllable.fleet.*** added
575 +)))|(% colspan="1" %)(% colspan="1" %)
576 +(((
577 +
578 +)))
579 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
580 +(((
581 +$controllable.wing.name, $controllable.wing.iscommander, and $controllable.wing.commander have been replaced with $controllable.fleet.name, $controllable.fleet.iscommander, and $controllable.fleet.commander
582 +)))
583 +|(% colspan="4" %)(% colspan="4" %)
584 +(((
585 +== 2.60 ==
586 +)))
587 +|(((
588 +Scripts
589 +)))|(((
590 +2.60 Beta 1
591 +)))|(((
592 +'**checkoperational**' filter behaviour changed
593 +)))|(% colspan="1" %)(% colspan="1" %)
594 +(((
595 +
596 +)))
597 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
598 +(((
599 +//Actions and conditions which use the 'checkoperational' filter now behave differently. Instead of changing how 'class' and 'exactclass' behave, checkoperational == true adds an additional filter for the components being of state operational, equivalent to state="componentstate.operational". This is implicitly enabled in action elements (e.g. <find_.../>) or condition elements (e.g. <count_...>), meaning that find_ship will only find operational ships. Using such actions/conditions with checkoperational="false" will include non-operational components such as wrecked and constructions. Existing uses may find that results now exclude non-operational components.//
600 +
601 +//Sub nodes such as match_child will have checkoperational default to false. Existing uses may find that results now include non-operational components.//
602 +)))
603 +|(((
604 +Scripts
605 +)))|(((
606 +2.60 Beta 1
607 +)))|(((
608 +$container.**supplyresources** behavior changed
609 +)))|(% colspan="1" %)(% colspan="1" %)
610 +(((
611 +
612 +)))
613 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
614 +(((
615 +//The script keyword $container.supplyresources now includes reserved wares.//
616 +)))
617 +|(% colspan="4" %)(% colspan="4" %)
618 +(((
619 +== 2.20 ==
620 +)))
621 +|(% colspan="1" %)(% colspan="1" %)
622 +(((
623 +UI core
624 +)))|(% colspan="1" %)(% colspan="1" %)
625 +(((
626 +2.20 Beta 3/4
627 +)))|(% colspan="1" %)(% colspan="1" %)
628 +(((
629 +**Lua: GetControllerInfo()** returned mouseSteering/mouseCursor values are undefined.
630 +)))|(% colspan="1" %)(% colspan="1" %)
631 +(((
632 +
633 +)))
634 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
635 +(((
636 +//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.
637 +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.//
638 +
639 +//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.
640 +//
641 +)))
642 +|(% colspan="1" %)(% colspan="1" %)
643 +(((
644 +Scripts
645 +)))|(% colspan="1" %)(% colspan="1" %)
646 +(((
647 +2.20 Beta 3
648 +)))|(% colspan="1" %)(% colspan="1" %)
649 +(((
650 +Attribute for build related conditions e.g. **<event_build_finished/>** renamed from 'buildmodule' to 'buildprocessor'
651 +)))|(% colspan="1" %)(% colspan="1" %)
652 +(((
653 +
654 +)))
655 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
656 +(((
657 +//The underlying behaviour remains the same in that it involves the buildprocessor, not the buildmodule. The attribute name has simply been corrected.//
658 +)))
659 +|(% colspan="4" %)(% colspan="4" %)
660 +(((
661 +== 2.00 ==
662 +)))
663 +|(% colspan="1" %)(% colspan="1" %)
664 +(((
665 +Scripts
666 +)))|(% colspan="1" %)(% colspan="1" %)
667 +(((
668 +2.00 Beta 1
669 +)))|(% colspan="1" %)(% colspan="1" %)
670 +(((
671 +**<event_build_finished/> **param2 now returns null instead of a construction sequence
672 +)))|(% colspan="1" %)(% colspan="1" %)
673 +(((
674 +
675 +)))
676 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
677 +(((
678 +//The construction sequence which was finished should now be accessed via the buildtask provided via param3.//
679 +)))
680 +|(% colspan="1" %)(% colspan="1" %)
681 +(((
682 +Scripts
683 +)))|(% colspan="1" %)(% colspan="1" %)
684 +(((
685 +2.00 Beta 1
686 +)))|(% colspan="1" %)(% colspan="1" %)
687 +(((
688 +**param.boarding.{...}** strength parameters removed
689 +)))|(% colspan="1" %)(% colspan="1" %)
690 +(((
691 +
692 +)))
