Changes for page Breaking Changes
Last modified by Michael Baumgardt on 2026/04/17 12:03
From version 153.1
edited by Manuel Ott
on 2026/03/24 15:52
on 2026/03/24 15:52
Change comment:
There is no comment for this version
To version 124.2
edited by Klaus Meyer
on 2025/01/07 16:38
on 2025/01/07 16:38
Change comment:
There is no comment for this version
Summary
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Page properties (2 modified, 0 added, 0 removed)
Details
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... ... @@ -1,1 +1,1 @@ 1 -xwiki:XWiki. Manuel1 +xwiki:XWiki.Klaus - Content
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... ... @@ -20,78 +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" %)Scripts|(% colspan="1" style="width:119px" %)9.00 Beta 3|(% colspan="4" style="width:1625px" %)**ship.isexceedingmadscore** deprecated 27 -|(% colspan="6" style="width:117px" %)This property introduced with 9.00 Beta 1 got renamed to **ship.madscore.isexceedingmax** 28 -|(% colspan="1" style="width:117px" %)(% colspan="1" %) 29 -((( 30 -UI extensions 31 -)))|(% colspan="1" style="width:119px" %)9.00 Beta 2|(% colspan="4" style="width:1625px" %)**Lua: GetEfficiencyUpgrades()** deprecated, along with **efficiencyfactor** and **efficiencybonus** properties. 32 -|(% colspan="4" title="Background colour :" %)GetEfficiencyUpgrades() is deprecated and always returns an empty list. The efficiencyfactor and efficiencybonus properties are also deprecated and always return 1.0 and 0.0 respectively. 33 -|(% colspan="1" style="width:117px" %)Scripts|(% colspan="1" style="width:119px" %)9.00 Beta 2|(% colspan="4" style="width:1625px" %)**$object.efficiencyupgrades.*** script properties removed 34 -|(% colspan="6" style="width:117px" %)The $object.efficiencyupgrades.* script properties are no longer relevant and have been removed. 35 -|(% 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** 36 -|(% colspan="6" style="width:117px" %)((( 37 -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. 38 - 39 -**IMPORTANT**: The newly created .jcs files will also be incompatible with earlier versions of the game. We have provided a legacy version of the converter that can be used to generate files compatible with legacy versions of the game. 40 -))) 41 -|(% 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. 42 -|(% colspan="6" style="width:117px" %)The advanced tag encodes the new weapon and turret sizes for small and medium ships. 43 -|(% 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. 44 -|(% 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. 45 -|(% colspan="1" style="width:117px" %)Scripts|(% colspan="1" style="width:119px" %)9.00 Beta 1|(% colspan="4" style="width:1625px" %)Removed **<event_area_discovered>** 46 -|(% colspan="6" style="width:117px" %)Removed for performance reasons 47 -|(% 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** 48 -|(% 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. 49 -|(% 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>** 50 -|(% colspan="6" style="width:117px" %)A new property that can be used in its place is **$sector.bestyieldrating.{$ware}**. 51 -|(% colspan="1" style="width:117px" %)Scripts|(% colspan="1" style="width:119px" %)9.00 Beta 1|(% colspan="4" style="width:1625px" %)Removed **<find_asteroid_in_cluster>** and **<find_recyclable_in_cluster>** 52 -|(% colspan="6" style="width:117px" %)**<find_asteroid_with_yield_in_sector>** and **<find_recyclable_with_yield_in_sector>** should now be used instead. 53 -|(% colspan="1" style="width:117px" %)Parameters|(% colspan="1" style="width:119px" %)9.00 Beta 1|(% colspan="4" style="width:1625px" %)Removed **<yielddensities>** from **<miningparams>** 54 -|(% colspan="6" style="width:117px" %)It has been replaced with the new **<resources>** node. 55 -|(% colspan="1" style="width:117px" %)Libraries|(% colspan="1" style="width:119px" %)9.00 Beta 1|(% colspan="4" style="width:1625px" %)**region_definitions.xml** no longer contains **<resources>** or **<scaneffect> **nodes 56 -|(% colspan="6" style="width:117px" %)Instead of defining resources in regions, they're now defined via resource areas in sectors (see **mapdefaults.xml** and **resourceyields.xml**). Regions can still have some control by defining **<allowedyields>**. 57 -|(% colspan="1" style="width:117px" %)Libraries|(% colspan="1" style="width:119px" %)9.00 Beta 1|(% colspan="4" style="width:1625px" %)**regionyields.xml** has a completely different structure 58 -|(% colspan="6" style="width:117px" %)It now contains definitions of resource areas referenced by sector properties (see **mapdefaults.xml**). 59 -|(% colspan="1" style="width:117px" %)Scripts|(% colspan="1" style="width:119px" %)9.00 Beta 1|(% colspan="4" style="width:1625px" %)Removed **$resourceprobe.currentbestyield** and **.maxyield**, **$sector.averagemaxyield**, and **$galaxy.yieldthresholds** 60 -|(% 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. 