Changes for page Breaking Changes

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

From version 146.1
edited by Matthias Haan
on 2026/02/17 13:08
Change comment: There is no comment for this version
To version 124.3
edited by Klaus Meyer
on 2025/01/07 16:38
Change comment: There is no comment for this version

Summary

Details

Page properties
Author
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1 -xwiki:XWiki.Matthias
1 +xwiki:XWiki.Klaus
Content
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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" %)Assets|(% colspan="1" style="width:119px" %)9.00 Beta 1|(% colspan="4" style="width:1625px" %)Added **overheatcooldelay** property to **<heat>** of weapons, changed functionality of **cooldelay**
27 -|(% colspan="6" style="width:117px" %)**cooldelay** now optionally defines a delay between firing a non-overheating shot and the cooldown starting, **overheatcooldelay** is an additional penalty delay when the weapon overheats.
28 -|(% 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>**
29 -|(% colspan="6" style="width:117px" %)A new property that can be used in its place is **$sector.bestyieldrating.{$ware}**.
30 -|(% 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>**
31 -|(% colspan="6" style="width:117px" %)**<find_asteroid_with_yield_in_sector>** and **<find_recyclable_with_yield_in_sector>** should now be used instead.
32 -|(% colspan="1" style="width:117px" %)Parameters|(% colspan="1" style="width:119px" %)9.00 Beta 1|(% colspan="4" style="width:1625px" %)Removed **<yielddensities>** from **<miningparams>**
33 -|(% colspan="6" style="width:117px" %)It has been replaced with the new **<resources>** node.
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 **<resources>** or **<scaneffect> **nodes
35 -|(% 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>**.
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 **$resourceprobe.currentbestyield** and **.maxyield**, **$sector.averagemaxyield**, and **$galaxy.yieldthresholds**
39 -|(% colspan="6" style="width:117px" %)New properties that can be used are **$resourceprobe.bestyieldrating** and **$sector.yieldrating.{$ware}**. Yields thresholds are no longer a thing in 9.00.
40 -|(% 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>**
41 -|(% colspan="6" style="width:117px" %)(((
42 -The flags attribute is no longer available in the MD action <add_blueprints>
43 -)))
44 -|(% style="width:117px" %)Scripts|(% style="width:117px" %)9.00 Beta 1|(% colspan="3" style="width:117px" %)Construction sequence param removed from build_started events
45 -|(% 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.
46 -|(% style="width:117px" %)Scripts|(% style="width:117px" %)9.00 Beta 1|(% colspan="3" style="width:117px" %)Script properties removed from macro
47 -|(% colspan="6" style="width:117px" %)**.purposemacro** and **.purposename **have been removed from the **macro **script properties
48 -|(% 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>**
49 -|(% 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.
50 -
51 -=== Version 8.00 ===
52 -
53 -(% class="table-striped" %)
54 -|(% 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>**
55 -|(% colspan="6" style="width:117px" %)(((
56 -The deprecated MD action <populate_platforms> has been removed. The previously referenced character quotas in quotas.xml have also been removed.
57 -)))
58 -|(% 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**
59 -|(% 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.
60 -|(% 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**
61 -|(% 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).
62 -|(% 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**
63 -|(% 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.
64 -|(% 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
65 -|(% 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.
66 -
67 67  === Version 7.50 ===
68 68  
69 69  (% class="table-striped" %)
70 -|(% 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)
71 -|(% colspan="4" style="width:117px" %)(((
72 -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.
73 -)))
26 +|(% colspan="1" style="width:117px" %)Faction sRelations|(% colspan="1" style="width:119px" %) |(% colspan="2" style="width:1625px" %)
27 +|(% colspan="4" style="width:117px" %)ssss
74 74  |(% 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**
75 75  |(% colspan="7" style="width:117px" %)(((
76 76  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.
... ... @@ -81,20 +81,20 @@
81 81  
82 82  (% class="table-striped" %)
83 83  |(% colspan="1" style="width:117px" %)Gamestarts|(% colspan="1" style="width:119px" %)7.00 Beta 8|(% colspan="2" style="width:1625px" %)**Text references**
84 -|(% 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.//
85 85  |(% 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**
86 86  |(% colspan="4" style="width:117px" %)highway_fx_electric_02 is still available in "legacy" folder if needed
87 87  |(% 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
88 88  |(% colspan="4" style="width:117px" %)(((
89 -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.//
90 90  )))
91 91  |(% 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.
92 92  |(% colspan="4" style="width:117px" %)(((
93 -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.**//
94 94  )))
95 95  |(% 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.
