Changes for page Breaking Changes

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

From version 148.1
edited by Lino Thomas
on 2026/03/04 11:33
Change comment: There is no comment for this version
To version 123.3
edited by Matthias Haan
on 2024/12/20 11:40
Change comment: There is no comment for this version

Summary

Details

Page properties
Author
... ... @@ -1,1 +1,1 @@
1 -xwiki:XWiki.Lino
1 +xwiki:XWiki.Matthias
Content
... ... @@ -20,67 +20,13 @@
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" %)Replaced **standard** tag on small and medium ships with **advanced** tag.
27 -|(% colspan="6" style="width:117px" %)The advanced tag encodes the new weapon and turret sizes for small and medium ships.
28 -|(% colspan="1" style="width:117px" %)Assets|(% colspan="1" style="width:119px" %)9.00 Beta 1|(% colspan="4" style="width:1625px" %)Resized small and medium surface elements and integrated engines and shields into the ships.
29 -|(% colspan="6" style="width:117px" %)The assets are now aligned with the setup started with the Boron DLC. There are no visual modular meshes for shields and engines on the exterior on the ship any more. Turrets are now visually integrated into the ships hull.
30 -|(% colspan="1" style="width:117px" %)Scripts|(% colspan="1" style="width:119px" %)9.00 Beta 1|(% colspan="4" style="width:1625px" %)Removed **<event_area_discovered>**
31 -|(% colspan="6" style="width:117px" %)Removed for performance reasons
32 -|(% 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**
33 -|(% 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.
34 -|(% 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>**
35 -|(% colspan="6" style="width:117px" %)A new property that can be used in its place is **$sector.bestyieldrating.{$ware}**.
36 -|(% 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>**
37 -|(% colspan="6" style="width:117px" %)**<find_asteroid_with_yield_in_sector>** and **<find_recyclable_with_yield_in_sector>** should now be used instead.
38 -|(% colspan="1" style="width:117px" %)Parameters|(% colspan="1" style="width:119px" %)9.00 Beta 1|(% colspan="4" style="width:1625px" %)Removed **<yielddensities>** from **<miningparams>**
39 -|(% colspan="6" style="width:117px" %)It has been replaced with the new **<resources>** node.
40 -|(% 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
41 -|(% 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>**.
42 -|(% 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
43 -|(% colspan="6" style="width:117px" %)It now contains definitions of resource areas referenced by sector properties (see **mapdefaults.xml**).
44 -|(% 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 **$galaxy.yieldthresholds**
45 -|(% colspan="6" style="width:117px" %)New properties that can be used are **$resourceprobe.bestyieldrating** and **$sector.yieldrating.{$ware}**. Yields thresholds are no longer a thing in 9.00.
46 -|(% colspan="1" style="width:117px" %)Scripts|(% colspan="1" style="width:119px" %)9.00 Beta 1|(% colspan="4" style="width:1625px" %)Removed **flags **attribute from action **<add_blueprints>**
47 -|(% colspan="6" style="width:117px" %)(((
48 -The flags attribute is no longer available in the MD action <add_blueprints>
49 -)))
50 -|(% style="width:117px" %)Scripts|(% style="width:117px" %)9.00 Beta 1|(% colspan="3" style="width:117px" %)Construction sequence param removed from build_started events
51 -|(% colspan="6" style="width:117px" %)Script events <event_build_started> and <event_player_build_started> no longer receive the construction sequence via param2. param2 will now yield null. Query the sequence via the param3 buildtask instead.
52 -|(% style="width:117px" %)Scripts|(% style="width:117px" %)9.00 Beta 1|(% colspan="3" style="width:117px" %)Script properties removed from macro
53 -|(% colspan="6" style="width:117px" %)**.purposemacro** and **.purposename **have been removed from the **macro **script properties
54 -|(% style="width:117px" %)Scripts|(% style="width:117px" %)9.00 Beta 1|(% colspan="4" rowspan="1" style="width:117px" %)**constructionplan **attribute now required for **<add_build_to_expand_station>**
55 -|(% colspan="6" style="width:117px" %)The constructionplan attribute for the <add_build_to_expand_station> action is no longer optional. Past behaviour when omitted was for the station to recycle down to nothing. Use new script action <add_build_to_recycle_station> instead.
56 -
57 -=== Version 8.00 ===
58 -
59 -(% class="table-striped" %)
60 -|(% colspan="1" style="width:117px" %)Scripts|(% colspan="1" style="width:119px" %)8.00 Beta 1|(% colspan="4" style="width:1625px" %)Removed MD action **<populate_platforms>**
61 -|(% colspan="6" style="width:117px" %)(((
62 -The deprecated MD action <populate_platforms> has been removed. The previously referenced character quotas in quotas.xml have also been removed.
63 -)))
64 -|(% style="width:117px" %)Assets|(% style="width:117px" %)8.00 Beta 1|(% colspan="4" rowspan="1" style="width:117px" %)**\assets\units\size_m\ship_gen_m_transdrone_container_02** and **\assets\units\size_s\ship_gen_s_transdrone_container_02** moved to **ego_dlc_terran**
65 -|(% colspan="6" style="width:117px" %)**ship_gen_m_transdrone_container_02** and **ship_gen_s_transdrone_container_02** (templates and macros) have been moved to the **ego_dlc_terran** extension and any reference to these files now requires that the resulting dependency on that extension is taken into account.
66 -|(% style="width:117px" %)Assets|(% style="width:117px" %)8.00 Beta 1|(% colspan="4" rowspan="1" style="width:117px" %)Icons moved from **assets\fx\textures\gui** to **assets\textures\ui**
67 -|(% colspan="6" style="width:117px" %)Assets with the exception of the **loadingscreen** folder have been moved and any reference to these files will require updating (mostly affects icons.xml).
68 -|(% style="width:117px" %)Assets|(% colspan="3" style="width:117px" %)8.00 Beta 1|(% colspan="3" style="width:117px" %)**boron** and **terran** tags for equipment (weapons, engines, ...) changed to **advanced**
69 -|(% colspan="6" style="width:117px" %)Ships and equipment with **boron **and **terran** (Frontier terran, not CoH terran) tags will no longer work properly as they do not match the new **advanced** tag (for example "small engine boron" has been replaced by "small engine advanced") which has been introduced for a compatibility between boron and Frontier-terran ships/equipment.
70 -|(% style="width:117px" %)Assets|(% style="width:117px" %)8.00|(% colspan="4" rowspan="1" style="width:117px" %)Terran NPC heads from Terran DLC **extensions/ego_dlc_terran/assets/characters/terran/heads/[...]** have been removed
71 -|(% colspan="6" style="width:117px" %)All Terran NPC heads are now pointed to **assets/characters/argon/heads/char_arg_f_dyn_blend_head** (female characters) and **assets/characters/argon/heads/char_arg_m_dyn_blend_head** (male characters) instead of using random selection from a list.