61 -|(% 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>** 62 -|(% colspan="6" style="width:117px" %)((( 63 -The flags attribute is no longer available in the MD action <add_blueprints> 64 -))) 65 -|(% style="width:117px" %)Scripts|(% style="width:117px" %)9.00 Beta 1|(% colspan="3" style="width:117px" %)Construction sequence param removed from build_started events 66 -|(% 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. 67 -|(% style="width:117px" %)Scripts|(% style="width:117px" %)9.00 Beta 1|(% colspan="3" style="width:117px" %)Script properties removed from macro 68 -|(% colspan="6" style="width:117px" %)**.purposemacro** and **.purposename **have been removed from the **macro **script properties 69 -|(% 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>** 70 -|(% 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. 71 - 72 -=== Version 8.00 === 73 - 74 -(% class="table-striped" %) 75 -|(% 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>** 76 -|(% colspan="6" style="width:117px" %)((( 77 -The deprecated MD action <populate_platforms> has been removed. The previously referenced character quotas in quotas.xml have also been removed. 78 -))) 79 -|(% 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** 80 -|(% 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. 81 -|(% 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** 82 -|(% 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). 83 -|(% 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** 84 -|(% 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. 85 -|(% 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 86 -|(% 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. 87 - 88 88 === Version 7.50 === 89 89 90 90 (% class="table-striped" %) 91 -|(% 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) 92 -|(% colspan="4" style="width:117px" %)((( 93 -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. 94 -))) 26 +|(% colspan="1" style="width:117px" %)Faction Relations|(% colspan="1" style="width:119px" %) |(% colspan="2" style="width:1625px" %) 27 +|(% colspan="4" style="width:117px" %)ssss 95 95 |(% 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** 96 96 |(% colspan="7" style="width:117px" %)((( 97 97 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. ... ... @@ -102,20 +102,20 @@ 102 102 103 103 (% class="table-striped" %) 104 104 |(% colspan="1" style="width:117px" %)Gamestarts|(% colspan="1" style="width:119px" %)7.00 Beta 8|(% colspan="2" style="width:1625px" %)**Text references** 105 -|(% 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.// 106 106 |(% 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** 107 107 |(% colspan="4" style="width:117px" %)highway_fx_electric_02 is still available in "legacy" folder if needed 108 108 |(% 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 109 109 |(% colspan="4" style="width:117px" %)((( 110 -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.// 111 111 ))) 112 112 |(% 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. 113 113 |(% colspan="4" style="width:117px" %)((( 114 -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.**// 115 115 ))) 116 116 |(% 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. 117 117 |(% colspan="4" style="width:117px" %)((( 118 -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// 119 119 ))) 120 120 |(% colspan="1" style="width:117px" %)(% colspan="1" %) 121 121 ((( ... ... @@ -127,7 +127,7 @@ 127 127 ))) 128 128 |(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 129 129 ((( 130 - 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.// 131 131 ))) 132 132 |(% colspan="1" style="width:117px" %)(% colspan="1" %) 133 133 ((( ... ... @@ -139,7 +139,7 @@ 139 139 ))) 140 140 |(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 141 141 ((( 142 - 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.// 143 143 ))) 144 144 |(% colspan="1" style="width:117px" %)(% colspan="1" %) 145 145 ((( ... ... @@ -166,9 +166,9 @@ 166 166 ))) 167 167 |(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 168 168 ((( 169 -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.// 170 170 171 -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.// 172 172 ))) 173 173 |(% colspan="1" %)(% colspan="1" %) 174 174 ((( ... ... @@ -182,9 +182,9 @@ 182 182 ))) 183 183 |(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 184 184 ((( 185 -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. // 186 186 187 -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.// 188 188 ))) 189 189 |(% colspan="1" %)(% colspan="1" %) 190 190 ((( ... ... @@ -198,11 +198,11 @@ 198 198 ))) 199 199 |(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 200 200 ((( 201 -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.// 202 202 203 -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.// 204 204 205 -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.