96 96  |(% colspan="4" style="width:117px" %)(((
97 -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//
98 98  )))
99 99  |(% colspan="1" style="width:117px" %)(% colspan="1" %)
100 100  (((
... ... @@ -106,7 +106,7 @@
106 106  )))
107 107  |(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %)
108 108  (((
109 - 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.//
110 110  )))
111 111  |(% colspan="1" style="width:117px" %)(% colspan="1" %)
112 112  (((
... ... @@ -118,7 +118,7 @@
118 118  )))
119 119  |(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %)
120 120  (((
121 - 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.//
122 122  )))
123 123  |(% colspan="1" style="width:117px" %)(% colspan="1" %)
124 124  (((
... ... @@ -145,9 +145,9 @@
145 145  )))
146 146  |(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %)
147 147  (((
148 -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.//
149 149  
150 -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.//
151 151  )))
152 152  |(% colspan="1" %)(% colspan="1" %)
153 153  (((
... ... @@ -161,9 +161,9 @@
161 161  )))
162 162  |(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %)
163 163  (((
164 -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. //
165 165  
166 -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.//
167 167  )))
168 168  |(% colspan="1" %)(% colspan="1" %)
169 169  (((
... ... @@ -177,11 +177,11 @@
177 177  )))
178 178  |(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %)
179 179  (((
180 -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.//
181 181  
182 -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.//
183 183  
184 -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.//
185 185  )))
186 186  |(% colspan="1" %)(% colspan="1" %)
187 187  (((
... ... @@ -195,8 +195,8 @@
195 195  )))
196 196  |(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %)
197 197  (((
198 -<match_dock> nodes can now be used on container and walkablemodule classes without wrapping them in <match_content> nodes.
199 -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.//
200 200  )))
201 201  |(% colspan="1" %)(% colspan="1" %)
202 202  (((
... ... @@ -210,7 +210,7 @@
210 210  )))
211 211  |(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %)
212 212  (((
213 -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'.//
214 214  )))
215 215  |(((
216 216  Assets
... ... @@ -221,8 +221,8 @@
221 221  )))
222 222  |(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)
223 223  (((
224 -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.
225 -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.//
226 226  )))
227 227  |(% colspan="1" %)(% colspan="1" %)
228 228  (((
... ... @@ -236,7 +236,7 @@
236 236  )))
237 237  |(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)
238 238  (((
239 -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.//
240 240  )))
241 241  |(((
242 242  Scripts
... ... @@ -247,7 +247,7 @@
247 247  )))
248 248  |(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)
249 249  (((
250 -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.//
251 251  )))
252 252  |(((
253 253  Cutscenes
... ... @@ -258,7 +258,7 @@
258 258  )))
259 259  |(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)
260 260  (((
261 -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.//
262 262  )))
263 263  
264 264  ----
... ... @@ -275,7 +275,7 @@
275 275  )))
276 276  |(% colspan="7" %)(% colspan="3" %)
277 277  (((
278 -'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.//
279 279  )))
280 280  
281 281  ----
... ... @@ -295,7 +295,7 @@
295 295  )))
296 296  |(% colspan="4" %)(% colspan="3" %)
297 297  (((
298 -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.//
299 299  )))
300 300  |(% colspan="1" %)(% colspan="1" %)
301 301  (((
... ... @@ -309,7 +309,7 @@
309 309  )))
310 310  |(% colspan="4" %)(% colspan="3" %)
311 311  (((
312 -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.//
313 313  )))
314 314  |(% colspan="1" %)(% colspan="1" %)
315 315  (((
... ... @@ -323,7 +323,7 @@
323 323  )))
324 324  |(% colspan="4" %)(% colspan="3" %)
325 325  (((
326 -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.//
327 327  )))
328 328  |(% colspan="1" %)(% colspan="1" %)
329 329  (((
... ... @@ -337,7 +337,7 @@
337 337  )))
338 338  |(% colspan="4" %)(% colspan="3" %)
339 339  (((
340 -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.//
341 341  )))
342 342  |(((
343 343  UI extensions
... ... @@ -348,7 +348,7 @@
348 348  )))
349 349  |(% colspan="4" %)(% colspan="3" %)
350 350  (((
351 -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.//
352 352  )))
353 353  |(((
354 354  Scripts
... ... @@ -359,7 +359,7 @@
359 359  )))
360 360  |(% colspan="4" %)(% colspan="3" %)
361 361  (((
362 -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.//
363 363  )))
364 364  |(% colspan="1" %)(% colspan="1" %)
365 365  (((
... ... @@ -373,7 +373,7 @@
373 373  )))
374 374  |(% colspan="4" %)(% colspan="3" %)
375 375  (((
376 -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.//
377 377  )))
378 378  |(((
379 379  Scripts
... ... @@ -384,7 +384,7 @@
384 384  )))
385 385  |(% colspan="4" %)(% colspan="3" %)
386 386  (((
387 -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.//
388 388  )))
389 389  
390 390  ----
... ... @@ -404,8 +404,8 @@
404 404  )))
405 405  |(% colspan="4" %)(% colspan="3" %)
406 406  (((
407 -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).
