Changes for page Breaking Changes
Last modified by Michael Baumgardt on 2026/04/17 12:03
From version 142.1
edited by Daniel Turner
on 2025/11/26 16:52
on 2025/11/26 16:52
Change comment:
There is no comment for this version
To version 124.3
edited by Klaus Meyer
on 2025/01/07 16:38
on 2025/01/07 16:38
Change comment:
There is no comment for this version
Summary
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Page properties (2 modified, 0 added, 0 removed)
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... ... @@ -1,1 +1,1 @@ 1 -xwiki:XWiki. Daniel1 +xwiki:XWiki.Klaus - Content
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... ... @@ -20,41 +20,11 @@ 20 20 21 21 {{toc scope="LOCAL" start="3"/}} 22 22 23 -=== Version 9.00 === 24 - 25 -(% class="table-striped" %) 26 -|(% colspan="1" style="width:117px" %)Scripts|(% colspan="1" style="width:119px" %)9.00 Beta 1|(% colspan="4" style="width:1625px" %)Removed **flags **attribute from action **<add_blueprints>** 27 -|(% colspan="6" style="width:117px" %)((( 28 -The flags attribute is no longer available in the MD action <add_blueprints> 29 -))) 30 -|(% style="width:117px" %)Scripts|(% style="width:117px" %)9.00 Beta 1|(% colspan="3" style="width:117px" %)Construction sequence param removed from build_started events 31 -|(% colspan="6" style="width:117px" %)Script events <event_build_started> and <event_player_build_started> no longer receive the construction sequence via param2. param2 will now yield null. Query the sequence via the param3 buildtask instead. 32 -|(% style="width:117px" %)Scripts|(% style="width:117px" %)9.00 Beta 1|(% colspan="3" style="width:117px" %)Script properties removed from macro 33 -|(% colspan="6" style="width:117px" %)**.purposemacro** and **.purposename **have been removed from the **macro **script properties 34 - 35 -=== Version 8.00 === 36 - 37 -(% class="table-striped" %) 38 -|(% colspan="1" style="width:117px" %)Scripts|(% colspan="1" style="width:119px" %)8.00 Beta 1|(% colspan="4" style="width:1625px" %)Removed MD action **<populate_platforms>** 39 -|(% colspan="6" style="width:117px" %)((( 40 -The deprecated MD action <populate_platforms> has been removed. The previously referenced character quotas in quotas.xml have also been removed. 41 -))) 42 -|(% style="width:117px" %)Assets|(% style="width:117px" %)8.00 Beta 1|(% colspan="4" rowspan="1" style="width:117px" %)**\assets\units\size_m\ship_gen_m_transdrone_container_02** and **\assets\units\size_s\ship_gen_s_transdrone_container_02** moved to **ego_dlc_terran** 43 -|(% colspan="6" style="width:117px" %)**ship_gen_m_transdrone_container_02** and **ship_gen_s_transdrone_container_02** (templates and macros) have been moved to the **ego_dlc_terran** extension and any reference to these files now requires that the resulting dependency on that extension is taken into account. 44 -|(% style="width:117px" %)Assets|(% style="width:117px" %)8.00 Beta 1|(% colspan="4" rowspan="1" style="width:117px" %)Icons moved from **assets\fx\textures\gui** to **assets\textures\ui** 45 -|(% colspan="6" style="width:117px" %)Assets with the exception of the **loadingscreen** folder have been moved and any reference to these files will require updating (mostly affects icons.xml). 46 -|(% style="width:117px" %)Assets|(% colspan="3" style="width:117px" %)8.00 Beta 1|(% colspan="3" style="width:117px" %)**boron** and **terran** tags for equipment (weapons, engines, ...) changed to **advanced** 47 -|(% colspan="6" style="width:117px" %)Ships and equipment with **boron **and **terran** (Frontier terran, not CoH terran) tags will no longer work properly as they do not match the new **advanced** tag (for example "small engine boron" has been replaced by "small engine advanced") which has been introduced for a compatibility between boron and Frontier-terran ships/equipment. 48 -|(% style="width:117px" %)Assets|(% style="width:117px" %)8.00|(% colspan="4" rowspan="1" style="width:117px" %)Terran NPC heads from Terran DLC **extensions/ego_dlc_terran/assets/characters/terran/heads/[...]** have been removed 49 -|(% colspan="6" style="width:117px" %)All Terran NPC heads are now pointed to **assets/characters/argon/heads/char_arg_f_dyn_blend_head** (female characters) and **assets/characters/argon/heads/char_arg_m_dyn_blend_head** (male characters) instead of using random selection from a list. 50 - 51 51 === Version 7.50 === 52 52 53 53 (% class="table-striped" %) 54 -|(% colspan="1" style="width:117px" %)Relations|(% colspan="1" style="width:119px" %)7.50 Beta 4|(% colspan="2" style="width:1625px" %)**Adjusted displayed UI values (25 to 30) for relations between 0.32 and 1.0:** The minimum relation for the "ally" range (0.5) now corresponds to the displayed UI value of precisely +27 (previously rounded down to +26) 55 -|(% colspan="4" style="width:117px" %)((( 56 -The "ally" range is the interval from 0.5 to 1.0, which previously corresponded to the UI value range of approximately +26.9897 to +30. The interpolated mapping within the range from 0.32 and 1.0 has been adjusted so that 0.5 now exactly corresponds to +27. As a consequence, certain relations that were previously between 25 and 28 (rounded down) may have gained +1 in the UI, i.e. they are now displayed as 26 instead of 25, etc. For consistency, the negative range between -1.0 and -0.32 has been adjusted analogously (-0.5 is now displayed as -27). This mostly only affects the UI display, not actual gameplay. 57 -))) 26 +|(% colspan="1" style="width:117px" %)Faction sRelations|(% colspan="1" style="width:119px" %) |(% colspan="2" style="width:1625px" %) 27 +|(% colspan="4" style="width:117px" %)ssss 58 58 |(% colspan="1" style="width:117px" %)Parameters|(% colspan="1" style="width:119px" %)7.50 Beta 4|(% colspan="2" style="width:1625px" %)**<holomap><radar>**:** complete change in structure** 59 59 |(% colspan="7" style="width:117px" %)((( 60 60 This section now contains sets of parameters for the different modes it can be in, each in its own <mode> child node. This list can be dynamically expanded to add more modes. ... ... @@ -65,20 +65,20 @@ 65 65 66 66 (% class="table-striped" %) 67 67 |(% colspan="1" style="width:117px" %)Gamestarts|(% colspan="1" style="width:119px" %)7.00 Beta 8|(% colspan="2" style="width:1625px" %)**Text references** 68 -|(% colspan="4" style="width:117px" %)Fields containing text references in gamestarts.xml now have full text conversion applied, allowing texts to be constructed from multiple text entries, e.g. {1234,56}\n\n{1234,78}. As a result, raw text placed in the text fields needs to be formatted accordingly, e.g. "Test start (easy)" would need to be changed to "Test start \(easy\)" to avoid the text in brackets being treated as a comment. 38 +|(% colspan="4" style="width:117px" %)//Fields containing text references in gamestarts.xml now have full text conversion applied, allowing texts to be constructed from multiple text entries, e.g. {1234,56}\n\n{1234,78}. As a result, raw text placed in the text fields needs to be formatted accordingly, e.g. "Test start (easy)" would need to be changed to "Test start \(easy\)" to avoid the text in brackets being treated as a comment.