// 206 206 ))) 207 207 |(% colspan="1" %)(% colspan="1" %) 208 208 ((( ... ... @@ -216,8 +216,8 @@ 216 216 ))) 217 217 |(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 218 218 ((( 219 -<match_dock> nodes can now be used on container and walkablemodule classes without wrapping them in <match_content> nodes. 220 -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.// 221 221 ))) 222 222 |(% colspan="1" %)(% colspan="1" %) 223 223 ((( ... ... @@ -231,7 +231,7 @@ 231 231 ))) 232 232 |(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 233 233 ((( 234 -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'.// 235 235 ))) 236 236 |((( 237 237 Assets ... ... @@ -242,8 +242,8 @@ 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 -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. 246 -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.// 247 247 ))) 248 248 |(% colspan="1" %)(% colspan="1" %) 249 249 ((( ... ... @@ -257,7 +257,7 @@ 257 257 ))) 258 258 |(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %) 259 259 ((( 260 -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.// 261 261 ))) 262 262 |((( 263 263 Scripts ... ... @@ -268,7 +268,7 @@ 268 268 ))) 269 269 |(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %) 270 270 ((( 271 -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.// 272 272 ))) 273 273 |((( 274 274 Cutscenes ... ... @@ -279,7 +279,7 @@ 279 279 ))) 280 280 |(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %) 281 281 ((( 282 -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.// 283 283 ))) 284 284 285 285 ---- ... ... @@ -296,7 +296,7 @@ 296 296 ))) 297 297 |(% colspan="7" %)(% colspan="3" %) 298 298 ((( 299 -'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.// 300 300 ))) 301 301 302 302 ---- ... ... @@ -316,7 +316,7 @@ 316 316 ))) 317 317 |(% colspan="4" %)(% colspan="3" %) 318 318 ((( 319 -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.// 320 320 ))) 321 321 |(% colspan="1" %)(% colspan="1" %) 322 322 ((( ... ... @@ -330,7 +330,7 @@ 330 330 ))) 331 331 |(% colspan="4" %)(% colspan="3" %) 332 332 ((( 333 -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.// 334 334 ))) 335 335 |(% colspan="1" %)(% colspan="1" %) 336 336 ((( ... ... @@ -344,7 +344,7 @@ 344 344 ))) 345 345 |(% colspan="4" %)(% colspan="3" %) 346 346 ((( 347 -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.// 348 348 ))) 349 349 |(% colspan="1" %)(% colspan="1" %) 350 350 ((( ... ... @@ -358,7 +358,7 @@ 358 358 ))) 359 359 |(% colspan="4" %)(% colspan="3" %) 360 360 ((( 361 -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.// 362 362 ))) 363 363 |((( 364 364 UI extensions ... ... @@ -369,7 +369,7 @@ 369 369 ))) 370 370 |(% colspan="4" %)(% colspan="3" %) 371 371 ((( 372 -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.// 373 373 ))) 374 374 |((( 375 375 Scripts ... ... @@ -380,7 +380,7 @@ 380 380 ))) 381 381 |(% colspan="4" %)(% colspan="3" %) 382 382 ((( 383 -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.// 384 384 ))) 385 385 |(% colspan="1" %)(% colspan="1" %) 386 386 ((( ... ... @@ -394,7 +394,7 @@ 394 394 ))) 395 395 |(% colspan="4" %)(% colspan="3" %) 396 396 ((( 397 -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.// 398 398 ))) 399 399 |((( 400 400 Scripts ... ... @@ -405,7 +405,7 @@ 405 405 ))) 406 406 |(% colspan="4" %)(% colspan="3" %) 407 407 ((( 408 -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.// 409 409 ))) 410 410 411 411 ---- ... ... @@ -425,8 +425,8 @@ 425 425 ))) 426 426 |(% colspan="4" %)(% colspan="3" %) 427 427 ((( 428 -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). 429 -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.// 430 430 ))) 431 431 |((( 432 432 Scripts ... ... @@ -437,9 +437,9 @@ 437 437 ))) 438 438 |(% colspan="4" %)(% colspan="3" %) 439 439 ((( 440 -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? 441 441 New params: param = project ID, param2 = [were there positive side-effects?, were there negative side-effects?], param3 = payout in Credits 442 -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// 443 443 ))) 444 444 |(% colspan="1" %)(% colspan="1" %) 445 445 ((( ... ... @@ -453,10 +453,10 @@ 453 453 ))) 454 454 |(% colspan="4" %)(% colspan="3" %) 455 455 ((( 456 -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. 457 -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).// 458 458 459 -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.// 460 460 ))) 461 461 |(% colspan="1" %)(% colspan="1" %) 462 462 ((( ... ... @@ -470,9 +470,9 @@ 470 470 ))) 471 471 |(% colspan="4" %)(% colspan="3" %) 472 472 ((( 473 -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.// 474 474 475 -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). 476 476 ))) 477 477 |((( 478 478 Parameters ... ... @@ -483,7 +483,7 @@ 483 483 ))) 484 484 |(% colspan="4" %)(% colspan="3" %) 485 485 ((( 486 -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.// 487 487 ))) 488 488 |((( 489 489 Scripts ... ... @@ -494,7 +494,7 @@ 494 494 ))) 495 495 |(% colspan="4" %)(% colspan="3" %) 496 496 ((( 497 -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.