408 -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.//
409 409  )))
410 410  |(((
411 411  Scripts
... ... @@ -416,9 +416,9 @@
416 416  )))
417 417  |(% colspan="4" %)(% colspan="3" %)
418 418  (((
419 -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?
420 420  New params: param = project ID, param2 = [were there positive side-effects?, were there negative side-effects?], param3 = payout in Credits
421 -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//
422 422  )))
423 423  |(% colspan="1" %)(% colspan="1" %)
424 424  (((
... ... @@ -432,10 +432,10 @@
432 432  )))
433 433  |(% colspan="4" %)(% colspan="3" %)
434 434  (((
435 -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.
436 -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).//
437 437  
438 -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.//
439 439  )))
440 440  |(% colspan="1" %)(% colspan="1" %)
441 441  (((
... ... @@ -449,9 +449,9 @@
449 449  )))
450 450  |(% colspan="4" %)(% colspan="3" %)
451 451  (((
452 -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.//
453 453  
454 -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).
455 455  )))
456 456  |(((
457 457  Parameters
... ... @@ -462,7 +462,7 @@
462 462  )))
463 463  |(% colspan="4" %)(% colspan="3" %)
464 464  (((
465 -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.//
466 466  )))
467 467  |(((
468 468  Scripts
... ... @@ -473,7 +473,7 @@
473 473  )))
474 474  |(% colspan="4" %)(% colspan="3" %)
475 475  (((
476 -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.//
477 477  )))
478 478  
479 479  ----
... ... @@ -490,7 +490,7 @@
490 490  )))
491 491  |(% colspan="7" %)(% colspan="3" %)
492 492  (((
493 -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()//
494 494  )))
495 495  
496 496  ----
... ... @@ -507,9 +507,9 @@
507 507  )))
508 508  |(% colspan="4" %)(% colspan="3" %)
509 509  (((
510 -Old params: param = attacked object, param2 = attack method, param3 = attacked component
511 -New params: param = attacked object, param2 = attack method, param3 = attack component detail list: [attacked component, attacking weapon]
512 -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//
513 513  )))
514 514  |(% colspan="1" %)(% colspan="1" %)
515 515  (((
... ... @@ -523,7 +523,7 @@
523 523  )))
524 524  |(% colspan="4" %)(% colspan="3" %)
525 525  (((
526 -$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.//
527 527  )))
528 528  |(((
529 529  UI extensions
... ... @@ -534,7 +534,7 @@
534 534  )))
535 535  |(% colspan="4" %)(% colspan="3" %)
536 536  (((
537 -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.//
538 538  )))
539 539  
540 540  ----
... ... @@ -554,7 +554,7 @@
554 554  )))
555 555  |(% colspan="7" %)(% colspan="3" %)
556 556  (((
557 -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.//
558 558  )))
559 559  
560 560  ----
... ... @@ -574,7 +574,7 @@
574 574  )))
575 575  |(% colspan="4" %)(% colspan="3" %)
576 576  (((
577 -<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.//
578 578  )))
579 579  |(% colspan="1" %)(% colspan="1" %)
580 580  (((
... ... @@ -588,7 +588,7 @@
588 588  )))
589 589  |(% colspan="4" %)(% colspan="3" %)
590 590  (((
591 -<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.//
592 592  )))
593 593  |(% colspan="1" %)(% colspan="1" %)
594 594  (((
... ... @@ -602,9 +602,9 @@
602 602  )))
603 603  |(% colspan="4" %)(% colspan="3" %)
604 604  (((
605 -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.)
606 606  
607 -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).//
608 608  )))
609 609  |(% colspan="1" %)(% colspan="1" %)
610 610  (((
... ... @@ -618,7 +618,7 @@
618 618  )))
619 619  |(% colspan="4" %)(% colspan="3" %)
620 620  (((
621 -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.//
622 622  )))
623 623  |(% colspan="1" %)(% colspan="1" %)
624 624  (((
... ... @@ -632,8 +632,8 @@
632 632  )))
633 633  |(% colspan="4" %)(% colspan="3" %)
634 634  (((
635 -Before the change, positions are relative to $dockingbay.parent.
