Changes for page Breaking Changes

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

From version 147.1
edited by Matthias Haan
on 2026/02/20 11:22
Change comment: There is no comment for this version
To version 124.5
edited by Klaus Meyer
on 2025/01/07 16:40
Change comment: There is no comment for this version

Summary

Details

Page properties
Author
... ... @@ -1,1 +1,1 @@
1 -xwiki:XWiki.Matthias
1 +xwiki:XWiki.Klaus
Content
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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" %)Scripts|(% colspan="1" style="width:119px" %)9.00 Beta 1|(% colspan="4" style="width:1625px" %)Removed **<event_area_discovered>**
27 -|(% colspan="6" style="width:117px" %)Removed for performance reasons
28 -|(% 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**
29 -|(% 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.
30 -|(% 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>**
31 -|(% colspan="6" style="width:117px" %)A new property that can be used in its place is **$sector.bestyieldrating.{$ware}**.
32 -|(% 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>**
33 -|(% colspan="6" style="width:117px" %)**<find_asteroid_with_yield_in_sector>** and **<find_recyclable_with_yield_in_sector>** should now be used instead.
34 -|(% colspan="1" style="width:117px" %)Parameters|(% colspan="1" style="width:119px" %)9.00 Beta 1|(% colspan="4" style="width:1625px" %)Removed **<yielddensities>** from **<miningparams>**
35 -|(% colspan="6" style="width:117px" %)It has been replaced with the new **<resources>** node.
36 -|(% 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
37 -|(% 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>**.
38 -|(% 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
39 -|(% colspan="6" style="width:117px" %)It now contains definitions of resource areas referenced by sector properties (see **mapdefaults.xml**).
40 -|(% 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 **$galaxy.yieldthresholds**
41 -|(% colspan="6" style="width:117px" %)New properties that can be used are **$resourceprobe.bestyieldrating** and **$sector.yieldrating.{$ware}**. Yields thresholds are no longer a thing in 9.00.
42 -|(% 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>**
43 -|(% colspan="6" style="width:117px" %)(((
44 -The flags attribute is no longer available in the MD action <add_blueprints>
45 -)))
46 -|(% style="width:117px" %)Scripts|(% style="width:117px" %)9.00 Beta 1|(% colspan="3" style="width:117px" %)Construction sequence param removed from build_started events
47 -|(% 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.
48 -|(% style="width:117px" %)Scripts|(% style="width:117px" %)9.00 Beta 1|(% colspan="3" style="width:117px" %)Script properties removed from macro
49 -|(% colspan="6" style="width:117px" %)**.purposemacro** and **.purposename **have been removed from the **macro **script properties
50 -|(% 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>**
51 -|(% 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.
52 -
53 -=== Version 8.00 ===
54 -
55 -(% class="table-striped" %)
56 -|(% 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>**
57 -|(% colspan="6" style="width:117px" %)(((
58 -The deprecated MD action <populate_platforms> has been removed. The previously referenced character quotas in quotas.xml have also been removed.
59 -)))
60 -|(% 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**
61 -|(% 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.
62 -|(% 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**
63 -|(% 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).
64 -|(% 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**
65 -|(% 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.
66 -|(% 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
67 -|(% 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.
68 -
69 69  === Version 7.50 ===
70 70  
71 71  (% class="table-striped" %)
72 -|(% 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)
73 -|(% colspan="4" style="width:117px" %)(((
74 -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.
75 -)))
26 +|(% colspan="1" style="width:117px" %)Relations|(% colspan="1" style="width:119px" %)7.50 Beta 4|(% colspan="2" style="width:1625px" %)**Faction relation UI values: Changed mapping of relations to displayed UI values between 0.5 and 1.0 (UI +25 and +30)**
27 +|(% colspan="4" style="width:117px" %)
76 76  |(% 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**
77 77  |(% colspan="7" style="width:117px" %)(((
78 78  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.
