Changes for page Breaking Changes
Last modified by Michael Baumgardt on 2026/04/17 12:03
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... ... @@ -16,7 +16,7 @@ 16 16 Please note that UI modding must be considered **unstable** in the current version. While we are working hard to get the UI modding integration into a stable state, we might have to introduce larger backwards incompatibilities in the following patches. This means that you might have to modify any mod using UI modding capabilities to a larger extend to keep it compatible with certain patches. Still, we are doing our best not to unnecessarily break things for modders and certainly will announce such changes on this page here. 17 17 {{/warning}} 18 18 19 -= Breaking Changes (since 2.0 Beta 1)=19 += Breaking Changes = 20 20 21 21 |=((( 22 22 Type ... ... @@ -25,11 +25,358 @@ 25 25 )))|=((( 26 26 Summary 27 27 ))) 28 +|(% colspan="3" %)(% colspan="3" %) 29 +((( 30 +== 3.00 == 31 +))) 32 +|(% colspan="1" %)(% colspan="1" %) 33 +((( 34 +Global 35 +)))|(% colspan="1" %)(% colspan="1" %) 36 +((( 37 +3.0 Beta 2 38 +)))|(% colspan="1" %)(% colspan="1" %) 39 +((( 40 +Support for entity flag "**skillsvisible**" dropped 41 +))) 42 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 43 +((( 44 +//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().// 45 +))) 46 +|(% colspan="1" %)(% colspan="1" %) 47 +((( 48 +Global 49 +)))|(% colspan="1" %)(% colspan="1" %) 50 +((( 51 +3.0 Beta 1 52 +)))|(% colspan="1" %)(% colspan="1" %) 53 +((( 54 +MissionBoard support dropped 55 +))) 56 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 57 +((( 58 +//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 behavior would occur. Therefore we cleaned things up in 3.0 Beta 1 including deprecating/removing any related UI/script function.// 59 +))) 60 +|(% colspan="1" %)(% colspan="1" %) 61 +((( 62 +Scripts 63 +)))|(% colspan="1" %)(% colspan="1" %) 64 +((( 65 +3.0 Beta 1 66 +)))|(% colspan="1" %)(% colspan="1" %) 67 +((( 68 +Script action **<add_actor_to_room/> **attribute **'room'** renamed to **'object'** 69 +))) 70 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 71 +((( 72 +//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.// 73 +))) 74 +|(% colspan="1" %)(% colspan="1" %) 75 +((( 76 +Scripts 77 +)))|(% colspan="1" %)(% colspan="1" %) 78 +((( 79 +3.0 Beta 1 80 +)))|(% colspan="1" %)(% colspan="1" %) 81 +((( 82 +Script action **<set_doors_locked/>** attribute **'group'** changed 83 +))) 84 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 85 +((( 86 +//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.// 87 +))) 88 +|(% colspan="1" %)(% colspan="1" %) 89 +((( 90 +Scripts 91 +)))|(% colspan="1" %)(% colspan="1" %) 92 +((( 93 +3.0 Beta 1 94 +)))|(% colspan="1" %)(% colspan="1" %) 95 +((( 96 +Script conditions **<event_hack_*/>** and **<event_controlpanel_hack_*/>** removed 97 +))) 98 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 99 +((( 100 +//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.// 101 +))) 102 +|(% colspan="1" %)(% colspan="1" %) 103 +((( 104 +Scripts 105 +)))|(% colspan="1" %)(% colspan="1" %) 106 +((( 107 +3.0 Beta 1 108 +)))|(% colspan="1" %)(% colspan="1" %) 109 +((( 110 +Script actions **<set_hack_target/>** and **<abort_hack/>** removed 111 +))) 112 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 113 +((( 114 +//These actions had no effect and were removed.// 115 +))) 116 +|(% colspan="1" %)(% colspan="1" %) 117 +((( 118 +Scripts 119 +)))|(% colspan="1" %)(% colspan="1" %) 120 +((( 121 +3.0 Beta 1 122 +)))|(% colspan="1" %)(% colspan="1" %) 123 +((( 124 +**<setup_conversation_minigame/>** script action removed 125 +))) 126 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 127 +((( 128 +//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.