Changes for page Breaking Changes
Last modified by Michael Baumgardt on 2026/04/17 12:03
From version 145.1
edited by Matthias Haan
on 2026/02/16 13:09
on 2026/02/16 13:09
Change comment:
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To version 116.2
edited by Matthias Haan
on 2024/05/22 12:22
on 2024/05/22 12:22
Change comment:
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... ... @@ -20,79 +20,15 @@ 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>** or **<scaneffect> **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** and **resourceyields.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" %)**regionyields.xml** has a completely different structure 35 -|(% colspan="6" style="width:117px" %)It now contains definitions of resource areas referenced by sector properties (see **mapdefaults.xml**). 36 -|(% colspan="1" style="width:117px" %)Scripts|(% colspan="1" style="width:119px" %)9.00 Beta 1|(% colspan="4" style="width:1625px" %)Removed **$resourceprobe.currentbestyield** and **.maxyield**, **$sector.averagemaxyield**, and **$galaxy.yieldthresholds** 37 -|(% colspan="6" style="width:117px" %)New properties that can be used are **$resourceprobe.bestyieldrating** and **$sector.yieldrating.{$ware}**. Yields thresholds are no longer a thing in 9.00. 38 -|(% 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>** 39 -|(% colspan="6" style="width:117px" %)((( 40 -The flags attribute is no longer available in the MD action <add_blueprints> 41 -))) 42 -|(% style="width:117px" %)Scripts|(% style="width:117px" %)9.00 Beta 1|(% colspan="3" style="width:117px" %)Construction sequence param removed from build_started events 43 -|(% 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. 44 -|(% style="width:117px" %)Scripts|(% style="width:117px" %)9.00 Beta 1|(% colspan="3" style="width:117px" %)Script properties removed from macro 45 -|(% colspan="6" style="width:117px" %)**.purposemacro** and **.purposename **have been removed from the **macro **script properties 46 -|(% 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>** 47 -|(% 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. 48 - 49 -=== Version 8.00 === 50 - 51 -(% class="table-striped" %) 52 -|(% 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>** 53 -|(% colspan="6" style="width:117px" %)((( 54 -The deprecated MD action <populate_platforms> has been removed. The previously referenced character quotas in quotas.xml have also been removed. 55 -))) 56 -|(% 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** 57 -|(% 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. 58 -|(% 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** 59 -|(% 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). 60 -|(% 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** 61 -|(% 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. 62 -|(% 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 63 -|(% 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. 64 - 65 -=== Version 7.50 === 66 - 67 -(% class="table-striped" %) 68 -|(% 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) 69 -|(% colspan="4" style="width:117px" %)((( 70 -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. 71 -))) 72 -|(% 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** 73 -|(% colspan="7" style="width:117px" %)((( 74 -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. 75 -))) 76 - 77 77 === Version 7.00 === 78 78 79 79 80 -(% class="table-striped" %) 81 -|(% colspan="1" style="width:117px" %)Gamestarts|(% colspan="1" style="width:119px" %)7.00 Beta 8|(% colspan="2" style="width:1625px" %)**Text references** 82 -|(% 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. 83 -|(% 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** 84 -|(% colspan="4" style="width:117px" %)highway_fx_electric_02 is still available in "legacy" folder if needed 85 -|(% 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 86 -|(% colspan="4" style="width:117px" %)((( 87 -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. 88 -))) 26 +(% class="wrapped" %) 89 89 |(% 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. 90 -|(% colspan="4" style="width:117px" %)((( 91 -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.** 92 -))) 28 +|(% colspan="4" style="width:117px" %)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.** 93 93 |(% 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. 94 94 |(% colspan="4" style="width:117px" %)((( 95 -Some material names and texture paths were changed. Please DIFF the materiallibrary.xml from 6.20 with 7.0 to see the difference 31 +(% 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// 96 96 ))) 97 97 |(% colspan="1" style="width:117px" %)(% colspan="1" %) 98 98 ((( ... ... @@ -102,9 +102,9 @@ 102 102 )))|(% colspan="2" style="width:1625px" %)((( 103 103 MD action **<set_presentation_cluster_persistence/>** now requires the cluster to be a presentation cluster. 104 104 ))) 105 -|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 41 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" title="Background colour :" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" title="Background colour :" %) 106 106 ((( 107 - Previously it was possible to set normal clusters to be persistent presentation clusters which was an invalid state. 43 +// Previously it was possible to set normal clusters to be persistent presentation clusters which was an invalid state.// 108 108 ))) 109 109 |(% colspan="1" style="width:117px" %)(% colspan="1" %) 110 110 ((( ... ... @@ -114,9 +114,9 @@ 114 114 )))|(% colspan="2" style="width:1625px" %)((( 115 115 **FFI**: RemoveBuildPlot() changed 116 116 ))) 117 -|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 53 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" title="Background colour :" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" title="Background colour :" %) 118 118 ((( 119 - 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. 55 +// 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.// 120 120 ))) 121 121 |(% colspan="1" style="width:117px" %)(% colspan="1" %) 122 122 ((( ... ... @@ -126,14 +126,16 @@ 126 126 )))|(% colspan="2" style="width:1625px" %)((( 127 127 **Some Split DLC materials moved to base game** 128 128 ))) 129 -|(% colspan="7" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 65 +|(% class="highlight-grey" colspan="7" data-highlight-colour="grey" title="Background colour :" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" title="Background colour :" %) 130 130 ((( 131 131 // //"spl_p1_fx" AND "split_p1_hulltexture_01" were moved from Split DLC to base game 132 132 ))) 133 133 70 +---- 71 + 134 134 === Version 6.00 === 135 135 136 -(% class=" table-striped" %)74 +(% class="wrapped" %) 137 137 |((( 138 138 Libraries 139 139 )))|((( ... ... @@ -141,11 +141,11 @@ 141 141 )))|(% colspan="2" %)((( 142 142 Updated weights for ship groups in shipgroups.xml libraries of base game and all DLCs. 143 143 ))) 144 -|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 82 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" title="Background colour :" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" title="Background colour :" %) 145 145 ((( 146 -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. 