Changes for page Breaking Changes

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

From version 144.1
edited by Matthias Haan
on 2026/02/13 16:04
Change comment: There is no comment for this version
To version 124.7
edited by Klaus Meyer
on 2025/01/07 16:42
Change comment: There is no comment for this version

Summary

Details

Page properties
Author
... ... @@ -1,1 +1,1 @@
1 -xwiki:XWiki.Matthias
1 +xwiki:XWiki.Klaus
Content
... ... @@ -20,63 +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 script action **<get_highest_resource_yield>**
27 -|(% colspan="6" style="width:117px" %)A new property that can be used in its place is **$sector.bestyieldrating.{$ware}**.
28 -|(% colspan="1" style="width:117px" %)Scripts|(% colspan="1" style="width:119px" %)9.00 Beta 1|(% colspan="4" style="width:1625px" %)Removed **<find_asteroid_in_cluster>** and **<find_recyclable_in_cluster>**
29 -|(% colspan="6" style="width:117px" %)**<find_asteroid_with_yield_in_sector>** and **<find_recyclable_with_yield_in_sector>** should now be used instead.
30 -|(% colspan="1" style="width:117px" %)Parameters|(% colspan="1" style="width:119px" %)9.00 Beta 1|(% colspan="4" style="width:1625px" %)Removed **<yielddensities>** from **<miningparams>**
31 -|(% colspan="6" style="width:117px" %)It has been replaced with the new **<resources>** node.
32 -|(% colspan="1" style="width:117px" %)Libraries|(% colspan="1" style="width:119px" %)9.00 Beta 1|(% colspan="4" style="width:1625px" %)**region_definitions.xml** no longer contains **<resources>** nodes
33 -|(% colspan="6" style="width:117px" %)Instead of defining resources in regions, they're now defined via resource areas in sectors (see **mapdefaults.xml**). Regions can still have some control by defining **<allowedyields>**.
34 -|(% colspan="1" style="width:117px" %)Libraries|(% colspan="1" style="width:119px" %)9.00 Beta 1|(% colspan="4" style="width:1625px" %)**region_definitions.xml** no longer contains **<scaneffect>** nodes
35 -|(% colspan="6" style="width:117px" %)This is now defined in resource area definitions in **resourceyields.xml**
36 -|(% colspan="1" style="width:117px" %)Libraries|(% colspan="1" style="width:119px" %)9.00 Beta 1|(% colspan="4" style="width:1625px" %)**regionyields.xml** has a completely different structure
37 -|(% colspan="6" style="width:117px" %)It now contains definitions of resource areas referenced by sector properties (see **mapdefaults.xml**).
38 -|(% colspan="1" style="width:117px" %)Scripts|(% colspan="1" style="width:119px" %)9.00 Beta 1|(% colspan="4" style="width:1625px" %)Removed **$resourceprobe.currentbestyield**
39 -|(% colspan="6" style="width:117px" %)A new property that can be used in its place is **$resourceprobe.bestyieldrating**.
40 -|(% colspan="1" style="width:117px" %)Scripts|(% colspan="1" style="width:119px" %)9.00 Beta 1|(% colspan="4" style="width:1625px" %)Removed **$resourceprobe.maxyield**
41 -|(% colspan="6" style="width:117px" %)Maximum yields are no longer relevant in 9.00.
42 -|(% colspan="1" style="width:117px" %)Scripts|(% colspan="1" style="width:119px" %)9.00 Beta 1|(% colspan="4" style="width:1625px" %)Removed **$galaxy.yieldthresholds**
43 -|(% colspan="6" style="width:117px" %)Yields thresholds are no longer a thing in 9.00.
44 -|(% colspan="1" style="width:117px" %)Scripts|(% colspan="1" style="width:119px" %)9.00 Beta 1|(% colspan="4" style="width:1625px" %)Removed **$sector.averagemaxyield**
45 -|(% colspan="6" style="width:117px" %)A new property that  can be used in its place are **$sector.yieldrating.{$ware}**.
46 -|(% 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>**
47 -|(% colspan="6" style="width:117px" %)(((
48 -The flags attribute is no longer available in the MD action <add_blueprints>
49 -)))
50 -|(% style="width:117px" %)Scripts|(% style="width:117px" %)9.00 Beta 1|(% colspan="3" style="width:117px" %)Construction sequence param removed from build_started events
51 -|(% 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.