// 129 +))) 130 +|(% colspan="1" %)(% colspan="1" %) 131 +((( 132 +Scripts 133 +)))|(% colspan="1" %)(% colspan="1" %) 134 +((( 135 +3.0 Beta 1 136 +)))|(% colspan="1" %)(% colspan="1" %) 137 +((( 138 +<add_player_choice_*> **confidence** attribute removed 139 +))) 140 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 141 +((( 142 +//The default confidence of player options is another leftover from the XR era and had no effect in X4.// 143 +))) 144 +|(% colspan="1" %)(% colspan="1" %) 145 +((( 146 +Scripts 147 +)))|(% colspan="1" %)(% colspan="1" %) 148 +((( 149 +3.0 Beta 1 150 +)))|(% colspan="1" %)(% colspan="1" %) 151 +((( 152 +**<hack_via_control_panel/>** script action removed 153 +))) 154 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 155 +((( 156 +//Unused script action <hack_via_control_panel/> was removed.// 157 +))) 158 +|(% colspan="1" %)(% colspan="1" %) 159 +((( 160 +UI core 161 +)))|(% colspan="1" %)(% colspan="1" %) 162 +((( 163 +3.0 Beta 1 164 +)))|(% colspan="1" %)(% colspan="1" %) 165 +((( 166 +**Lua: **GetMiniGameCursorPosition() removed 167 +))) 168 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 169 +((( 170 +//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.// 171 +))) 28 28 |((( 173 +UI core 174 +)))|((( 175 +3.0 Beta 1 176 +)))|((( 177 +**FFI: **GetLocalizedInteractiveNotificationKey can return icon placeholders 178 +))) 179 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 180 +((( 181 +//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.// 182 +))) 183 +|(% colspan="1" %)(% colspan="1" %) 184 +((( 29 29 UI extensions 186 +)))|(% colspan="1" %)(% colspan="1" %) 187 +((( 188 +3.0 Beta 1 189 +)))|(% colspan="1" %)(% colspan="1" %) 190 +((( 191 +**FFI: **UIWeaponMod returned by GetInstalledWeaponMod() now includes property SurfaceElementFactor 192 +))) 193 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 194 +((( 195 +//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.// 196 +))) 197 +|(% colspan="1" %)(% colspan="1" %) 198 +((( 199 +Scripts 200 +)))|(% colspan="1" %)(% colspan="1" %) 201 +((( 202 +3.0 Beta 1 203 +)))|(% colspan="1" %)(% colspan="1" %) 204 +((( 205 +**$ware.illegal** updated 206 +))) 207 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 208 +((( 209 +//$ware.illegal used to return true if the specified ware has the 'illegal' tag which is no longer used.// 210 +//It now returns true if $ware is illegal to any faction in the game.// 211 +))) 212 +|(% colspan="1" %)(% colspan="1" %) 213 +((( 214 +Scripts 215 +)))|(% colspan="1" %)(% colspan="1" %) 216 +((( 217 +3.0 Beta 1 218 +)))|(% colspan="1" %)(% colspan="1" %) 219 +((( 220 +MD script **RML_Flight_Along_Path** removed 221 +))) 222 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 223 +((( 224 +//The MD script RML_Flight_Along_Path was not referened and was removed.// 225 +))) 226 +|(% colspan="1" %)(% colspan="1" %) 227 +((( 228 +Scripts 229 +)))|(% colspan="1" %)(% colspan="1" %) 230 +((( 231 +3.0 Beta 1 232 +)))|(% colspan="1" %)(% colspan="1" %) 233 +((( 234 +parameters of **<event_venture_mission_completed/>** changed 235 +))) 236 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 237 +((( 238 +//old params: param = venture details, param2 = ships involved, param3 = duration// 239 +//new params: param = venture detail list: [mission name, mission type], param2 = list of ships involved, param3 = duration// 240 +))) 241 +|((( 242 +Scripts 30 30 )))|((( 31 - 2.0 Beta 1244 +3.0 Beta 1 32 32 )))|((( 246 +**<set_object_wing_name/>** removed, 247 +**<set_object_fleet_name/>** added 248 +))) 249 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 250 +((( 251 +//The common action <set_object_wing_name/> has been replaced with <set_object_fleet_name/>// 252 +))) 253 +|((( 254 +Scripts 255 +)))|((( 256 +3.0 Beta 1 257 +)))|((( 258 +**$controllable.wing.*** removed, 259 +**$controllable.fleet.