Changes for page Breaking Changes
Last modified by Michael Baumgardt on 2026/04/17 12:03
From version 155.1
edited by Balder Huybreghs
on 2026/03/31 17:38
on 2026/03/31 17:38
Change comment:
There is no comment for this version
To version 124.4
edited by Klaus Meyer
on 2025/01/07 16:39
on 2025/01/07 16:39
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. Balder1 +xwiki:XWiki.Klaus - Content
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... ... @@ -20,80 +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" %)Parameters|(% colspan="1" style="width:119px" %)9.00 Beta 4|(% colspan="4" style="width:1625px" %)Replased **construction.snap.distance **with **construction.snap.mindistance **and **construction.snap.maxdistance** 27 -|(% colspan="6" style="width:117px" %)This got introduced with 9.00 beta 4 as part of the station constructor improvements. 28 -|(% colspan="1" style="width:117px" %)Scripts|(% colspan="1" style="width:119px" %)9.00 Beta 3|(% colspan="4" style="width:1625px" %)**ship.isexceedingmadscore** got removed 29 -|(% colspan="6" style="width:117px" %)This property introduced with 9.00 Beta 1 got renamed to **ship.madscore.isexceedingmax** 30 -|(% colspan="1" style="width:117px" %)(% colspan="1" %) 31 -((( 32 -UI extensions 33 -)))|(% colspan="1" style="width:119px" %)9.00 Beta 2|(% colspan="4" style="width:1625px" %)**Lua: GetEfficiencyUpgrades()** deprecated, along with **efficiencyfactor** and **efficiencybonus** properties. 34 -|(% 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. 35 -|(% 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 36 -|(% colspan="6" style="width:117px" %)The $object.efficiencyupgrades.* script properties are no longer relevant and have been removed. 37 -|(% 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** 38 -|(% colspan="6" style="width:117px" %)((( 39 -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. 40 - 41 -**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. 42 -))) 43 -|(% 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. 44 -|(% colspan="6" style="width:117px" %)The advanced tag encodes the new weapon and turret sizes for small and medium ships. 45 -|(% 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. 46 -|(% 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. 47 -|(% colspan="1" style="width:117px" %)Scripts|(% colspan="1" style="width:119px" %)9.00 Beta 1|(% colspan="4" style="width:1625px" %)Removed **<event_area_discovered>** 48 -|(% colspan="6" style="width:117px" %)Removed for performance reasons 49 -|(% 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** 50 -|(% 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. 51 -|(% 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>** 52 -|(% colspan="6" style="width:117px" %)A new property that can be used in its place is **$sector.bestyieldrating.{$ware}**. 53 -|(% colspan="1" style="width:117px" %)Scripts|(% colspan="1" style="width:119px" %)9.00 Beta 1|(% colspan="4" style="width:1625px" %)Removed **<find_asteroid_in_cluster>** and **<find_recyclable_in_cluster>** 54 -|(% colspan="6" style="width:117px" %)**<find_asteroid_with_yield_in_sector>** and **<find_recyclable_with_yield_in_sector>** should now be used instead. 55 -|(% colspan="1" style="width:117px" %)Parameters|(% colspan="1" style="width:119px" %)9.00 Beta 1|(% colspan="4" style="width:1625px" %)Removed **<yielddensities>** from **<miningparams>** 56 -|(% colspan="6" style="width:117px" %)It has been replaced with the new **<resources>** node. 57 -|(% colspan="1" style="width:117px" %)Libraries|(% colspan="1" style="width:119px" %)9.00 Beta 1|(% colspan="4" style="width:1625px" %)**region_definitions.xml** no longer contains **<resources>** or **<scaneffect> **nodes 58 -|(% colspan="6" style="width:117px" %)Instead of defining resources in regions, they're now defined via resource areas in sectors (see **mapdefaults.xml** and **resourceyields.xml**). Regions can still have some control by defining **<allowedyields>**. 