Changes for page Breaking Changes

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

From version 149.1
edited by Matthias Haan
on 2026/03/04 13:46
Change comment: There is no comment for this version
To version 124.6
edited by Klaus Meyer
on 2025/01/07 16:42
Change comment: There is no comment for this version

Summary

Details

Page properties
Author
... ... @@ -1,1 +1,1 @@
1 -xwiki:XWiki.Matthias
1 +xwiki:XWiki.Klaus
Content
... ... @@ -20,69 +20,11 @@
20 20  
21 21  {{toc scope="LOCAL" start="3"/}}
22 22  
23 -=== Version 9.00 ===
24 -
25 -(% class="table-striped" %)
26 -|(% colspan="1" style="width:117px" %)Assets|(% colspan="1" style="width:119px" %)9.00 Beta 1|(% colspan="4" style="width:1625px" %)**All collision shapes need to be re-converted**
27 -|(% colspan="6" style="width:117px" %)(((
28 -Due to an update of the Jolt physics engine all .jcs files have become incompatible and need to be re-created using the latest XUConverter.exe.
29 -
30 -**IMPORTANT**: The newly created .jcs files will be incompatible with earlier versions of the game. If you're using the Steam Workshop you can set version support by visiting the item history page and using the UI to configure which versions of the game work for each version of your Workshop item. That way you can make a version for 8.00 and earlier, and one for 9.00 and later.
31 -)))
32 -|(% 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.
33 -|(% colspan="6" style="width:117px" %)The advanced tag encodes the new weapon and turret sizes for small and medium ships.
34 -|(% 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.
35 -|(% 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.
36 -|(% colspan="1" style="width:117px" %)Scripts|(% colspan="1" style="width:119px" %)9.00 Beta 1|(% colspan="4" style="width:1625px" %)Removed **<event_area_discovered>**
37 -|(% colspan="6" style="width:117px" %)Removed for performance reasons
38 -|(% 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**
39 -|(% 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.
40 -|(% 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>**
41 -|(% colspan="6" style="width:117px" %)A new property that can be used in its place is **$sector.bestyieldrating.{$ware}**.
42 -|(% 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>**
43 -|(% colspan="6" style="width:117px" %)**<find_asteroid_with_yield_in_sector>** and **<find_recyclable_with_yield_in_sector>** should now be used instead.
44 -|(% colspan="1" style="width:117px" %)Parameters|(% colspan="1" style="width:119px" %)9.00 Beta 1|(% colspan="4" style="width:1625px" %)Removed **<yielddensities>** from **<miningparams>**
45 -|(% colspan="6" style="width:117px" %)It has been replaced with the new **<resources>** node.
46 -|(% 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
47 -|(% 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>**.
48 -|(% 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
49 -|(% colspan="6" style="width:117px" %)It now contains definitions of resource areas referenced by sector properties (see **mapdefaults.xml**).
50 -|(% 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 **$galaxy.yieldthresholds**
51 -|(% colspan="6" style="width:117px" %)New properties that can be used are **$resourceprobe.bestyieldrating** and **$sector.yieldrating.{$ware}**. Yields thresholds are no longer a thing in 9.00.
52 -|(% 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>**
53 -|(% colspan="6" style="width:117px" %)(((
54 -The flags attribute is no longer available in the MD action <add_blueprints>
55 -)))
56 -|(% style="width:117px" %)Scripts|(% style="width:117px" %)9.00 Beta 1|(% colspan="3" style="width:117px" %)Construction sequence param removed from build_started events
57 -|(% 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.
58 -|(% style="width:117px" %)Scripts|(% style="width:117px" %)9.00 Beta 1|(% colspan="3" style="width:117px" %)Script properties removed from macro
59 -|(% colspan="6" style="width:117px" %)**.purposemacro** and **.purposename **have been removed from the **macro **script properties
60 -|(% 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>**
61 -|(% 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.
62 -
63 -=== Version 8.00 ===
64 -
65 -(% class="table-striped" %)
66 -|(% 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>**
67 -|(% colspan="6" style="width:117px" %)(((
68 -The deprecated MD action <populate_platforms> has been removed. The previously referenced character quotas in quotas.xml have also been removed.