72 -
73 73  === Version 7.50 ===
74 74  
75 75  (% class="table-striped" %)
76 -|(% colspan="1" style="width:117px" %)Relations|(% colspan="1" style="width:119px" %)7.50 Beta 4|(% colspan="2" style="width:1625px" %)**Adjusted displayed UI values (25 to 30) for relations between 0.32 and 1.0:** The minimum relation for the "ally" range (0.5) now corresponds to the displayed UI value of precisely +27 (previously rounded down to +26)
26 +|(% colspan="1" style="width:117px" %)Parameters
77 77  |(% colspan="4" style="width:117px" %)(((
78 -The "ally" range is the interval from 0.5 to 1.0, which previously corresponded to the UI value range of approximately +26.9897 to +30. The interpolated mapping within the range from 0.32 and 1.0 has been adjusted so that 0.5 now exactly corresponds to +27. As a consequence, certain relations that were previously between 25 and 28 (rounded down) may have gained +1 in the UI, i.e. they are now displayed as 26 instead of 25, etc. For consistency, the negative range between -1.0 and -0.32 has been adjusted analogously (-0.5 is now displayed as -27). This mostly only affects the UI display, not actual gameplay.
28 +The <radar> section of <holomap> parameters has drastically changed its structure. It now contains sets of parameters for the different modes it can be in. This list can be dynamically expanded to add more modes.
79 79  )))
80 -|(% colspan="1" style="width:117px" %)Parameters|(% colspan="1" style="width:119px" %)7.50 Beta 4|(% colspan="2" style="width:1625px" %)**<holomap><radar>**:** complete change in structure**
81 -|(% colspan="7" style="width:117px" %)(((
82 -This section now contains sets of parameters for the different modes it can be in, each in its own <mode> child node. This list can be dynamically expanded to add more modes.
83 -)))
84 84  
85 85  === Version 7.00 ===
86 86  
... ... @@ -87,20 +87,20 @@
87 87  
88 88  (% class="table-striped" %)
89 89  |(% colspan="1" style="width:117px" %)Gamestarts|(% colspan="1" style="width:119px" %)7.00 Beta 8|(% colspan="2" style="width:1625px" %)**Text references**
90 -|(% colspan="4" style="width:117px" %)Fields containing text references in gamestarts.xml now have full text conversion applied, allowing texts to be constructed from multiple text entries, e.g. {1234,56}\n\n{1234,78}. As a result, raw text placed in the text fields needs to be formatted accordingly, e.g. "Test start (easy)" would need to be changed to "Test start \(easy\)" to avoid the text in brackets being treated as a comment.
36 +|(% colspan="4" style="width:117px" %)//Fields containing text references in gamestarts.xml now have full text conversion applied, allowing texts to be constructed from multiple text entries, e.g. {1234,56}\n\n{1234,78}. As a result, raw text placed in the text fields needs to be formatted accordingly, e.g. "Test start (easy)" would need to be changed to "Test start \(easy\)" to avoid the text in brackets being treated as a comment.//
91 91  |(% colspan="1" style="width:117px" %)Assets|(% colspan="1" style="width:119px" %)7.00 Beta 7|(% colspan="2" style="width:1625px" %)**\assets\textures\fx\highway_fx_electric_02** was deleted and replaced with **\assets\textures\fx\fx_p2_electric_01**
92 92  |(% colspan="4" style="width:117px" %)highway_fx_electric_02 is still available in "legacy" folder if needed
93 93  |(% colspan="1" style="width:117px" %)Parameters|(% colspan="1" style="width:119px" %)7.00 Beta 7|(% colspan="2" style="width:1625px" %)**<aiflight><skills>**: **strafespeed**, **strafeacc**, **steeringspeed**, **steeringacc** moved to separate nodes; added support for min and max values
94 94  |(% colspan="4" style="width:117px" %)(((
95 -The four parameters used to represent flat factors applied to ships' properties with respect to their respective pilots' skill levels. Parameters moved to separate nodes with support for min and max values which, if supplied, scales the factor linearly if the affected ship's unmodified property is within min and max. Factor does not affect the ship if that property is below min.
41 +//The four parameters used to represent flat factors applied to ships' properties with respect to their respective pilots' skill levels. Parameters moved to separate nodes with support for min and max values which, if supplied, scales the factor linearly if the affected ship's unmodified property is within min and max. Factor does not affect the ship if that property is below min.//
96 96  )))
97 97  |(% colspan="1" style="width:117px" %)Scripts|(% colspan="1" style="width:119px" %)7.00 Beta 6|(% colspan="2" style="width:1625px" %)MD action **<set_holomap_target>** parameter change.
98 98  |(% colspan="4" style="width:117px" %)(((
99 -The **pantime** parameter has never actually done anything beyond turning panning on or making the transition instant. To make this clear it has been** **replaced with the boolean parameter **instant.**
45 +//The **pantime** parameter has never actually done anything beyond turning panning on or making the transition instant. To make this clear it has been** **replaced with the boolean parameter **instant.**//
100 100  )))
101 101  |(% colspan="1" style="width:117px" %)Assets|(% colspan="1" style="width:119px" %)7.00 Beta 1|(% colspan="2" style="width:1625px" %)Renamed some material names and changed file paths for textures.
102 102  |(% colspan="4" style="width:117px" %)(((
103 -Some material names and texture paths were changed. Please DIFF the materiallibrary.xml from 6.20 with 7.0 to see the difference
49 +(% style="color:#ffffff" %)//Some material names and texture paths were changed. Please DIFF the materiallibrary.xml from 6.20 with 7.0 to see the difference//
104 104  )))
105 105  |(% colspan="1" style="width:117px" %)(% colspan="1" %)
106 106  (((
... ... @@ -112,7 +112,7 @@
112 112  )))
113 113  |(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %)
114 114  (((
115 - Previously it was possible to set normal clusters to be persistent presentation clusters which was an invalid state.
61 +// Previously it was possible to set normal clusters to be persistent presentation clusters which was an invalid state.//
116 116  )))
117 117  |(% colspan="1" style="width:117px" %)(% colspan="1" %)
118 118  (((
... ... @@ -124,7 +124,7 @@
124 124  )))
125 125  |(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %)
126 126  (((
127 - The build plot's buildstorage is no longer removed implicitly. The buildstorage will instead be cleaned-up once it is empty and no ships are docked.
73 +// The build plot's buildstorage is no longer removed implicitly. The buildstorage will instead be cleaned-up once it is empty and no ships are docked.//
128 128  )))
129 129  |(% colspan="1" style="width:117px" %)(% colspan="1" %)
130 130  (((
... ... @@ -151,9 +151,9 @@
151 151  )))
152 152  |(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %)
153 153  (((
154 -Previously some entries were lacking "weight" parameter, causing it to default to "1", which prevent adding new ships to the group with appropriate/configurable granularity.
100 +//Previously some entries were lacking "weight" parameter, causing it to default to "1", which prevent adding new ships to the group with appropriate/configurable granularity.//
155 155  
156 -All groups should now have "weight" parameter added and old "weights" were updated to not have single-digit numbers.