693 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
694 +(((
695 +//The 'recruitstrength', 'veteranstrength' and 'elitestrength' script parameters were no longer required for balancing the boarding gameplay, and were removed.//
696 +)))
697 +|(% colspan="1" %)(% colspan="1" %)
698 +(((
699 +Scripts
700 +)))|(% colspan="1" %)(% colspan="1" %)
701 +(((
702 +2.00 Beta 1
703 +)))|(% colspan="1" %)(% colspan="1" %)
704 +(((
705 +**$defensible.boardee/$defensible.boarder** and **<set_object_boarder/>/<remove_object_boarder/>** removed
706 +)))|(% colspan="1" %)(% colspan="1" %)
707 +(((
708 +
709 +)))
710 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
711 +(((
712 +//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.//
713 +)))
714 +|(((
715 +UI extensions
716 +)))|(((
717 +2.00 Beta 1
718 +)))|(((
33 33  **FFI: GetUpgradeSlotCurrentComponent()/GetUpgradeSlotGroup()** works on non-operationals
720 +)))|(% colspan="1" %)(% colspan="1" %)
721 +(((
722 +
34 34  )))
35 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
724 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
36 36  (((
37 37  //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.//
38 38  )))
... ... @@ -39,11 +39,14 @@
39 39  |(((
40 40  UI extensions
41 41  )))|(((
42 -2.0 Beta 1
731 +2.00 Beta 1
43 43  )))|(((
44 44  **FFI: SetFormationShape()** no longer indicates an error upon certain error cases
734 +)))|(% colspan="1" %)(% colspan="1" %)
735 +(((
736 +
45 45  )))
46 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
738 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
47 47  (((
48 48  //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.//
49 49  //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.//
... ... @@ -51,11 +51,14 @@
51 51  |(((
52 52  Scripts
53 53  )))|(((
54 -2.0 Beta 1
746 +2.00 Beta 1
55 55  )))|(((
56 56  **<create_formation/>** now requires the attributes: 'leader' and 'follower'. Attribute 'object' is now deprecated.
749 +)))|(% colspan="1" %)(% colspan="1" %)
750 +(((
751 +
57 57  )))
58 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
753 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
59 59  (((
60 60  //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.//
61 61  )))
... ... @@ -62,11 +62,14 @@
62 62  |(((
63 63  Scripts
64 64  )))|(((
65 -2.0 Beta 1
760 +2.00 Beta 1
66 66  )))|(((
67 67  **<event_player_changed_target/>** now fires and returns null if the player deselects a target.
763 +)))|(% colspan="1" %)(% colspan="1" %)
764 +(((
765 +
68 68  )))
69 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
767 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
70 70  (((
71 71  //For prior behavior, check for event.param being non-null.//
72 72  )))
... ... @@ -73,15 +73,194 @@
73 73  |(((
74 74  AI Scripts
75 75  )))|(((
76 -2.0 Beta 1
774 +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.
776 +**<shoot/>/<shoot_at/>** attribute changes.
777 +)))|(% colspan="1" %)(% colspan="1" %)
778 +(((
779 +
83 83  )))
84 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
781 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
85 85  (((
783 +//Changed: Attribute "primary" is now optional and defines whether weapons from the ship's active primary weapon group will be fired. Defaults to true.//
784 +//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.//
785 +//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.//
786 +
86 86  //Corrects now-obsolete assumption that primary weapon groups only contain guns and secondary weapon groups only contain missile launchers.//
87 87  )))
789 +|(((
790 +UI extensions
791 +)))|(((
792 +2.00 Beta 1
793 +)))|(((
794 +**FFI: GetBuildTask()/GetNumBuildTasks()** got a new "buildmoduleid" parameter.(% class="confluenceTd" %)
795 +)))|(% colspan="1" %)(% colspan="1" %)
796 +(((
797 +
798 +)))
799 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
800 +(((
801 +//Added possibility to query build tasks of a certain buildmodule.//
802 +)))
803 +|(((
804 +UI extensions
805 +)))|(((
806 +2.00 Beta 1
807 +)))|(((
808 +**Lua:** **GetLibraryEntry()** retrieved a new "buildresources" field.