69 -)))
70 -|(% 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**
71 -|(% 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.
72 -|(% 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**
73 -|(% 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).
74 -|(% 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**
75 -|(% 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.
76 -|(% 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
77 -|(% 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.
78 -
79 79  === Version 7.50 ===
80 80  
81 81  (% class="table-striped" %)
82 -|(% 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)
83 -|(% colspan="4" style="width:117px" %)(((
84 -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.
85 -)))
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" %)
86 86  |(% 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**
87 87  |(% colspan="7" style="width:117px" %)(((
88 88  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.
... ... @@ -93,20 +93,20 @@
93 93  
94 94  (% class="table-striped" %)
95 95  |(% colspan="1" style="width:117px" %)Gamestarts|(% colspan="1" style="width:119px" %)7.00 Beta 8|(% colspan="2" style="width:1625px" %)**Text references**
96 -|(% 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.//
97 97  |(% 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**
98 98  |(% colspan="4" style="width:117px" %)highway_fx_electric_02 is still available in "legacy" folder if needed
99 99  |(% 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
100 100  |(% colspan="4" style="width:117px" %)(((
101 -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.//
102 102  )))
103 103  |(% 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.
104 104  |(% colspan="4" style="width:117px" %)(((
105 -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.**//
106 106  )))
107 107  |(% 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.
108 108  |(% colspan="4" style="width:117px" %)(((
109 -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//
110 110  )))
111 111  |(% colspan="1" style="width:117px" %)(% colspan="1" %)
112 112  (((
... ... @@ -118,7 +118,7 @@
118 118  )))
119 119  |(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %)
120 120  (((
121 - 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.//
122 122  )))
123 123  |(% colspan="1" style="width:117px" %)(% colspan="1" %)
124 124  (((
... ... @@ -130,7 +130,7 @@
130 130  )))
131 131  |(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %)
132 132  (((
133 - 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.//
134 134  )))
135 135  |(% colspan="1" style="width:117px" %)(% colspan="1" %)
136 136  (((
... ... @@ -157,9 +157,9 @@
157 157  )))
158 158  |(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %)
159 159  (((
160 -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.//
161 161  
162 -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.//
163 163  )))
164 164  |(% colspan="1" %)(% colspan="1" %)
165 165  (((
... ... @@ -173,9 +173,9 @@
173 173  )))
174 174  |(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %)
175 175  (((
176 -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. //
177 177  
178 -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.//
179 179  )))
180 180  |(% colspan="1" %)(% colspan="1" %)
181 181  (((
... ... @@ -189,11 +189,11 @@
189 189  )))
190 190  |(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %)
191 191  (((
192 -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.//
193 193  
194 -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.//
195 195  
196 -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.//
197 197  )))
198 198  |(% colspan="1" %)(% colspan="1" %)
199 199  (((
... ... @@ -207,8 +207,8 @@
207 207  )))
208 208  |(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %)
209 209  (((
210 -<match_dock> nodes can now be used on container and walkablemodule classes without wrapping them in <match_content> nodes.
211 -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.//
212 212  )))
213 213  |(% colspan="1" %)(% colspan="1" %)
214 214  (((
... ... @@ -222,7 +222,7 @@
222 222  )))
223 223  |(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %)
224 224  (((
225 -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'.//
226 226  )))
227 227  |(((
228 228  Assets
... ... @@ -233,8 +233,8 @@
233 233  )))
234 234  |(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)
235 235  (((
236 -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.