636 -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.//
637 637  )))
638 638  |(% colspan="1" %)(% colspan="1" %)
639 639  (((
... ... @@ -647,7 +647,7 @@
647 647  )))
648 648  |(% colspan="4" %)(% colspan="3" %)
649 649  (((
650 -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().//
651 651  )))
652 652  |(((
653 653  Scripts
... ... @@ -658,7 +658,7 @@
658 658  )))
659 659  |(% colspan="4" %)(% colspan="3" %)
660 660  (((
661 -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.
662 662  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.
663 663  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.
664 664  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).
... ... @@ -675,7 +675,7 @@
675 675  )))
676 676  |(% colspan="4" %)(% colspan="3" %)
677 677  (((
678 -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.//
679 679  )))
680 680  |(((
681 681  Job/God
... ... @@ -686,7 +686,7 @@
686 686  )))
687 687  |(% colspan="4" %)(% colspan="3" %)
688 688  (((
689 -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.//
690 690  )))
691 691  |(% colspan="1" %)(% colspan="1" %)
692 692  (((
... ... @@ -700,7 +700,7 @@
700 700  )))
701 701  |(% colspan="4" %)(% colspan="3" %)
702 702  (((
703 -Due to engine changes, script action <add_actor_to_room/> has had the attribute 'room' changed to 'object', which is more accurate. Most likely requires a 'position' if a slot is not provided.
657 +//Due to engine changes, script action <add_actor_to_room/> has had the attribute 'room' changed to 'object', which is more accurate. Most likely requires a 'position' if a slot is not provided.//
704 704  )))
705 705  |(% colspan="1" %)(% colspan="1" %)
706 706  (((
... ... @@ -714,7 +714,7 @@
714 714  )))
715 715  |(% colspan="4" %)(% colspan="3" %)
716 716  (((
717 -The 'group' attribute of <set_doors_locked/> can no longer be a list. It must be a single tag value. Previously, a list containing one tag was accepted, which was redundant.
671 +//The 'group' attribute of <set_doors_locked/> can no longer be a list. It must be a single tag value. Previously, a list containing one tag was accepted, which was redundant.//
718 718  )))
719 719  |(% colspan="1" %)(% colspan="1" %)
720 720  (((
... ... @@ -728,7 +728,7 @@
728 728  )))
729 729  |(% colspan="4" %)(% colspan="3" %)
730 730  (((
731 -These events were never triggered, with the exception of <event_hack_started/> on the player entity for instant control panel hacks. Use <event_player_hacked_object> instead.
685 +//These events were never triggered, with the exception of <event_hack_started/> on the player entity for instant control panel hacks. Use <event_player_hacked_object> instead.//
732 732  )))
733 733  |(% colspan="1" %)(% colspan="1" %)
734 734  (((
... ... @@ -742,7 +742,7 @@
742 742  )))
743 743  |(% colspan="4" %)(% colspan="3" %)
744 744  (((
745 -These actions had no effect and were removed.
699 +//These actions had no effect and were removed.//
746 746  )))
747 747  |(% colspan="1" %)(% colspan="1" %)
748 748  (((
... ... @@ -756,7 +756,7 @@
756 756  )))
757 757  |(% colspan="4" %)(% colspan="3" %)
758 758  (((
759 -The script action was a leftover from the XR era and was never supported in X4 and couldn't be used in a meaningful way. It was therefore decided to better drop it altogether as it's not expected having been used by any mods.
713 +//The script action was a leftover from the XR era and was never supported in X4 and couldn't be used in a meaningful way. It was therefore decided to better drop it altogether as it's not expected having been used by any mods.//
760 760  )))
761 761  |(% colspan="1" %)(% colspan="1" %)
762 762  (((
... ... @@ -770,7 +770,7 @@
770 770  )))
771 771  |(% colspan="4" %)(% colspan="3" %)
772 772  (((
773 -The default confidence of player options is another leftover from the XR era and had no effect in X4.
727 +//The default confidence of player options is another leftover from the XR era and had no effect in X4.//
774 774  )))
775 775  |(% colspan="1" %)(% colspan="1" %)
776 776  (((
... ... @@ -784,7 +784,7 @@
784 784  )))
785 785  |(% colspan="4" %)(% colspan="3" %)
786 786  (((
787 -Unused script action <hack_via_control_panel/> was removed.
741 +//Unused script action <hack_via_control_panel/> was removed.//
788 788  )))
789 789  |(% colspan="1" %)(% colspan="1" %)
790 790  (((
... ... @@ -798,7 +798,7 @@
798 798  )))
799 799  |(% colspan="4" %)(% colspan="3" %)
800 800  (((
801 -GetMiniGameCursorPosition() was a left over from the XR era and never supposed to be shipped with X4. The function practically always returned 0 and hence we don't expect the removal of this obsolete function causing any actual mod to break.