84 +//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.// 147 147 148 -All groups should now have "weight" parameter added and old "weights" were updated to not have single-digit numbers. 86 +//All groups should now have "weight" parameter added and old "weights" were updated to not have single-digit numbers.// 149 149 ))) 150 150 |(% colspan="1" %)(% colspan="1" %) 151 151 ((( ... ... @@ -157,11 +157,11 @@ 157 157 ((( 158 158 Changed conditions for **<event_player_travelmode_started> <event_player_travelmode_stopped> <event_player_travelmode_charge_started> <event_player_travelmode_charge_aborted>** to be raised. 159 159 ))) 160 -|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 98 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" title="Background colour :" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" title="Background colour :" %) 161 161 ((( 162 -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. 100 +//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. // 163 163 164 -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. 102 +//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.// 165 165 ))) 166 166 |(% colspan="1" %)(% colspan="1" %) 167 167 ((( ... ... @@ -173,13 +173,13 @@ 173 173 ((( 174 174 Changed result of **<find_object_surface>** action in the case of a failure 175 175 ))) 176 -|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 114 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" title="Background colour :" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" title="Background colour :" %) 177 177 ((( 178 -The 'posname' and 'rotname' result attributes of <find_object_surface> will now return null in the case of no valid surface position being found. 116 +//The 'posname' and 'rotname' result attributes of <find_object_surface> will now return null in the case of no valid surface position being found.// 179 179 180 -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. 118 +//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.// 181 181 182 -The action itself has been improved to increase the chance of finding suitable surface positions. 120 +//The action itself has been improved to increase the chance of finding suitable surface positions.// 183 183 ))) 184 184 |(% colspan="1" %)(% colspan="1" %) 185 185 ((( ... ... @@ -191,10 +191,10 @@ 191 191 ((( 192 192 Behaviour change for **<match_dock>** script component filter 193 193 ))) 194 -|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 132 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" title="Background colour :" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" title="Background colour :" %) 195 195 ((( 196 -<match_dock> nodes can now be used on container and walkablemodule classes without wrapping them in <match_content> nodes. 197 -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. 134 +//<match_dock> nodes can now be used on container and walkablemodule classes without wrapping them in <match_content> nodes. 135 +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.// 198 198 ))) 199 199 |(% colspan="1" %)(% colspan="1" %) 200 200 ((( ... ... @@ -206,9 +206,9 @@ 206 206 ((( 207 207 Changed result attribute location for **<get_attackstrength>** 208 208 ))) 209 -|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 147 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" title="Background colour :" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" title="Background colour :" %) 210 210 ((( 211 -The 'result' attribute of get_attackstrength has been moved into the new <result> subnode and renamed to 'total'. 149 +//The 'result' attribute of get_attackstrength has been moved into the new <result> subnode and renamed to 'total'.// 212 212 ))) 213 213 |((( 214 214 Assets ... ... @@ -217,10 +217,10 @@ 217 217 )))|(% colspan="2" %)((( 218 218 Surface element **connections** are incompatible by default unless tagged as "**standard**", and also "**combat**" for non-missile, non-mining weapons 219 219 ))) 220 -|(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %) 158 +|(% class="highlight-grey" colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% class="highlight-grey" colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %) 221 221 ((( 222 -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. 223 -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. 160 +//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. 161 +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.// 224 224 ))) 225 225 |(% colspan="1" %)(% colspan="1" %) 226 226 ((( ... ... @@ -232,9 +232,9 @@ 232 232 ((( 233 233 Changed behaviour of attribute **sortbygatedistanceto** when finding objects, discarding unreachable objects 234 234 ))) 235 -|(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %) 173 +|(% class="highlight-grey" colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% class="highlight-grey" colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %) 236 236 ((( 237 -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. 175 +//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.// 238 238 ))) 239 239 |((( 240 240 Scripts ... ... @@ -243,9 +243,9 @@ 243 243 )))|(% colspan="2" %)((( 244 244 **<event_player_owned_killed_object>** and **<event_player_owned_destroyed>** are now triggered before the corresponding **<event_object_destroyed>**, instead of afterwards. 245 245 ))) 246 -|(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %) 184 +|(% class="highlight-grey" colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% class="highlight-grey" colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %) 247 247 ((( 248 -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. 186 +//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.// 249 249 ))) 250 250 |((( 251 251 Cutscenes ... ... @@ -254,9 +254,9 @@ 254 254 )))|(% colspan="2" %)((( 255 255 Changed behaviour of **<angles>** in cutscenes 256 256 ))) 257 -|(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %) 195 +|(% class="highlight-grey" colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% class="highlight-grey" colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %) 258 258 ((( 259 -The yaw and pitch nodes in <angles> are now correctly interpreted as values in degrees. 