102 +//All groups should now have "weight" parameter added and old "weights" were updated to not have single-digit numbers.//
157 157  )))
158 158  |(% colspan="1" %)(% colspan="1" %)
159 159  (((
... ... @@ -167,9 +167,9 @@
167 167  )))
168 168  |(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %)
169 169  (((
170 -The <event_player_travelmode_started>, <event_player_travelmode_stopped>, <event_player_travelmode_charge_started> and <event_player_travelmode_charge_aborted> events will no longer be raised if the player is a passenger on board a ship which enters or leaves travel mode. Previously these events would be raised whether the player was the pilot or a passenger.
116 +//The <event_player_travelmode_started>, <event_player_travelmode_stopped>, <event_player_travelmode_charge_started> and <event_player_travelmode_charge_aborted> events will no longer be raised if the player is a passenger on board a ship which enters or leaves travel mode. Previously these events would be raised whether the player was the pilot or a passenger. //
171 171  
172 -Scripts that need to check whether the player exits travel mode may also need to consider checking whether the player leaves the control seat using <event_player_stopped_control> since this will also result in travel mode stopping.
118 +//Scripts that need to check whether the player exits travel mode may also need to consider checking whether the player leaves the control seat using <event_player_stopped_control> since this will also result in travel mode stopping.//
173 173  )))
174 174  |(% colspan="1" %)(% colspan="1" %)
175 175  (((
... ... @@ -183,11 +183,11 @@
183 183  )))
184 184  |(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %)
185 185  (((
186 -The 'posname' and 'rotname' result attributes of <find_object_surface> will now return null in the case of no valid surface position being found.
132 +//The 'posname' and 'rotname' result attributes of <find_object_surface> will now return null in the case of no valid surface position being found.//
187 187  
188 -Previously, it returned null only if there was a physics error. It however returned a valid, somewhat-random, position if physics were fine but it was still unable to find a suitable surface position. This position was often unsuitable to use for gameplay purposes so it is now null so the caller can handle the situation.
134 +//Previously, it returned null only if there was a physics error. It however returned a valid, somewhat-random, position if physics were fine but it was still unable to find a suitable surface position. This position was often unsuitable to use for gameplay purposes so it is now null so the caller can handle the situation.//
189 189  
190 -The action itself has been improved to increase the chance of finding suitable surface positions.
136 +//The action itself has been improved to increase the chance of finding suitable surface positions.//
191 191  )))
192 192  |(% colspan="1" %)(% colspan="1" %)
193 193  (((
... ... @@ -201,8 +201,8 @@
201 201  )))
202 202  |(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %)
203 203  (((
204 -<match_dock> nodes can now be used on container and walkablemodule classes without wrapping them in <match_content> nodes.
205 -This has introduced a new potential pitfall: If finding or counting contained components be wary that there may be multiple positive results, even if there is only one dockingbay. e.g. matching contents for a station will include the dockingbay but also its containing walkable module as that also contains the dockingbay. To only account for docking bays, also filter by dockingbay class.
150 +//<match_dock> nodes can now be used on container and walkablemodule classes without wrapping them in <match_content> nodes.
151 +This has introduced a new potential pitfall: If finding or counting contained components be wary that there may be multiple positive results, even if there is only one dockingbay. e.g. matching contents for a station will include the dockingbay but also its containing walkable module as that also contains the dockingbay. To only account for docking bays, also filter by dockingbay class.//
206 206  )))
207 207  |(% colspan="1" %)(% colspan="1" %)
208 208  (((
... ... @@ -216,7 +216,7 @@
216 216  )))
217 217  |(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %)
218 218  (((
219 -The 'result' attribute of get_attackstrength has been moved into the new <result> subnode and renamed to 'total'.
165 +//The 'result' attribute of get_attackstrength has been moved into the new <result> subnode and renamed to 'total'.//
220 220  )))
221 221  |(((
222 222  Assets
... ... @@ -227,8 +227,8 @@
227 227  )))
228 228  |(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)
229 229  (((
230 -Connection tags used to specify compatibilities in component templates between a ship or station module and engines or shields now additionally require the use of the "standard" tag matching weapon or turret logic. For weapons that are neither Missile Launcher nor Mining Laser, the tag "combat" is also required.
231 -Exception: special equipment that is deliberately not compatible with the majority of slots may use another tag instead of "standard", e.g. "highpower" for certain Terran weapons.
176 +//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.
177 +Exception: special equipment that is deliberately not compatible with the majority of slots may use another tag instead of "standard", e.g. "highpower" for certain Terran weapons.//
232 232  )))
233 233  |(% colspan="1" %)(% colspan="1" %)
234 234  (((
... ... @@ -242,7 +242,7 @@
242 242  )))
243 243  |(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)
244 244  (((
245 -When finding components with attribute "sortbygatedistanceto", e.g. in <find_object>, any objects with a negative gatedistance (i.e. unreachable objects) are automatically excluded from the result.
191 +//When finding components with attribute "sortbygatedistanceto", e.g. in <find_object>, any objects with a negative gatedistance (i.e. unreachable objects) are automatically excluded from the result.//
246 246  )))
247 247  |(((
248 248  Scripts
... ... @@ -253,7 +253,7 @@
253 253  )))
254 254  |(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)
255 255  (((
256 -The order of events was adjusted, allowing handlers of <event_player_owned_killed_object> and <event_player_owned_destroyed> to access commander/subordinate relationship of the destroyed object.
202 +//The order of events was adjusted, allowing handlers of <event_player_owned_killed_object> and <event_player_owned_destroyed> to access commander/subordinate relationship of the destroyed object.//
257 257  )))
258 258  |(((
259 259  Cutscenes
... ... @@ -264,7 +264,7 @@
264 264  )))
265 265  |(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)
266 266  (((
267 -The yaw and pitch nodes in <angles> are now correctly interpreted as values in degrees.
213 +//The yaw and pitch nodes in <angles> are now correctly interpreted as values in degrees.//
268 268  )))
269 269  
270 270  ----
... ... @@ -281,7 +281,7 @@
281 281  )))
282 282  |(% colspan="7" %)(% colspan="3" %)
283 283  (((
284 -'minduration' was unused in X4, maxduration was and still is taken as the actual duration of control panel hacks. No functionality change.
230 +//'minduration' was unused in X4, maxduration was and still is taken as the actual duration of control panel hacks. No functionality change.//
285 285  )))
286 286  
287 287  ----
... ... @@ -301,7 +301,7 @@
301 301  )))
302 302  |(% colspan="4" %)(% colspan="3" %)
303 303  (((
304 -The functionality represented by SetMapRenderCargoContents(), SetMapRenderWorkForceInfo(), SetMapRenderCrewInfo() and SetMapRenderDockedShipInfos() has been removed and the function was therefore stubbed.
250 +//The functionality represented by SetMapRenderCargoContents(), SetMapRenderWorkForceInfo(), SetMapRenderCrewInfo() and SetMapRenderDockedShipInfos() has been removed and the function was therefore stubbed.//
305 305  )))
306 306  |(% colspan="1" %)(% colspan="1" %)
307 307  (((
... ... @@ -315,7 +315,7 @@
315 315  )))
316 316  |(% colspan="4" %)(% colspan="3" %)
317 317  (((
318 -This struct was added in 4.10 Beta 2 and an additional member count was added in Beta 6.