*** added 260 +))) 261 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 262 +((( 263 +$controllable.wing.name, $controllable.wing.iscommander, and $controllable.wing.commander have been replaced with $controllable.fleet.name, $controllable.fleet.iscommander, and $controllable.fleet.commander 264 +))) 265 +|(% colspan="3" %)(% colspan="3" %) 266 +((( 267 +== 2.60 == 268 +))) 269 +|((( 270 +Scripts 271 +)))|((( 272 +2.60 Beta 1 273 +)))|((( 274 +'**checkoperational**' filter behaviour changed 275 +))) 276 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 277 +((( 278 +//Actions and conditions which use the 'checkoperational' filter now behave differently. Instead of changing how 'class' and 'exactclass' behave, checkoperational == true adds an additional filter for the components being of state operational, equivalent to state="componentstate.operational". This is implicitly enabled in action elements (e.g. <find_.../>) or condition elements (e.g. <count_...>), meaning that find_ship will only find operational ships. Using such actions/conditions with checkoperational="false" will include non-operational components such as wrecked and constructions. Existing uses may find that results now exclude non-operational components.// 279 + 280 +//Sub nodes such as match_child will have checkoperational default to false. Existing uses may find that results now include non-operational components.// 281 +))) 282 +|((( 283 +Scripts 284 +)))|((( 285 +2.60 Beta 1 286 +)))|((( 287 +$container.**supplyresources** behavior changed 288 +))) 289 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 290 +((( 291 +//The script keyword $container.supplyresources now includes reserved wares.// 292 +))) 293 +|(% colspan="3" %)(% colspan="3" %) 294 +((( 295 +== 2.20 == 296 +))) 297 +|(% colspan="1" %)(% colspan="1" %) 298 +((( 299 +UI core 300 +)))|(% colspan="1" %)(% colspan="1" %) 301 +((( 302 +2.20 Beta 3/4 303 +)))|(% colspan="1" %)(% colspan="1" %) 304 +((( 305 +**Lua: GetControllerInfo()** returned mouseSteering/mouseCursor values are undefined. 306 +))) 307 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 308 +((( 309 +//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. 310 +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.// 311 + 312 +//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. 313 +// 314 +))) 315 +|(% colspan="1" %)(% colspan="1" %) 316 +((( 317 +Scripts 318 +)))|(% colspan="1" %)(% colspan="1" %) 319 +((( 320 +2.20 Beta 3 321 +)))|(% colspan="1" %)(% colspan="1" %) 322 +((( 323 +Attribute for build related conditions e.g. **<event_build_finished/>** renamed from 'buildmodule' to 'buildprocessor' 324 +))) 325 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 326 +((( 327 +//The underlying behaviour remains the same in that it involves the buildprocessor, not the buildmodule. The attribute name has simply been corrected.// 328 +))) 329 +|(% colspan="3" %)(% colspan="3" %) 330 +((( 331 +== 2.00 == 332 +))) 333 +|(% colspan="1" %)(% colspan="1" %) 334 +((( 335 +Scripts 336 +)))|(% colspan="1" %)(% colspan="1" %) 337 +((( 338 +2.00 Beta 1 339 +)))|(% colspan="1" %)(% colspan="1" %) 340 +((( 341 +**<event_build_finished/> **param2 now returns null instead of a construction sequence 342 +))) 343 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 344 +((( 345 +//The construction sequence which was finished should now be accessed via the buildtask provided via param3.// 346 +))) 347 +|(% colspan="1" %)(% colspan="1" %) 348 +((( 349 +Scripts 350 +)))|(% colspan="1" %)(% colspan="1" %) 351 +((( 352 +2.00 Beta 1 353 +)))|(% colspan="1" %)(% colspan="1" %) 354 +((( 355 +**param.boarding.{...}** strength parameters removed 356 +))) 357 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 358 +((( 359 +//The 'recruitstrength', 'veteranstrength' and 'elitestrength' script parameters were no longer required for balancing the boarding gameplay, and were removed.