237 -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.//
238 238  )))
239 239  |(% colspan="1" %)(% colspan="1" %)
240 240  (((
... ... @@ -248,7 +248,7 @@
248 248  )))
249 249  |(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)
250 250  (((
251 -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.//
252 252  )))
253 253  |(((
254 254  Scripts
... ... @@ -259,7 +259,7 @@
259 259  )))
260 260  |(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)
261 261  (((
262 -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.//
263 263  )))
264 264  |(((
265 265  Cutscenes
... ... @@ -270,7 +270,7 @@
270 270  )))
271 271  |(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)
272 272  (((
273 -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.//
274 274  )))
275 275  
276 276  ----
... ... @@ -287,7 +287,7 @@
287 287  )))
288 288  |(% colspan="7" %)(% colspan="3" %)
289 289  (((
290 -'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.//
291 291  )))
292 292  
293 293  ----
... ... @@ -307,7 +307,7 @@
307 307  )))
308 308  |(% colspan="4" %)(% colspan="3" %)
309 309  (((
310 -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.//
311 311  )))
312 312  |(% colspan="1" %)(% colspan="1" %)
313 313  (((
... ... @@ -321,7 +321,7 @@
321 321  )))
322 322  |(% colspan="4" %)(% colspan="3" %)
323 323  (((
324 -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.//
325 325  )))
326 326  |(% colspan="1" %)(% colspan="1" %)
327 327  (((
... ... @@ -335,7 +335,7 @@
335 335  )))
336 336  |(% colspan="4" %)(% colspan="3" %)
337 337  (((
338 -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.//
339 339  )))
340 340  |(% colspan="1" %)(% colspan="1" %)
341 341  (((
... ... @@ -349,7 +349,7 @@
349 349  )))
350 350  |(% colspan="4" %)(% colspan="3" %)
351 351  (((
352 -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.//
353 353  )))
354 354  |(((
355 355  UI extensions
... ... @@ -360,7 +360,7 @@
360 360  )))
361 361  |(% colspan="4" %)(% colspan="3" %)
362 362  (((
363 -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.//
364 364  )))
365 365  |(((
366 366  Scripts
... ... @@ -371,7 +371,7 @@
371 371  )))
372 372  |(% colspan="4" %)(% colspan="3" %)
373 373  (((
374 -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.//
375 375  )))
376 376  |(% colspan="1" %)(% colspan="1" %)
377 377  (((
... ... @@ -385,7 +385,7 @@
385 385  )))
386 386  |(% colspan="4" %)(% colspan="3" %)
387 387  (((
388 -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.//
389 389  )))
390 390  |(((
391 391  Scripts
... ... @@ -396,7 +396,7 @@
396 396  )))
397 397  |(% colspan="4" %)(% colspan="3" %)
398 398  (((
399 -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.//
400 400  )))
401 401  
402 402  ----
... ... @@ -416,8 +416,8 @@
416 416  )))
417 417  |(% colspan="4" %)(% colspan="3" %)
418 418  (((
419 -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).
420 -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.//
421 421  )))
422 422  |(((
423 423  Scripts
... ... @@ -428,9 +428,9 @@
428 428  )))
429 429  |(% colspan="4" %)(% colspan="3" %)
430 430  (((
431 -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?
432 432  New params: param = project ID, param2 = [were there positive side-effects?, were there negative side-effects?], param3 = payout in Credits
433 -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//
434 434  )))
435 435  |(% colspan="1" %)(% colspan="1" %)
436 436  (((
... ... @@ -444,10 +444,10 @@
444 444  )))
445 445  |(% colspan="4" %)(% colspan="3" %)
446 446  (((
447 -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.
448 -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).//
449 449  
450 -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.//
451 451  )))
452 452  |(% colspan="1" %)(% colspan="1" %)
453 453  (((
... ... @@ -461,9 +461,9 @@
461 461  )))
462 462  |(% colspan="4" %)(% colspan="3" %)
463 463  (((
464 -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.//
465 465  
466 -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).