... ... @@ -83,20 +83,20 @@
83 83  
84 84  (% class="table-striped" %)
85 85  |(% colspan="1" style="width:117px" %)Gamestarts|(% colspan="1" style="width:119px" %)7.00 Beta 8|(% colspan="2" style="width:1625px" %)**Text references**
86 -|(% 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.//
87 87  |(% 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**
88 88  |(% colspan="4" style="width:117px" %)highway_fx_electric_02 is still available in "legacy" folder if needed
89 89  |(% 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
90 90  |(% colspan="4" style="width:117px" %)(((
91 -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.//
92 92  )))
93 93  |(% 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.
94 94  |(% colspan="4" style="width:117px" %)(((
95 -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.**//
96 96  )))
97 97  |(% 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.
98 98  |(% colspan="4" style="width:117px" %)(((
99 -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//
100 100  )))
101 101  |(% colspan="1" style="width:117px" %)(% colspan="1" %)
102 102  (((
... ... @@ -108,7 +108,7 @@
108 108  )))
109 109  |(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %)
110 110  (((
111 - 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.//
112 112  )))
113 113  |(% colspan="1" style="width:117px" %)(% colspan="1" %)
114 114  (((
... ... @@ -120,7 +120,7 @@
120 120  )))
121 121  |(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %)
122 122  (((
123 - 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.//
124 124  )))
125 125  |(% colspan="1" style="width:117px" %)(% colspan="1" %)
126 126  (((
... ... @@ -147,9 +147,9 @@
147 147  )))
148 148  |(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %)
149 149  (((
150 -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.//
151 151  
152 -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.//
153 153  )))
154 154  |(% colspan="1" %)(% colspan="1" %)
155 155  (((
... ... @@ -163,9 +163,9 @@
163 163  )))
164 164  |(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %)
165 165  (((
166 -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. //
167 167  
168 -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.//
169 169  )))
170 170  |(% colspan="1" %)(% colspan="1" %)
171 171  (((
... ... @@ -179,11 +179,11 @@
179 179  )))
180 180  |(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %)
181 181  (((
182 -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.//
183 183  
184 -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.//
185 185  
186 -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.//
187 187  )))
188 188  |(% colspan="1" %)(% colspan="1" %)
189 189  (((
... ... @@ -197,8 +197,8 @@
197 197  )))
198 198  |(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %)
199 199  (((
200 -<match_dock> nodes can now be used on container and walkablemodule classes without wrapping them in <match_content> nodes.
201 -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.//
202 202  )))
203 203  |(% colspan="1" %)(% colspan="1" %)
204 204  (((
... ... @@ -212,7 +212,7 @@
212 212  )))
213 213  |(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %)
214 214  (((
215 -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'.//
216 216  )))
217 217  |(((
218 218  Assets
... ... @@ -223,8 +223,8 @@
223 223  )))
224 224  |(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)
225 225  (((
226 -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.