// 498 498 ))) 499 499 500 500 ---- ... ... @@ -511,7 +511,7 @@ 511 511 ))) 512 512 |(% colspan="7" %)(% colspan="3" %) 513 513 ((( 514 -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()// 515 515 ))) 516 516 517 517 ---- ... ... @@ -528,9 +528,9 @@ 528 528 ))) 529 529 |(% colspan="4" %)(% colspan="3" %) 530 530 ((( 531 -Old params: param = attacked object, param2 = attack method, param3 = attacked component 532 -New params: param = attacked object, param2 = attack method, param3 = attack component detail list: [attacked component, attacking weapon] 533 -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// 534 534 ))) 535 535 |(% colspan="1" %)(% colspan="1" %) 536 536 ((( ... ... @@ -544,7 +544,7 @@ 544 544 ))) 545 545 |(% colspan="4" %)(% colspan="3" %) 546 546 ((( 547 -$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.// 548 548 ))) 549 549 |((( 550 550 UI extensions ... ... @@ -555,7 +555,7 @@ 555 555 ))) 556 556 |(% colspan="4" %)(% colspan="3" %) 557 557 ((( 558 -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.// 559 559 ))) 560 560 561 561 ---- ... ... @@ -575,7 +575,7 @@ 575 575 ))) 576 576 |(% colspan="7" %)(% colspan="3" %) 577 577 ((( 578 -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.// 579 579 ))) 580 580 581 581 ---- ... ... @@ -595,7 +595,7 @@ 595 595 ))) 596 596 |(% colspan="4" %)(% colspan="3" %) 597 597 ((( 598 -<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.// 599 599 ))) 600 600 |(% colspan="1" %)(% colspan="1" %) 601 601 ((( ... ... @@ -609,7 +609,7 @@ 609 609 ))) 610 610 |(% colspan="4" %)(% colspan="3" %) 611 611 ((( 612 -<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.// 613 613 ))) 614 614 |(% colspan="1" %)(% colspan="1" %) 615 615 ((( ... ... @@ -623,9 +623,9 @@ 623 623 ))) 624 624 |(% colspan="4" %)(% colspan="3" %) 625 625 ((( 626 -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.) 627 627 628 -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).// 629 629 ))) 630 630 |(% colspan="1" %)(% colspan="1" %) 631 631 ((( ... ... @@ -639,7 +639,7 @@ 639 639 ))) 640 640 |(% colspan="4" %)(% colspan="3" %) 641 641 ((( 642 -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.// 643 643 ))) 644 644 |(% colspan="1" %)(% colspan="1" %) 645 645 ((( ... ... @@ -653,8 +653,8 @@ 653 653 ))) 654 654 |(% colspan="4" %)(% colspan="3" %) 655 655 ((( 656 -Before the change, positions are relative to $dockingbay.parent. 657 -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.// 658 658 ))) 659 659 |(% colspan="1" %)(% colspan="1" %) 660 660 ((( ... ... @@ -668,7 +668,7 @@ 668 668 ))) 669 669 |(% colspan="4" %)(% colspan="3" %) 670 670 ((( 671 -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().// 672 672 ))) 673 673 |((( 674 674 Scripts ... ... @@ -679,7 +679,7 @@ 679 679 ))) 680 680 |(% colspan="4" %)(% colspan="3" %) 681 681 ((( 682 -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. 683 683 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. 684 684 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. 685 685 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). ... ... @@ -696,7 +696,7 @@ 696 696 ))) 697 697 |(% colspan="4" %)(% colspan="3" %) 698 698 ((( 699 -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.// 700 700 ))) 701 701 |((( 702 702 Job/God ... ... @@ -707,7 +707,7 @@ 707 707 ))) 708 708 |(% colspan="4" %)(% colspan="3" %) 709 709 ((( 710 -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.// 711 711 ))) 712 712 |(% colspan="1" %)(% colspan="1" %) 713 713 ((( ... ... @@ -721,7 +721,7 @@ 721 721 ))) 722 722 |(% colspan="4" %)(% colspan="3" %) 723 723 ((( 724 -Due to engine changes, script action <add_actor_to_room/> has had the attribute 'room' changed to 'object', which is more accurate. Most likely requires a 'position' if a slot is not provided. 657 +//Due to engine changes, script action <add_actor_to_room/> has had the attribute 'room' changed to 'object', which is more accurate. Most likely requires a 'position' if a slot is not provided.// 725 725 ))) 726 726 |(% colspan="1" %)(% colspan="1" %) 727 727 ((( ... ... @@ -735,7 +735,7 @@ 735 735 ))) 736 736 |(% colspan="4" %)(% colspan="3" %) 737 737 ((( 738 -The 'group' attribute of <set_doors_locked/> can no longer be a list. It must be a single tag value. Previously, a list containing one tag was accepted, which was redundant. 671 +//The 'group' attribute of <set_doors_locked/> can no longer be a list. It must be a single tag value. Previously, a list containing one tag was accepted, which was redundant.// 739 739 ))) 740 740 |(% colspan="1" %)(% colspan="1" %) 741 741 ((( ... ... @@ -749,7 +749,7 @@ 749 749 ))) 750 750 |(% colspan="4" %)(% colspan="3" %) 751 751 ((( 752 -These events were never triggered, with the exception of <event_hack_started/> on the player entity for instant control panel hacks. Use <event_player_hacked_object> instead. 685 +//These events were never triggered, with the exception of <event_hack_started/> on the player entity for instant control panel hacks. Use <event_player_hacked_object> instead.