59 -|(% colspan="1" style="width:117px" %)Libraries|(% colspan="1" style="width:119px" %)9.00 Beta 1|(% colspan="4" style="width:1625px" %)**regionyields.xml** has a completely different structure 60 -|(% colspan="6" style="width:117px" %)It now contains definitions of resource areas referenced by sector properties (see **mapdefaults.xml**). 61 -|(% colspan="1" style="width:117px" %)Scripts|(% colspan="1" style="width:119px" %)9.00 Beta 1|(% colspan="4" style="width:1625px" %)Removed **$resourceprobe.currentbestyield** and **.maxyield**, **$sector.averagemaxyield**, and **$galaxy.yieldthresholds** 62 -|(% 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. 63 -|(% 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>** 64 -|(% colspan="6" style="width:117px" %)((( 65 -The flags attribute is no longer available in the MD action <add_blueprints> 66 -))) 67 -|(% style="width:117px" %)Scripts|(% style="width:117px" %)9.00 Beta 1|(% colspan="3" style="width:117px" %)Construction sequence param removed from build_started events 68 -|(% 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. 69 -|(% style="width:117px" %)Scripts|(% style="width:117px" %)9.00 Beta 1|(% colspan="3" style="width:117px" %)Script properties removed from macro 70 -|(% colspan="6" style="width:117px" %)**.purposemacro** and **.purposename **have been removed from the **macro **script properties 71 -|(% 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>** 72 -|(% 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. 73 - 74 -=== Version 8.00 === 75 - 76 -(% class="table-striped" %) 77 -|(% 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>** 78 -|(% colspan="6" style="width:117px" %)((( 79 -The deprecated MD action <populate_platforms> has been removed. The previously referenced character quotas in quotas.xml have also been removed. 80 -))) 81 -|(% 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** 82 -|(% 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. 83 -|(% 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** 84 -|(% 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). 85 -|(% 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** 86 -|(% 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. 87 -|(% 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 88 -|(% 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. 89 - 90 90 === Version 7.50 === 91 91 92 92 (% class="table-striped" %) 93 -|(% 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) 94 -|(% colspan="4" style="width:117px" %)((( 95 -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. 96 -))) 26 +|(% colspan="1" style="width:117px" %)Relations|(% colspan="1" style="width:119px" %)7.50 Beta 4|(% colspan="2" style="width:1625px" %)**Faction relation UI values: Changed mapping of relations to displayed UI display values** 27 +|(% colspan="4" style="width:117px" %)ssss 97 97 |(% 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** 98 98 |(% colspan="7" style="width:117px" %)((( 99 99 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. ... ... @@ -104,20 +104,20 @@ 104 104 105 105 (% class="table-striped" %) 106 106 |(% colspan="1" style="width:117px" %)Gamestarts|(% colspan="1" style="width:119px" %)7.00 Beta 8|(% colspan="2" style="width:1625px" %)**Text references** 107 -|(% 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.// 108 108 |(% 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** 109 109 |(% colspan="4" style="width:117px" %)highway_fx_electric_02 is still available in "legacy" folder if needed 110 110 |(% 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 111 111 |(% colspan="4" style="width:117px" %)((( 112 -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.// 113 113 ))) 114 114 |(% 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. 