264 +//This struct was added in 4.10 Beta 2 and an additional member count was added in Beta 6.//
319 319  )))
320 320  |(% colspan="1" %)(% colspan="1" %)
321 321  (((
... ... @@ -329,7 +329,7 @@
329 329  )))
330 330  |(% colspan="4" %)(% colspan="3" %)
331 331  (((
332 -Info box parameters are now shared across stations and ships. The node has a more generic name to reflect that.
278 +//Info box parameters are now shared across stations and ships. The node has a more generic name to reflect that.//
333 333  )))
334 334  |(% colspan="1" %)(% colspan="1" %)
335 335  (((
... ... @@ -343,7 +343,7 @@
343 343  )))
344 344  |(% colspan="4" %)(% colspan="3" %)
345 345  (((
346 -The functionality represented by SetMacroMapPlayerSectorOffset() has been removed and the function was therefore stubbed. Setting the gamestart properties "sector" and "offset" will affect the universe macro map instead directly.
292 +//The functionality represented by SetMacroMapPlayerSectorOffset() has been removed and the function was therefore stubbed. Setting the gamestart properties "sector" and "offset" will affect the universe macro map instead directly.//
347 347  )))
348 348  |(((
349 349  UI extensions
... ... @@ -354,7 +354,7 @@
354 354  )))
355 355  |(% colspan="4" %)(% colspan="3" %)
356 356  (((
357 -These functions were added in 4.10 Beta 1 and an additional boolean parameter allowentitydeliverymissionobject was added in Beta 2.
303 +//These functions were added in 4.10 Beta 1 and an additional boolean parameter allowentitydeliverymissionobject was added in Beta 2.//
358 358  )))
359 359  |(((
360 360  Scripts
... ... @@ -365,7 +365,7 @@
365 365  )))
366 366  |(% colspan="4" %)(% colspan="3" %)
367 367  (((
368 -The <delivery> node of <create_mission> and <update_mission> has been changed to support a new <wares> subnode. The people related attributes: 'people' and 'skills' have been moved from the <delivery> node itself to a <people> subnode.
314 +//The <delivery> node of <create_mission> and <update_mission> has been changed to support a new <wares> subnode. The people related attributes: 'people' and 'skills' have been moved from the <delivery> node itself to a <people> subnode.//
369 369  )))
370 370  |(% colspan="1" %)(% colspan="1" %)
371 371  (((
... ... @@ -379,7 +379,7 @@
379 379  )))
380 380  |(% colspan="4" %)(% colspan="3" %)
381 381  (((
382 -The $destructible.productions script property was removed and reimplemented as $defensible.productions meaning some old uses may no longer work unless the destructible is also a defensible. The old implementation functioned by finding the containing object of the destructible (including itself) to query for the production modules.
328 +//The $destructible.productions script property was removed and reimplemented as $defensible.productions meaning some old uses may no longer work unless the destructible is also a defensible. The old implementation functioned by finding the containing object of the destructible (including itself) to query for the production modules.//
383 383  )))
384 384  |(((
385 385  Scripts
... ... @@ -390,7 +390,7 @@
390 390  )))
391 391  |(% colspan="4" %)(% colspan="3" %)
392 392  (((
393 -The spawnsource seed is no longer directly accessible by scripts. Use $component.seed, which will internally use the spawnsource seed if able. Note: An improvement is that .seed on objects without a spawnsource seed will now result in a value that differs between objects of the same macro, meaning it can now reliably be used for player property or job ships.
339 +//The spawnsource seed is no longer directly accessible by scripts. Use $component.seed, which will internally use the spawnsource seed if able. Note: An improvement is that .seed on objects without a spawnsource seed will now result in a value that differs between objects of the same macro, meaning it can now reliably be used for player property or job ships.//
394 394  )))
395 395  
396 396  ----
... ... @@ -410,8 +410,8 @@
410 410  )))
411 411  |(% colspan="4" %)(% colspan="3" %)
412 412  (((
413 -Before 4.00 Beta 10 it was ensured that there is no direct transition between the 'cockpit ui mode' of one ship to another. Instead, it was always ensured that the UI first transitions into the firstperson mode and then back into the cockpit mode (controlling then the other ship).
414 -In order to support the new emergency eject feature which was added in 4.00 Beta 7, this assurance was dropped. As of 4.00 Beta 10 it is now possible that the ship the player controls can swap without the gameplanchange-event being risen which one could rely upon in previous versions. If your addon relied on the fact that the ship would not change without first going into first person mode, you will have to adjust your addon accordingly.
359 +//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).
360 +In order to support the new emergency eject feature which was added in 4.00 Beta 7, this assurance was dropped. As of 4.00 Beta 10 it is now possible that the ship the player controls can swap without the gameplanchange-event being risen which one could rely upon in previous versions. If your addon relied on the fact that the ship would not change without first going into first person mode, you will have to adjust your addon accordingly.//
415 415  )))
416 416  |(((
417 417  Scripts
... ... @@ -422,9 +422,9 @@
422 422  )))
423 423  |(% colspan="4" %)(% colspan="3" %)
424 424  (((
425 -Old params: param = project ID, param2 = were there positive side-effects?, param3 = were there negative side-effects?
371 +//Old params: param = project ID, param2 = were there positive side-effects?, param3 = were there negative side-effects?
426 426  New params: param = project ID, param2 = [were there positive side-effects?, were there negative side-effects?], param3 = payout in Credits
427 -Note: param3 only exists in <event_terraforming_project_succeeded> and not in <event_terraforming_project_failed>, but both now have the booleans in a list for consistency
373 +Note: param3 only exists in <event_terraforming_project_succeeded> and not in <event_terraforming_project_failed>, but both now have the booleans in a list for consistency//
428 428  )))
429 429  |(% colspan="1" %)(% colspan="1" %)
430 430  (((
... ... @@ -438,10 +438,10 @@
438 438  )))
439 439  |(% colspan="4" %)(% colspan="3" %)
440 440  (((
441 -In order to keep consistency with regards to the new behvior 'hostile' relation state and the older (deprecated) UI functions, the behavior of the deprecated GetFactionRelationStatus() function was changed according to the behavior of the GetRelationStatus()/GetRelationStatus2() functions which was done in the previous beta.
442 -Factions with a relation rating between -20 and -10 will now report a relation status of 'neutral' (aka: 1) instead of 'hostile'/'enemy' (aka: 0).
387 +//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.
388 +Factions with a relation rating between -20 and -10 will now report a relation status of 'neutral' (aka: 1) instead of 'hostile'/'enemy' (aka: 0).//
443 443  
444 -If you rely on a handling where these factions are treated like enemies, please use the new GetFactionRelationStatus2() function instead.