52 -|(% style="width:117px" %)Scripts|(% style="width:117px" %)9.00 Beta 1|(% colspan="3" style="width:117px" %)Script properties removed from macro
53 -|(% colspan="6" style="width:117px" %)**.purposemacro** and **.purposename **have been removed from the **macro **script properties
54 -|(% style="width:117px" %)Scripts|(% style="width:117px" %)9.00 Beta 1|(% colspan="4" rowspan="1" style="width:117px" %)**constructionplan **attribute now required for **<add_build_to_expand_station>**
55 -|(% colspan="6" style="width:117px" %)The constructionplan attribute for the <add_build_to_expand_station> action is no longer optional. Past behaviour when omitted was for the station to recycle down to nothing. Use new script action <add_build_to_recycle_station> instead.
56 -
57 -=== Version 8.00 ===
58 -
59 -(% class="table-striped" %)
60 -|(% 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>**
61 -|(% colspan="6" style="width:117px" %)(((
62 -The deprecated MD action <populate_platforms> has been removed. The previously referenced character quotas in quotas.xml have also been removed.
63 -)))
64 -|(% 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**
65 -|(% 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.
66 -|(% 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**
67 -|(% 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).
68 -|(% 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**
69 -|(% 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.
70 -|(% 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
71 -|(% 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.
72 -
73 73  === Version 7.50 ===
74 74  
75 75  (% class="table-striped" %)
76 -|(% 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)
77 -|(% colspan="4" style="width:117px" %)(((
78 -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.
79 -)))
26 +|(% colspan="1" style="width:117px" %)Relations|(% colspan="1" style="width:119px" %)7.50 Beta 4|(% colspan="2" style="width:1625px" %)**Faction relation UI values: Changed mapping of relations to displayed UI values between 0.5 and 1.0 (UI +25 and +30)**
27 +|(% colspan="4" style="width:117px" %)
80 80  |(% 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**
81 81  |(% colspan="7" style="width:117px" %)(((
82 82  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.
... ... @@ -87,20 +87,20 @@
87 87  
88 88  (% class="table-striped" %)
89 89  |(% colspan="1" style="width:117px" %)Gamestarts|(% colspan="1" style="width:119px" %)7.00 Beta 8|(% colspan="2" style="width:1625px" %)**Text references**
90 -|(% 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.//
91 91  |(% 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**
92 92  |(% colspan="4" style="width:117px" %)highway_fx_electric_02 is still available in "legacy" folder if needed
93 93  |(% 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
94 94  |(% colspan="4" style="width:117px" %)(((
95 -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.//
96 96  )))
97 97  |(% 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.
98 98  |(% colspan="4" style="width:117px" %)(((
99 -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.**//
100 100  )))
101 101  |(% 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.
102 102  |(% colspan="4" style="width:117px" %)(((
103 -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//
104 104  )))
105 105  |(% colspan="1" style="width:117px" %)(% colspan="1" %)
106 106  (((
... ... @@ -112,7 +112,7 @@
112 112  )))
113 113  |(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %)
114 114  (((
115 - 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.//
116 116  )))
117 117  |(% colspan="1" style="width:117px" %)(% colspan="1" %)
118 118  (((
... ... @@ -124,7 +124,7 @@
124 124  )))
125 125  |(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %)
126 126  (((
127 - 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.//
128 128  )))
129 129  |(% colspan="1" style="width:117px" %)(% colspan="1" %)
130 130  (((
... ... @@ -151,9 +151,9 @@
151 151  )))
152 152  |(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %)
153 153  (((
154 -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.//
155 155  
156 -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.//
157 157  )))
158 158  |(% colspan="1" %)(% colspan="1" %)
159 159  (((
... ... @@ -167,9 +167,9 @@
167 167  )))
168 168  |(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %)
169 169  (((
170 -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. //
171 171  
172 -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.//
173 173  )))
174 174  |(% colspan="1" %)(% colspan="1" %)
175 175  (((
... ... @@ -183,11 +183,11 @@
183 183  )))
184 184  |(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %)
185 185  (((
186 -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.//
187 187  
188 -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.//
189 189  
190 -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.//
191 191  )))
192 192  |(% colspan="1" %)(% colspan="1" %)
193 193  (((
... ... @@ -201,8 +201,8 @@
201 201  )))
202 202  |(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %)
203 203  (((
204 -<match_dock> nodes can now be used on container and walkablemodule classes without wrapping them in <match_content> nodes.