115 115 |(% colspan="4" style="width:117px" %)((( 116 -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.**// 117 117 ))) 118 118 |(% 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. 119 119 |(% colspan="4" style="width:117px" %)((( 120 -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// 121 121 ))) 122 122 |(% colspan="1" style="width:117px" %)(% colspan="1" %) 123 123 ((( ... ... @@ -129,7 +129,7 @@ 129 129 ))) 130 130 |(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 131 131 ((( 132 - 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.// 133 133 ))) 134 134 |(% colspan="1" style="width:117px" %)(% colspan="1" %) 135 135 ((( ... ... @@ -141,7 +141,7 @@ 141 141 ))) 142 142 |(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 143 143 ((( 144 - 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.// 145 145 ))) 146 146 |(% colspan="1" style="width:117px" %)(% colspan="1" %) 147 147 ((( ... ... @@ -168,9 +168,9 @@ 168 168 ))) 169 169 |(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 170 170 ((( 171 -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.// 172 172 173 -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.// 174 174 ))) 175 175 |(% colspan="1" %)(% colspan="1" %) 176 176 ((( ... ... @@ -184,9 +184,9 @@ 184 184 ))) 185 185 |(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 186 186 ((( 187 -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. // 188 188 189 -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.// 190 190 ))) 191 191 |(% colspan="1" %)(% colspan="1" %) 192 192 ((( ... ... @@ -200,11 +200,11 @@ 200 200 ))) 201 201 |(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 202 202 ((( 203 -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.// 204 204 205 -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.// 206 206 207 -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.// 208 208 ))) 209 209 |(% colspan="1" %)(% colspan="1" %) 210 210 ((( ... ... @@ -218,8 +218,8 @@ 218 218 ))) 219 219 |(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 220 220 ((( 221 -<match_dock> nodes can now be used on container and walkablemodule classes without wrapping them in <match_content> nodes. 222 -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.// 223 223 ))) 224 224 |(% colspan="1" %)(% colspan="1" %) 225 225 ((( ... ... @@ -233,7 +233,7 @@ 233 233 ))) 234 234 |(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 235 235 ((( 236 -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'.// 237 237 ))) 238 238 |((( 239 239 Assets ... ... @@ -244,8 +244,8 @@ 244 244 ))) 245 245 |(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %) 246 246 ((( 247 -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. 248 -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.// 249 249 ))) 250 250 |(% colspan="1" %)(% colspan="1" %) 251 251 ((( ... ... @@ -259,7 +259,7 @@ 259 259 ))) 260 260 |(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %) 261 261 ((( 262 -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.// 263 263 ))) 264 264 |((( 265 265 Scripts ... ... @@ -270,7 +270,7 @@ 270 270 ))) 271 271 |(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %) 272 272 ((( 273 -The 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.// 274 274 ))) 275 275 |((( 276 276 Cutscenes ... ... @@ -281,7 +281,7 @@ 281 281 ))) 282 282 |(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %) 283 283 ((( 284 -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.// 285 285 ))) 286 286 287 287 ---- ... ... @@ -298,7 +298,7 @@ 298 298 ))) 299 299 |(% colspan="7" %)(% colspan="3" %) 300 300 ((( 301 -'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.// 302 302 ))) 303 303 304 304 ---- ... ... @@ -318,7 +318,7 @@ 318 318 ))) 319 319 |(% colspan="4" %)(% colspan="3" %) 320 320 ((( 321 -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.