// 69 69 |(% colspan="1" style="width:117px" %)Assets|(% colspan="1" style="width:119px" %)7.00 Beta 7|(% colspan="2" style="width:1625px" %)**\assets\textures\fx\highway_fx_electric_02** was deleted and replaced with **\assets\textures\fx\fx_p2_electric_01** 70 70 |(% colspan="4" style="width:117px" %)highway_fx_electric_02 is still available in "legacy" folder if needed 71 71 |(% colspan="1" style="width:117px" %)Parameters|(% colspan="1" style="width:119px" %)7.00 Beta 7|(% colspan="2" style="width:1625px" %)**<aiflight><skills>**: **strafespeed**, **strafeacc**, **steeringspeed**, **steeringacc** moved to separate nodes; added support for min and max values 72 72 |(% colspan="4" style="width:117px" %)((( 73 -The four parameters used to represent flat factors applied to ships' properties with respect to their respective pilots' skill levels. Parameters moved to separate nodes with support for min and max values which, if supplied, scales the factor linearly if the affected ship's unmodified property is within min and max. Factor does not affect the ship if that property is below min. 43 +//The four parameters used to represent flat factors applied to ships' properties with respect to their respective pilots' skill levels. Parameters moved to separate nodes with support for min and max values which, if supplied, scales the factor linearly if the affected ship's unmodified property is within min and max. Factor does not affect the ship if that property is below min.// 74 74 ))) 75 75 |(% colspan="1" style="width:117px" %)Scripts|(% colspan="1" style="width:119px" %)7.00 Beta 6|(% colspan="2" style="width:1625px" %)MD action **<set_holomap_target>** parameter change. 76 76 |(% colspan="4" style="width:117px" %)((( 77 -The **pantime** parameter has never actually done anything beyond turning panning on or making the transition instant. To make this clear it has been** **replaced with the boolean parameter **instant.** 47 +//The **pantime** parameter has never actually done anything beyond turning panning on or making the transition instant. To make this clear it has been** **replaced with the boolean parameter **instant.**// 78 78 ))) 79 79 |(% colspan="1" style="width:117px" %)Assets|(% colspan="1" style="width:119px" %)7.00 Beta 1|(% colspan="2" style="width:1625px" %)Renamed some material names and changed file paths for textures. 80 80 |(% colspan="4" style="width:117px" %)((( 81 -Some material names and texture paths were changed. Please DIFF the materiallibrary.xml from 6.20 with 7.0 to see the difference 51 +(% style="color:#ffffff" %)//Some material names and texture paths were changed. Please DIFF the materiallibrary.xml from 6.20 with 7.0 to see the difference// 82 82 ))) 83 83 |(% colspan="1" style="width:117px" %)(% colspan="1" %) 84 84 ((( ... ... @@ -90,7 +90,7 @@ 90 90 ))) 91 91 |(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 92 92 ((( 93 - Previously it was possible to set normal clusters to be persistent presentation clusters which was an invalid state. 63 +// Previously it was possible to set normal clusters to be persistent presentation clusters which was an invalid state.// 94 94 ))) 95 95 |(% colspan="1" style="width:117px" %)(% colspan="1" %) 96 96 ((( ... ... @@ -102,7 +102,7 @@ 102 102 ))) 103 103 |(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 104 104 ((( 105 - The build plot's buildstorage is no longer removed implicitly. The buildstorage will instead be cleaned-up once it is empty and no ships are docked. 75 +// The build plot's buildstorage is no longer removed implicitly. The buildstorage will instead be cleaned-up once it is empty and no ships are docked.// 106 106 ))) 107 107 |(% colspan="1" style="width:117px" %)(% colspan="1" %) 108 108 ((( ... ... @@ -129,9 +129,9 @@ 129 129 ))) 130 130 |(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 131 131 ((( 132 -Previously some entries were lacking "weight" parameter, causing it to default to "1", which prevent adding new ships to the group with appropriate/configurable granularity. 102 +//Previously some entries were lacking "weight" parameter, causing it to default to "1", which prevent adding new ships to the group with appropriate/configurable granularity.// 133 133 134 -All groups should now have "weight" parameter added and old "weights" were updated to not have single-digit numbers. 104 +//All groups should now have "weight" parameter added and old "weights" were updated to not have single-digit numbers.// 135 135 ))) 136 136 |(% colspan="1" %)(% colspan="1" %) 137 137 ((( ... ... @@ -145,9 +145,9 @@ 145 145 ))) 146 146 |(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 147 147 ((( 148 -The <event_player_travelmode_started>, <event_player_travelmode_stopped>, <event_player_travelmode_charge_started> and <event_player_travelmode_charge_aborted> events will no longer be raised if the player is a passenger on board a ship which enters or leaves travel mode. Previously these events would be raised whether the player was the pilot or a passenger. 118 +//The <event_player_travelmode_started>, <event_player_travelmode_stopped>, <event_player_travelmode_charge_started> and <event_player_travelmode_charge_aborted> events will no longer be raised if the player is a passenger on board a ship which enters or leaves travel mode. Previously these events would be raised whether the player was the pilot or a passenger. // 149 149 150 -Scripts that need to check whether the player exits travel mode may also need to consider checking whether the player leaves the control seat using <event_player_stopped_control> since this will also result in travel mode stopping. 120 +//Scripts that need to check whether the player exits travel mode may also need to consider checking whether the player leaves the control seat using <event_player_stopped_control> since this will also result in travel mode stopping.// 151 151 ))) 152 152 |(% colspan="1" %)(% colspan="1" %) 153 153 ((( ... ... @@ -161,11 +161,11 @@ 161 161 ))) 162 162 |(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 163 163 ((( 164 -The 'posname' and 'rotname' result attributes of <find_object_surface> will now return null in the case of no valid surface position being found. 134 +//The 'posname' and 'rotname' result attributes of <find_object_surface> will now return null in the case of no valid surface position being found.// 165 165 166 -Previously, it returned null only if there was a physics error. It however returned a valid, somewhat-random, position if physics were fine but it was still unable to find a suitable surface position. This position was often unsuitable to use for gameplay purposes so it is now null so the caller can handle the situation. 136 +//Previously, it returned null only if there was a physics error. It however returned a valid, somewhat-random, position if physics were fine but it was still unable to find a suitable surface position. This position was often unsuitable to use for gameplay purposes so it is now null so the caller can handle the situation.// 167 167 168 -The action itself has been improved to increase the chance of finding suitable surface positions. 138 +//The action itself has been improved to increase the chance of finding suitable surface positions.// 169 169 ))) 170 170 |(% colspan="1" %)(% colspan="1" %) 171 171 ((( ... ... @@ -179,8 +179,8 @@ 179 179 ))) 180 180 |(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 181 181 ((( 182 -<match_dock> nodes can now be used on container and walkablemodule classes without wrapping them in <match_content> nodes. 183 -This has introduced a new potential pitfall: If finding or counting contained components be wary that there may be multiple positive results, even if there is only one dockingbay. e.g. matching contents for a station will include the dockingbay but also its containing walkable module as that also contains the dockingbay. To only account for docking bays, also filter by dockingbay class. 152 +//<match_dock> nodes can now be used on container and walkablemodule classes without wrapping them in <match_content> nodes. 153 +This has introduced a new potential pitfall: If finding or counting contained components be wary that there may be multiple positive results, even if there is only one dockingbay. e.g. matching contents for a station will include the dockingbay but also its containing walkable module as that also contains the dockingbay. To only account for docking bays, also filter by dockingbay class.