227 -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.//
228 228  )))
229 229  |(% colspan="1" %)(% colspan="1" %)
230 230  (((
... ... @@ -238,7 +238,7 @@
238 238  )))
239 239  |(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)
240 240  (((
241 -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.//
242 242  )))
243 243  |(((
244 244  Scripts
... ... @@ -249,7 +249,7 @@
249 249  )))
250 250  |(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)
251 251  (((
252 -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.//
253 253  )))
254 254  |(((
255 255  Cutscenes
... ... @@ -260,7 +260,7 @@
260 260  )))
261 261  |(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)
262 262  (((
263 -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.//
264 264  )))
265 265  
266 266  ----
... ... @@ -277,7 +277,7 @@
277 277  )))
278 278  |(% colspan="7" %)(% colspan="3" %)
279 279  (((
280 -'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.//
281 281  )))
282 282  
283 283  ----
... ... @@ -297,7 +297,7 @@
297 297  )))
298 298  |(% colspan="4" %)(% colspan="3" %)
299 299  (((
300 -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.//
301 301  )))
302 302  |(% colspan="1" %)(% colspan="1" %)
303 303  (((
... ... @@ -311,7 +311,7 @@
311 311  )))
312 312  |(% colspan="4" %)(% colspan="3" %)
313 313  (((
314 -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.//
315 315  )))
316 316  |(% colspan="1" %)(% colspan="1" %)
317 317  (((
... ... @@ -325,7 +325,7 @@
325 325  )))
326 326  |(% colspan="4" %)(% colspan="3" %)
327 327  (((
328 -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.//
329 329  )))
330 330  |(% colspan="1" %)(% colspan="1" %)
331 331  (((
... ... @@ -339,7 +339,7 @@
339 339  )))
340 340  |(% colspan="4" %)(% colspan="3" %)
341 341  (((
342 -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.//
343 343  )))
344 344  |(((
345 345  UI extensions
... ... @@ -350,7 +350,7 @@
350 350  )))
351 351  |(% colspan="4" %)(% colspan="3" %)
352 352  (((
353 -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.//
354 354  )))
355 355  |(((
356 356  Scripts
... ... @@ -361,7 +361,7 @@
361 361  )))
362 362  |(% colspan="4" %)(% colspan="3" %)
363 363  (((
364 -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.//
365 365  )))
366 366  |(% colspan="1" %)(% colspan="1" %)
367 367  (((
... ... @@ -375,7 +375,7 @@
375 375  )))
376 376  |(% colspan="4" %)(% colspan="3" %)
377 377  (((
378 -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.//
379 379  )))
380 380  |(((
381 381  Scripts
... ... @@ -386,7 +386,7 @@
386 386  )))
387 387  |(% colspan="4" %)(% colspan="3" %)
388 388  (((
389 -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.//
390 390  )))
391 391  
392 392  ----
... ... @@ -406,8 +406,8 @@
406 406  )))
407 407  |(% colspan="4" %)(% colspan="3" %)
408 408  (((
409 -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).
410 -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.//
411 411  )))
412 412  |(((
413 413  Scripts
... ... @@ -418,9 +418,9 @@
418 418  )))
419 419  |(% colspan="4" %)(% colspan="3" %)
420 420  (((
421 -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?
422 422  New params: param = project ID, param2 = [were there positive side-effects?, were there negative side-effects?], param3 = payout in Credits
423 -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//
424 424  )))
425 425  |(% colspan="1" %)(% colspan="1" %)
426 426  (((
... ... @@ -434,10 +434,10 @@
434 434  )))
435 435  |(% colspan="4" %)(% colspan="3" %)
436 436  (((
437 -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.
438 -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).//
439 439  
440 -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.//
441 441  )))
442 442  |(% colspan="1" %)(% colspan="1" %)
443 443  (((
... ... @@ -451,9 +451,9 @@
451 451  )))
452 452  |(% colspan="4" %)(% colspan="3" %)
453 453  (((
454 -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.//
455 455  
456 -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).