197 +//The yaw and pitch nodes in <angles> are now correctly interpreted as values in degrees.// 260 260 ))) 261 261 262 262 ---- ... ... @@ -263,7 +263,7 @@ 263 263 264 264 === Version 5.00 === 265 265 266 -(% class=" table-striped" %)204 +(% class="wrapped" %) 267 267 |((( 268 268 Parameters 269 269 )))|((( ... ... @@ -271,9 +271,9 @@ 271 271 )))|(% colspan="2" %)((( 272 272 **<controlpanel><entry>: minduration** removed, **maxduration** renamed to duration 273 273 ))) 274 -|(% colspan="7" %)(% colspan="3" %) 212 +|(% class="highlight-grey" colspan="7" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 275 275 ((( 276 -'minduration' was unused in X4, maxduration was and still is taken as the actual duration of control panel hacks. No functionality change. 214 +//'minduration' was unused in X4, maxduration was and still is taken as the actual duration of control panel hacks. No functionality change.// 277 277 ))) 278 278 279 279 ---- ... ... @@ -280,7 +280,7 @@ 280 280 281 281 === Version 4.10 === 282 282 283 -(% class=" table-striped" %)221 +(% class="wrapped" %) 284 284 |(% colspan="1" %)(% colspan="1" %) 285 285 ((( 286 286 UI extensions ... ... @@ -291,9 +291,9 @@ 291 291 ((( 292 292 **FFI**: SetMapRenderCargoContents(), SetMapRenderWorkForceInfo(), SetMapRenderCrewInfo() and SetMapRenderDockedShipInfos() deprecated 293 293 ))) 294 -|(% colspan="4" %)(% colspan="3" %) 232 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 295 295 ((( 296 -The functionality represented by SetMapRenderCargoContents(), SetMapRenderWorkForceInfo(), SetMapRenderCrewInfo() and SetMapRenderDockedShipInfos() has been removed and the function was therefore stubbed. 234 +//The functionality represented by SetMapRenderCargoContents(), SetMapRenderWorkForceInfo(), SetMapRenderCrewInfo() and SetMapRenderDockedShipInfos() has been removed and the function was therefore stubbed.// 297 297 ))) 298 298 |(% colspan="1" %)(% colspan="1" %) 299 299 ((( ... ... @@ -305,9 +305,9 @@ 305 305 ((( 306 306 **FFI**: CustomGameStartPlayerProperty2 changed 307 307 ))) 308 -|(% colspan="4" %)(% colspan="3" %) 246 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 309 309 ((( 310 -This struct was added in 4.10 Beta 2 and an additional member count was added in Beta 6. 248 +//This struct was added in 4.10 Beta 2 and an additional member count was added in Beta 6.// 311 311 ))) 312 312 |(% colspan="1" %)(% colspan="1" %) 313 313 ((( ... ... @@ -319,9 +319,9 @@ 319 319 ((( 320 320 Renamed **<stationinfobox>** to **<infobox>** 321 321 ))) 322 -|(% colspan="4" %)(% colspan="3" %) 260 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 323 323 ((( 324 -Info box parameters are now shared across stations and ships. The node has a more generic name to reflect that. 262 +//Info box parameters are now shared across stations and ships. The node has a more generic name to reflect that.// 325 325 ))) 326 326 |(% colspan="1" %)(% colspan="1" %) 327 327 ((( ... ... @@ -333,9 +333,9 @@ 333 333 ((( 334 334 **FFI**: SetMacroMapPlayerSectorOffset() deprecated 335 335 ))) 336 -|(% colspan="4" %)(% colspan="3" %) 274 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 337 337 ((( 338 -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. 276 +//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.// 339 339 ))) 340 340 |((( 341 341 UI extensions ... ... @@ -344,9 +344,9 @@ 344 344 )))|(% colspan="2" %)((( 345 345 **FFI**: FilterComponentForMapMode() and SetMapObjectFilter() changed 346 346 ))) 347 -|(% colspan="4" %)(% colspan="3" %) 285 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 348 348 ((( 349 -These functions were added in 4.10 Beta 1 and an additional boolean parameter allowentitydeliverymissionobject was added in Beta 2. 287 +//These functions were added in 4.10 Beta 1 and an additional boolean parameter allowentitydeliverymissionobject was added in Beta 2.// 350 350 ))) 351 351 |((( 352 352 Scripts ... ... @@ -355,9 +355,9 @@ 355 355 )))|(% colspan="2" %)((( 356 356 People related attributes of mission** <delivery> **node moved 357 357 ))) 358 -|(% colspan="4" %)(% colspan="3" %) 296 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 359 359 ((( 360 -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. 298 +//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.// 361 361 ))) 362 362 |(% colspan="1" %)(% colspan="1" %) 363 363 ((( ... ... @@ -369,9 +369,9 @@ 369 369 ((( 370 370 **$destructible.productions** replaced with $defensible.productions 371 371 ))) 372 -|(% colspan="4" %)(% colspan="3" %) 310 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 373 373 ((( 374 -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. 312 +//The $destructible.productions script property was removed and reimplemented as $defensible.productions meaning some old uses may no longer work unless the destructible is also a defensible. The old implementation functioned by finding the containing object of the destructible (including itself) to query for the production modules.// 375 375 ))) 376 376 |((( 377 377 Scripts ... ... @@ -380,9 +380,9 @@ 380 380 )))|(% colspan="2" %)((( 381 381 Removed script property **$object.spawnsourceseed** 382 382 ))) 383 -|(% colspan="4" %)(% colspan="3" %) 321 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 384 384 ((( 385 -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. 323 +//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.// 386 386 ))) 387 387 388 388 ---- ... ... @@ -389,7 +389,7 @@ 389 389 390 390 === Version 4.00 === 391 391 392 -(% class=" table-striped" %)330 +(% class="wrapped" %) 393 393 |(% colspan="1" %)(% colspan="1" %) 394 394 ((( 395 395 UI core ... ... @@ -400,10 +400,10 @@ 400 400 ((( 401 401 Controlled ship can change without a **gameplanchange-event** occurring. 402 402 ))) 403 -|(% colspan="4" %)(% colspan="3" %) 341 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 404 404 ((( 405 -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). 406 -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. 343 +//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). 344 +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.// 407 407 ))) 408 408 |((( 409 409 Scripts ... ... @@ -412,11 +412,11 @@ 412 412 )))|(% colspan="2" %)((( 413 413 Parameters of **<event_terraforming_project_succeeded>** and **<event_terraforming_project_failed>** changed 414 414 ))) 415 -|(% colspan="4" %)(% colspan="3" %) 353 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 416 416 ((( 417 -Old params: param = project ID, param2 = were there positive side-effects?, param3 = were there negative side-effects? 