390 +//If you rely on a handling where these factions are treated like enemies, please use the new GetFactionRelationStatus2() function instead.//
445 445  )))
446 446  |(% colspan="1" %)(% colspan="1" %)
447 447  (((
... ... @@ -455,9 +455,9 @@
455 455  )))
456 456  |(% colspan="4" %)(% colspan="3" %)
457 457  (((
458 -4.00 Beta 5 introduces a new 'hostile' relation status and the game now distinguishes between hostile and enemy relation states. Objects not yet 'hostile' with the player are now visualized differently and therefore distinguishable from real hostile ones. Because of that, several related changes were made for these objects to bring them more in line with how 'neutral' objects behave (f.e. no automatic attacking of these objects by the player property anymore, no target selection when targeting the closest enemy, etc.). To reflect this, these objects are now returning 1 (neutral) as the relation status by the GetRelationStatus()/GetRelationStatus2() functions.
404 +//4.00 Beta 5// //introduces a new 'hostile' relation status and the game now distinguishes between hostile and enemy relation states. Objects not yet 'hostile' with the player are now visualized differently and therefore distinguishable from real hostile ones. Because of that, several related changes were made for these objects to bring them more in line with how 'neutral' objects behave (f.e. no automatic attacking of these objects by the player property anymore, no target selection when targeting the closest enemy, etc.). To reflect this, these objects are now returning 1 (neutral) as the relation status by the GetRelationStatus()/GetRelationStatus2() functions.//
459 459  
460 -If you rely on a handling where they are treated like enemies, please use the new GetRelationStatus3() function which returns the new range for these objects: 1 (meaning 'enemy' (aka: not yet hostile) here with following relations having been shifted up).
406 +//If you rely on a handling where they are treated like enemies, please use the new GetRelationStatus3() //function which returns the new range for these objects: 1 (meaning 'enemy' (aka: not yet hostile) here with following relations having been shifted up).
461 461  )))
462 462  |(((
463 463  Parameters
... ... @@ -468,7 +468,7 @@
468 468  )))
469 469  |(% colspan="4" %)(% colspan="3" %)
470 470  (((
471 -The 'requiresconstructionvessel' attribute has been moved from the 'recycling' node itself, to the new 'station' subnode.
417 +//The 'requiresconstructionvessel' attribute has been moved from the 'recycling' node itself, to the new 'station' subnode.//
472 472  )))
473 473  |(((
474 474  Scripts
... ... @@ -479,7 +479,7 @@
479 479  )))
480 480  |(% colspan="4" %)(% colspan="3" %)
481 481  (((
482 -The 'gatedistance' script property now minimizes the number of gate jumps instead of counting the number gate jumps in the fastest route.
428 +//The 'gatedistance' script property now minimizes the number of gate jumps instead of counting the number gate jumps in the fastest route.//
483 483  )))
484 484  
485 485  ----
... ... @@ -496,7 +496,7 @@
496 496  )))
497 497  |(% colspan="7" %)(% colspan="3" %)
498 498  (((
499 -These mission limit-related functions (added in 3.30 Beta 1 and 2) are replaced with FFI IsMissionLimitReached()
445 +//These mission limit-related functions (added in 3.30 Beta 1 and 2) are replaced with FFI IsMissionLimitReached()//
500 500  )))
501 501  
502 502  ----
... ... @@ -513,9 +513,9 @@
513 513  )))
514 514  |(% colspan="4" %)(% colspan="3" %)
515 515  (((
516 -Old params: param = attacked object, param2 = attack method, param3 = attacked component
517 -New params: param = attacked object, param2 = attack method, param3 = attack component detail list: [attacked component, attacking weapon]
518 -Note that this also means the component attribute to the events is no longer available, so scripts checking the attacked component need to use event.param3.{1} instead
462 +//Old params: param = attacked object, param2 = attack method, param3 = attacked component//
463 +//New params: param = attacked object, param2 = attack method, param3 = attack component detail list: [attacked component, attacking weapon]
464 +Note that this also means the component attribute to the events is no longer available, so scripts checking the attacked component need to use event.param3.{1} instead//
519 519  )))
520 520  |(% colspan="1" %)(% colspan="1" %)
521 521  (((
... ... @@ -529,7 +529,7 @@
529 529  )))
530 530  |(% colspan="4" %)(% colspan="3" %)
531 531  (((
532 -$trade.restriction.faction has been replaced with $trade.restriction.factions, which returns a list of factions.
478 +//$trade.restriction.faction has been replaced with $trade.restriction.factions, which returns a list of factions.//
533 533  )))
534 534  |(((
535 535  UI extensions
... ... @@ -540,7 +540,7 @@
540 540  )))
541 541  |(% colspan="4" %)(% colspan="3" %)
542 542  (((
543 -With the addition of the Trade Rule feature the given functions are obsolete and do not function anymore. This set of functions will return dummy values to avoid breaking scripts. Use GetAllTradeRules(), GetContainerTradeRuleID(), SetContainerTradeRule() and similar trade rule functions as replacement.
489 +//With the addition of the Trade Rule feature the given functions are obsolete and do not function anymore. This set of functions will return dummy values to avoid breaking scripts. Use GetAllTradeRules(), GetContainerTradeRuleID(), SetContainerTradeRule() and similar trade rule functions as replacement.//
544 544  )))
545 545  
546 546  ----
... ... @@ -560,7 +560,7 @@
560 560  )))
561 561  |(% colspan="7" %)(% colspan="3" %)
562 562  (((
563 -Removed <add_build/> action which was no longer needed and would result in builds being added in unsupported ways. Use other <add_build_xxx/> actions.
509 +//Removed <add_build/> action which was no longer needed and would result in builds being added in unsupported ways. Use other <add_build_xxx/> actions.//
564 564  )))
565 565  
566 566  ----
... ... @@ -580,7 +580,7 @@
580 580  )))
581 581  |(% colspan="4" %)(% colspan="3" %)
582 582  (((
583 -<get_suitable_job/> previously did not respect job quotas or the current number of job ships. It now does, only returning job IDs which are not exceeding the maxgalaxy quota. Using 'exceedquota' allows the action to behave as before.
529 +//<get_suitable_job/> previously did not respect job quotas or the current number of job ships. It now does, only returning job IDs which are not exceeding the maxgalaxy quota. Using 'exceedquota' allows the action to behave as before.//
584 584  )))
585 585  |(% colspan="1" %)(% colspan="1" %)
586 586  (((
... ... @@ -594,7 +594,7 @@
594 594  )))
595 595  |(% colspan="4" %)(% colspan="3" %)
596 596  (((
597 -<get_ware_definition/> previously filtered for equipment wares by default. This is now not the case and existing cases now use flags="equipment". Additional filter attributes for group and tags has also been added.
543 +//<get_ware_definition/> previously filtered for equipment wares by default. This is now not the case and existing cases now use flags="equipment". Additional filter attributes for group and tags has also been added.//
598 598  )))
599 599  |(% colspan="1" %)(% colspan="1" %)
600 600  (((
... ... @@ -608,9 +608,9 @@
608 608  )))
609 609  |(% colspan="4" %)(% colspan="3" %)
610 610  (((
611 -All MD, UI, and cutscene files have been renamed as lower-case. For most users this should have no effect since files packed in catalogs are essentially case-insensitive. However, this change can affect users on Linux systems when running a mod that contains single files instead of a catalog, and/or when playing with unpacked base game files. If your mod has XML patch files that are not packed in a catalog, the filenames must be lower-case to match the filenames in the base game. (For info on using mod catalogs, see the Readme of the X Catalog Tool.)