// 753 753 ))) 754 754 |(% colspan="1" %)(% colspan="1" %) 755 755 ((( ... ... @@ -763,7 +763,7 @@ 763 763 ))) 764 764 |(% colspan="4" %)(% colspan="3" %) 765 765 ((( 766 -These actions had no effect and were removed. 699 +//These actions had no effect and were removed.// 767 767 ))) 768 768 |(% colspan="1" %)(% colspan="1" %) 769 769 ((( ... ... @@ -777,7 +777,7 @@ 777 777 ))) 778 778 |(% colspan="4" %)(% colspan="3" %) 779 779 ((( 780 -The script action was a leftover from the XR era and was never supported in X4 and couldn't be used in a meaningful way. It was therefore decided to better drop it altogether as it's not expected having been used by any mods. 713 +//The script action was a leftover from the XR era and was never supported in X4 and couldn't be used in a meaningful way. It was therefore decided to better drop it altogether as it's not expected having been used by any mods.// 781 781 ))) 782 782 |(% colspan="1" %)(% colspan="1" %) 783 783 ((( ... ... @@ -791,7 +791,7 @@ 791 791 ))) 792 792 |(% colspan="4" %)(% colspan="3" %) 793 793 ((( 794 -The default confidence of player options is another leftover from the XR era and had no effect in X4. 727 +//The default confidence of player options is another leftover from the XR era and had no effect in X4.// 795 795 ))) 796 796 |(% colspan="1" %)(% colspan="1" %) 797 797 ((( ... ... @@ -805,7 +805,7 @@ 805 805 ))) 806 806 |(% colspan="4" %)(% colspan="3" %) 807 807 ((( 808 -Unused script action <hack_via_control_panel/> was removed. 741 +//Unused script action <hack_via_control_panel/> was removed.// 809 809 ))) 810 810 |(% colspan="1" %)(% colspan="1" %) 811 811 ((( ... ... @@ -819,7 +819,7 @@ 819 819 ))) 820 820 |(% colspan="4" %)(% colspan="3" %) 821 821 ((( 822 -GetMiniGameCursorPosition() was a left over from the XR era and never supposed to be shipped with X4. The function practically always returned 0 and hence we don't expect the removal of this obsolete function causing any actual mod to break. 755 +//GetMiniGameCursorPosition() was a left over from the XR era and never supposed to be shipped with X4. The function practically always returned 0 and hence we don't expect the removal of this obsolete function causing any actual mod to break.// 823 823 ))) 824 824 |((( 825 825 UI core ... ... @@ -830,7 +830,7 @@ 830 830 ))) 831 831 |(% colspan="4" %)(% colspan="3" %) 832 832 ((( 833 -In 3.0 Beta 1 we added support to display icons for keyboard bindings, if an icon is available for the specified keys. This results in GetLocalizedInteractiveNotificationKey() potentially returning a different text now if such an icon is assigned to the mapped key/button. 766 +//In 3.0 Beta 1 we added support to display icons for keyboard bindings, if an icon is available for the specified keys. This results in GetLocalizedInteractiveNotificationKey() potentially returning a different text now if such an icon is assigned to the mapped key/button.// 834 834 ))) 835 835 |(% colspan="1" %)(% colspan="1" %) 836 836 ((( ... ... @@ -844,7 +844,7 @@ 844 844 ))) 845 845 |(% colspan="4" %)(% colspan="3" %) 846 846 ((( 847 -In 3.0 Beta 1 we added support for a new weapon mod property "SurfaceElementFactor" to allow weapons to deal increased damage to surface elements such as Shield Generators, Turrets or Engines. 780 +//In 3.0 Beta 1 we added support for a new weapon mod property "SurfaceElementFactor" to allow weapons to deal increased damage to surface elements such as Shield Generators, Turrets or Engines.// 848 848 ))) 849 849 |(% colspan="1" %)(% colspan="1" %) 850 850 ((( ... ... @@ -858,8 +858,8 @@ 858 858 ))) 859 859 |(% colspan="4" %)(% colspan="3" %) 860 860 ((( 861 -$ware.illegal used to return true if the specified ware has the 'illegal' tag which is no longer used. 862 -It now returns true if $ware is illegal to any faction in the game. 794 +//$ware.illegal used to return true if the specified ware has the 'illegal' tag which is no longer used.// 795 +//It now returns true if $ware is illegal to any faction in the game.// 863 863 ))) 864 864 |(% colspan="1" %)(% colspan="1" %) 865 865 ((( ... ... @@ -873,7 +873,7 @@ 873 873 ))) 874 874 |(% colspan="4" %)(% colspan="3" %) 875 875 ((( 876 -The MD script RML_Flight_Along_Path was not referened and was removed. 809 +//The MD script RML_Flight_Along_Path was not referened and was removed.