// 360 +))) 361 +|(% colspan="1" %)(% colspan="1" %) 362 +((( 363 +Scripts 364 +)))|(% colspan="1" %)(% colspan="1" %) 365 +((( 366 +2.00 Beta 1 367 +)))|(% colspan="1" %)(% colspan="1" %) 368 +((( 369 +**$defensible.boardee/$defensible.boarder** and **<set_object_boarder/>/<remove_object_boarder/>** removed 370 +))) 371 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 372 +((( 373 +//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.// 374 +))) 375 +|((( 376 +UI extensions 377 +)))|((( 378 +2.00 Beta 1 379 +)))|((( 33 33 **FFI: GetUpgradeSlotCurrentComponent()/GetUpgradeSlotGroup()** works on non-operationals 34 34 ))) 35 35 |(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) ... ... @@ -39,7 +39,7 @@ 39 39 |((( 40 40 UI extensions 41 41 )))|((( 42 -2.0 Beta 1 389 +2.00 Beta 1 43 43 )))|((( 44 44 **FFI: SetFormationShape()** no longer indicates an error upon certain error cases 45 45 ))) ... ... @@ -51,7 +51,7 @@ 51 51 |((( 52 52 Scripts 53 53 )))|((( 54 -2.0 Beta 1 401 +2.00 Beta 1 55 55 )))|((( 56 56 **<create_formation/>** now requires the attributes: 'leader' and 'follower'. Attribute 'object' is now deprecated. 57 57 ))) ... ... @@ -62,7 +62,7 @@ 62 62 |((( 63 63 Scripts 64 64 )))|((( 65 -2.0 Beta 1 412 +2.00 Beta 1 66 66 )))|((( 67 67 **<event_player_changed_target/>** now fires and returns null if the player deselects a target. 68 68 ))) ... ... @@ -73,15 +73,158 @@ 73 73 |((( 74 74 AI Scripts 75 75 )))|((( 76 -2.0 Beta 1 423 +2.00 Beta 1 77 77 )))|((( 78 - Attribute changes to**<shoot/>** and **<shoot_at/>**425 +**<shoot/>/<shoot_at/>** attribute changes. 79 79 ))) 80 80 |(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 81 81 ((( 82 -Changed: Attribute "primary" is now optional and defines whether weapons from the ship's active primary weapon group will be fired. Defaults to true. 83 -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. 84 -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. 429 +//Changed: Attribute "primary" is now optional and defines whether weapons from the ship's active primary weapon group will be fired. Defaults to true.// 430 +//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.// 431 +//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.// 85 85 86 86 //Corrects now-obsolete assumption that primary weapon groups only contain guns and secondary weapon groups only contain missile launchers.// 87 87 ))) 435 +|((( 436 +UI extensions 437 +)))|((( 438 +2.00 Beta 1 439 +)))|((( 440 +**FFI: GetBuildTask()/GetNumBuildTasks()** got a new "buildmoduleid" parameter.(% class="confluenceTd" %) 441 +))) 442 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 443 +((( 444 +//Added possibility to query build tasks of a certain buildmodule.// 445 +))) 446 +|((( 447 +UI extensions 448 +)))|((( 449 +2.00 Beta 1 450 +)))|((( 451 +**Lua:** **GetLibraryEntry()** retrieved a new "buildresources" field. 452 +))) 453 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 454 +((( 455 +//Added list of resources a buildmodule needs to build.// 456 +))) 457 +|((( 458 +UI extensions 459 +)))|((( 460 +2.00 Beta 1 461 +)))|((( 462 +(% style="color: rgb(0,0,0);" %)**Lua:**(% style="color: rgb(0, 0, 0); color: rgb(0, 0, 0)" %)** CalculateTotalHullFraction()**(% style="color: rgb(0,0,0);" %)** **(%%)was removed.(% style="color: rgb(0,0,0);" %) 463 +))) 464 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 465 +((( 466 +//Unused, derelict function from XR - use GetComponentData(..., "hullpercent") instead.// 467 +))) 468 +|((( 469 +UI extensions 470 +)))|((( 471 +2.00 Beta 1 472 +)))|((( 473 +**FFI: (% style="color: rgb(0,0,0);" %)RequestDockAtReason()/(% style="color: rgb(0, 0, 0); color: rgb(0, 0, 0); color: rgb(0, 0, 0); color: rgb(0, 0, 0); color: rgb(0, 0, 0)" %)UndockPlayerShip()(%%) **changed their return values.