// 184 184 ))) 185 185 |(% colspan="1" %)(% colspan="1" %) 186 186 ((( ... ... @@ -194,7 +194,7 @@ 194 194 ))) 195 195 |(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 196 196 ((( 197 -The 'result' attribute of get_attackstrength has been moved into the new <result> subnode and renamed to 'total'. 167 +//The 'result' attribute of get_attackstrength has been moved into the new <result> subnode and renamed to 'total'.// 198 198 ))) 199 199 |((( 200 200 Assets ... ... @@ -205,8 +205,8 @@ 205 205 ))) 206 206 |(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %) 207 207 ((( 208 -Connection tags used to specify compatibilities in component templates between a ship or station module and engines or shields now additionally require the use of the "standard" tag matching weapon or turret logic. For weapons that are neither Missile Launcher nor Mining Laser, the tag "combat" is also required. 209 -Exception: special equipment that is deliberately not compatible with the majority of slots may use another tag instead of "standard", e.g. "highpower" for certain Terran weapons. 178 +//Connection tags used to specify compatibilities in component templates between a ship or station module and engines or shields now additionally require the use of the "standard" tag matching weapon or turret logic. For weapons that are neither Missile Launcher nor Mining Laser, the tag "combat" is also required. 179 +Exception: special equipment that is deliberately not compatible with the majority of slots may use another tag instead of "standard", e.g. "highpower" for certain Terran weapons.// 210 210 ))) 211 211 |(% colspan="1" %)(% colspan="1" %) 212 212 ((( ... ... @@ -220,7 +220,7 @@ 220 220 ))) 221 221 |(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %) 222 222 ((( 223 -When finding components with attribute "sortbygatedistanceto", e.g. in <find_object>, any objects with a negative gatedistance (i.e. unreachable objects) are automatically excluded from the result. 193 +//When finding components with attribute "sortbygatedistanceto", e.g. in <find_object>, any objects with a negative gatedistance (i.e. unreachable objects) are automatically excluded from the result.// 224 224 ))) 225 225 |((( 226 226 Scripts ... ... @@ -231,7 +231,7 @@ 231 231 ))) 232 232 |(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %) 233 233 ((( 234 -The order of events was adjusted, allowing handlers of <event_player_owned_killed_object> and <event_player_owned_destroyed> to access commander/subordinate relationship of the destroyed object. 204 +//The order of events was adjusted, allowing handlers of <event_player_owned_killed_object> and <event_player_owned_destroyed> to access commander/subordinate relationship of the destroyed object.// 235 235 ))) 236 236 |((( 237 237 Cutscenes ... ... @@ -242,7 +242,7 @@ 242 242 ))) 243 243 |(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %) 244 244 ((( 245 -The yaw and pitch nodes in <angles> are now correctly interpreted as values in degrees. 215 +//The yaw and pitch nodes in <angles> are now correctly interpreted as values in degrees.// 246 246 ))) 247 247 248 248 ---- ... ... @@ -259,7 +259,7 @@ 259 259 ))) 260 260 |(% colspan="7" %)(% colspan="3" %) 261 261 ((( 262 -'minduration' was unused in X4, maxduration was and still is taken as the actual duration of control panel hacks. No functionality change. 232 +//'minduration' was unused in X4, maxduration was and still is taken as the actual duration of control panel hacks. No functionality change.// 263 263 ))) 264 264 265 265 ---- ... ... @@ -279,7 +279,7 @@ 279 279 ))) 280 280 |(% colspan="4" %)(% colspan="3" %) 281 281 ((( 282 -The functionality represented by SetMapRenderCargoContents(), SetMapRenderWorkForceInfo(), SetMapRenderCrewInfo() and SetMapRenderDockedShipInfos() has been removed and the function was therefore stubbed. 252 +//The functionality represented by SetMapRenderCargoContents(), SetMapRenderWorkForceInfo(), SetMapRenderCrewInfo() and SetMapRenderDockedShipInfos() has been removed and the function was therefore stubbed.// 283 283 ))) 284 284 |(% colspan="1" %)(% colspan="1" %) 285 285 ((( ... ... @@ -293,7 +293,7 @@ 293 293 ))) 294 294 |(% colspan="4" %)(% colspan="3" %) 295 295 ((( 296 -This struct was added in 4.10 Beta 2 and an additional member count was added in Beta 6. 266 +//This struct was added in 4.10 Beta 2 and an additional member count was added in Beta 6.// 297 297 ))) 298 298 |(% colspan="1" %)(% colspan="1" %) 299 299 ((( ... ... @@ -307,7 +307,7 @@ 307 307 ))) 308 308 |(% colspan="4" %)(% colspan="3" %) 309 309 ((( 310 -Info box parameters are now shared across stations and ships. The node has a more generic name to reflect that. 280 +//Info box parameters are now shared across stations and ships. The node has a more generic name to reflect that.// 311 311 ))) 312 312 |(% colspan="1" %)(% colspan="1" %) 313 313 ((( ... ... @@ -321,7 +321,7 @@ 321 321 ))) 322 322 |(% colspan="4" %)(% colspan="3" %) 323 323 ((( 324 -The functionality represented by SetMacroMapPlayerSectorOffset() has been removed and the function was therefore stubbed. Setting the gamestart properties "sector" and "offset" will affect the universe macro map instead directly. 294 +//The functionality represented by SetMacroMapPlayerSectorOffset() has been removed and the function was therefore stubbed. Setting the gamestart properties "sector" and "offset" will affect the universe macro map instead directly.// 325 325 ))) 326 326 |((( 327 327 UI extensions ... ... @@ -332,7 +332,7 @@ 332 332 ))) 333 333 |(% colspan="4" %)(% colspan="3" %) 334 334 ((( 335 -These functions were added in 4.10 Beta 1 and an additional boolean parameter allowentitydeliverymissionobject was added in Beta 2. 305 +//These functions were added in 4.10 Beta 1 and an additional boolean parameter allowentitydeliverymissionobject was added in Beta 2.// 336 336 ))) 337 337 |((( 338 338 Scripts ... ... @@ -343,7 +343,7 @@ 343 343 ))) 344 344 |(% colspan="4" %)(% colspan="3" %) 345 345 ((( 346 -The <delivery> node of <create_mission> and <update_mission> has been changed to support a new <wares> subnode. The people related attributes: 'people' and 'skills' have been moved from the <delivery> node itself to a <people> subnode. 316 +//The <delivery> node of <create_mission> and <update_mission> has been changed to support a new <wares> subnode. The people related attributes: 'people' and 'skills' have been moved from the <delivery> node itself to a <people> subnode.// 347 347 ))) 348 348 |(% colspan="1" %)(% colspan="1" %) 349 349 ((( ... ... @@ -357,7 +357,7 @@ 357 357 ))) 358 358 |(% colspan="4" %)(% colspan="3" %) 359 359 ((( 360 -The $destructible.productions script property was removed and reimplemented as $defensible.productions meaning some old uses may no longer work unless the destructible is also a defensible. The old implementation functioned by finding the containing object of the destructible (including itself) to query for the production modules. 330 +//The $destructible.productions script property was removed and reimplemented as $defensible.productions meaning some old uses may no longer work unless the destructible is also a defensible. The old implementation functioned by finding the containing object of the destructible (including itself) to query for the production modules.// 361 361 ))) 362 362 |((( 363 363 Scripts ... ... @@ -368,7 +368,7 @@ 368 368 ))) 369 369 |(% colspan="4" %)(% colspan="3" %) 370 370 ((( 371 -The spawnsource seed is no longer directly accessible by scripts. Use $component.seed, which will internally use the spawnsource seed if able. Note: An improvement is that .seed on objects without a spawnsource seed will now result in a value that differs between objects of the same macro, meaning it can now reliably be used for player property or job ships. 