205 -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.//
206 206  )))
207 207  |(% colspan="1" %)(% colspan="1" %)
208 208  (((
... ... @@ -216,7 +216,7 @@
216 216  )))
217 217  |(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %)
218 218  (((
219 -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'.//
220 220  )))
221 221  |(((
222 222  Assets
... ... @@ -227,8 +227,8 @@
227 227  )))
228 228  |(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)
229 229  (((
230 -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.
231 -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.//
232 232  )))
233 233  |(% colspan="1" %)(% colspan="1" %)
234 234  (((
... ... @@ -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 -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.//
246 246  )))
247 247  |(((
248 248  Scripts
... ... @@ -253,7 +253,7 @@
253 253  )))
254 254  |(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)
255 255  (((
256 -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.//
257 257  )))
258 258  |(((
259 259  Cutscenes
... ... @@ -264,7 +264,7 @@
264 264  )))
265 265  |(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)
266 266  (((
267 -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.//
268 268  )))
269 269  
270 270  ----
... ... @@ -281,7 +281,7 @@
281 281  )))
282 282  |(% colspan="7" %)(% colspan="3" %)
283 283  (((
284 -'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.//
285 285  )))
286 286  
287 287  ----
... ... @@ -301,7 +301,7 @@
301 301  )))
302 302  |(% colspan="4" %)(% colspan="3" %)
303 303  (((
304 -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.//
305 305  )))
306 306  |(% colspan="1" %)(% colspan="1" %)
307 307  (((
... ... @@ -315,7 +315,7 @@
315 315  )))
316 316  |(% colspan="4" %)(% colspan="3" %)
317 317  (((
318 -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.//
319 319  )))
320 320  |(% colspan="1" %)(% colspan="1" %)
321 321  (((
... ... @@ -329,7 +329,7 @@
329 329  )))
330 330  |(% colspan="4" %)(% colspan="3" %)
331 331  (((
332 -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.//
333 333  )))
334 334  |(% colspan="1" %)(% colspan="1" %)
335 335  (((
... ... @@ -343,7 +343,7 @@
343 343  )))
344 344  |(% colspan="4" %)(% colspan="3" %)
345 345  (((
346 -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.//
347 347  )))
348 348  |(((
349 349  UI extensions
... ... @@ -354,7 +354,7 @@
354 354  )))
355 355  |(% colspan="4" %)(% colspan="3" %)
356 356  (((
357 -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.//
358 358  )))
359 359  |(((
360 360  Scripts
... ... @@ -365,7 +365,7 @@
365 365  )))
366 366  |(% colspan="4" %)(% colspan="3" %)
367 367  (((
368 -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.//
369 369  )))
370 370  |(% colspan="1" %)(% colspan="1" %)
371 371  (((
... ... @@ -379,7 +379,7 @@
379 379  )))
380 380  |(% colspan="4" %)(% colspan="3" %)
381 381  (((
382 -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.//
383 383  )))
384 384  |(((
385 385  Scripts
... ... @@ -390,7 +390,7 @@
390 390  )))
391 391  |(% colspan="4" %)(% colspan="3" %)
392 392  (((
393 -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.//
394 394  )))
395 395  
396 396  ----
... ... @@ -410,8 +410,8 @@
410 410  )))
411 411  |(% colspan="4" %)(% colspan="3" %)
412 412  (((
413 -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).
414 -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.//
415 415  )))
416 416  |(((
417 417  Scripts
... ... @@ -422,9 +422,9 @@
422 422  )))
423 423  |(% colspan="4" %)(% colspan="3" %)
424 424  (((
425 -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?
426 426  New params: param = project ID, param2 = [were there positive side-effects?, were there negative side-effects?], param3 = payout in Credits
427 -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//
428 428  )))
429 429  |(% colspan="1" %)(% colspan="1" %)
430 430  (((
... ... @@ -438,10 +438,10 @@
438 438  )))
439 439  |(% colspan="4" %)(% colspan="3" %)
440 440  (((
441 -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.
442 -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).//
443 443  
444 -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.//
445 445  )))
446 446  |(% colspan="1" %)(% colspan="1" %)
447 447  (((
... ... @@ -455,9 +455,9 @@
455 455  )))
456 456  |(% colspan="4" %)(% colspan="3" %)
457 457  (((
458 -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.//
459 459  
460 -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).