755 +//GetMiniGameCursorPosition() was a left over from the XR era and never supposed to be shipped with X4. The function practically always returned 0 and hence we don't expect the removal of this obsolete function causing any actual mod to break.//
802 802  )))
803 803  |(((
804 804  UI core
... ... @@ -809,7 +809,7 @@
809 809  )))
810 810  |(% colspan="4" %)(% colspan="3" %)
811 811  (((
812 -In 3.0 Beta 1 we added support to display icons for keyboard bindings, if an icon is available for the specified keys. This results in GetLocalizedInteractiveNotificationKey() potentially returning a different text now if such an icon is assigned to the mapped key/button.
766 +//In 3.0 Beta 1 we added support to display icons for keyboard bindings, if an icon is available for the specified keys. This results in GetLocalizedInteractiveNotificationKey() potentially returning a different text now if such an icon is assigned to the mapped key/button.//
813 813  )))
814 814  |(% colspan="1" %)(% colspan="1" %)
815 815  (((
... ... @@ -823,7 +823,7 @@
823 823  )))
824 824  |(% colspan="4" %)(% colspan="3" %)
825 825  (((
826 -In 3.0 Beta 1 we added support for a new weapon mod property "SurfaceElementFactor" to allow weapons to deal increased damage to surface elements such as Shield Generators, Turrets or Engines.
780 +//In 3.0 Beta 1 we added support for a new weapon mod property "SurfaceElementFactor" to allow weapons to deal increased damage to surface elements such as Shield Generators, Turrets or Engines.//
827 827  )))
828 828  |(% colspan="1" %)(% colspan="1" %)
829 829  (((
... ... @@ -837,8 +837,8 @@
837 837  )))
838 838  |(% colspan="4" %)(% colspan="3" %)
839 839  (((
840 -$ware.illegal used to return true if the specified ware has the 'illegal' tag which is no longer used.
841 -It now returns true if $ware is illegal to any faction in the game.
794 +//$ware.illegal used to return true if the specified ware has the 'illegal' tag which is no longer used.//
795 +//It now returns true if $ware is illegal to any faction in the game.//
842 842  )))
843 843  |(% colspan="1" %)(% colspan="1" %)
844 844  (((
... ... @@ -852,7 +852,7 @@
852 852  )))
853 853  |(% colspan="4" %)(% colspan="3" %)
854 854  (((
855 -The MD script RML_Flight_Along_Path was not referened and was removed.
809 +//The MD script RML_Flight_Along_Path was not referened and was removed.//
856 856  )))
857 857  |(% colspan="1" %)(% colspan="1" %)
858 858  (((
... ... @@ -866,8 +866,8 @@
866 866  )))
867 867  |(% colspan="4" %)(% colspan="3" %)
868 868  (((
869 -old params: param = venture details, param2 = ships involved, param3 = duration
870 -new params: param = venture detail list: [mission name, mission type], param2 = list of ships involved, param3 = duration
823 +//old params: param = venture details, param2 = ships involved, param3 = duration//
824 +//new params: param = venture detail list: [mission name, mission type], param2 = list of ships involved, param3 = duration//
871 871  )))
872 872  |(((
873 873  Scripts
... ... @@ -879,7 +879,7 @@
879 879  )))
880 880  |(% colspan="4" %)(% colspan="3" %)
881 881  (((
882 -The common action <set_object_wing_name/> has been replaced with <set_object_fleet_name/>
836 +//The common action <set_object_wing_name/> has been replaced with <set_object_fleet_name/>//
883 883  )))
884 884  |(((
885 885  Scripts
... ... @@ -908,9 +908,9 @@
908 908  )))
909 909  |(% colspan="10" %)(% colspan="3" %)
910 910  (((
911 -Actions and conditions which use the 'checkoperational' filter now behave differently. Instead of changing how 'class' and 'exactclass' behave, checkoperational == true adds an additional filter for the components being of state operational, equivalent to state="componentstate.operational". This is implicitly enabled in action elements (e.g. <find_.../>) or condition elements (e.g. <count_...>), meaning that find_ship will only find operational ships. Using such actions/conditions with checkoperational="false" will include non-operational components such as wrecked and constructions. Existing uses may find that results now exclude non-operational components.