557 +//All MD, UI, and cutscene files have been renamed as lower-case. For most users this should have no effect since files packed in catalogs are essentially case-insensitive. However, this change can affect users on Linux systems when running a mod that contains single files instead of a catalog, and/or when playing with unpacked base game files//. If your mod has XML patch files that are not packed in a catalog, the filenames must be lower-case to match the filenames in the base game. (For info on using mod catalogs, see the Readme of the X Catalog Tool.)
612 612  
613 -Note that this change has no effect on the actual content of scripts or cutscenes. The MD script/cutscene names are stored in the files, regardless of the filenames, so that references to them remain unchanged (e.g., "md.Setup.Start" references a cue in setup.xml).
559 +//Note that this change has no effect on the actual content of scripts or cutscenes. The MD script/cutscene names are stored in the files, regardless of the filenames, so that references to them remain unchanged (e.g., "md.Setup.Start" references a cue in setup.xml).//
614 614  )))
615 615  |(% colspan="1" %)(% colspan="1" %)
616 616  (((
... ... @@ -624,7 +624,7 @@
624 624  )))
625 625  |(% colspan="4" %)(% colspan="3" %)
626 626  (((
627 -Some MD library cues in the base game that were previously used with <include_actions> have been adjusted, so they must now be used with the new MD action <run_actions> instead. Mods that use such a library with <include_actions> will have to switch to <run_actions> as well. A list of affected libraries is not provided here. Note: Additional library cues may be adjusted in future builds without further warning.
573 +//Some MD library cues in the base game that were previously used with <include_actions> have been adjusted, so they must now be used with the new MD action <run_actions> instead. Mods that use such a library with <include_actions> will have to switch to <run_actions> as well. A list of affected libraries is not provided here. Note: Additional library cues may be adjusted in future builds without further warning.//
628 628  )))
629 629  |(% colspan="1" %)(% colspan="1" %)
630 630  (((
... ... @@ -638,8 +638,8 @@
638 638  )))
639 639  |(% colspan="4" %)(% colspan="3" %)
640 640  (((
641 -Before the change, positions are relative to $dockingbay.parent.
642 -After the change, positions are relative to $dockingbay as specified in the documentation.
587 +//Before the change, positions are relative to $dockingbay.parent.
588 +After the change, positions are relative to $dockingbay as specified in the documentation.//
643 643  )))
644 644  |(% colspan="1" %)(% colspan="1" %)
645 645  (((
... ... @@ -653,7 +653,7 @@
653 653  )))
654 654  |(% colspan="4" %)(% colspan="3" %)
655 655  (((
656 -Entity skills are always visible; that flag was a leftover from XR. We removed support for the script property .skillsvisible, the attribute "skillsvisible" of <set_entity_traits> and <set_npc_template_traits>, and the parameter "skillsvisible" of Lua function GetComponentData().
602 +//Entity skills are always visible; that flag was a leftover from XR. We removed support for the script property .skillsvisible, the attribute "skillsvisible" of <set_entity_traits> and <set_npc_template_traits>, and the parameter "skillsvisible" of Lua function GetComponentData().//
657 657  )))
658 658  |(((
659 659  Scripts
... ... @@ -664,7 +664,7 @@
664 664  )))
665 665  |(% colspan="4" %)(% colspan="3" %)
666 666  (((
667 -Before 3.0 Beta 2 there was just a single <event_object_changed_owner> condition. This condition was triggered in multiple cases when an owner change occurred. However, the exact cases were inconsistent and also the event could have been triggered w/o an effective owner change having been applied.
613 +//Before 3.0 Beta 2 there was just a single <event_object//_changed_owner> condition. This condition was triggered in multiple cases when an owner change occurred. However, the exact cases were inconsistent and also the event could have been triggered w/o an effective owner change having been applied.
668 668  3.0 Beta 2 fixes these inconsistencies and ensures that the event is only fired, if the "effective" component owner of the object changed. To handle cases where the script actually needs to be informed if the "true" owner of a component was changed (i.e. not taking the cover faction into account) a new <event_object_changed_true_owner> was introduced.
669 669  If in your scripts you make use of the <event_object_changed_owner> condition you need to verify that you indeed want to work with the "effective" component owner or whether your script code actually should work with the true owner of an object and update your code accordingly.
670 670  On top of that the 3rd parameter of <event_object_changed_owner> (trueprevious) was dropped as the event is no longer triggered upon a change of the true owner alone (i.e. only if the change of the true owner has also an effect on the "effective" component owner).
... ... @@ -681,7 +681,7 @@
681 681  )))
682 682  |(% colspan="4" %)(% colspan="3" %)
683 683  (((
684 -MissionBoards was a dummy asset type which was only used during early development and never meant to be shipped in the released version. If any mod tried to make use of this asset type, undefined behaviour would occur. Therefore we cleaned things up in 3.0 Beta 1 including deprecating/removing any related UI/script function.
630 +//MissionBoards was a dummy asset type which was only used during early development and never meant to be shipped in the released version. If any mod tried to make use of this asset type, undefined behaviour would occur. Therefore we cleaned things up in 3.0 Beta 1 including deprecating/removing any related UI/script function.//
685 685  )))
686 686  |(((
687 687  Job/God
... ... @@ -692,7 +692,7 @@
692 692  )))
693 693  |(% colspan="4" %)(% colspan="3" %)
694 694  (((
695 -To better support extensions which add to the base game map, a job/god entry now defaults to only spawning objects in areas of the map that are added by the extension in which that entry is defined. You can override this behaviour by adding a matchextension="false" attribute to the job/god entry definition. This allows the entry to spawn objects anywhere that matches the entry's other criteria.
641 +//To better support extensions which add to the base game map, a job/god entry now defaults to only spawning objects in areas of the map that are added by the extension in which that entry is defined. You can override this behaviour by adding a matchextension="false" attribute to the job/god entry definition. This allows the entry to spawn objects anywhere that matches the entry's other criteria.//
696 696  )))
697 697  |(% colspan="1" %)(% colspan="1" %)
698 698  (((
... ... @@ -706,7 +706,7 @@
706 706  )))
707 707  |(% colspan="4" %)(% colspan="3" %)
708 708  (((
709 -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.
655 +//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.//
710 710  )))
711 711  |(% colspan="1" %)(% colspan="1" %)
712 712  (((
... ... @@ -720,7 +720,7 @@
720 720  )))
721 721  |(% colspan="4" %)(% colspan="3" %)
722 722  (((
723 -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.
669 +//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.//
724 724  )))
725 725  |(% colspan="1" %)(% colspan="1" %)
726 726  (((
... ... @@ -734,7 +734,7 @@
734 734  )))
735 735  |(% colspan="4" %)(% colspan="3" %)
736 736  (((
737 -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.