457 457  )))
458 458  |(((
459 459  Parameters
... ... @@ -464,7 +464,7 @@
464 464  )))
465 465  |(% colspan="4" %)(% colspan="3" %)
466 466  (((
467 -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.//
468 468  )))
469 469  |(((
470 470  Scripts
... ... @@ -475,7 +475,7 @@
475 475  )))
476 476  |(% colspan="4" %)(% colspan="3" %)
477 477  (((
478 -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.//
479 479  )))
480 480  
481 481  ----
... ... @@ -492,7 +492,7 @@
492 492  )))
493 493  |(% colspan="7" %)(% colspan="3" %)
494 494  (((
495 -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()//
496 496  )))
497 497  
498 498  ----
... ... @@ -509,9 +509,9 @@
509 509  )))
510 510  |(% colspan="4" %)(% colspan="3" %)
511 511  (((
512 -Old params: param = attacked object, param2 = attack method, param3 = attacked component
513 -New params: param = attacked object, param2 = attack method, param3 = attack component detail list: [attacked component, attacking weapon]
514 -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//
515 515  )))
516 516  |(% colspan="1" %)(% colspan="1" %)
517 517  (((
... ... @@ -525,7 +525,7 @@
525 525  )))
526 526  |(% colspan="4" %)(% colspan="3" %)
527 527  (((
528 -$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.//
529 529  )))
530 530  |(((
531 531  UI extensions
... ... @@ -536,7 +536,7 @@
536 536  )))
537 537  |(% colspan="4" %)(% colspan="3" %)
538 538  (((
539 -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.//
540 540  )))
541 541  
542 542  ----
... ... @@ -556,7 +556,7 @@
556 556  )))
557 557  |(% colspan="7" %)(% colspan="3" %)
558 558  (((
559 -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.//
560 560  )))
561 561  
562 562  ----
... ... @@ -576,7 +576,7 @@
576 576  )))
577 577  |(% colspan="4" %)(% colspan="3" %)
578 578  (((
579 -<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.//
580 580  )))
581 581  |(% colspan="1" %)(% colspan="1" %)
582 582  (((
... ... @@ -590,7 +590,7 @@
590 590  )))
591 591  |(% colspan="4" %)(% colspan="3" %)
592 592  (((
593 -<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.//
594 594  )))
595 595  |(% colspan="1" %)(% colspan="1" %)
596 596  (((
... ... @@ -604,9 +604,9 @@
604 604  )))
605 605  |(% colspan="4" %)(% colspan="3" %)
606 606  (((
607 -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.)
608 608  
609 -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).//
610 610  )))
611 611  |(% colspan="1" %)(% colspan="1" %)
612 612  (((
... ... @@ -620,7 +620,7 @@
620 620  )))
621 621  |(% colspan="4" %)(% colspan="3" %)
622 622  (((
623 -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.//
624 624  )))
625 625  |(% colspan="1" %)(% colspan="1" %)
626 626  (((
... ... @@ -634,8 +634,8 @@
634 634  )))
635 635  |(% colspan="4" %)(% colspan="3" %)
636 636  (((
637 -Before the change, positions are relative to $dockingbay.parent.
638 -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.//
639 639  )))
640 640  |(% colspan="1" %)(% colspan="1" %)
641 641  (((
... ... @@ -649,7 +649,7 @@
649 649  )))
650 650  |(% colspan="4" %)(% colspan="3" %)
651 651  (((
652 -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().//
653 653  )))
654 654  |(((
655 655  Scripts
... ... @@ -660,7 +660,7 @@
660 660  )))
661 661  |(% colspan="4" %)(% colspan="3" %)
662 662  (((
663 -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.
664 664  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.
665 665  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.
666 666  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).
... ... @@ -677,7 +677,7 @@
677 677  )))
678 678  |(% colspan="4" %)(% colspan="3" %)
679 679  (((
680 -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.//
681 681  )))
682 682  |(((
683 683  Job/God
... ... @@ -688,7 +688,7 @@
688 688  )))
689 689  |(% colspan="4" %)(% colspan="3" %)
690 690  (((
691 -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.//
692 692  )))
693 693  |(% colspan="1" %)(% colspan="1" %)
694 694  (((
... ... @@ -702,7 +702,7 @@
702 702  )))
703 703  |(% colspan="4" %)(% colspan="3" %)
704 704  (((
705 -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.//
706 706  )))
707 707  |(% colspan="1" %)(% colspan="1" %)
708 708  (((
... ... @@ -716,7 +716,7 @@
716 716  )))
717 717  |(% colspan="4" %)(% colspan="3" %)
718 718  (((
719 -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.//
720 720  )))
721 721  |(% colspan="1" %)(% colspan="1" %)
722 722  (((
... ... @@ -730,7 +730,7 @@
730 730  )))
731 731  |(% colspan="4" %)(% colspan="3" %)
732 732  (((
733 -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.//
734 734  )))
735 735  |(% colspan="1" %)(% colspan="1" %)
736 736  (((
... ... @@ -744,7 +744,7 @@
744 744  )))
745 745  |(% colspan="4" %)(% colspan="3" %)
746 746  (((
747 -These actions had no effect and were removed.