341 +//The spawnsource seed is no longer directly accessible by scripts. Use $component.seed, which will internally use the spawnsource seed if able. Note: An improvement is that .seed on objects without a spawnsource seed will now result in a value that differs between objects of the same macro, meaning it can now reliably be used for player property or job ships.// 372 372 ))) 373 373 374 374 ---- ... ... @@ -388,8 +388,8 @@ 388 388 ))) 389 389 |(% colspan="4" %)(% colspan="3" %) 390 390 ((( 391 -Before 4.00 Beta 10 it was ensured that there is no direct transition between the 'cockpit ui mode' of one ship to another. Instead, it was always ensured that the UI first transitions into the firstperson mode and then back into the cockpit mode (controlling then the other ship). 392 -In order to support the new emergency eject feature which was added in 4.00 Beta 7, this assurance was dropped. As of 4.00 Beta 10 it is now possible that the ship the player controls can swap without the gameplanchange-event being risen which one could rely upon in previous versions. If your addon relied on the fact that the ship would not change without first going into first person mode, you will have to adjust your addon accordingly. 361 +//Before 4.00 Beta 10 it was ensured that there is no direct transition between the 'cockpit ui mode' of one ship to another. Instead, it was always ensured that the UI first transitions into the firstperson mode and then back into the cockpit mode (controlling then the other ship). 362 +In order to support the new emergency eject feature which was added in 4.00 Beta 7, this assurance was dropped. As of 4.00 Beta 10 it is now possible that the ship the player controls can swap without the gameplanchange-event being risen which one could rely upon in previous versions. If your addon relied on the fact that the ship would not change without first going into first person mode, you will have to adjust your addon accordingly.// 393 393 ))) 394 394 |((( 395 395 Scripts ... ... @@ -400,9 +400,9 @@ 400 400 ))) 401 401 |(% colspan="4" %)(% colspan="3" %) 402 402 ((( 403 -Old params: param = project ID, param2 = were there positive side-effects?, param3 = were there negative side-effects? 373 +//Old params: param = project ID, param2 = were there positive side-effects?, param3 = were there negative side-effects? 404 404 New params: param = project ID, param2 = [were there positive side-effects?, were there negative side-effects?], param3 = payout in Credits 405 -Note: param3 only exists in <event_terraforming_project_succeeded> and not in <event_terraforming_project_failed>, but both now have the booleans in a list for consistency 375 +Note: param3 only exists in <event_terraforming_project_succeeded> and not in <event_terraforming_project_failed>, but both now have the booleans in a list for consistency// 406 406 ))) 407 407 |(% colspan="1" %)(% colspan="1" %) 408 408 ((( ... ... @@ -416,10 +416,10 @@ 416 416 ))) 417 417 |(% colspan="4" %)(% colspan="3" %) 418 418 ((( 419 -In order to keep consistency with regards to the new behvior 'hostile' relation state and the older (deprecated) UI functions, the behavior of the deprecated GetFactionRelationStatus() function was changed according to the behavior of the GetRelationStatus()/GetRelationStatus2() functions which was done in the previous beta. 420 -Factions with a relation rating between -20 and -10 will now report a relation status of 'neutral' (aka: 1) instead of 'hostile'/'enemy' (aka: 0). 389 +//In order to keep consistency with regards to the new behvior 'hostile' relation state and the older (deprecated) UI functions, the behavior of the deprecated GetFactionRelationStatus() function was changed according to the behavior of the GetRelationStatus()/GetRelationStatus2() functions which was done in the previous beta. 390 +Factions with a relation rating between -20 and -10 will now report a relation status of 'neutral' (aka: 1) instead of 'hostile'/'enemy' (aka: 0).// 421 421 422 -If you rely on a handling where these factions are treated like enemies, please use the new GetFactionRelationStatus2() function instead. 392 +//If you rely on a handling where these factions are treated like enemies, please use the new GetFactionRelationStatus2() function instead.// 423 423 ))) 424 424 |(% colspan="1" %)(% colspan="1" %) 425 425 ((( ... ... @@ -433,9 +433,9 @@ 433 433 ))) 434 434 |(% colspan="4" %)(% colspan="3" %) 435 435 ((( 436 -4.00 Beta 5 introduces a new 'hostile' relation status and the game now distinguishes between hostile and enemy relation states. Objects not yet 'hostile' with the player are now visualized differently and therefore distinguishable from real hostile ones. Because of that, several related changes were made for these objects to bring them more in line with how 'neutral' objects behave (f.e. no automatic attacking of these objects by the player property anymore, no target selection when targeting the closest enemy, etc.). To reflect this, these objects are now returning 1 (neutral) as the relation status by the GetRelationStatus()/GetRelationStatus2() functions. 406 +//4.00 Beta 5// //introduces a new 'hostile' relation status and the game now distinguishes between hostile and enemy relation states. Objects not yet 'hostile' with the player are now visualized differently and therefore distinguishable from real hostile ones. Because of that, several related changes were made for these objects to bring them more in line with how 'neutral' objects behave (f.e. no automatic attacking of these objects by the player property anymore, no target selection when targeting the closest enemy, etc.). To reflect this, these objects are now returning 1 (neutral) as the relation status by the GetRelationStatus()/GetRelationStatus2() functions.// 437 437 438 -If you rely on a handling where they are treated like enemies, please use the new GetRelationStatus3() function which returns the new range for these objects: 1 (meaning 'enemy' (aka: not yet hostile) here with following relations having been shifted up).408 +//If you rely on a handling where they are treated like enemies, please use the new GetRelationStatus3() //function which returns the new range for these objects: 1 (meaning 'enemy' (aka: not yet hostile) here with following relations having been shifted up). 439 439 ))) 440 440 |((( 441 441 Parameters ... ... @@ -446,7 +446,7 @@ 446 446 ))) 447 447 |(% colspan="4" %)(% colspan="3" %) 448 448 ((( 449 -The 'requiresconstructionvessel' attribute has been moved from the 'recycling' node itself, to the new 'station' subnode. 419 +//The 'requiresconstructionvessel' attribute has been moved from the 'recycling' node itself, to the new 'station' subnode.// 450 450 ))) 451 451 |((( 452 452 Scripts ... ... @@ -457,7 +457,7 @@ 457 457 ))) 458 458 |(% colspan="4" %)(% colspan="3" %) 459 459 ((( 460 -The 'gatedistance' script property now minimizes the number of gate jumps instead of counting the number gate jumps in the fastest route. 430 +//The 'gatedistance' script property now minimizes the number of gate jumps instead of counting the number gate jumps in the fastest route.// 461 461 ))) 462 462 463 463 ---- ... ... @@ -474,7 +474,7 @@ 474 474 ))) 475 475 |(% colspan="7" %)(% colspan="3" %) 476 476 ((( 477 -These mission limit-related functions (added in 3.30 Beta 1 and 2) are replaced with FFI IsMissionLimitReached() 447 +//These mission limit-related functions (added in 3.30 Beta 1 and 2) are replaced with FFI IsMissionLimitReached()// 478 478 ))) 479 479 480 480 ---- ... ... @@ -491,9 +491,9 @@ 491 491 ))) 492 492 |(% colspan="4" %)(% colspan="3" %) 493 493 ((( 494 -Old params: param = attacked object, param2 = attack method, param3 = attacked component 495 -New params: param = attacked object, param2 = attack method, param3 = attack component detail list: [attacked component, attacking weapon] 496 -Note that this also means the component attribute to the events is no longer available, so scripts checking the attacked component need to use event.param3.