865 +//Actions and conditions which use the 'checkoperational' filter now behave differently. Instead of changing how 'class' and 'exactclass' behave, checkoperational == true adds an additional filter for the components being of state operational, equivalent to state="componentstate.operational". This is implicitly enabled in action elements (e.g. <find_.../>) or condition elements (e.g. <count_...>), meaning that find_ship will only find operational ships. Using such actions/conditions with checkoperational="false" will include non-operational components such as wrecked and constructions. Existing uses may find that results now exclude non-operational components.//
912 912  
913 -Sub nodes such as match_child will have checkoperational default to false. Existing uses may find that results now include non-operational components.
867 +//Sub nodes such as match_child will have checkoperational default to false. Existing uses may find that results now include non-operational components.//
914 914  )))
915 915  |(((
916 916  Scripts
... ... @@ -921,7 +921,7 @@
921 921  )))| | |
922 922  |(% colspan="10" %)(% colspan="3" %)
923 923  (((
924 -The script keyword $container.supplyresources now includes reserved wares.
878 +//The script keyword $container.supplyresources now includes reserved wares.//
925 925  )))
926 926  
927 927  ----
... ... @@ -941,10 +941,10 @@
941 941  )))
942 942  |(% colspan="4" %)(% colspan="3" %)
943 943  (((
944 -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.
945 -In 2.20 Beta 4 we improved the situation slightly so that a call to GetControllerInfo() will return either "mouseCursor" or "mouseSteering" in any of the 3 mouse modes.
898 +//2.20 Beta 3 introduced the new direct mouse steering mode. The mode was however not integrated as a first level mode and hence GetControllerInfo() returned the "gamepad" mode while direct mouse steering was active.
899 +In 2.20 Beta 4 we improved the situation slightly so that a call to GetControllerInfo() will return either "mouseCursor" or "mouseSteering" in any of the 3 mouse modes.//
946 946  
947 -It's a pending change to ensure that the returned mode is more reasonable in an upcoming patch. So be aware that another breaking change might be introduced at some point.
901 +//It's a pending change to ensure that the returned mode is more reasonable in an upcoming patch. So be aware that another breaking change might be introduced at some point.//
948 948  )))
949 949  |(% colspan="1" %)(% colspan="1" %)
950 950  (((
... ... @@ -958,7 +958,7 @@
958 958  )))
959 959  |(% colspan="4" %)(% colspan="3" %)
960 960  (((
961 -The underlying behaviour remains the same in that it involves the buildprocessor, not the buildmodule. The attribute name has simply been corrected.
915 +//The underlying behaviour remains the same in that it involves the buildprocessor, not the buildmodule. The attribute name has simply been corrected.//
962 962  )))
963 963  
964 964  ----
... ... @@ -978,7 +978,7 @@
978 978  )))
979 979  |(% colspan="4" %)(% colspan="3" %)
980 980  (((
981 -The construction sequence which was finished should now be accessed via the buildtask provided via param3.
935 +//The construction sequence which was finished should now be accessed via the buildtask provided via param3.//
982 982  )))
983 983  |(% colspan="1" %)(% colspan="1" %)
984 984  (((
... ... @@ -992,7 +992,7 @@
992 992  )))
993 993  |(% colspan="4" %)(% colspan="3" %)
994 994  (((
995 -The 'recruitstrength', 'veteranstrength' and 'elitestrength' script parameters were no longer required for balancing the boarding gameplay, and were removed.
949 +//The 'recruitstrength', 'veteranstrength' and 'elitestrength' script parameters were no longer required for balancing the boarding gameplay, and were removed.//
996 996  )))
997 997  |(% colspan="1" %)(% colspan="1" %)
998 998  (((
... ... @@ -1006,7 +1006,7 @@
1006 1006  )))
1007 1007  |(% colspan="4" %)(% colspan="3" %)
1008 1008  (((
1009 -Due to changes to boarding in X4, the boarding connections accessed by these script properties and actions became redundent and thus, removed. Any connections set by these actions in a savegame will not survive loading.
963 +//Due to changes to boarding in X4, the boarding connections accessed by these script properties and actions became redundent and thus, removed. Any connections set by these actions in a savegame will not survive loading.//
1010 1010  )))
1011 1011  |(((
1012 1012  UI extensions
... ... @@ -1017,7 +1017,7 @@
1017 1017  )))
1018 1018  |(% colspan="4" %)(% colspan="3" %)
1019 1019  (((
1020 -Before 2.0 Beta 1 using GetUpgradeSlotCurrentComponent() or GetUpgradeSlotGroup() only performed on operational objects (i.e. not wrecked objects or objects under construction). Since this is inconsistent with the rest of the UI functions, this was considered a bug and fixed in 2.0 Beta 1. If you require the old behavior, use the FFI function: IsComponentOperational() to check the passed object's state before making the call.