// 322 322 ))) 323 323 |(% colspan="1" %)(% colspan="1" %) 324 324 ((( ... ... @@ -332,7 +332,7 @@ 332 332 ))) 333 333 |(% colspan="4" %)(% colspan="3" %) 334 334 ((( 335 -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.// 336 336 ))) 337 337 |(% colspan="1" %)(% colspan="1" %) 338 338 ((( ... ... @@ -346,7 +346,7 @@ 346 346 ))) 347 347 |(% colspan="4" %)(% colspan="3" %) 348 348 ((( 349 -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.// 350 350 ))) 351 351 |(% colspan="1" %)(% colspan="1" %) 352 352 ((( ... ... @@ -360,7 +360,7 @@ 360 360 ))) 361 361 |(% colspan="4" %)(% colspan="3" %) 362 362 ((( 363 -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.// 364 364 ))) 365 365 |((( 366 366 UI extensions ... ... @@ -371,7 +371,7 @@ 371 371 ))) 372 372 |(% colspan="4" %)(% colspan="3" %) 373 373 ((( 374 -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.// 375 375 ))) 376 376 |((( 377 377 Scripts ... ... @@ -382,7 +382,7 @@ 382 382 ))) 383 383 |(% colspan="4" %)(% colspan="3" %) 384 384 ((( 385 -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.// 386 386 ))) 387 387 |(% colspan="1" %)(% colspan="1" %) 388 388 ((( ... ... @@ -396,7 +396,7 @@ 396 396 ))) 397 397 |(% colspan="4" %)(% colspan="3" %) 398 398 ((( 399 -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.// 400 400 ))) 401 401 |((( 402 402 Scripts ... ... @@ -407,7 +407,7 @@ 407 407 ))) 408 408 |(% colspan="4" %)(% colspan="3" %) 409 409 ((( 410 -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.// 411 411 ))) 412 412 413 413 ---- ... ... @@ -427,8 +427,8 @@ 427 427 ))) 428 428 |(% colspan="4" %)(% colspan="3" %) 429 429 ((( 430 -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). 431 -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.// 432 432 ))) 433 433 |((( 434 434 Scripts ... ... @@ -439,9 +439,9 @@ 439 439 ))) 440 440 |(% colspan="4" %)(% colspan="3" %) 441 441 ((( 442 -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? 443 443 New params: param = project ID, param2 = [were there positive side-effects?, were there negative side-effects?], param3 = payout in Credits 444 -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// 445 445 ))) 446 446 |(% colspan="1" %)(% colspan="1" %) 447 447 ((( ... ... @@ -455,10 +455,10 @@ 455 455 ))) 456 456 |(% colspan="4" %)(% colspan="3" %) 457 457 ((( 458 -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. 459 -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).// 460 460 461 -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.// 462 462 ))) 463 463 |(% colspan="1" %)(% colspan="1" %) 464 464 ((( ... ... @@ -472,9 +472,9 @@ 472 472 ))) 473 473 |(% colspan="4" %)(% colspan="3" %) 474 474 ((( 475 -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.// 476 476 477 -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). 478 478 ))) 479 479 |((( 480 480 Parameters ... ... @@ -485,7 +485,7 @@ 485 485 ))) 486 486 |(% colspan="4" %)(% colspan="3" %) 487 487 ((( 488 -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.// 489 489 ))) 490 490 |((( 491 491 Scripts ... ... @@ -496,7 +496,7 @@ 496 496 ))) 497 497 |(% colspan="4" %)(% colspan="3" %) 498 498 ((( 499 -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.// 500 500 ))) 501 501 502 502 ---- ... ... @@ -513,7 +513,7 @@ 513 513 ))) 514 514 |(% colspan="7" %)(% colspan="3" %) 515 515 ((( 516 -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()// 517 517 ))) 518 518 519 519 ---- ... ... @@ -530,9 +530,9 @@ 530 530 ))) 531 531 |(% colspan="4" %)(% colspan="3" %) 532 532 ((( 533 -Old params: param = attacked object, param2 = attack method, param3 = attacked component 534 -New params: param = attacked object, param2 = attack method, param3 = attack component detail list: [attacked component, attacking weapon] 535 -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// 536 536 ))) 537 537 |(% colspan="1" %)(% colspan="1" %) 538 538 ((( ... ... @@ -546,7 +546,7 @@ 546 546 ))) 547 547 |(% colspan="4" %)(% colspan="3" %) 548 548 ((( 549 -$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.