// 877 877 ))) 878 878 |(% colspan="1" %)(% colspan="1" %) 879 879 ((( ... ... @@ -887,8 +887,8 @@ 887 887 ))) 888 888 |(% colspan="4" %)(% colspan="3" %) 889 889 ((( 890 -old params: param = venture details, param2 = ships involved, param3 = duration 891 -new params: param = venture detail list: [mission name, mission type], param2 = list of ships involved, param3 = duration 823 +//old params: param = venture details, param2 = ships involved, param3 = duration// 824 +//new params: param = venture detail list: [mission name, mission type], param2 = list of ships involved, param3 = duration// 892 892 ))) 893 893 |((( 894 894 Scripts ... ... @@ -900,7 +900,7 @@ 900 900 ))) 901 901 |(% colspan="4" %)(% colspan="3" %) 902 902 ((( 903 -The common action <set_object_wing_name/> has been replaced with <set_object_fleet_name/> 836 +//The common action <set_object_wing_name/> has been replaced with <set_object_fleet_name/>// 904 904 ))) 905 905 |((( 906 906 Scripts ... ... @@ -929,9 +929,9 @@ 929 929 ))) 930 930 |(% colspan="10" %)(% colspan="3" %) 931 931 ((( 932 -Actions and conditions which use the 'checkoperational' filter now behave differently. Instead of changing how 'class' and 'exactclass' behave, checkoperational == true adds an additional filter for the components being of state operational, equivalent to state="componentstate.operational". This is implicitly enabled in action elements (e.g. <find_.../>) or condition elements (e.g. <count_...>), meaning that find_ship will only find operational ships. Using such actions/conditions with checkoperational="false" will include non-operational components such as wrecked and constructions. Existing uses may find that results now exclude non-operational components. 865 +//Actions and conditions which use the 'checkoperational' filter now behave differently. Instead of changing how 'class' and 'exactclass' behave, checkoperational == true adds an additional filter for the components being of state operational, equivalent to state="componentstate.operational". This is implicitly enabled in action elements (e.g. <find_.../>) or condition elements (e.g. <count_...>), meaning that find_ship will only find operational ships. Using such actions/conditions with checkoperational="false" will include non-operational components such as wrecked and constructions. Existing uses may find that results now exclude non-operational components.// 933 933 934 -Sub nodes such as match_child will have checkoperational default to false. Existing uses may find that results now include non-operational components. 867 +//Sub nodes such as match_child will have checkoperational default to false. Existing uses may find that results now include non-operational components.// 935 935 ))) 936 936 |((( 937 937 Scripts ... ... @@ -942,7 +942,7 @@ 942 942 )))| | | 943 943 |(% colspan="10" %)(% colspan="3" %) 944 944 ((( 945 -The script keyword $container.supplyresources now includes reserved wares. 878 +//The script keyword $container.supplyresources now includes reserved wares.// 946 946 ))) 947 947 948 948 ---- ... ... @@ -962,10 +962,10 @@ 962 962 ))) 963 963 |(% colspan="4" %)(% colspan="3" %) 964 964 ((( 965 -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. 966 -In 2.20 Beta 4 we improved the situation slightly so that a call to GetControllerInfo() will return either "mouseCursor" or "mouseSteering" in any of the 3 mouse modes. 898 +//2.20 Beta 3 introduced the new direct mouse steering mode. The mode was however not integrated as a first level mode and hence GetControllerInfo() returned the "gamepad" mode while direct mouse steering was active. 899 +In 2.20 Beta 4 we improved the situation slightly so that a call to GetControllerInfo() will return either "mouseCursor" or "mouseSteering" in any of the 3 mouse modes.// 967 967 968 -It's a pending change to ensure that the returned mode is more reasonable in an upcoming patch. So be aware that another breaking change might be introduced at some point. 901 +//It's a pending change to ensure that the returned mode is more reasonable in an upcoming patch. So be aware that another breaking change might be introduced at some point.// 969 969 ))) 970 970 |(% colspan="1" %)(% colspan="1" %) 971 971 ((( ... ... @@ -979,7 +979,7 @@ 979 979 ))) 980 980 |(% colspan="4" %)(% colspan="3" %) 981 981 ((( 982 -The underlying behaviour remains the same in that it involves the buildprocessor, not the buildmodule. The attribute name has simply been corrected. 915 +//The underlying behaviour remains the same in that it involves the buildprocessor, not the buildmodule. The attribute name has simply been corrected.// 983 983 ))) 984 984 985 985 ---- ... ... @@ -999,7 +999,7 @@ 999 999 ))) 1000 1000 |(% colspan="4" %)(% colspan="3" %) 1001 1001 ((( 1002 -The construction sequence which was finished should now be accessed via the buildtask provided via param3. 935 +//The construction sequence which was finished should now be accessed via the buildtask provided via param3.// 1003 1003 ))) 1004 1004 |(% colspan="1" %)(% colspan="1" %) 1005 1005 ((( ... ... @@ -1013,7 +1013,7 @@ 1013 1013 ))) 1014 1014 |(% colspan="4" %)(% colspan="3" %) 1015 1015 ((( 1016 -The 'recruitstrength', 'veteranstrength' and 'elitestrength' script parameters were no longer required for balancing the boarding gameplay, and were removed. 949 +//The 'recruitstrength', 'veteranstrength' and 'elitestrength' script parameters were no longer required for balancing the boarding gameplay, and were removed.