355 +//Old params: param = project ID, param2 = were there positive side-effects?, param3 = were there negative side-effects? 418 418 New params: param = project ID, param2 = [were there positive side-effects?, were there negative side-effects?], param3 = payout in Credits 419 -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 357 +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// 420 420 ))) 421 421 |(% colspan="1" %)(% colspan="1" %) 422 422 ((( ... ... @@ -428,12 +428,12 @@ 428 428 ((( 429 429 **FFI:** GetFactionRelationStatus() handling for faction relation range [-20,-10] changed 430 430 ))) 431 -|(% colspan="4" %)(% colspan="3" %) 369 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 432 432 ((( 433 -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. 434 -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). 371 +//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. 372 +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).// 435 435 436 -If you rely on a handling where these factions are treated like enemies, please use the new GetFactionRelationStatus2() function instead. 374 +//If you rely on a handling where these factions are treated like enemies, please use the new GetFactionRelationStatus2() function instead.// 437 437 ))) 438 438 |(% colspan="1" %)(% colspan="1" %) 439 439 ((( ... ... @@ -445,11 +445,11 @@ 445 445 ((( 446 446 **FFI:** GetRelationStatus()/GetRelationStatus2() handling for objects in relation range [-25,-10] changed 447 447 ))) 448 -|(% colspan="4" %)(% colspan="3" %) 386 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 449 449 ((( 450 -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. 388 +//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.// 451 451 452 -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).390 +//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). 453 453 ))) 454 454 |((( 455 455 Parameters ... ... @@ -458,9 +458,9 @@ 458 458 )))|(% colspan="2" %)((( 459 459 **requiresconstructionvessel** parameter moved 460 460 ))) 461 -|(% colspan="4" %)(% colspan="3" %) 399 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 462 462 ((( 463 -The 'requiresconstructionvessel' attribute has been moved from the 'recycling' node itself, to the new 'station' subnode. 401 +//The 'requiresconstructionvessel' attribute has been moved from the 'recycling' node itself, to the new 'station' subnode.// 464 464 ))) 465 465 |((( 466 466 Scripts ... ... @@ -469,9 +469,9 @@ 469 469 )))|(% colspan="2" %)((( 470 470 Changed behaviour of **gatedistance** script property 471 471 ))) 472 -|(% colspan="4" %)(% colspan="3" %) 410 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 473 473 ((( 474 -The 'gatedistance' script property now minimizes the number of gate jumps instead of counting the number gate jumps in the fastest route. 412 +//The 'gatedistance' script property now minimizes the number of gate jumps instead of counting the number gate jumps in the fastest route.// 475 475 ))) 476 476 477 477 ---- ... ... @@ -478,7 +478,7 @@ 478 478 479 479 === Version 3.30 === 480 480 481 -(% class=" table-striped" %)419 +(% class="wrapped" %) 482 482 |((( 483 483 UI extensions 484 484 )))|((( ... ... @@ -486,9 +486,9 @@ 486 486 )))|(% colspan="2" %)((( 487 487 **FFI: **Removed** GetMissionLimit() **and** IsMissionLimitEnabled()** 488 488 ))) 489 -|(% colspan="7" %)(% colspan="3" %) 427 +|(% class="highlight-grey" colspan="7" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 490 490 ((( 491 -These mission limit-related functions (added in 3.30 Beta 1 and 2) are replaced with FFI IsMissionLimitReached() 429 +//These mission limit-related functions (added in 3.30 Beta 1 and 2) are replaced with FFI IsMissionLimitReached()// 492 492 ))) 493 493 494 494 ---- ... ... @@ -495,7 +495,7 @@ 495 495 496 496 === Version 3.20 === 497 497 498 -(% class=" table-striped" %)436 +(% class="wrapped" %) 499 499 |((( 500 500 Scripts 501 501 )))|((( ... ... @@ -503,11 +503,11 @@ 503 503 )))|(% colspan="2" %)((( 504 504 Parameters of **<event_player_attacked_object/>** and **<event_object_attacked_object/>** changed 505 505 ))) 506 -|(% colspan="4" %)(% colspan="3" %) 444 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 507 507 ((( 508 -Old params: param = attacked object, param2 = attack method, param3 = attacked component 509 -New params: param = attacked object, param2 = attack method, param3 = attack component detail list: [attacked component, attacking weapon] 510 -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 446 +//Old params: param = attacked object, param2 = attack method, param3 = attacked component// 447 +//New params: param = attacked object, param2 = attack method, param3 = attack component detail list: [attacked component, attacking weapon] 448 +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// 511 511 ))) 512 512 |(% colspan="1" %)(% colspan="1" %) 513 513 ((( ... ... @@ -519,9 +519,9 @@ 519 519 ((( 520 520 Removed script property $trade.**restriction.faction** 521 521 ))) 522 -|(% colspan="4" %)(% colspan="3" %) 460 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 523 523 ((( 524 -$trade.restriction.faction has been replaced with $trade.restriction.factions, which returns a list of factions. 462 +//$trade.restriction.faction has been replaced with $trade.restriction.factions, which returns a list of factions.// 525 525 ))) 526 526 |((( 527 527 UI extensions ... ... @@ -530,9 +530,9 @@ 530 530 )))|(% colspan="2" %)((( 531 531 **Lua**: **GetTradeRestrictions()**, **ToggleFactionTradeRestriction()** and **ToggleFactionTradeWareOverride()** are now obsolete! 532 532 ))) 533 -|(% colspan="4" %)(% colspan="3" %) 471 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 534 534 ((( 535 -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. 473 +//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.// 536 536 ))) 537 537 538 538 ---- ... ... @@ -539,7 +539,7 @@ 539 539 540 540 === Version 3.10 === 541 541 542 -(% class=" table-striped" %)480 +(% class="wrapped" %) 543 543 |(% colspan="1" %)(% colspan="1" %) 544 544 ((( 545 545 Scripts ... ... @@ -550,9 +550,9 @@ 550 550 ((( 551 551 Removed script action **<add_build/>** 552 552 ))) 553 -|(% colspan="7" %)(% colspan="3" %) 491 +|(% class="highlight-grey" colspan="7" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 554 554 ((( 555 -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. 493 +//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.