{1} instead 464 +//Old params: param = attacked object, param2 = attack method, param3 = attacked component// 465 +//New params: param = attacked object, param2 = attack method, param3 = attack component detail list: [attacked component, attacking weapon] 466 +Note that this also means the component attribute to the events is no longer available, so scripts checking the attacked component need to use event.param3.{1} instead// 497 497 ))) 498 498 |(% colspan="1" %)(% colspan="1" %) 499 499 ((( ... ... @@ -507,7 +507,7 @@ 507 507 ))) 508 508 |(% colspan="4" %)(% colspan="3" %) 509 509 ((( 510 -$trade.restriction.faction has been replaced with $trade.restriction.factions, which returns a list of factions. 480 +//$trade.restriction.faction has been replaced with $trade.restriction.factions, which returns a list of factions.// 511 511 ))) 512 512 |((( 513 513 UI extensions ... ... @@ -518,7 +518,7 @@ 518 518 ))) 519 519 |(% colspan="4" %)(% colspan="3" %) 520 520 ((( 521 -With the addition of the Trade Rule feature the given functions are obsolete and do not function anymore. This set of functions will return dummy values to avoid breaking scripts. Use GetAllTradeRules(), GetContainerTradeRuleID(), SetContainerTradeRule() and similar trade rule functions as replacement. 491 +//With the addition of the Trade Rule feature the given functions are obsolete and do not function anymore. This set of functions will return dummy values to avoid breaking scripts. Use GetAllTradeRules(), GetContainerTradeRuleID(), SetContainerTradeRule() and similar trade rule functions as replacement.// 522 522 ))) 523 523 524 524 ---- ... ... @@ -538,7 +538,7 @@ 538 538 ))) 539 539 |(% colspan="7" %)(% colspan="3" %) 540 540 ((( 541 -Removed <add_build/> action which was no longer needed and would result in builds being added in unsupported ways. Use other <add_build_xxx/> actions. 511 +//Removed <add_build/> action which was no longer needed and would result in builds being added in unsupported ways. Use other <add_build_xxx/> actions.// 542 542 ))) 543 543 544 544 ---- ... ... @@ -558,7 +558,7 @@ 558 558 ))) 559 559 |(% colspan="4" %)(% colspan="3" %) 560 560 ((( 561 -<get_suitable_job/> previously did not respect job quotas or the current number of job ships. It now does, only returning job IDs which are not exceeding the maxgalaxy quota. Using 'exceedquota' allows the action to behave as before. 531 +//<get_suitable_job/> previously did not respect job quotas or the current number of job ships. It now does, only returning job IDs which are not exceeding the maxgalaxy quota. Using 'exceedquota' allows the action to behave as before.// 562 562 ))) 563 563 |(% colspan="1" %)(% colspan="1" %) 564 564 ((( ... ... @@ -572,7 +572,7 @@ 572 572 ))) 573 573 |(% colspan="4" %)(% colspan="3" %) 574 574 ((( 575 -<get_ware_definition/> previously filtered for equipment wares by default. This is now not the case and existing cases now use flags="equipment". Additional filter attributes for group and tags has also been added. 545 +//<get_ware_definition/> previously filtered for equipment wares by default. This is now not the case and existing cases now use flags="equipment". Additional filter attributes for group and tags has also been added.// 576 576 ))) 577 577 |(% colspan="1" %)(% colspan="1" %) 578 578 ((( ... ... @@ -586,9 +586,9 @@ 586 586 ))) 587 587 |(% colspan="4" %)(% colspan="3" %) 588 588 ((( 589 -All MD, UI, and cutscene files have been renamed as lower-case. For most users this should have no effect since files packed in catalogs are essentially case-insensitive. However, this change can affect users on Linux systems when running a mod that contains single files instead of a catalog, and/or when playing with unpacked base game files. If your mod has XML patch files that are not packed in a catalog, the filenames must be lower-case to match the filenames in the base game. (For info on using mod catalogs, see the Readme of the X Catalog Tool.) 559 +//All MD, UI, and cutscene files have been renamed as lower-case. For most users this should have no effect since files packed in catalogs are essentially case-insensitive. However, this change can affect users on Linux systems when running a mod that contains single files instead of a catalog, and/or when playing with unpacked base game files//. If your mod has XML patch files that are not packed in a catalog, the filenames must be lower-case to match the filenames in the base game. (For info on using mod catalogs, see the Readme of the X Catalog Tool.) 590 590 591 -Note that this change has no effect on the actual content of scripts or cutscenes. The MD script/cutscene names are stored in the files, regardless of the filenames, so that references to them remain unchanged (e.g., "md.Setup.Start" references a cue in setup.xml). 561 +//Note that this change has no effect on the actual content of scripts or cutscenes. The MD script/cutscene names are stored in the files, regardless of the filenames, so that references to them remain unchanged (e.g., "md.Setup.Start" references a cue in setup.xml).// 592 592 ))) 593 593 |(% colspan="1" %)(% colspan="1" %) 594 594 ((( ... ... @@ -602,7 +602,7 @@ 602 602 ))) 603 603 |(% colspan="4" %)(% colspan="3" %) 604 604 ((( 605 -Some MD library cues in the base game that were previously used with <include_actions> have been adjusted, so they must now be used with the new MD action <run_actions> instead. Mods that use such a library with <include_actions> will have to switch to <run_actions> as well. A list of affected libraries is not provided here. Note: Additional library cues may be adjusted in future builds without further warning. 575 +//Some MD library cues in the base game that were previously used with <include_actions> have been adjusted, so they must now be used with the new MD action <run_actions> instead. Mods that use such a library with <include_actions> will have to switch to <run_actions> as well. A list of affected libraries is not provided here. Note: Additional library cues may be adjusted in future builds without further warning.// 606 606 ))) 607 607 |(% colspan="1" %)(% colspan="1" %) 608 608 ((( ... ... @@ -616,8 +616,8 @@ 616 616 ))) 617 617 |(% colspan="4" %)(% colspan="3" %) 618 618 ((( 619 -Before the change, positions are relative to $dockingbay.parent. 620 -After the change, positions are relative to $dockingbay as specified in the documentation. 589 +//Before the change, positions are relative to $dockingbay.parent. 590 +After the change, positions are relative to $dockingbay as specified in the documentation.// 621 621 ))) 622 622 |(% colspan="1" %)(% colspan="1" %) 623 623 ((( ... ... @@ -631,7 +631,7 @@ 631 631 ))) 632 632 |(% colspan="4" %)(% colspan="3" %) 633 633 ((( 634 -Entity skills are always visible; that flag was a leftover from XR. We removed support for the script property .skillsvisible, the attribute "skillsvisible" of <set_entity_traits> and <set_npc_template_traits>, and the parameter "skillsvisible" of Lua function GetComponentData(). 604 +//Entity skills are always visible; that flag was a leftover from XR. We removed support for the script property .skillsvisible, the attribute "skillsvisible" of <set_entity_traits> and <set_npc_template_traits>, and the parameter "skillsvisible" of Lua function GetComponentData().