// 1017 1017 ))) 1018 1018 |(% colspan="1" %)(% colspan="1" %) 1019 1019 ((( ... ... @@ -1027,7 +1027,7 @@ 1027 1027 ))) 1028 1028 |(% colspan="4" %)(% colspan="3" %) 1029 1029 ((( 1030 -Due to changes to boarding in X4, the boarding connections accessed by these script properties and actions became redundent and thus, removed. Any connections set by these actions in a savegame will not survive loading. 963 +//Due to changes to boarding in X4, the boarding connections accessed by these script properties and actions became redundent and thus, removed. Any connections set by these actions in a savegame will not survive loading.// 1031 1031 ))) 1032 1032 |((( 1033 1033 UI extensions ... ... @@ -1038,7 +1038,7 @@ 1038 1038 ))) 1039 1039 |(% colspan="4" %)(% colspan="3" %) 1040 1040 ((( 1041 -Before 2.0 Beta 1 using GetUpgradeSlotCurrentComponent() or GetUpgradeSlotGroup() only performed on operational objects (i.e. not wrecked objects or objects under construction). Since this is inconsistent with the rest of the UI functions, this was considered a bug and fixed in 2.0 Beta 1. If you require the old behavior, use the FFI function: IsComponentOperational() to check the passed object's state before making the call. 974 +//Before 2.0 Beta 1 using GetUpgradeSlotCurrentComponent() or GetUpgradeSlotGroup() only performed on operational objects (i.e. not wrecked objects or objects under construction). Since this is inconsistent with the rest of the UI functions, this was considered a bug and fixed in 2.0 Beta 1. If you require the old behavior, use the FFI function: IsComponentOperational() to check the passed object's state before making the call.// 1042 1042 ))) 1043 1043 |((( 1044 1044 UI extensions ... ... @@ -1049,8 +1049,8 @@ 1049 1049 ))) 1050 1050 |(% colspan="4" %)(% colspan="3" %) 1051 1051 ((( 1052 -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. 1053 -Therefore, in 2.0 Beta 1 we drop the error indication in case of an attempt to set the formation fails. We are currently working on a better solution to the underlying problem and hope to have it ready as part of a following beta. 985 +//Before 2.0 Beta 1 a call to SetFormationShape() indicated an error state to the caller in certain cases where setting a formation shape (potentially) failed. Due to a design flaw in the handling of formations, this however doesn't do any good, since the function by itself doesn't really set the formation shape in all cases. On top of that the call can fail at random. Hence, at the moment an indication of an error case that setting a formation potentially fails is no good to the caller and he has no means to distinguish that case from a real error case.// 986 +//Therefore, in 2.0 Beta 1 we drop the error indication in case of an attempt to set the formation fails. We are currently working on a better solution to the underlying problem and hope to have it ready as part of a following beta.// 1054 1054 ))) 1055 1055 |((( 1056 1056 Scripts ... ... @@ -1061,7 +1061,7 @@ 1061 1061 ))) 1062 1062 |(% colspan="4" %)(% colspan="3" %) 1063 1063 ((( 1064 -This now enforces a leader and at least one follower in order to create or change a formation. Former implementation made it possible to create formations without any followers which led to issues. 997 +//This now enforces a leader and at least one follower in order to create or change a formation. Former implementation made it possible to create formations without any followers which led to issues.// 1065 1065 ))) 1066 1066 |((( 1067 1067 Scripts ... ... @@ -1072,7 +1072,7 @@ 1072 1072 ))) 1073 1073 |(% colspan="4" %)(% colspan="3" %) 1074 1074 ((( 1075 -For prior behavior, check for event.param being non-null. 1008 +//For prior behavior, check for event.param being non-null.// 1076 1076 ))) 1077 1077 |((( 1078 1078 AI Scripts ... ... @@ -1083,11 +1083,11 @@ 1083 1083 ))) 1084 1084 |(% colspan="4" %)(% colspan="3" %) 1085 1085 ((( 1086 -Changed: Attribute "primary" is now optional and defines whether weapons from the ship's active primary weapon group will be fired. Defaults to true. 1087 -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. 1088 -New attribute: "missiles" is an optional attribute that defines whether only missile launchers will be used. If false, only guns will be fired. Defaults to false. 1019 +//Changed: Attribute "primary" is now optional and defines whether weapons from the ship's active primary weapon group will be fired. Defaults to true.// 1020 +//New attribute: "secondary" is an optional attribute that defines whether weapons from the ship's active secondary weapon group will be fired. Defaults to true.// 1021 +//New attribute: "missiles" is an optional attribute that defines whether only missile launchers will be used. If false, only guns will be fired. Defaults to false.// 1089 1089 1090 -Corrects now-obsolete assumption that primary weapon groups only contain guns and secondary weapon groups only contain missile launchers. 1023 +//Corrects now-obsolete assumption that primary weapon groups only contain guns and secondary weapon groups only contain missile launchers.