// 556 556 ))) 557 557 558 558 ---- ... ... @@ -559,7 +559,7 @@ 559 559 560 560 === Version 3.00 === 561 561 562 -(% class=" table-striped" %)500 +(% class="wrapped" %) 563 563 |(% colspan="1" %)(% colspan="1" %) 564 564 ((( 565 565 Scripts ... ... @@ -570,9 +570,9 @@ 570 570 ((( 571 571 Changed behaviour of script action **<get_suitable_job/>** 572 572 ))) 573 -|(% colspan="4" %)(% colspan="3" %) 511 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 574 574 ((( 575 -<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. 513 +//<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.// 576 576 ))) 577 577 |(% colspan="1" %)(% colspan="1" %) 578 578 ((( ... ... @@ -584,9 +584,9 @@ 584 584 ((( 585 585 Changed behaviour of script action **<get_ware_definition/>** 586 586 ))) 587 -|(% colspan="4" %)(% colspan="3" %) 525 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 588 588 ((( 589 -<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. 527 +//<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.// 590 590 ))) 591 591 |(% colspan="1" %)(% colspan="1" %) 592 592 ((( ... ... @@ -598,11 +598,11 @@ 598 598 ((( 599 599 Renamed all files in the **md**, ui, and **cutscenes** folders to lower-case 600 600 ))) 601 -|(% colspan="4" %)(% colspan="3" %) 539 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 602 602 ((( 603 -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.) 541 +//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.) 604 604 605 -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). 543 +//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).// 606 606 ))) 607 607 |(% colspan="1" %)(% colspan="1" %) 608 608 ((( ... ... @@ -614,9 +614,9 @@ 614 614 ((( 615 615 Adjustments of some MD library cues in the base game to change their usage from **<include_actions>** to <run_actions> 616 616 ))) 617 -|(% colspan="4" %)(% colspan="3" %) 555 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 618 618 ((( 619 -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. 557 +//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.// 620 620 ))) 621 621 |(% colspan="1" %)(% colspan="1" %) 622 622 ((( ... ... @@ -628,10 +628,10 @@ 628 628 ((( 629 629 Changes to $dockingbay.**todockpos** and $dockingbay.**launchpos** 630 630 ))) 631 -|(% colspan="4" %)(% colspan="3" %) 569 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 632 632 ((( 633 -Before the change, positions are relative to $dockingbay.parent. 634 -After the change, positions are relative to $dockingbay as specified in the documentation. 571 +//Before the change, positions are relative to $dockingbay.parent. 572 +After the change, positions are relative to $dockingbay as specified in the documentation.// 635 635 ))) 636 636 |(% colspan="1" %)(% colspan="1" %) 637 637 ((( ... ... @@ -643,9 +643,9 @@ 643 643 ((( 644 644 Support for entity flag "**skillsvisible**" dropped 645 645 ))) 646 -|(% colspan="4" %)(% colspan="3" %) 584 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 647 647 ((( 648 -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(). 586 +//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().// 649 649 ))) 650 650 |((( 651 651 Scripts ... ... @@ -654,9 +654,9 @@ 654 654 )))|(% colspan="2" %)((( 655 655 Changes to **<event_object_changed_owner>** and added **<event_object_changed_true_owner>**. 656 656 ))) 657 -|(% colspan="4" %)(% colspan="3" %) 595 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 658 658 ((( 659 -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. 597 +//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. 660 660 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. 661 661 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. 662 662 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). ... ... @@ -671,9 +671,9 @@ 671 671 ((( 672 672 **MissionBoard** support dropped 673 673 ))) 674 -|(% colspan="4" %)(% colspan="3" %) 612 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 675 675 ((( 676 -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. 614 +//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.// 677 677 ))) 678 678 |((( 679 679 Job/God ... ... @@ -682,9 +682,9 @@ 682 682 )))|(% colspan="2" %)((( 683 683 By default, **job/god entries** now only spawn objects in space added by the extension in which they are defined 684 684 ))) 685 -|(% colspan="4" %)(% colspan="3" %) 623 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 686 686 ((( 687 -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. 625 +//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.// 688 688 ))) 689 689 |(% colspan="1" %)(% colspan="1" %) 690 690 ((( ... ... @@ -696,9 +696,9 @@ 696 696 ((( 697 697 Script action **<add_actor_to_room/> **attribute **'room'** renamed to **'object'** 698 698 ))) 699 -|(% colspan="4" %)(% colspan="3" %) 637 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 700 700 ((( 701 -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. 639 +//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.// 702 702 ))) 703 703 |(% colspan="1" %)(% colspan="1" %) 704 704 ((( ... ... @@ -710,9 +710,9 @@ 710 710 ((( 711 711 Script action **<set_doors_locked/>** attribute **'group'** changed 712 712 ))) 713 -|(% colspan="4" %)(% colspan="3" %) 651 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 714 714 ((( 715 -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. 653 +//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.// 716 716 ))) 717 717 |(% colspan="1" %)(% colspan="1" %) 718 718 ((( ... ... @@ -724,9 +724,9 @@ 724 724 ((( 725 725 Script conditions **<event_hack_*/>** and **<event_controlpanel_hack_*/>** removed 726 726 ))) 727 -|(% colspan="4" %)(% colspan="3" %) 665 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 728 728 ((( 729 -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. 667 +//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.// 730 730 ))) 731 731 |(% colspan="1" %)(% colspan="1" %) 732 732 ((( ... ... @@ -738,9 +738,9 @@ 738 738 ((( 739 739 Script actions **<set_hack_target/>** and **<abort_hack/>** removed 740 740 ))) 741 -|(% colspan="4" %)(% colspan="3" %) 679 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 742 742 ((( 743 -These actions had no effect and were removed. 681 +//These actions had no effect and were removed.// 744 744 ))) 745 745 |(% colspan="1" %)(% colspan="1" %) 746 746 ((( ... ... @@ -752,9 +752,9 @@ 752 752 ((( 753 753 **<setup_conversation_minigame/>** script action removed 754 754 ))) 755 -|(% colspan="4" %)(% colspan="3" %) 693 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 756 756 ((( 757 -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. 