// 550 550 ))) 551 551 |((( 552 552 UI extensions ... ... @@ -557,7 +557,7 @@ 557 557 ))) 558 558 |(% colspan="4" %)(% colspan="3" %) 559 559 ((( 560 -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.// 561 561 ))) 562 562 563 563 ---- ... ... @@ -577,7 +577,7 @@ 577 577 ))) 578 578 |(% colspan="7" %)(% colspan="3" %) 579 579 ((( 580 -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.// 581 581 ))) 582 582 583 583 ---- ... ... @@ -597,7 +597,7 @@ 597 597 ))) 598 598 |(% colspan="4" %)(% colspan="3" %) 599 599 ((( 600 -<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.// 601 601 ))) 602 602 |(% colspan="1" %)(% colspan="1" %) 603 603 ((( ... ... @@ -611,7 +611,7 @@ 611 611 ))) 612 612 |(% colspan="4" %)(% colspan="3" %) 613 613 ((( 614 -<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.// 615 615 ))) 616 616 |(% colspan="1" %)(% colspan="1" %) 617 617 ((( ... ... @@ -625,9 +625,9 @@ 625 625 ))) 626 626 |(% colspan="4" %)(% colspan="3" %) 627 627 ((( 628 -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.) 629 629 630 -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).// 631 631 ))) 632 632 |(% colspan="1" %)(% colspan="1" %) 633 633 ((( ... ... @@ -641,7 +641,7 @@ 641 641 ))) 642 642 |(% colspan="4" %)(% colspan="3" %) 643 643 ((( 644 -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.// 645 645 ))) 646 646 |(% colspan="1" %)(% colspan="1" %) 647 647 ((( ... ... @@ -655,8 +655,8 @@ 655 655 ))) 656 656 |(% colspan="4" %)(% colspan="3" %) 657 657 ((( 658 -Before the change, positions are relative to $dockingbay.parent. 659 -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.// 660 660 ))) 661 661 |(% colspan="1" %)(% colspan="1" %) 662 662 ((( ... ... @@ -670,7 +670,7 @@ 670 670 ))) 671 671 |(% colspan="4" %)(% colspan="3" %) 672 672 ((( 673 -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().// 674 674 ))) 675 675 |((( 676 676 Scripts ... ... @@ -681,7 +681,7 @@ 681 681 ))) 682 682 |(% colspan="4" %)(% colspan="3" %) 683 683 ((( 684 -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. 685 685 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. 686 686 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. 687 687 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). ... ... @@ -698,7 +698,7 @@ 698 698 ))) 699 699 |(% colspan="4" %)(% colspan="3" %) 700 700 ((( 701 -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.// 702 702 ))) 703 703 |((( 704 704 Job/God ... ... @@ -709,7 +709,7 @@ 709 709 ))) 710 710 |(% colspan="4" %)(% colspan="3" %) 711 711 ((( 712 -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.// 713 713 ))) 714 714 |(% colspan="1" %)(% colspan="1" %) 715 715 ((( ... ... @@ -723,7 +723,7 @@ 723 723 ))) 724 724 |(% colspan="4" %)(% colspan="3" %) 725 725 ((( 726 -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.// 727 727 ))) 728 728 |(% colspan="1" %)(% colspan="1" %) 729 729 ((( ... ... @@ -737,7 +737,7 @@ 737 737 ))) 738 738 |(% colspan="4" %)(% colspan="3" %) 739 739 ((( 740 -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.// 741 741 ))) 742 742 |(% colspan="1" %)(% colspan="1" %) 743 743 ((( ... ... @@ -751,7 +751,7 @@ 751 751 ))) 752 752 |(% colspan="4" %)(% colspan="3" %) 753 753 ((( 754 -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.// 755 755 ))) 756 756 |(% colspan="1" %)(% colspan="1" %) 757 757 ((( ... ... @@ -765,7 +765,7 @@ 765 765 ))) 766 766 |(% colspan="4" %)(% colspan="3" %) 767 767 ((( 768 -These actions had no effect and were removed. 699 +//These actions had no effect and were removed.// 769 769 ))) 770 770 |(% colspan="1" %)(% colspan="1" %) 771 771 ((( ... ... @@ -779,7 +779,7 @@ 779 779 ))) 780 780 |(% colspan="4" %)(% colspan="3" %) 781 781 ((( 782 -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.