// 1091 1091 ))) 1092 1092 |((( 1093 1093 UI extensions ... ... @@ -1098,7 +1098,7 @@ 1098 1098 ))) 1099 1099 |(% colspan="4" %)(% colspan="3" %) 1100 1100 ((( 1101 -Added possibility to query build tasks of a certain buildmodule. 1034 +//Added possibility to query build tasks of a certain buildmodule.// 1102 1102 ))) 1103 1103 |((( 1104 1104 UI extensions ... ... @@ -1109,7 +1109,7 @@ 1109 1109 ))) 1110 1110 |(% colspan="4" %)(% colspan="3" %) 1111 1111 ((( 1112 -Added list of resources a buildmodule needs to build. 1045 +//Added list of resources a buildmodule needs to build.// 1113 1113 ))) 1114 1114 |((( 1115 1115 UI extensions ... ... @@ -1120,7 +1120,7 @@ 1120 1120 ))) 1121 1121 |(% colspan="4" %)(% colspan="3" %) 1122 1122 ((( 1123 -Unused, derelict function from XR - use GetComponentData(..., "hullpercent") instead. 1056 +//Unused, derelict function from XR - use GetComponentData(..., "hullpercent") instead.// 1124 1124 ))) 1125 1125 |((( 1126 1126 UI extensions ... ... @@ -1131,7 +1131,7 @@ 1131 1131 ))) 1132 1132 |(% colspan="4" %)(% colspan="3" %) 1133 1133 ((( 1134 -Changed return value type to const char* to better identify failure reasons in Lua script. 1067 +//Changed return value type to const char* to better identify failure reasons in Lua script.// 1135 1135 ))) 1136 1136 1137 1137 ---- ... ... @@ -1148,7 +1148,7 @@ 1148 1148 ))) 1149 1149 |(% colspan="4" %)(% colspan="3" %) 1150 1150 ((( 1151 -The "docksizes" property no longer includes internal ship storage docks. 1084 +//The "docksizes" property no longer includes internal ship storage docks.// 1152 1152 ))) 1153 1153 |((( 1154 1154 All ... ... @@ -1159,11 +1159,11 @@ 1159 1159 ))) 1160 1160 |(% colspan="4" %)(% colspan="3" %) 1161 1161 ((( 1162 -Shipyards (formerly also known as Capital Shipyards) can build capital ships, while Wharfs only build non-capital ships. To check whether a station is a Shipyard or a Wharf, check whether the station "can build ships". 1095 +//Shipyards (formerly also known as Capital Shipyards) can build capital ships, while Wharfs only build non-capital ships. To check whether a station is a Shipyard or a Wharf, check whether the station "can build ships".// 1163 1163 1164 -Lua: Adjusted GetComponentData() and HasShipyard(), added HasWharf() 1165 -Lua / GetComponentData() properties: Removed "iscapitalshipyard", fixed "isshipyard", added "canbuildships", "iswharf", "isequipmentdock" 1166 -Scripts: Fixed property .isshipyard, added .iswharf (.canbuildships existed already) 1097 +//Lua: Adjusted GetComponentData() and HasShipyard(), added HasWharf()// 1098 +//Lua / GetComponentData() properties: Removed "iscapitalshipyard", fixed "isshipyard", added "canbuildships", "iswharf", "isequipmentdock"// 1099 +//Scripts: Fixed property .isshipyard, added .iswharf (.canbuildships existed already)// 1167 1167 ))) 1168 1168 |((( 1169 1169 UI extensions ... ... @@ -1174,7 +1174,7 @@ 1174 1174 ))) 1175 1175 |(% colspan="4" %)(% colspan="3" %) 1176 1176 ((( 1177 -Added new "operational" field to retrieve information about number of operational upgrades in a group. 1110 +//Added new "operational" field to retrieve information about number of operational upgrades in a group.// 1178 1178 ))) 1179 1179 |(% colspan="1" %)(% colspan="1" %) 1180 1180 ((( ... ... @@ -1188,9 +1188,9 @@ 1188 1188 ))) 1189 1189 |(% colspan="4" %)(% colspan="3" %) 1190 1190 ((( 1191 -In X Rebirth "info points" existed (which were mainly used as interaction points to scan stations/access information about modules). These were removed in X4 but this left-over property here was missed to be removed in-time for release. It was therefore removed now in order to move towards a stable/clean UI API. 1124 +//In X Rebirth "info points" existed (which were mainly used as interaction points to scan stations/access information about modules). These were removed in X4 but this left-over property here was missed to be removed in-time for release. It was therefore removed now in order to move towards a stable/clean UI API.// 1192 1192 1193 -The new function declaration is: void SetGuidance(UniverseID componentid, UIPosRot offset) 1126 +//The new function declaration is: void SetGuidance(UniverseID componentid, UIPosRot offset)// 1194 1194 ))) 1195 1195 |((( 1196 1196 UI extensions ... ... @@ -1201,7 +1201,7 @@ 1201 1201 ))) 1202 1202 |(% colspan="4" %)(% colspan="3" %) 1203 1203 ((( 1204 -CancelConstruction() now returns if the cancellation was successful. 1137 +//CancelConstruction() now returns if the cancellation was successful. // 1205 1205 ))) 1206 1206 1207 1207 ---- ... ... @@ -1218,7 +1218,7 @@ 1218 1218 ))) 1219 1219 |(% colspan="4" %)(% colspan="3" %) 1220 1220 ((( 1221 -Instead of "nextdestname", use the properties "destination" or "destinationsector" to retrieve a destination component, then retrieve its "name" property. 1154 +//Instead of "nextdestname", use the properties "destination" or "destinationsector" to retrieve a destination component, then retrieve its "name" property.// 1222 1222 ))) 1223 1223 1224 1224 ----