// 635 635 ))) 636 636 |((( 637 637 Scripts ... ... @@ -642,7 +642,7 @@ 642 642 ))) 643 643 |(% colspan="4" %)(% colspan="3" %) 644 644 ((( 645 -Before 3.0 Beta 2 there was just a single <event_object_changed_owner> condition. This condition was triggered in multiple cases when an owner change occurred. However, the exact cases were inconsistent and also the event could have been triggered w/o an effective owner change having been applied. 615 +//Before 3.0 Beta 2 there was just a single <event_object//_changed_owner> condition. This condition was triggered in multiple cases when an owner change occurred. However, the exact cases were inconsistent and also the event could have been triggered w/o an effective owner change having been applied. 646 646 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. 647 647 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. 648 648 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). ... ... @@ -659,7 +659,7 @@ 659 659 ))) 660 660 |(% colspan="4" %)(% colspan="3" %) 661 661 ((( 662 -MissionBoards was a dummy asset type which was only used during early development and never meant to be shipped in the released version. If any mod tried to make use of this asset type, undefined behaviour would occur. Therefore we cleaned things up in 3.0 Beta 1 including deprecating/removing any related UI/script function. 632 +//MissionBoards was a dummy asset type which was only used during early development and never meant to be shipped in the released version. If any mod tried to make use of this asset type, undefined behaviour would occur. Therefore we cleaned things up in 3.0 Beta 1 including deprecating/removing any related UI/script function.// 663 663 ))) 664 664 |((( 665 665 Job/God ... ... @@ -670,7 +670,7 @@ 670 670 ))) 671 671 |(% colspan="4" %)(% colspan="3" %) 672 672 ((( 673 -To better support extensions which add to the base game map, a job/god entry now defaults to only spawning objects in areas of the map that are added by the extension in which that entry is defined. You can override this behaviour by adding a matchextension="false" attribute to the job/god entry definition. This allows the entry to spawn objects anywhere that matches the entry's other criteria. 643 +//To better support extensions which add to the base game map, a job/god entry now defaults to only spawning objects in areas of the map that are added by the extension in which that entry is defined. You can override this behaviour by adding a matchextension="false" attribute to the job/god entry definition. This allows the entry to spawn objects anywhere that matches the entry's other criteria.// 674 674 ))) 675 675 |(% colspan="1" %)(% colspan="1" %) 676 676 ((( ... ... @@ -684,7 +684,7 @@ 684 684 ))) 685 685 |(% colspan="4" %)(% colspan="3" %) 686 686 ((( 687 -Due to engine changes, script action <add_actor_to_room/> has had the attribute 'room' changed to 'object', which is more accurate. Most likely requires a 'position' if a slot is not provided. 657 +//Due to engine changes, script action <add_actor_to_room/> has had the attribute 'room' changed to 'object', which is more accurate. Most likely requires a 'position' if a slot is not provided.// 688 688 ))) 689 689 |(% colspan="1" %)(% colspan="1" %) 690 690 ((( ... ... @@ -698,7 +698,7 @@ 698 698 ))) 699 699 |(% colspan="4" %)(% colspan="3" %) 700 700 ((( 701 -The 'group' attribute of <set_doors_locked/> can no longer be a list. It must be a single tag value. Previously, a list containing one tag was accepted, which was redundant. 671 +//The 'group' attribute of <set_doors_locked/> can no longer be a list. It must be a single tag value. Previously, a list containing one tag was accepted, which was redundant.// 702 702 ))) 703 703 |(% colspan="1" %)(% colspan="1" %) 704 704 ((( ... ... @@ -712,7 +712,7 @@ 712 712 ))) 713 713 |(% colspan="4" %)(% colspan="3" %) 714 714 ((( 715 -These events were never triggered, with the exception of <event_hack_started/> on the player entity for instant control panel hacks. Use <event_player_hacked_object> instead. 685 +//These events were never triggered, with the exception of <event_hack_started/> on the player entity for instant control panel hacks. Use <event_player_hacked_object> instead.// 716 716 ))) 717 717 |(% colspan="1" %)(% colspan="1" %) 718 718 ((( ... ... @@ -726,7 +726,7 @@ 726 726 ))) 727 727 |(% colspan="4" %)(% colspan="3" %) 728 728 ((( 729 -These actions had no effect and were removed. 699 +//These actions had no effect and were removed.// 730 730 ))) 731 731 |(% colspan="1" %)(% colspan="1" %) 732 732 ((( ... ... @@ -740,7 +740,7 @@ 740 740 ))) 741 741 |(% colspan="4" %)(% colspan="3" %) 742 742 ((( 743 -The script action was a leftover from the XR era and was never supported in X4 and couldn't be used in a meaningful way. It was therefore decided to better drop it altogether as it's not expected having been used by any mods. 713 +//The script action was a leftover from the XR era and was never supported in X4 and couldn't be used in a meaningful way. It was therefore decided to better drop it altogether as it's not expected having been used by any mods.// 744 744 ))) 745 745 |(% colspan="1" %)(% colspan="1" %) 746 746 ((( ... ... @@ -754,7 +754,7 @@ 754 754 ))) 755 755 |(% colspan="4" %)(% colspan="3" %) 756 756 ((( 757 -The default confidence of player options is another leftover from the XR era and had no effect in X4. 727 +//The default confidence of player options is another leftover from the XR era and had no effect in X4.// 758 758 ))) 759 759 |(% colspan="1" %)(% colspan="1" %) 760 760 ((( ... ... @@ -768,7 +768,7 @@ 768 768 ))) 769 769 |(% colspan="4" %)(% colspan="3" %) 770 770 ((( 771 -Unused script action <hack_via_control_panel/> was removed. 741 +//Unused script action <hack_via_control_panel/> was removed.// 772 772 ))) 773 773 |(% colspan="1" %)(% colspan="1" %) 774 774 ((( ... ... @@ -782,7 +782,7 @@ 782 782 ))) 783 783 |(% colspan="4" %)(% colspan="3" %) 784 784 ((( 785 -GetMiniGameCursorPosition() was a left over from the XR era and never supposed to be shipped with X4. The function practically always returned 0 and hence we don't expect the removal of this obsolete function causing any actual mod to break. 755 +//GetMiniGameCursorPosition() was a left over from the XR era and never supposed to be shipped with X4. The function practically always returned 0 and hence we don't expect the removal of this obsolete function causing any actual mod to break.// 786 786 ))) 787 787 |((( 788 788 UI core ... ... @@ -793,7 +793,7 @@ 793 793 ))) 794 794 |(% colspan="4" %)(% colspan="3" %) 795 795 ((( 796 -In 3.0 Beta 1 we added support to display icons for keyboard bindings, if an icon is available for the specified keys. This results in GetLocalizedInteractiveNotificationKey() potentially returning a different text now if such an icon is assigned to the mapped key/button. 766 +//In 3.0 Beta 1 we added support to display icons for keyboard bindings, if an icon is available for the specified keys. This results in GetLocalizedInteractiveNotificationKey() potentially returning a different text now if such an icon is assigned to the mapped key/button.// 797 797 ))) 798 798 |(% colspan="1" %)(% colspan="1" %) 799 799 ((( ... ... @@ -807,7 +807,7 @@ 807 807 ))) 808 808 |(% colspan="4" %)(% colspan="3" %) 809 809 ((( 810 -In 3.0 Beta 1 we added support for a new weapon mod property "SurfaceElementFactor" to allow weapons to deal increased damage to surface elements such as Shield Generators, Turrets or Engines. 780 +//In 3.0 Beta 1 we added support for a new weapon mod property "SurfaceElementFactor" to allow weapons to deal increased damage to surface elements such as Shield Generators, Turrets or Engines.