695 +//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.// 758 758 ))) 759 759 |(% colspan="1" %)(% colspan="1" %) 760 760 ((( ... ... @@ -766,9 +766,9 @@ 766 766 ((( 767 767 <add_player_choice_*> **confidence** attribute removed 768 768 ))) 769 -|(% colspan="4" %)(% colspan="3" %) 707 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 770 770 ((( 771 -The default confidence of player options is another leftover from the XR era and had no effect in X4. 709 +//The default confidence of player options is another leftover from the XR era and had no effect in X4.// 772 772 ))) 773 773 |(% colspan="1" %)(% colspan="1" %) 774 774 ((( ... ... @@ -780,9 +780,9 @@ 780 780 ((( 781 781 **<hack_via_control_panel/>** script action removed 782 782 ))) 783 -|(% colspan="4" %)(% colspan="3" %) 721 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 784 784 ((( 785 -Unused script action <hack_via_control_panel/> was removed. 723 +//Unused script action <hack_via_control_panel/> was removed.// 786 786 ))) 787 787 |(% colspan="1" %)(% colspan="1" %) 788 788 ((( ... ... @@ -794,9 +794,9 @@ 794 794 ((( 795 795 **Lua: **GetMiniGameCursorPosition() removed 796 796 ))) 797 -|(% colspan="4" %)(% colspan="3" %) 735 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 798 798 ((( 799 -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. 737 +//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.// 800 800 ))) 801 801 |((( 802 802 UI core ... ... @@ -805,9 +805,9 @@ 805 805 )))|(% colspan="2" %)((( 806 806 **FFI: **GetLocalizedInteractiveNotificationKey can return icon placeholders 807 807 ))) 808 -|(% colspan="4" %)(% colspan="3" %) 746 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 809 809 ((( 810 -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. 748 +//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.// 811 811 ))) 812 812 |(% colspan="1" %)(% colspan="1" %) 813 813 ((( ... ... @@ -819,9 +819,9 @@ 819 819 ((( 820 820 **FFI: **UIWeaponMod returned by GetInstalledWeaponMod() now includes property SurfaceElementFactor 821 821 ))) 822 -|(% colspan="4" %)(% colspan="3" %) 760 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 823 823 ((( 824 -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. 762 +//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.// 825 825 ))) 826 826 |(% colspan="1" %)(% colspan="1" %) 827 827 ((( ... ... @@ -833,10 +833,10 @@ 833 833 ((( 834 834 **$ware.illegal** updated 835 835 ))) 836 -|(% colspan="4" %)(% colspan="3" %) 774 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 837 837 ((( 838 -$ware.illegal used to return true if the specified ware has the 'illegal' tag which is no longer used. 839 -It now returns true if $ware is illegal to any faction in the game. 776 +//$ware.illegal used to return true if the specified ware has the 'illegal' tag which is no longer used.// 777 +//It now returns true if $ware is illegal to any faction in the game.// 840 840 ))) 841 841 |(% colspan="1" %)(% colspan="1" %) 842 842 ((( ... ... @@ -848,9 +848,9 @@ 848 848 ((( 849 849 MD script **RML_Flight_Along_Path** removed 850 850 ))) 851 -|(% colspan="4" %)(% colspan="3" %) 789 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 852 852 ((( 853 -The MD script RML_Flight_Along_Path was not referened and was removed. 791 +//The MD script RML_Flight_Along_Path was not referened and was removed.// 854 854 ))) 855 855 |(% colspan="1" %)(% colspan="1" %) 856 856 ((( ... ... @@ -862,10 +862,10 @@ 862 862 ((( 863 863 parameters of **<event_venture_mission_completed/>** changed 864 864 ))) 865 -|(% colspan="4" %)(% colspan="3" %) 803 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 866 866 ((( 867 -old params: param = venture details, param2 = ships involved, param3 = duration 868 -new params: param = venture detail list: [mission name, mission type], param2 = list of ships involved, param3 = duration 805 +//old params: param = venture details, param2 = ships involved, param3 = duration// 806 +//new params: param = venture detail list: [mission name, mission type], param2 = list of ships involved, param3 = duration// 869 869 ))) 870 870 |((( 871 871 Scripts ... ... @@ -875,9 +875,9 @@ 875 875 **<set_object_wing_name/>** removed, 876 876 **<set_object_fleet_name/>** added 877 877 ))) 878 -|(% colspan="4" %)(% colspan="3" %) 816 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 879 879 ((( 880 -The common action <set_object_wing_name/> has been replaced with <set_object_fleet_name/> 818 +//The common action <set_object_wing_name/> has been replaced with <set_object_fleet_name/>// 881 881 ))) 882 882 |((( 883 883 Scripts ... ... @@ -887,7 +887,7 @@ 887 887 **$controllable.wing.*** removed, 888 888 **$controllable.fleet.*** added 889 889 ))) 890 -|(% colspan="4" %)(% colspan="3" %) 828 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 891 891 ((( 892 892 $controllable.wing.name, $controllable.wing.iscommander, and $controllable.wing.commander have been replaced with $controllable.fleet.name, $controllable.fleet.iscommander, and $controllable.fleet.commander 893 893 ))) ... ... @@ -896,7 +896,7 @@ 896 896 897 897 === Version 2.60 === 898 898 899 -(% class=" table-striped" %)837 +(% class="wrapped" %) 900 900 |((( 901 901 Scripts 902 902 )))|((( ... ... @@ -904,11 +904,11 @@ 904 904 )))|(% colspan="2" %)((( 905 905 '**checkoperational**' filter behaviour changed 906 906 ))) 907 -|(% colspan="10" %)(% colspan="3" %) 845 +|(% class="highlight-grey" colspan="10" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 908 908 ((( 909 -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. 847 +//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.// 910 910 911 -Sub nodes such as match_child will have checkoperational default to false. Existing uses may find that results now include non-operational components. 849 +//Sub nodes such as match_child will have checkoperational default to false. Existing uses may find that results now include non-operational components.// 912 912 ))) 913 913 |((( 914 914 Scripts ... ... @@ -917,9 +917,9 @@ 917 917 )))|(% colspan="2" %)((( 918 918 $container.**supplyresources** behavior changed 919 919 )))| | | 920 -|(% colspan="10" %)(% colspan="3" %) 858 +|(% class="highlight-grey" colspan="10" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 921 921 ((( 922 -The script keyword $container.supplyresources now includes reserved wares. 860 +//The script keyword $container.supplyresources now includes reserved wares.// 923 923 ))) 924 924 925 925 ---- ... ... @@ -926,7 +926,7 @@ 926 926 927 927 === Version 2.20 === 928 928 929 -(% class=" table-striped" %)867 +(% class="wrapped" %) 930 930 |(% colspan="1" %)(% colspan="1" %) 931 931 ((( 932 932 UI core ... ... @@ -937,12 +937,12 @@ 937 937 ((( 938 938 **Lua: GetControllerInfo()** returned mouseSteering/mouseCursor values are undefined. 