683 +//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.//
738 738  )))
739 739  |(% colspan="1" %)(% colspan="1" %)
740 740  (((
... ... @@ -748,7 +748,7 @@
748 748  )))
749 749  |(% colspan="4" %)(% colspan="3" %)
750 750  (((
751 -These actions had no effect and were removed.
697 +//These actions had no effect and were removed.//
752 752  )))
753 753  |(% colspan="1" %)(% colspan="1" %)
754 754  (((
... ... @@ -762,7 +762,7 @@
762 762  )))
763 763  |(% colspan="4" %)(% colspan="3" %)
764 764  (((
765 -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.
711 +//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.//
766 766  )))
767 767  |(% colspan="1" %)(% colspan="1" %)
768 768  (((
... ... @@ -776,7 +776,7 @@
776 776  )))
777 777  |(% colspan="4" %)(% colspan="3" %)
778 778  (((
779 -The default confidence of player options is another leftover from the XR era and had no effect in X4.
725 +//The default confidence of player options is another leftover from the XR era and had no effect in X4.//
780 780  )))
781 781  |(% colspan="1" %)(% colspan="1" %)
782 782  (((
... ... @@ -790,7 +790,7 @@
790 790  )))
791 791  |(% colspan="4" %)(% colspan="3" %)
792 792  (((
793 -Unused script action <hack_via_control_panel/> was removed.
739 +//Unused script action <hack_via_control_panel/> was removed.//
794 794  )))
795 795  |(% colspan="1" %)(% colspan="1" %)
796 796  (((
... ... @@ -804,7 +804,7 @@
804 804  )))
805 805  |(% colspan="4" %)(% colspan="3" %)
806 806  (((
807 -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.
753 +//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.//
808 808  )))
809 809  |(((
810 810  UI core
... ... @@ -815,7 +815,7 @@
815 815  )))
816 816  |(% colspan="4" %)(% colspan="3" %)
817 817  (((
818 -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.
764 +//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.//
819 819  )))
820 820  |(% colspan="1" %)(% colspan="1" %)
821 821  (((
... ... @@ -829,7 +829,7 @@
829 829  )))
830 830  |(% colspan="4" %)(% colspan="3" %)
831 831  (((
832 -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.
778 +//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.//
833 833  )))
834 834  |(% colspan="1" %)(% colspan="1" %)
835 835  (((
... ... @@ -843,8 +843,8 @@
843 843  )))
844 844  |(% colspan="4" %)(% colspan="3" %)
845 845  (((
846 -$ware.illegal used to return true if the specified ware has the 'illegal' tag which is no longer used.
847 -It now returns true if $ware is illegal to any faction in the game.
792 +//$ware.illegal used to return true if the specified ware has the 'illegal' tag which is no longer used.//
793 +//It now returns true if $ware is illegal to any faction in the game.//
848 848  )))
849 849  |(% colspan="1" %)(% colspan="1" %)
850 850  (((
... ... @@ -858,7 +858,7 @@
858 858  )))
859 859  |(% colspan="4" %)(% colspan="3" %)
860 860  (((
861 -The MD script RML_Flight_Along_Path was not referened and was removed.
807 +//The MD script RML_Flight_Along_Path was not referened and was removed.//
862 862  )))
863 863  |(% colspan="1" %)(% colspan="1" %)
864 864  (((
... ... @@ -872,8 +872,8 @@
872 872  )))
873 873  |(% colspan="4" %)(% colspan="3" %)
874 874  (((
875 -old params: param = venture details, param2 = ships involved, param3 = duration
876 -new params: param = venture detail list: [mission name, mission type], param2 = list of ships involved, param3 = duration
821 +//old params: param = venture details, param2 = ships involved, param3 = duration//
822 +//new params: param = venture detail list: [mission name, mission type], param2 = list of ships involved, param3 = duration//
877 877  )))
878 878  |(((
879 879  Scripts
... ... @@ -885,7 +885,7 @@
885 885  )))
886 886  |(% colspan="4" %)(% colspan="3" %)
887 887  (((
888 -The common action <set_object_wing_name/> has been replaced with <set_object_fleet_name/>
834 +//The common action <set_object_wing_name/> has been replaced with <set_object_fleet_name/>//
889 889  )))
890 890  |(((
891 891  Scripts
... ... @@ -914,9 +914,9 @@
914 914  )))
915 915  |(% colspan="10" %)(% colspan="3" %)
916 916  (((
917 -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.
863 +//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.//
918 918  
919 -Sub nodes such as match_child will have checkoperational default to false. Existing uses may find that results now include non-operational components.
865 +//Sub nodes such as match_child will have checkoperational default to false. Existing uses may find that results now include non-operational components.//
920 920  )))
921 921  |(((
922 922  Scripts
... ... @@ -927,7 +927,7 @@
927 927  )))| | |
928 928  |(% colspan="10" %)(% colspan="3" %)
929 929  (((
930 -The script keyword $container.supplyresources now includes reserved wares.
876 +//The script keyword $container.supplyresources now includes reserved wares.//
931 931  )))
932 932  
933 933  ----
... ... @@ -947,10 +947,10 @@
947 947  )))
948 948  |(% colspan="4" %)(% colspan="3" %)
949 949  (((
950 -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.
951 -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.
896 +//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.
897 +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.//
952 952  
953 -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.
899 +//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.//
954 954  )))
955 955  |(% colspan="1" %)(% colspan="1" %)
956 956  (((
... ... @@ -964,7 +964,7 @@
964 964  )))
965 965  |(% colspan="4" %)(% colspan="3" %)
966 966  (((
967 -The underlying behaviour remains the same in that it involves the buildprocessor, not the buildmodule. The attribute name has simply been corrected.
913 +//The underlying behaviour remains the same in that it involves the buildprocessor, not the buildmodule. The attribute name has simply been corrected.//
968 968  )))
969 969  
970 970  ----
... ... @@ -984,7 +984,7 @@
984 984  )))
985 985  |(% colspan="4" %)(% colspan="3" %)
986 986  (((
987 -The construction sequence which was finished should now be accessed via the buildtask provided via param3.
933 +//The construction sequence which was finished should now be accessed via the buildtask provided via param3.//
988 988  )))
989 989  |(% colspan="1" %)(% colspan="1" %)
990 990  (((
... ... @@ -998,7 +998,7 @@
998 998  )))
999 999  |(% colspan="4" %)(% colspan="3" %)
1000 1000  (((
1001 -The 'recruitstrength', 'veteranstrength' and 'elitestrength' script parameters were no longer required for balancing the boarding gameplay, and were removed.
947 +//The 'recruitstrength', 'veteranstrength' and 'elitestrength' script parameters were no longer required for balancing the boarding gameplay, and were removed.//
1002 1002  )))
1003 1003  |(% colspan="1" %)(% colspan="1" %)
1004 1004  (((
... ... @@ -1012,7 +1012,7 @@
1012 1012  )))
1013 1013  |(% colspan="4" %)(% colspan="3" %)
1014 1014  (((
1015 -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.