// 811 811 ))) 812 812 |(% colspan="1" %)(% colspan="1" %) 813 813 ((( ... ... @@ -821,8 +821,8 @@ 821 821 ))) 822 822 |(% colspan="4" %)(% colspan="3" %) 823 823 ((( 824 -$ware.illegal used to return true if the specified ware has the 'illegal' tag which is no longer used. 825 -It now returns true if $ware is illegal to any faction in the game. 794 +//$ware.illegal used to return true if the specified ware has the 'illegal' tag which is no longer used.// 795 +//It now returns true if $ware is illegal to any faction in the game.// 826 826 ))) 827 827 |(% colspan="1" %)(% colspan="1" %) 828 828 ((( ... ... @@ -836,7 +836,7 @@ 836 836 ))) 837 837 |(% colspan="4" %)(% colspan="3" %) 838 838 ((( 839 -The MD script RML_Flight_Along_Path was not referened and was removed. 809 +//The MD script RML_Flight_Along_Path was not referened and was removed.// 840 840 ))) 841 841 |(% colspan="1" %)(% colspan="1" %) 842 842 ((( ... ... @@ -850,8 +850,8 @@ 850 850 ))) 851 851 |(% colspan="4" %)(% colspan="3" %) 852 852 ((( 853 -old params: param = venture details, param2 = ships involved, param3 = duration 854 -new params: param = venture detail list: [mission name, mission type], param2 = list of ships involved, param3 = duration 823 +//old params: param = venture details, param2 = ships involved, param3 = duration// 824 +//new params: param = venture detail list: [mission name, mission type], param2 = list of ships involved, param3 = duration// 855 855 ))) 856 856 |((( 857 857 Scripts ... ... @@ -863,7 +863,7 @@ 863 863 ))) 864 864 |(% colspan="4" %)(% colspan="3" %) 865 865 ((( 866 -The common action <set_object_wing_name/> has been replaced with <set_object_fleet_name/> 836 +//The common action <set_object_wing_name/> has been replaced with <set_object_fleet_name/>// 867 867 ))) 868 868 |((( 869 869 Scripts ... ... @@ -892,9 +892,9 @@ 892 892 ))) 893 893 |(% colspan="10" %)(% colspan="3" %) 894 894 ((( 895 -Actions and conditions which use the 'checkoperational' filter now behave differently. Instead of changing how 'class' and 'exactclass' behave, checkoperational == true adds an additional filter for the components being of state operational, equivalent to state="componentstate.operational". This is implicitly enabled in action elements (e.g. <find_.../>) or condition elements (e.g. <count_...>), meaning that find_ship will only find operational ships. Using such actions/conditions with checkoperational="false" will include non-operational components such as wrecked and constructions. Existing uses may find that results now exclude non-operational components. 865 +//Actions and conditions which use the 'checkoperational' filter now behave differently. Instead of changing how 'class' and 'exactclass' behave, checkoperational == true adds an additional filter for the components being of state operational, equivalent to state="componentstate.operational". This is implicitly enabled in action elements (e.g. <find_.../>) or condition elements (e.g. <count_...>), meaning that find_ship will only find operational ships. Using such actions/conditions with checkoperational="false" will include non-operational components such as wrecked and constructions. Existing uses may find that results now exclude non-operational components.// 896 896 897 -Sub nodes such as match_child will have checkoperational default to false. Existing uses may find that results now include non-operational components. 867 +//Sub nodes such as match_child will have checkoperational default to false. Existing uses may find that results now include non-operational components.// 898 898 ))) 899 899 |((( 900 900 Scripts ... ... @@ -905,7 +905,7 @@ 905 905 )))| | | 906 906 |(% colspan="10" %)(% colspan="3" %) 907 907 ((( 908 -The script keyword $container.supplyresources now includes reserved wares. 878 +//The script keyword $container.supplyresources now includes reserved wares.// 909 909 ))) 910 910 911 911 ---- ... ... @@ -925,10 +925,10 @@ 925 925 ))) 926 926 |(% colspan="4" %)(% colspan="3" %) 927 927 ((( 928 -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. 929 -In 2.20 Beta 4 we improved the situation slightly so that a call to GetControllerInfo() will return either "mouseCursor" or "mouseSteering" in any of the 3 mouse modes. 898 +//2.20 Beta 3 introduced the new direct mouse steering mode. The mode was however not integrated as a first level mode and hence GetControllerInfo() returned the "gamepad" mode while direct mouse steering was active. 899 +In 2.20 Beta 4 we improved the situation slightly so that a call to GetControllerInfo() will return either "mouseCursor" or "mouseSteering" in any of the 3 mouse modes.// 930 930 931 -It's a pending change to ensure that the returned mode is more reasonable in an upcoming patch. So be aware that another breaking change might be introduced at some point. 901 +//It's a pending change to ensure that the returned mode is more reasonable in an upcoming patch. So be aware that another breaking change might be introduced at some point.// 932 932 ))) 933 933 |(% colspan="1" %)(% colspan="1" %) 934 934 ((( ... ... @@ -942,7 +942,7 @@ 942 942 ))) 943 943 |(% colspan="4" %)(% colspan="3" %) 944 944 ((( 945 -The underlying behaviour remains the same in that it involves the buildprocessor, not the buildmodule. The attribute name has simply been corrected. 915 +//The underlying behaviour remains the same in that it involves the buildprocessor, not the buildmodule. The attribute name has simply been corrected.// 946 946 ))) 947 947 948 948 ---- ... ... @@ -962,7 +962,7 @@ 962 962 ))) 963 963 |(% colspan="4" %)(% colspan="3" %) 964 964 ((( 965 -The construction sequence which was finished should now be accessed via the buildtask provided via param3. 935 +//The construction sequence which was finished should now be accessed via the buildtask provided via param3.// 966 966 ))) 967 967 |(% colspan="1" %)(% colspan="1" %) 968 968 ((( ... ... @@ -976,7 +976,7 @@ 976 976 ))) 977 977 |(% colspan="4" %)(% colspan="3" %) 978 978 ((( 979 -The 'recruitstrength', 'veteranstrength' and 'elitestrength' script parameters were no longer required for balancing the boarding gameplay, and were removed. 949 +//The 'recruitstrength', 'veteranstrength' and 'elitestrength' script parameters were no longer required for balancing the boarding gameplay, and were removed.// 980 980 ))) 981 981 |(% colspan="1" %)(% colspan="1" %) 982 982 ((( ... ... @@ -990,7 +990,7 @@ 990 990 ))) 991 991 |(% colspan="4" %)(% colspan="3" %) 992 992 ((( 993 -Due to changes to boarding in X4, the boarding connections accessed by these script properties and actions became redundent and thus, removed. Any connections set by these actions in a savegame will not survive loading. 963 +//Due to changes to boarding in X4, the boarding connections accessed by these script properties and actions became redundent and thus, removed. Any connections set by these actions in a savegame will not survive loading.// 994 994 ))) 995 995 |((( 996 996 UI extensions ... ... @@ -1001,7 +1001,7 @@ 1001 1001 ))) 1002 1002 |(% colspan="4" %)(% colspan="3" %) 1003 1003 ((( 1004 -Before 2.0 Beta 1 using GetUpgradeSlotCurrentComponent() or GetUpgradeSlotGroup() only performed on operational objects (i.e. not wrecked objects or objects under construction). Since this is inconsistent with the rest of the UI functions, this was considered a bug and fixed in 2.0 Beta 1. If you require the old behavior, use the FFI function: IsComponentOperational() to check the passed object's state before making the call. 974 +//Before 2.0 Beta 1 using GetUpgradeSlotCurrentComponent() or GetUpgradeSlotGroup() only performed on operational objects (i.e. not wrecked objects or objects under construction). Since this is inconsistent with the rest of the UI functions, this was considered a bug and fixed in 2.0 Beta 1. If you require the old behavior, use the FFI function: IsComponentOperational() to check the passed object's state before making the call.