974 +//Before 2.0 Beta 1 using GetUpgradeSlotCurrentComponent() or GetUpgradeSlotGroup() only performed on operational objects (i.e. not wrecked objects or objects under construction). Since this is inconsistent with the rest of the UI functions, this was considered a bug and fixed in 2.0 Beta 1. If you require the old behavior, use the FFI function: IsComponentOperational() to check the passed object's state before making the call.//
1021 1021  )))
1022 1022  |(((
1023 1023  UI extensions
... ... @@ -1028,8 +1028,8 @@
1028 1028  )))
1029 1029  |(% colspan="4" %)(% colspan="3" %)
1030 1030  (((
1031 -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.
1032 -Therefore, in 2.0 Beta 1 we drop the error indication in case of an attempt to set the formation fails. We are currently working on a better solution to the underlying problem and hope to have it ready as part of a following beta.
985 +//Before 2.0 Beta 1 a call to SetFormationShape() indicated an error state to the caller in certain cases where setting a formation shape (potentially) failed. Due to a design flaw in the handling of formations, this however doesn't do any good, since the function by itself doesn't really set the formation shape in all cases. On top of that the call can fail at random. Hence, at the moment an indication of an error case that setting a formation potentially fails is no good to the caller and he has no means to distinguish that case from a real error case.//
986 +//Therefore, in 2.0 Beta 1 we drop the error indication in case of an attempt to set the formation fails. We are currently working on a better solution to the underlying problem and hope to have it ready as part of a following beta.//
1033 1033  )))
1034 1034  |(((
1035 1035  Scripts
... ... @@ -1040,7 +1040,7 @@
1040 1040  )))
1041 1041  |(% colspan="4" %)(% colspan="3" %)
1042 1042  (((
1043 -This now enforces a leader and at least one follower in order to create or change a formation.  Former implementation made it possible to create formations without any followers which led to issues.
997 +//This now enforces a leader and at least one follower in order to create or change a formation.  Former implementation made it possible to create formations without any followers which led to issues.//
1044 1044  )))
1045 1045  |(((
1046 1046  Scripts
... ... @@ -1051,7 +1051,7 @@
1051 1051  )))
1052 1052  |(% colspan="4" %)(% colspan="3" %)
1053 1053  (((
1054 -For prior behavior, check for event.param being non-null.
1008 +//For prior behavior, check for event.param being non-null.//
1055 1055  )))
1056 1056  |(((
1057 1057  AI Scripts
... ... @@ -1062,11 +1062,11 @@
1062 1062  )))
1063 1063  |(% colspan="4" %)(% colspan="3" %)
1064 1064  (((
1065 -Changed: Attribute "primary" is now optional and defines whether weapons from the ship's active primary weapon group will be fired. Defaults to true.
1066 -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.
1067 -New attribute: "missiles" is an optional attribute that defines whether only missile launchers will be used. If false, only guns will be fired. Defaults to false.
1019 +//Changed: Attribute "primary" is now optional and defines whether weapons from the ship's active primary weapon group will be fired. Defaults to true.//
1020 +//New attribute: "secondary" is an optional attribute that defines whether weapons from the ship's active secondary weapon group will be fired. Defaults to true.//
1021 +//New attribute: "missiles" is an optional attribute that defines whether only missile launchers will be used. If false, only guns will be fired. Defaults to false.//
1068 1068  
1069 -Corrects now-obsolete assumption that primary weapon groups only contain guns and secondary weapon groups only contain missile launchers.
1023 +//Corrects now-obsolete assumption that primary weapon groups only contain guns and secondary weapon groups only contain missile launchers.//
1070 1070  )))
1071 1071  |(((
1072 1072  UI extensions
... ... @@ -1077,7 +1077,7 @@
1077 1077  )))
1078 1078  |(% colspan="4" %)(% colspan="3" %)
1079 1079  (((
1080 -Added possibility to query build tasks of a certain buildmodule.
1034 +//Added possibility to query build tasks of a certain buildmodule.//
1081 1081  )))
1082 1082  |(((
1083 1083  UI extensions
... ... @@ -1088,7 +1088,7 @@
1088 1088  )))
1089 1089  |(% colspan="4" %)(% colspan="3" %)
1090 1090  (((
1091 -Added list of resources a buildmodule needs to build.
1045 +//Added list of resources a buildmodule needs to build.//
1092 1092  )))
1093 1093  |(((
1094 1094  UI extensions
... ... @@ -1099,7 +1099,7 @@
1099 1099  )))
1100 1100  |(% colspan="4" %)(% colspan="3" %)
1101 1101  (((
1102 -Unused, derelict function from XR - use GetComponentData(..., "hullpercent") instead.