461 461  )))
462 462  |(((
463 463  Parameters
... ... @@ -468,7 +468,7 @@
468 468  )))
469 469  |(% colspan="4" %)(% colspan="3" %)
470 470  (((
471 -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.//
472 472  )))
473 473  |(((
474 474  Scripts
... ... @@ -479,7 +479,7 @@
479 479  )))
480 480  |(% colspan="4" %)(% colspan="3" %)
481 481  (((
482 -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.//
483 483  )))
484 484  
485 485  ----
... ... @@ -496,7 +496,7 @@
496 496  )))
497 497  |(% colspan="7" %)(% colspan="3" %)
498 498  (((
499 -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()//
500 500  )))
501 501  
502 502  ----
... ... @@ -513,9 +513,9 @@
513 513  )))
514 514  |(% colspan="4" %)(% colspan="3" %)
515 515  (((
516 -Old params: param = attacked object, param2 = attack method, param3 = attacked component
517 -New params: param = attacked object, param2 = attack method, param3 = attack component detail list: [attacked component, attacking weapon]
518 -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//
519 519  )))
520 520  |(% colspan="1" %)(% colspan="1" %)
521 521  (((
... ... @@ -529,7 +529,7 @@
529 529  )))
530 530  |(% colspan="4" %)(% colspan="3" %)
531 531  (((
532 -$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.//
533 533  )))
534 534  |(((
535 535  UI extensions
... ... @@ -540,7 +540,7 @@
540 540  )))
541 541  |(% colspan="4" %)(% colspan="3" %)
542 542  (((
543 -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.//
544 544  )))
545 545  
546 546  ----
... ... @@ -560,7 +560,7 @@
560 560  )))
561 561  |(% colspan="7" %)(% colspan="3" %)
562 562  (((
563 -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.//
564 564  )))
565 565  
566 566  ----
... ... @@ -580,7 +580,7 @@
580 580  )))
581 581  |(% colspan="4" %)(% colspan="3" %)
582 582  (((
583 -<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.//
584 584  )))
585 585  |(% colspan="1" %)(% colspan="1" %)
586 586  (((
... ... @@ -594,7 +594,7 @@
594 594  )))
595 595  |(% colspan="4" %)(% colspan="3" %)
596 596  (((
597 -<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.//
598 598  )))
599 599  |(% colspan="1" %)(% colspan="1" %)
600 600  (((
... ... @@ -608,9 +608,9 @@
608 608  )))
609 609  |(% colspan="4" %)(% colspan="3" %)
610 610  (((
611 -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.)
612 612  
613 -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).//
614 614  )))
615 615  |(% colspan="1" %)(% colspan="1" %)
616 616  (((
... ... @@ -624,7 +624,7 @@
624 624  )))
625 625  |(% colspan="4" %)(% colspan="3" %)
626 626  (((
627 -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.//
628 628  )))
629 629  |(% colspan="1" %)(% colspan="1" %)
630 630  (((
... ... @@ -638,8 +638,8 @@
638 638  )))
639 639  |(% colspan="4" %)(% colspan="3" %)
640 640  (((
641 -Before the change, positions are relative to $dockingbay.parent.
642 -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.//
643 643  )))
644 644  |(% colspan="1" %)(% colspan="1" %)
645 645  (((
... ... @@ -653,7 +653,7 @@
653 653  )))
654 654  |(% colspan="4" %)(% colspan="3" %)
655 655  (((
656 -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().//
657 657  )))
658 658  |(((
659 659  Scripts
... ... @@ -664,7 +664,7 @@
664 664  )))
665 665  |(% colspan="4" %)(% colspan="3" %)
666 666  (((
667 -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.
668 668  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.
669 669  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.
670 670  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).
... ... @@ -681,7 +681,7 @@
681 681  )))
682 682  |(% colspan="4" %)(% colspan="3" %)
683 683  (((
684 -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.//
685 685  )))
686 686  |(((
687 687  Job/God
... ... @@ -692,7 +692,7 @@
692 692  )))
693 693  |(% colspan="4" %)(% colspan="3" %)
694 694  (((
695 -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.//
696 696  )))
697 697  |(% colspan="1" %)(% colspan="1" %)
698 698  (((