// 1005 1005 ))) 1006 1006 |((( 1007 1007 UI extensions ... ... @@ -1012,8 +1012,8 @@ 1012 1012 ))) 1013 1013 |(% colspan="4" %)(% colspan="3" %) 1014 1014 ((( 1015 -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. 1016 -Therefore, in 2.0 Beta 1 we drop the error indication in case of an attempt to set the formation fails. We are currently working on a better solution to the underlying problem and hope to have it ready as part of a following beta. 985 +//Before 2.0 Beta 1 a call to SetFormationShape() indicated an error state to the caller in certain cases where setting a formation shape (potentially) failed. Due to a design flaw in the handling of formations, this however doesn't do any good, since the function by itself doesn't really set the formation shape in all cases. On top of that the call can fail at random. Hence, at the moment an indication of an error case that setting a formation potentially fails is no good to the caller and he has no means to distinguish that case from a real error case.// 986 +//Therefore, in 2.0 Beta 1 we drop the error indication in case of an attempt to set the formation fails. We are currently working on a better solution to the underlying problem and hope to have it ready as part of a following beta.// 1017 1017 ))) 1018 1018 |((( 1019 1019 Scripts ... ... @@ -1024,7 +1024,7 @@ 1024 1024 ))) 1025 1025 |(% colspan="4" %)(% colspan="3" %) 1026 1026 ((( 1027 -This now enforces a leader and at least one follower in order to create or change a formation. Former implementation made it possible to create formations without any followers which led to issues. 997 +//This now enforces a leader and at least one follower in order to create or change a formation. Former implementation made it possible to create formations without any followers which led to issues.// 1028 1028 ))) 1029 1029 |((( 1030 1030 Scripts ... ... @@ -1035,7 +1035,7 @@ 1035 1035 ))) 1036 1036 |(% colspan="4" %)(% colspan="3" %) 1037 1037 ((( 1038 -For prior behavior, check for event.param being non-null. 1008 +//For prior behavior, check for event.param being non-null.// 1039 1039 ))) 1040 1040 |((( 1041 1041 AI Scripts ... ... @@ -1046,11 +1046,11 @@ 1046 1046 ))) 1047 1047 |(% colspan="4" %)(% colspan="3" %) 1048 1048 ((( 1049 -Changed: Attribute "primary" is now optional and defines whether weapons from the ship's active primary weapon group will be fired. Defaults to true. 1050 -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. 1051 -New attribute: "missiles" is an optional attribute that defines whether only missile launchers will be used. If false, only guns will be fired. Defaults to false. 1019 +//Changed: Attribute "primary" is now optional and defines whether weapons from the ship's active primary weapon group will be fired. Defaults to true.// 1020 +//New attribute: "secondary" is an optional attribute that defines whether weapons from the ship's active secondary weapon group will be fired. Defaults to true.// 1021 +//New attribute: "missiles" is an optional attribute that defines whether only missile launchers will be used. If false, only guns will be fired. Defaults to false.// 1052 1052 1053 -Corrects now-obsolete assumption that primary weapon groups only contain guns and secondary weapon groups only contain missile launchers. 1023 +//Corrects now-obsolete assumption that primary weapon groups only contain guns and secondary weapon groups only contain missile launchers.// 1054 1054 ))) 1055 1055 |((( 1056 1056 UI extensions ... ... @@ -1061,7 +1061,7 @@ 1061 1061 ))) 1062 1062 |(% colspan="4" %)(% colspan="3" %) 1063 1063 ((( 1064 -Added possibility to query build tasks of a certain buildmodule. 1034 +//Added possibility to query build tasks of a certain buildmodule.// 1065 1065 ))) 1066 1066 |((( 1067 1067 UI extensions ... ... @@ -1072,7 +1072,7 @@ 1072 1072 ))) 1073 1073 |(% colspan="4" %)(% colspan="3" %) 1074 1074 ((( 1075 -Added list of resources a buildmodule needs to build. 1045 +//Added list of resources a buildmodule needs to build.// 1076 1076 ))) 1077 1077 |((( 1078 1078 UI extensions ... ... @@ -1083,7 +1083,7 @@ 1083 1083 ))) 1084 1084 |(% colspan="4" %)(% colspan="3" %) 1085 1085 ((( 1086 -Unused, derelict function from XR - use GetComponentData(..., "hullpercent") instead. 1056 +//Unused, derelict function from XR - use GetComponentData(..., "hullpercent") instead.// 1087 1087 ))) 1088 1088 |((( 1089 1089 UI extensions ... ... @@ -1094,7 +1094,7 @@ 1094 1094 ))) 1095 1095 |(% colspan="4" %)(% colspan="3" %) 1096 1096 ((( 1097 -Changed return value type to const char* to better identify failure reasons in Lua script. 1067 +//Changed return value type to const char* to better identify failure reasons in Lua script.// 1098 1098 ))) 1099 1099 1100 1100 ---- ... ... @@ -1111,7 +1111,7 @@ 1111 1111 ))) 1112 1112 |(% colspan="4" %)(% colspan="3" %) 1113 1113 ((( 1114 -The "docksizes" property no longer includes internal ship storage docks. 1084 +//The "docksizes" property no longer includes internal ship storage docks.// 1115 1115 ))) 1116 1116 |((( 1117 1117 All ... ... @@ -1122,11 +1122,11 @@ 1122 1122 ))) 1123 1123 |(% colspan="4" %)(% colspan="3" %) 1124 1124 ((( 1125 -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". 1095 +//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".// 1126 1126 1127 -Lua: Adjusted GetComponentData() and HasShipyard(), added HasWharf() 1128 -Lua / GetComponentData() properties: Removed "iscapitalshipyard", fixed "isshipyard", added "canbuildships", "iswharf", "isequipmentdock" 1129 -Scripts: Fixed property .isshipyard, added .iswharf (.canbuildships existed already) 1097 +//Lua: Adjusted GetComponentData() and HasShipyard(), added HasWharf()// 1098 +//Lua / GetComponentData() properties: Removed "iscapitalshipyard", fixed "isshipyard", added "canbuildships", "iswharf", "isequipmentdock"// 1099 +//Scripts: Fixed property .isshipyard, added .iswharf (.canbuildships existed already)// 1130 1130 ))) 1131 1131 |((( 1132 1132 UI extensions ... ... @@ -1137,7 +1137,7 @@ 1137 1137 ))) 1138 1138 |(% colspan="4" %)(% colspan="3" %) 1139 1139 ((( 1140 -Added new "operational" field to retrieve information about number of operational upgrades in a group. 1110 +//Added new "operational" field to retrieve information about number of operational upgrades in a group.// 1141 1141 ))) 1142 1142 |(% colspan="1" %)(% colspan="1" %) 1143 1143 ((( ... ... @@ -1151,9 +1151,9 @@ 1151 1151 ))) 1152 1152 |(% colspan="4" %)(% colspan="3" %) 1153 1153 ((( 1154 -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. 1124 +//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.// 1155 1155 1156 -The new function declaration is: void SetGuidance(UniverseID componentid, UIPosRot offset) 1126 +//The new function declaration is: void SetGuidance(UniverseID componentid, UIPosRot offset)// 1157 1157 ))) 1158 1158 |((( 1159 1159 UI extensions ... ... @@ -1164,7 +1164,7 @@ 1164 1164 ))) 1165 1165 |(% colspan="4" %)(% colspan="3" %) 1166 1166 ((( 1167 -CancelConstruction() now returns if the cancellation was successful. 1137 +//CancelConstruction() now returns if the cancellation was successful. // 1168 1168 ))) 1169 1169 1170 1170 ---- ... ... @@ -1181,7 +1181,7 @@ 1181 1181 ))) 1182 1182 |(% colspan="4" %)(% colspan="3" %) 1183 1183 ((( 1184 -Instead of "nextdestname", use the properties "destination" or "destinationsector" to retrieve a destination component, then retrieve its "name" property. 1154 +//Instead of "nextdestname", use the properties "destination" or "destinationsector" to retrieve a destination component, then retrieve its "name" property.// 1185 1185 ))) 1186 1186 1187 1187 ----