1056 +//Unused, derelict function from XR - use GetComponentData(..., "hullpercent") instead.//
1103 1103  )))
1104 1104  |(((
1105 1105  UI extensions
... ... @@ -1110,7 +1110,7 @@
1110 1110  )))
1111 1111  |(% colspan="4" %)(% colspan="3" %)
1112 1112  (((
1113 -Changed return value type to const char* to better identify failure reasons in Lua script.
1067 +//Changed return value type to const char* to better identify failure reasons in Lua script.//
1114 1114  )))
1115 1115  
1116 1116  ----
... ... @@ -1127,7 +1127,7 @@
1127 1127  )))
1128 1128  |(% colspan="4" %)(% colspan="3" %)
1129 1129  (((
1130 -The "docksizes" property no longer includes internal ship storage docks.
1084 +//The "docksizes" property no longer includes internal ship storage docks.//
1131 1131  )))
1132 1132  |(((
1133 1133  All
... ... @@ -1138,11 +1138,11 @@
1138 1138  )))
1139 1139  |(% colspan="4" %)(% colspan="3" %)
1140 1140  (((
1141 -Shipyards (formerly also known as Capital Shipyards) can build capital ships, while Wharfs only build non-capital ships. To check whether a station is a Shipyard or a Wharf, check whether the station "can build ships".
1095 +//Shipyards (formerly also known as Capital Shipyards) can build capital ships, while Wharfs only build non-capital ships. To check whether a station is a Shipyard or a Wharf, check whether the station "can build ships".//
1142 1142  
1143 -Lua: Adjusted GetComponentData() and HasShipyard(), added HasWharf()
1144 -Lua / GetComponentData() properties: Removed "iscapitalshipyard", fixed "isshipyard", added "canbuildships", "iswharf", "isequipmentdock"
1145 -Scripts: Fixed property .isshipyard, added .iswharf (.canbuildships existed already)
1097 +//Lua: Adjusted GetComponentData() and HasShipyard(), added HasWharf()//
1098 +//Lua / GetComponentData() properties: Removed "iscapitalshipyard", fixed "isshipyard", added "canbuildships", "iswharf", "isequipmentdock"//
1099 +//Scripts: Fixed property .isshipyard, added .iswharf (.canbuildships existed already)//
1146 1146  )))
1147 1147  |(((
1148 1148  UI extensions
... ... @@ -1153,7 +1153,7 @@
1153 1153  )))
1154 1154  |(% colspan="4" %)(% colspan="3" %)
1155 1155  (((
1156 -Added new "operational" field to retrieve information about number of operational upgrades in a group.
1110 +//Added new "operational" field to retrieve information about number of operational upgrades in a group.//
1157 1157  )))
1158 1158  |(% colspan="1" %)(% colspan="1" %)
1159 1159  (((
... ... @@ -1167,9 +1167,9 @@
1167 1167  )))
1168 1168  |(% colspan="4" %)(% colspan="3" %)
1169 1169  (((
1170 -In X Rebirth "info points" existed (which were mainly used as interaction points to scan stations/access information about modules). These were removed in X4 but this left-over property here was missed to be removed in-time for release. It was therefore removed now in order to move towards a stable/clean UI API.
1124 +//In X Rebirth "info points" existed (which were mainly used as interaction points to scan stations/access information about modules). These were removed in X4 but this left-over property here was missed to be removed in-time for release. It was therefore removed now in order to move towards a stable/clean UI API.//
1171 1171  
1172 -The new function declaration is: void SetGuidance(UniverseID componentid, UIPosRot offset)
1126 +//The new function declaration is: void SetGuidance(UniverseID componentid, UIPosRot offset)//
1173 1173  )))
1174 1174  |(((
1175 1175  UI extensions
... ... @@ -1180,7 +1180,7 @@
1180 1180  )))
1181 1181  |(% colspan="4" %)(% colspan="3" %)
1182 1182  (((
1183 -CancelConstruction() now returns if the cancellation was successful.
1137 +//CancelConstruction() now returns if the cancellation was successful. //
1184 1184  )))
1185 1185  
1186 1186  ----
... ... @@ -1197,7 +1197,7 @@
1197 1197  )))
1198 1198  |(% colspan="4" %)(% colspan="3" %)
1199 1199  (((
1200 -Instead of "nextdestname", use the properties "destination" or "destinationsector" to retrieve a destination component, then retrieve its "name" property.
1154 +//Instead of "nextdestname", use the properties "destination" or "destinationsector" to retrieve a destination component, then retrieve its "name" property.//
1201 1201  )))
1202 1202  
1203 1203  ----