467 467  )))
468 468  |(((
469 469  Parameters
... ... @@ -474,7 +474,7 @@
474 474  )))
475 475  |(% colspan="4" %)(% colspan="3" %)
476 476  (((
477 -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.//
478 478  )))
479 479  |(((
480 480  Scripts
... ... @@ -485,7 +485,7 @@
485 485  )))
486 486  |(% colspan="4" %)(% colspan="3" %)
487 487  (((
488 -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.//
489 489  )))
490 490  
491 491  ----
... ... @@ -502,7 +502,7 @@
502 502  )))
503 503  |(% colspan="7" %)(% colspan="3" %)
504 504  (((
505 -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()//
506 506  )))
507 507  
508 508  ----
... ... @@ -519,9 +519,9 @@
519 519  )))
520 520  |(% colspan="4" %)(% colspan="3" %)
521 521  (((
522 -Old params: param = attacked object, param2 = attack method, param3 = attacked component
523 -New params: param = attacked object, param2 = attack method, param3 = attack component detail list: [attacked component, attacking weapon]
524 -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//
525 525  )))
526 526  |(% colspan="1" %)(% colspan="1" %)
527 527  (((
... ... @@ -535,7 +535,7 @@
535 535  )))
536 536  |(% colspan="4" %)(% colspan="3" %)
537 537  (((
538 -$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.//
539 539  )))
540 540  |(((
541 541  UI extensions
... ... @@ -546,7 +546,7 @@
546 546  )))
547 547  |(% colspan="4" %)(% colspan="3" %)
548 548  (((
549 -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.//
550 550  )))
551 551  
552 552  ----
... ... @@ -566,7 +566,7 @@
566 566  )))
567 567  |(% colspan="7" %)(% colspan="3" %)
568 568  (((
569 -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.//
570 570  )))
571 571  
572 572  ----
... ... @@ -586,7 +586,7 @@
586 586  )))
587 587  |(% colspan="4" %)(% colspan="3" %)
588 588  (((
589 -<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.//
590 590  )))
591 591  |(% colspan="1" %)(% colspan="1" %)
592 592  (((
... ... @@ -600,7 +600,7 @@
600 600  )))
601 601  |(% colspan="4" %)(% colspan="3" %)
602 602  (((
603 -<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.//
604 604  )))
605 605  |(% colspan="1" %)(% colspan="1" %)
606 606  (((
... ... @@ -614,9 +614,9 @@
614 614  )))
615 615  |(% colspan="4" %)(% colspan="3" %)
616 616  (((
617 -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.)
618 618  
619 -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).//
620 620  )))
621 621  |(% colspan="1" %)(% colspan="1" %)
622 622  (((
... ... @@ -630,7 +630,7 @@
630 630  )))
631 631  |(% colspan="4" %)(% colspan="3" %)
632 632  (((
633 -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.//
634 634  )))
635 635  |(% colspan="1" %)(% colspan="1" %)
636 636  (((
... ... @@ -644,8 +644,8 @@
644 644  )))
645 645  |(% colspan="4" %)(% colspan="3" %)
646 646  (((
647 -Before the change, positions are relative to $dockingbay.parent.
648 -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.//
649 649  )))
650 650  |(% colspan="1" %)(% colspan="1" %)
651 651  (((
... ... @@ -659,7 +659,7 @@
659 659  )))
660 660  |(% colspan="4" %)(% colspan="3" %)
661 661  (((
662 -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().//
663 663  )))
664 664  |(((
665 665  Scripts
... ... @@ -670,7 +670,7 @@
670 670  )))
671 671  |(% colspan="4" %)(% colspan="3" %)
672 672  (((
673 -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.
674 674  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.
675 675  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.
676 676  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).
... ... @@ -687,7 +687,7 @@
687 687  )))
688 688  |(% colspan="4" %)(% colspan="3" %)
689 689  (((
690 -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.//
691 691  )))
692 692  |(((
693 693  Job/God
... ... @@ -698,7 +698,7 @@
698 698  )))
699 699  |(% colspan="4" %)(% colspan="3" %)
700 700  (((
701 -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.//
702 702  )))
703 703  |(% colspan="1" %)(% colspan="1" %)
704 704  (((
... ... @@ -710,10 +710,7 @@
710 710  (((
711 711  Script action **<add_actor_to_room/> **attribute **'room'** renamed to **'object'**
712 712  )))
713 -|(% colspan="4" %)(% colspan="3" %)
714 -(((
715 -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.
716 -)))
655 +|(% colspan="4" %)i
717 717  |(% colspan="1" %)(% colspan="1" %)
718 718  (((
719 719  Scripts