939 939 ))) 940 -|(% colspan="4" %)(% colspan="3" %) 878 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 941 941 ((( 942 -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. 943 -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. 880 +//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. 881 +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.// 944 944 945 -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. 883 +//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.// 946 946 ))) 947 947 |(% colspan="1" %)(% colspan="1" %) 948 948 ((( ... ... @@ -954,9 +954,9 @@ 954 954 ((( 955 955 Attribute for build related conditions e.g. **<event_build_finished/>** renamed from 'buildmodule' to 'buildprocessor' 956 956 ))) 957 -|(% colspan="4" %)(% colspan="3" %) 895 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 958 958 ((( 959 -The underlying behaviour remains the same in that it involves the buildprocessor, not the buildmodule. The attribute name has simply been corrected. 897 +//The underlying behaviour remains the same in that it involves the buildprocessor, not the buildmodule. The attribute name has simply been corrected.// 960 960 ))) 961 961 962 962 ---- ... ... @@ -963,7 +963,7 @@ 963 963 964 964 === Version 2.00 === 965 965 966 -(% class=" table-striped" %)904 +(% class="wrapped" %) 967 967 |(% colspan="1" %)(% colspan="1" %) 968 968 ((( 969 969 Scripts ... ... @@ -974,9 +974,9 @@ 974 974 ((( 975 975 **<event_build_finished/> **param2 now returns null instead of a construction sequence 976 976 ))) 977 -|(% colspan="4" %)(% colspan="3" %) 915 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 978 978 ((( 979 -The construction sequence which was finished should now be accessed via the buildtask provided via param3. 917 +//The construction sequence which was finished should now be accessed via the buildtask provided via param3.// 980 980 ))) 981 981 |(% colspan="1" %)(% colspan="1" %) 982 982 ((( ... ... @@ -988,9 +988,9 @@ 988 988 ((( 989 989 **param.boarding.{...}** strength parameters removed 990 990 ))) 991 -|(% colspan="4" %)(% colspan="3" %) 929 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 992 992 ((( 993 -The 'recruitstrength', 'veteranstrength' and 'elitestrength' script parameters were no longer required for balancing the boarding gameplay, and were removed. 931 +//The 'recruitstrength', 'veteranstrength' and 'elitestrength' script parameters were no longer required for balancing the boarding gameplay, and were removed.// 994 994 ))) 995 995 |(% colspan="1" %)(% colspan="1" %) 996 996 ((( ... ... @@ -1002,9 +1002,9 @@ 1002 1002 ((( 1003 1003 **$defensible.boardee/$defensible.boarder** and **<set_object_boarder/>/<remove_object_boarder/>** removed 1004 1004 ))) 1005 -|(% colspan="4" %)(% colspan="3" %) 943 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 1006 1006 ((( 1007 -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. 945 +//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.// 1008 1008 ))) 1009 1009 |((( 1010 1010 UI extensions ... ... @@ -1013,9 +1013,9 @@ 1013 1013 )))|(% colspan="2" %)((( 1014 1014 **FFI: GetUpgradeSlotCurrentComponent()/GetUpgradeSlotGroup()** works on non-operationals 1015 1015 ))) 1016 -|(% colspan="4" %)(% colspan="3" %) 954 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 1017 1017 ((( 1018 -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. 956 +//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.// 1019 1019 ))) 1020 1020 |((( 1021 1021 UI extensions ... ... @@ -1024,10 +1024,10 @@ 1024 1024 )))|(% colspan="2" %)((( 1025 1025 **FFI: SetFormationShape()** no longer indicates an error upon certain error cases 1026 1026 ))) 1027 -|(% colspan="4" %)(% colspan="3" %) 965 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 1028 1028 ((( 1029 -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. 1030 -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. 967 +//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.// 968 +//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.// 1031 1031 ))) 1032 1032 |((( 1033 1033 Scripts ... ... @@ -1036,9 +1036,9 @@ 1036 1036 )))|(% colspan="2" %)((( 1037 1037 **<create_formation/>** now requires the attributes: 'leader' and 'follower'. Attribute 'object' is now deprecated. 1038 1038 ))) 1039 -|(% colspan="4" %)(% colspan="3" %) 977 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 1040 1040 ((( 1041 -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. 979 +//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.// 1042 1042 ))) 1043 1043 |((( 1044 1044 Scripts ... ... @@ -1047,9 +1047,9 @@ 1047 1047 )))|(% colspan="2" %)((( 1048 1048 **<event_player_changed_target/>** now fires and returns null if the player deselects a target. 1049 1049 ))) 1050 -|(% colspan="4" %)(% colspan="3" %) 988 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 1051 1051 ((( 1052 -For prior behavior, check for event.param being non-null. 990 +//For prior behavior, check for event.param being non-null.// 1053 1053 ))) 1054 1054 |((( 1055 1055 AI Scripts ... ... @@ -1058,13 +1058,13 @@ 1058 1058 )))|(% colspan="2" %)((( 1059 1059 **<shoot/>/<shoot_at/>** attribute changes. 1060 1060 ))) 1061 -|(% colspan="4" %)(% colspan="3" %) 999 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 1062 1062 ((( 1063 -Changed: Attribute "primary" is now optional and defines whether weapons from the ship's active primary weapon group will be fired. Defaults to true. 1064 -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. 1065 -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. 1001 +//Changed: Attribute "primary" is now optional and defines whether weapons from the ship's active primary weapon group will be fired. Defaults to true.// 1002 +//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.// 1003 +//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.// 1066 1066 1067 -Corrects now-obsolete assumption that primary weapon groups only contain guns and secondary weapon groups only contain missile launchers. 1005 +//Corrects now-obsolete assumption that primary weapon groups only contain guns and secondary weapon groups only contain missile launchers.// 1068 1068 ))) 1069 1069 |((( 1070 1070 UI extensions ... ... @@ -1073,9 +1073,9 @@ 1073 1073 )))|(% colspan="2" %)((( 1074 1074 **FFI: GetBuildTask()/GetNumBuildTasks()** got a new "buildmoduleid" parameter. 1075 1075 ))) 1076 -|(% colspan="4" %)(% colspan="3" %) 1014 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 1077 1077 ((( 1078 -Added possibility to query build tasks of a certain buildmodule. 