961 +//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.//
1016 1016  )))
1017 1017  |(((
1018 1018  UI extensions
... ... @@ -1023,7 +1023,7 @@
1023 1023  )))
1024 1024  |(% colspan="4" %)(% colspan="3" %)
1025 1025  (((
1026 -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.
972 +//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.//
1027 1027  )))
1028 1028  |(((
1029 1029  UI extensions
... ... @@ -1034,8 +1034,8 @@
1034 1034  )))
1035 1035  |(% colspan="4" %)(% colspan="3" %)
1036 1036  (((
1037 -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.
1038 -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.
983 +//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.//
984 +//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.//
1039 1039  )))
1040 1040  |(((
1041 1041  Scripts
... ... @@ -1046,7 +1046,7 @@
1046 1046  )))
1047 1047  |(% colspan="4" %)(% colspan="3" %)
1048 1048  (((
1049 -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.
995 +//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.//
1050 1050  )))
1051 1051  |(((
1052 1052  Scripts
... ... @@ -1057,7 +1057,7 @@
1057 1057  )))
1058 1058  |(% colspan="4" %)(% colspan="3" %)
1059 1059  (((
1060 -For prior behavior, check for event.param being non-null.
1006 +//For prior behavior, check for event.param being non-null.//
1061 1061  )))
1062 1062  |(((
1063 1063  AI Scripts
... ... @@ -1068,11 +1068,11 @@
1068 1068  )))
1069 1069  |(% colspan="4" %)(% colspan="3" %)
1070 1070  (((
1071 -Changed: Attribute "primary" is now optional and defines whether weapons from the ship's active primary weapon group will be fired. Defaults to true.
1072 -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.
1073 -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.
1017 +//Changed: Attribute "primary" is now optional and defines whether weapons from the ship's active primary weapon group will be fired. Defaults to true.//
1018 +//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.//
1019 +//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.//
1074 1074  
1075 -Corrects now-obsolete assumption that primary weapon groups only contain guns and secondary weapon groups only contain missile launchers.
1021 +//Corrects now-obsolete assumption that primary weapon groups only contain guns and secondary weapon groups only contain missile launchers.//
1076 1076  )))
1077 1077  |(((
1078 1078  UI extensions
... ... @@ -1083,7 +1083,7 @@
1083 1083  )))
1084 1084  |(% colspan="4" %)(% colspan="3" %)
1085 1085  (((
1086 -Added possibility to query build tasks of a certain buildmodule.
1032 +//Added possibility to query build tasks of a certain buildmodule.//
1087 1087  )))
1088 1088  |(((
1089 1089  UI extensions
... ... @@ -1094,7 +1094,7 @@
1094 1094  )))
1095 1095  |(% colspan="4" %)(% colspan="3" %)
1096 1096  (((
1097 -Added list of resources a buildmodule needs to build.
1043 +//Added list of resources a buildmodule needs to build.//
1098 1098  )))
1099 1099  |(((
1100 1100  UI extensions
... ... @@ -1105,7 +1105,7 @@
1105 1105  )))
1106 1106  |(% colspan="4" %)(% colspan="3" %)
1107 1107  (((
1108 -Unused, derelict function from XR - use GetComponentData(..., "hullpercent") instead.
1054 +//Unused, derelict function from XR - use GetComponentData(..., "hullpercent") instead.//
1109 1109  )))
1110 1110  |(((
1111 1111  UI extensions
... ... @@ -1116,7 +1116,7 @@
1116 1116  )))
1117 1117  |(% colspan="4" %)(% colspan="3" %)
1118 1118  (((
1119 -Changed return value type to const char* to better identify failure reasons in Lua script.
1065 +//Changed return value type to const char* to better identify failure reasons in Lua script.//
1120 1120  )))
1121 1121  
1122 1122  ----
... ... @@ -1133,7 +1133,7 @@
1133 1133  )))
1134 1134  |(% colspan="4" %)(% colspan="3" %)
1135 1135  (((
1136 -The "docksizes" property no longer includes internal ship storage docks.
1082 +//The "docksizes" property no longer includes internal ship storage docks.//
1137 1137  )))
1138 1138  |(((
1139 1139  All
... ... @@ -1144,11 +1144,11 @@
1144 1144  )))
1145 1145  |(% colspan="4" %)(% colspan="3" %)
1146 1146  (((
1147 -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".
1093 +//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".//
1148 1148  
1149 -Lua: Adjusted GetComponentData() and HasShipyard(), added HasWharf()
1150 -Lua / GetComponentData() properties: Removed "iscapitalshipyard", fixed "isshipyard", added "canbuildships", "iswharf", "isequipmentdock"
1151 -Scripts: Fixed property .isshipyard, added .iswharf (.canbuildships existed already)
1095 +//Lua: Adjusted GetComponentData() and HasShipyard(), added HasWharf()//
1096 +//Lua / GetComponentData() properties: Removed "iscapitalshipyard", fixed "isshipyard", added "canbuildships", "iswharf", "isequipmentdock"//
1097 +//Scripts: Fixed property .isshipyard, added .iswharf (.canbuildships existed already)//
1152 1152  )))
1153 1153  |(((
1154 1154  UI extensions
... ... @@ -1159,7 +1159,7 @@
1159 1159  )))
1160 1160  |(% colspan="4" %)(% colspan="3" %)
1161 1161  (((
1162 -Added new "operational" field to retrieve information about number of operational upgrades in a group.
1108 +//Added new "operational" field to retrieve information about number of operational upgrades in a group.//
1163 1163  )))
1164 1164  |(% colspan="1" %)(% colspan="1" %)
1165 1165  (((
... ... @@ -1173,9 +1173,9 @@
1173 1173  )))
1174 1174  |(% colspan="4" %)(% colspan="3" %)
1175 1175  (((
1176 -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.
1122 +//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.//
1177 1177  
1178 -The new function declaration is: void SetGuidance(UniverseID componentid, UIPosRot offset)
1124 +//The new function declaration is: void SetGuidance(UniverseID componentid, UIPosRot offset)//
1179 1179  )))
1180 1180  |(((
1181 1181  UI extensions
... ... @@ -1186,7 +1186,7 @@
1186 1186  )))
1187 1187  |(% colspan="4" %)(% colspan="3" %)
1188 1188  (((
1189 -CancelConstruction() now returns if the cancellation was successful.
1135 +//CancelConstruction() now returns if the cancellation was successful. //
1190 1190  )))
1191 1191  
1192 1192  ----
... ... @@ -1203,7 +1203,7 @@
1203 1203  )))
1204 1204  |(% colspan="4" %)(% colspan="3" %)
1205 1205  (((
1206 -Instead of "nextdestname", use the properties "destination" or "destinationsector" to retrieve a destination component, then retrieve its "name" property.
1152 +//Instead of "nextdestname", use the properties "destination" or "destinationsector" to retrieve a destination component, then retrieve its "name" property.//
1207 1207  )))
1208 1208  
1209 1209  ----