(% style="color: rgb(0,0,0);" class="confluenceTd" %) 474 +))) 475 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 476 +((( 477 +//Changed return value type to const char* to better identify failure reasons in Lua script.// 478 +))) 479 +|(% colspan="3" %)(% colspan="3" %) 480 +((( 481 +== 1.50 == 482 +))) 483 +|((( 484 +UI extensions 485 +)))|((( 486 +1.50 Beta 3 487 +)))|((( 488 +**Lua: GetComponentData() **changed behavior of "docksizes" propertly.(% class="confluenceTd" %) 489 +))) 490 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 491 +((( 492 +//The "docksizes" property no longer includes internal ship storage docks.// 493 +))) 494 +|((( 495 +All 496 +)))|((( 497 +1.50 Beta 2 498 +)))|((( 499 +**Meaning of "Shipyard"** was corrected throughout Lua/MD/AI scripts, so that Wharfs are not Shipyards (unlike in XR). 500 +))) 501 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 502 +((( 503 +//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".// 504 + 505 +//Lua: Adjusted GetComponentData() and HasShipyard(), added HasWharf()// 506 +//Lua / GetComponentData() properties: Removed "iscapitalshipyard", fixed "isshipyard", added "canbuildships", "iswharf", "isequipmentdock"// 507 +//Scripts: Fixed property .isshipyard, added .iswharf (.canbuildships existed already)// 508 +))) 509 +|((( 510 +UI extensions 511 +)))|((( 512 +1.50 Beta 2 513 +)))|((( 514 +**FFI: UpgradeGroupInfo **datatype was changed.(% class="confluenceTd" %) 515 +))) 516 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 517 +((( 518 +//Added new "operational" field to retrieve information about number of operational upgrades in a group.// 519 +))) 520 +|(% colspan="1" %)(% colspan="1" %) 521 +((( 522 +UI extensions 523 +)))|(% colspan="1" %)(% colspan="1" %) 524 +((( 525 +1.50 Beta 1 526 +)))|(% colspan="1" %)(% colspan="1" %) 527 +((( 528 +**FFI: SetGuidance()** removed useinfopoint argument. 529 +))) 530 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 531 +((( 532 +//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. 533 +// 534 + 535 +//The new function declaration is: void SetGuidance(UniverseID componentid, UIPosRot offset)// 536 +))) 537 +|((( 538 +UI extensions 539 +)))|((( 540 +1.50 Beta 1 541 +)))|((( 542 +**FFI: CancelConstruction() **changed its return value.(% class="confluenceTd" %) 543 +))) 544 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 545 +((( 546 +(% style="color: rgb(0,0,0);" %)//CancelConstruction() now returns if the cancellation was successful. // 547 +))) 548 +|(% colspan="3" %)(% colspan="3" %) 549 +((( 550 +== 1.32 == 551 +))) 552 +|((( 553 +UI extensions 554 +)))|((( 555 +1.32 556 +)))|((( 557 +**Lua: GetComponentData() **removed the "nextdestname" property. 558 +))) 559 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 560 +((( 561 +//Instead of "nextdestname", use the properties "destination" or "destinationsector" to retrieve a destination component, then retrieve its "name" property.// 562 +))) 563 +|(% colspan="3" %)(% colspan="3" %) 564 +((( 565 +== 1.20 == 566 +))) 567 +|((( 568 +UI extensions 569 +)))|((( 570 +1.20 571 +)))|((( 572 +**FFI: GetAAOption()** got a new "useconfig" parameter.(% class="confluenceTd" %) 573 +))) 574 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 575 +((( 576 +//The AA setting was changed to check the new setting with the user. In order to restore the old setting (% style="color: rgb(0,0,0);" %)GetAAOption() gets the option to retrieve the config settings.// 577 +)))
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... ... @@ -1,1 +1,1 @@ 1 -https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/ 78577903/Breaking Changes1 +https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/88345805/Breaking Changes