1016 +//Added possibility to query build tasks of a certain buildmodule.// 1079 1079 ))) 1080 1080 |((( 1081 1081 UI extensions ... ... @@ -1084,9 +1084,9 @@ 1084 1084 )))|(% colspan="2" %)((( 1085 1085 **Lua:** **GetLibraryEntry()** retrieved a new "buildresources" field. 1086 1086 ))) 1087 -|(% colspan="4" %)(% colspan="3" %) 1025 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 1088 1088 ((( 1089 -Added list of resources a buildmodule needs to build. 1027 +//Added list of resources a buildmodule needs to build.// 1090 1090 ))) 1091 1091 |((( 1092 1092 UI extensions ... ... @@ -1095,9 +1095,9 @@ 1095 1095 )))|(% colspan="2" %)((( 1096 1096 **Lua: CalculateTotalHullFraction() **was removed. 1097 1097 ))) 1098 -|(% colspan="4" %)(% colspan="3" %) 1036 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 1099 1099 ((( 1100 -Unused, derelict function from XR - use GetComponentData(..., "hullpercent") instead. 1038 +//Unused, derelict function from XR - use GetComponentData(..., "hullpercent") instead.// 1101 1101 ))) 1102 1102 |((( 1103 1103 UI extensions ... ... @@ -1106,9 +1106,9 @@ 1106 1106 )))|(% colspan="2" %)((( 1107 1107 **FFI: RequestDockAtReason()/UndockPlayerShip() **changed their return values. 1108 1108 ))) 1109 -|(% colspan="4" %)(% colspan="3" %) 1047 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 1110 1110 ((( 1111 -Changed return value type to const char* to better identify failure reasons in Lua script. 1049 +//Changed return value type to const char* to better identify failure reasons in Lua script.// 1112 1112 ))) 1113 1113 1114 1114 ---- ... ... @@ -1115,7 +1115,7 @@ 1115 1115 1116 1116 === Version 1.50 === 1117 1117 1118 -(% class=" table-striped" %)1056 +(% class="wrapped" %) 1119 1119 |((( 1120 1120 UI extensions 1121 1121 )))|((( ... ... @@ -1123,9 +1123,9 @@ 1123 1123 )))|(% colspan="2" %)((( 1124 1124 **Lua: GetComponentData() **changed behavior of "docksizes" property. 1125 1125 ))) 1126 -|(% colspan="4" %)(% colspan="3" %) 1064 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 1127 1127 ((( 1128 -The "docksizes" property no longer includes internal ship storage docks. 1066 +//The "docksizes" property no longer includes internal ship storage docks.// 1129 1129 ))) 1130 1130 |((( 1131 1131 All ... ... @@ -1134,13 +1134,13 @@ 1134 1134 )))|(% colspan="2" %)((( 1135 1135 **Meaning of "Shipyard"** was corrected throughout Lua/MD/AI scripts, so that Wharfs are not Shipyards (unlike in XR). 1136 1136 ))) 1137 -|(% colspan="4" %)(% colspan="3" %) 1075 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 1138 1138 ((( 1139 -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". 1077 +//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".// 1140 1140 1141 -Lua: Adjusted GetComponentData() and HasShipyard(), added HasWharf() 1142 -Lua / GetComponentData() properties: Removed "iscapitalshipyard", fixed "isshipyard", added "canbuildships", "iswharf", "isequipmentdock" 1143 -Scripts: Fixed property .isshipyard, added .iswharf (.canbuildships existed already) 1079 +//Lua: Adjusted GetComponentData() and HasShipyard(), added HasWharf()// 1080 +//Lua / GetComponentData() properties: Removed "iscapitalshipyard", fixed "isshipyard", added "canbuildships", "iswharf", "isequipmentdock"// 1081 +//Scripts: Fixed property .isshipyard, added .iswharf (.canbuildships existed already)// 1144 1144 ))) 1145 1145 |((( 1146 1146 UI extensions ... ... @@ -1149,9 +1149,9 @@ 1149 1149 )))|(% colspan="2" %)((( 1150 1150 **FFI: UpgradeGroupInfo **datatype was changed. 1151 1151 ))) 1152 -|(% colspan="4" %)(% colspan="3" %) 1090 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 1153 1153 ((( 1154 -Added new "operational" field to retrieve information about number of operational upgrades in a group. 1092 +//Added new "operational" field to retrieve information about number of operational upgrades in a group.// 1155 1155 ))) 1156 1156 |(% colspan="1" %)(% colspan="1" %) 1157 1157 ((( ... ... @@ -1163,11 +1163,11 @@ 1163 1163 ((( 1164 1164 **FFI: SetGuidance()** removed useinfopoint argument. 1165 1165 ))) 1166 -|(% colspan="4" %)(% colspan="3" %) 1104 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 1167 1167 ((( 1168 -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. 1106 +//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.// 1169 1169 1170 -The new function declaration is: void SetGuidance(UniverseID componentid, UIPosRot offset) 1108 +//The new function declaration is: void SetGuidance(UniverseID componentid, UIPosRot offset)// 1171 1171 ))) 1172 1172 |((( 1173 1173 UI extensions ... ... @@ -1176,9 +1176,9 @@ 1176 1176 )))|(% colspan="2" %)((( 1177 1177 **FFI: CancelConstruction() **changed its return value. 1178 1178 ))) 1179 -|(% colspan="4" %)(% colspan="3" %) 1117 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 1180 1180 ((( 1181 -CancelConstruction() now returns if the cancellation was successful. 1119 +//CancelConstruction() now returns if the cancellation was successful. // 1182 1182 ))) 1183 1183 1184 1184 ---- ... ... @@ -1185,7 +1185,7 @@ 1185 1185 1186 1186 === Version 1.32 === 1187 1187 1188 -(% class=" table-striped" %)1126 +(% class="wrapped" %) 1189 1189 |((( 1190 1190 UI extensions 1191 1191 )))|((( ... ... @@ -1193,9 +1193,9 @@ 1193 1193 )))|(% colspan="2" %)((( 1194 1194 **Lua: GetComponentData() **removed the "nextdestname" property. 1195 1195 ))) 1196 -|(% colspan="4" %)(% colspan="3" %) 1134 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 1197 1197 ((( 1198 -Instead of "nextdestname", use the properties "destination" or "destinationsector" to retrieve a destination component, then retrieve its "name" property. 1136 +//Instead of "nextdestname", use the properties "destination" or "destinationsector" to retrieve a destination component, then retrieve its "name" property.// 1199 1199 ))) 1200 1200 1201 1201 ---- ... ... @@ -1202,7 +1202,7 @@ 1202 1202 1203 1203 === Version 1.20 === 1204 1204 1205 -(% class=" table-striped" %)1143 +(% class="wrapped" %) 1206 1206 |((( 1207 1207 UI extensions 1208 1208 )))|((( ... ... @@ -1210,7 +1210,7 @@ 1210 1210 )))|(% colspan="2" %)((( 1211 1211 **FFI: GetAAOption()** got a new "useconfig" parameter. 1212 1212 ))) 1213 -|(% colspan="4" %)(% colspan="3" %) 1151 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 1214 1214 ((( 1215 1215 //The AA setting was changed to check the new setting with the user. In order to restore the old setting GetAAOption() gets the option to retrieve the config settings.// 1216 1216 )))
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