809 +)))|(% colspan="1" %)(% colspan="1" %)
810 +(((
811 +
812 +)))
813 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
814 +(((
815 +//Added list of resources a buildmodule needs to build.//
816 +)))
817 +|(((
818 +UI extensions
819 +)))|(((
820 +2.00 Beta 1
821 +)))|(((
822 +(% 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);" %)
823 +)))|(% colspan="1" %)(% colspan="1" %)
824 +(((
825 +
826 +)))
827 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
828 +(((
829 +//Unused, derelict function from XR - use GetComponentData(..., "hullpercent") instead.//
830 +)))
831 +|(((
832 +UI extensions
833 +)))|(((
834 +2.00 Beta 1
835 +)))|(((
836 +**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" %)
837 +)))|(% colspan="1" %)(% colspan="1" %)
838 +(((
839 +
840 +)))
841 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
842 +(((
843 +//Changed return value type to const char* to better identify failure reasons in Lua script.//
844 +)))
845 +|(% colspan="4" %)(% colspan="4" %)
846 +(((
847 +== 1.50 ==
848 +)))
849 +|(((
850 +UI extensions
851 +)))|(((
852 +1.50 Beta 3
853 +)))|(((
854 +**Lua: GetComponentData() **changed behavior of "docksizes" propertly.(% class="confluenceTd" %)
855 +)))|(% colspan="1" %)(% colspan="1" %)
856 +(((
857 +
858 +)))
859 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
860 +(((
861 +//The "docksizes" property no longer includes internal ship storage docks.//
862 +)))
863 +|(((
864 +All
865 +)))|(((
866 +1.50 Beta 2
867 +)))|(((
868 +**Meaning of "Shipyard"** was corrected throughout Lua/MD/AI scripts, so that Wharfs are not Shipyards (unlike in XR).
869 +)))|(% colspan="1" %)(% colspan="1" %)
870 +(((
871 +
872 +)))
873 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
874 +(((
875 +//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".//
876 +
877 +//Lua: Adjusted GetComponentData() and HasShipyard(), added HasWharf()//
878 +//Lua / GetComponentData() properties: Removed "iscapitalshipyard", fixed "isshipyard", added "canbuildships", "iswharf", "isequipmentdock"//
879 +//Scripts: Fixed property .isshipyard, added .iswharf (.canbuildships existed already)//
880 +)))
881 +|(((
882 +UI extensions
883 +)))|(((
884 +1.50 Beta 2
885 +)))|(((
886 +**FFI: UpgradeGroupInfo **datatype was changed.(% class="confluenceTd" %)
887 +)))|(% colspan="1" %)(% colspan="1" %)
888 +(((
889 +
890 +)))
891 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
892 +(((
893 +//Added new "operational" field to retrieve information about number of operational upgrades in a group.//
894 +)))
895 +|(% colspan="1" %)(% colspan="1" %)
896 +(((
897 +UI extensions
898 +)))|(% colspan="1" %)(% colspan="1" %)
899 +(((
900 +1.50 Beta 1
901 +)))|(% colspan="1" %)(% colspan="1" %)
902 +(((
903 +**FFI: SetGuidance()** removed useinfopoint argument.
904 +)))|(% colspan="1" %)(% colspan="1" %)
905 +(((
906 +
907 +)))
908 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
909 +(((
910 +//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.
911 +//
912 +
913 +//The new function declaration is: void SetGuidance(UniverseID componentid, UIPosRot offset)//
914 +)))
915 +|(((
916 +UI extensions
917 +)))|(((
918 +1.50 Beta 1
919 +)))|(((
920 +**FFI: CancelConstruction() **changed its return value.(% class="confluenceTd" %)
921 +)))|(% colspan="1" %)(% colspan="1" %)
922 +(((
923 +
924 +)))
925 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
926 +(((
927 +(% style="color: rgb(0,0,0);" %)//CancelConstruction() now returns if the cancellation was successful. //
928 +)))
929 +|(% colspan="4" %)(% colspan="4" %)
930 +(((
931 +== 1.32 ==
932 +)))
933 +|(((
934 +UI extensions
935 +)))|(((
936 +1.32
937 +)))|(((
938 +**Lua: GetComponentData() **removed the "nextdestname" property.
939 +)))|(% colspan="1" %)(% colspan="1" %)
940 +(((
941 +
942 +)))
943 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
944 +(((
945 +//Instead of "nextdestname", use the properties "destination" or "destinationsector" to retrieve a destination component, then retrieve its "name" property.//
946 +)))
947 +|(% colspan="4" %)(% colspan="4" %)
948 +(((
949 +== 1.20 ==
950 +)))
951 +|(((
952 +UI extensions
953 +)))|(((
954 +1.20
955 +)))|(((
956 +**FFI: GetAAOption()** got a new "useconfig" parameter.(% class="confluenceTd" %)
957 +)))|(% colspan="1" %)(% colspan="1" %)
958 +(((
959 +
960 +)))
961 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
962 +(((
963 +//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.//
964 +)))
Confluence.Code.ConfluencePageClass[0]
id
... ... @@ -1,1 +1,1 @@
1 -78577897
1 +100860794
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/100860794/Breaking Changes