699 +//These actions had no effect and were removed.//
748 748  )))
749 749  |(% colspan="1" %)(% colspan="1" %)
750 750  (((
... ... @@ -758,7 +758,7 @@
758 758  )))
759 759  |(% colspan="4" %)(% colspan="3" %)
760 760  (((
761 -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.//
762 762  )))
763 763  |(% colspan="1" %)(% colspan="1" %)
764 764  (((
... ... @@ -772,7 +772,7 @@
772 772  )))
773 773  |(% colspan="4" %)(% colspan="3" %)
774 774  (((
775 -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.//
776 776  )))
777 777  |(% colspan="1" %)(% colspan="1" %)
778 778  (((
... ... @@ -786,7 +786,7 @@
786 786  )))
787 787  |(% colspan="4" %)(% colspan="3" %)
788 788  (((
789 -Unused script action <hack_via_control_panel/> was removed.
741 +//Unused script action <hack_via_control_panel/> was removed.//
790 790  )))
791 791  |(% colspan="1" %)(% colspan="1" %)
792 792  (((
... ... @@ -800,7 +800,7 @@
800 800  )))
801 801  |(% colspan="4" %)(% colspan="3" %)
802 802  (((
803 -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.//
804 804  )))
805 805  |(((
806 806  UI core
... ... @@ -811,7 +811,7 @@
811 811  )))
812 812  |(% colspan="4" %)(% colspan="3" %)
813 813  (((
814 -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.//
815 815  )))
816 816  |(% colspan="1" %)(% colspan="1" %)
817 817  (((
... ... @@ -825,7 +825,7 @@
825 825  )))
826 826  |(% colspan="4" %)(% colspan="3" %)
827 827  (((
828 -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.//
829 829  )))
830 830  |(% colspan="1" %)(% colspan="1" %)
831 831  (((
... ... @@ -839,8 +839,8 @@
839 839  )))
840 840  |(% colspan="4" %)(% colspan="3" %)
841 841  (((
842 -$ware.illegal used to return true if the specified ware has the 'illegal' tag which is no longer used.
843 -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.//
844 844  )))
845 845  |(% colspan="1" %)(% colspan="1" %)
846 846  (((
... ... @@ -854,7 +854,7 @@
854 854  )))
855 855  |(% colspan="4" %)(% colspan="3" %)
856 856  (((
857 -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.//
858 858  )))
859 859  |(% colspan="1" %)(% colspan="1" %)
860 860  (((
... ... @@ -868,8 +868,8 @@
868 868  )))
869 869  |(% colspan="4" %)(% colspan="3" %)
870 870  (((
871 -old params: param = venture details, param2 = ships involved, param3 = duration
872 -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//
873 873  )))
874 874  |(((
875 875  Scripts
... ... @@ -881,7 +881,7 @@
881 881  )))
882 882  |(% colspan="4" %)(% colspan="3" %)
883 883  (((
884 -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/>//
885 885  )))
886 886  |(((
887 887  Scripts
... ... @@ -910,9 +910,9 @@
910 910  )))
911 911  |(% colspan="10" %)(% colspan="3" %)
912 912  (((
913 -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.//
914 914  
915 -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.//
916 916  )))
917 917  |(((
918 918  Scripts
... ... @@ -923,7 +923,7 @@
923 923  )))| | |
924 924  |(% colspan="10" %)(% colspan="3" %)
925 925  (((
926 -The script keyword $container.supplyresources now includes reserved wares.
878 +//The script keyword $container.supplyresources now includes reserved wares.//
927 927  )))
928 928  
929 929  ----
... ... @@ -943,10 +943,10 @@
943 943  )))
944 944  |(% colspan="4" %)(% colspan="3" %)
945 945  (((
946 -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.
947 -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.//
948 948  
949 -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.//
950 950  )))
951 951  |(% colspan="1" %)(% colspan="1" %)
952 952  (((
... ... @@ -960,7 +960,7 @@
960 960  )))
961 961  |(% colspan="4" %)(% colspan="3" %)
962 962  (((
963 -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.//
964 964  )))
965 965  
966 966  ----
... ... @@ -980,7 +980,7 @@
980 980  )))
981 981  |(% colspan="4" %)(% colspan="3" %)
982 982  (((
983 -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.//
984 984  )))
985 985  |(% colspan="1" %)(% colspan="1" %)
986 986  (((
... ... @@ -994,7 +994,7 @@
994 994  )))
995 995  |(% colspan="4" %)(% colspan="3" %)
996 996  (((
997 -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.//
998 998  )))
999 999  |(% colspan="1" %)(% colspan="1" %)
1000 1000  (((
... ... @@ -1008,7 +1008,7 @@
1008 1008  )))
1009 1009  |(% colspan="4" %)(% colspan="3" %)
1010 1010  (((
1011 -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.//
1012 1012  )))
1013 1013  |(((
1014 1014  UI extensions
... ... @@ -1019,7 +1019,7 @@
1019 1019  )))
1020 1020  |(% colspan="4" %)(% colspan="3" %)
1021 1021  (((
1022 -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.//
1023 1023  )))
1024 1024  |(((
1025 1025  UI extensions
... ... @@ -1030,8 +1030,8 @@
1030 1030  )))
1031 1031  |(% colspan="4" %)(% colspan="3" %)
1032 1032  (((
1033 -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.
1034 -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.//
1035 1035  )))
1036 1036  |(((
1037 1037  Scripts
... ... @@ -1042,7 +1042,7 @@
1042 1042  )))
1043 1043  |(% colspan="4" %)(% colspan="3" %)
1044 1044  (((
1045 -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.//
1046 1046  )))
1047 1047  |(((
1048 1048  Scripts
... ... @@ -1053,7 +1053,7 @@
1053 1053  )))
1054 1054  |(% colspan="4" %)(% colspan="3" %)
1055 1055  (((
1056 -For prior behavior, check for event.param being non-null.
1008 +//For prior behavior, check for event.param being non-null.//
1057 1057  )))
1058 1058  |(((
1059 1059  AI Scripts
... ... @@ -1064,11 +1064,11 @@
1064 1064  )))
1065 1065  |(% colspan="4" %)(% colspan="3" %)
1066 1066  (((
1067 -Changed: Attribute "primary" is now optional and defines whether weapons from the ship's active primary weapon group will be fired. Defaults to true.
1068 -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.
1069 -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.//
1070 1070  
1071 -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.//
1072 1072  )))
1073 1073  |(((
1074 1074  UI extensions
... ... @@ -1079,7 +1079,7 @@
1079 1079  )))
1080 1080  |(% colspan="4" %)(% colspan="3" %)
1081 1081  (((
1082 -Added possibility to query build tasks of a certain buildmodule.
1034 +//Added possibility to query build tasks of a certain buildmodule.//
1083 1083  )))
1084 1084  |(((
1085 1085  UI extensions
... ... @@ -1090,7 +1090,7 @@
1090 1090  )))
1091 1091  |(% colspan="4" %)(% colspan="3" %)
1092 1092  (((
1093 -Added list of resources a buildmodule needs to build.
1045 +//Added list of resources a buildmodule needs to build.//
1094 1094  )))
1095 1095  |(((
1096 1096  UI extensions
... ... @@ -1101,7 +1101,7 @@
1101 1101  )))
1102 1102  |(% colspan="4" %)(% colspan="3" %)
1103 1103  (((
1104 -Unused, derelict function from XR - use GetComponentData(..., "hullpercent") instead.
1056 +//Unused, derelict function from XR - use GetComponentData(..., "hullpercent") instead.//
1105 1105  )))
1106 1106  |(((
1107 1107  UI extensions