// 783 783 ))) 784 784 |(% colspan="1" %)(% colspan="1" %) 785 785 ((( ... ... @@ -793,7 +793,7 @@ 793 793 ))) 794 794 |(% colspan="4" %)(% colspan="3" %) 795 795 ((( 796 -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.// 797 797 ))) 798 798 |(% colspan="1" %)(% colspan="1" %) 799 799 ((( ... ... @@ -807,7 +807,7 @@ 807 807 ))) 808 808 |(% colspan="4" %)(% colspan="3" %) 809 809 ((( 810 -Unused script action <hack_via_control_panel/> was removed. 741 +//Unused script action <hack_via_control_panel/> was removed.// 811 811 ))) 812 812 |(% colspan="1" %)(% colspan="1" %) 813 813 ((( ... ... @@ -821,7 +821,7 @@ 821 821 ))) 822 822 |(% colspan="4" %)(% colspan="3" %) 823 823 ((( 824 -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.// 825 825 ))) 826 826 |((( 827 827 UI core ... ... @@ -832,7 +832,7 @@ 832 832 ))) 833 833 |(% colspan="4" %)(% colspan="3" %) 834 834 ((( 835 -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.// 836 836 ))) 837 837 |(% colspan="1" %)(% colspan="1" %) 838 838 ((( ... ... @@ -846,7 +846,7 @@ 846 846 ))) 847 847 |(% colspan="4" %)(% colspan="3" %) 848 848 ((( 849 -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.// 850 850 ))) 851 851 |(% colspan="1" %)(% colspan="1" %) 852 852 ((( ... ... @@ -860,8 +860,8 @@ 860 860 ))) 861 861 |(% colspan="4" %)(% colspan="3" %) 862 862 ((( 863 -$ware.illegal used to return true if the specified ware has the 'illegal' tag which is no longer used. 864 -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.// 865 865 ))) 866 866 |(% colspan="1" %)(% colspan="1" %) 867 867 ((( ... ... @@ -875,7 +875,7 @@ 875 875 ))) 876 876 |(% colspan="4" %)(% colspan="3" %) 877 877 ((( 878 -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.// 879 879 ))) 880 880 |(% colspan="1" %)(% colspan="1" %) 881 881 ((( ... ... @@ -889,8 +889,8 @@ 889 889 ))) 890 890 |(% colspan="4" %)(% colspan="3" %) 891 891 ((( 892 -old params: param = venture details, param2 = ships involved, param3 = duration 893 -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// 894 894 ))) 895 895 |((( 896 896 Scripts ... ... @@ -902,7 +902,7 @@ 902 902 ))) 903 903 |(% colspan="4" %)(% colspan="3" %) 904 904 ((( 905 -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/>// 906 906 ))) 907 907 |((( 908 908 Scripts ... ... @@ -931,9 +931,9 @@ 931 931 ))) 932 932 |(% colspan="10" %)(% colspan="3" %) 933 933 ((( 934 -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.// 935 935 936 -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.// 937 937 ))) 938 938 |((( 939 939 Scripts ... ... @@ -944,7 +944,7 @@ 944 944 )))| | | 945 945 |(% colspan="10" %)(% colspan="3" %) 946 946 ((( 947 -The script keyword $container.supplyresources now includes reserved wares. 878 +//The script keyword $container.supplyresources now includes reserved wares.// 948 948 ))) 949 949 950 950 ---- ... ... @@ -964,10 +964,10 @@ 964 964 ))) 965 965 |(% colspan="4" %)(% colspan="3" %) 966 966 ((( 967 -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. 968 -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.// 969 969 970 -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.// 971 971 ))) 972 972 |(% colspan="1" %)(% colspan="1" %) 973 973 ((( ... ... @@ -981,7 +981,7 @@ 981 981 ))) 982 982 |(% colspan="4" %)(% colspan="3" %) 983 983 ((( 984 -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.// 985 985 ))) 986 986 987 987 ---- ... ... @@ -1001,7 +1001,7 @@ 1001 1001 ))) 1002 1002 |(% colspan="4" %)(% colspan="3" %) 1003 1003 ((( 1004 -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.// 1005 1005 ))) 1006 1006 |(% colspan="1" %)(% colspan="1" %) 1007 1007 ((( ... ... @@ -1015,7 +1015,7 @@ 1015 1015 ))) 1016 1016 |(% colspan="4" %)(% colspan="3" %) 1017 1017 ((( 1018 -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.// 1019 1019 ))) 1020 1020 |(% colspan="1" %)(% colspan="1" %) 1021 1021 ((( ... ... @@ -1029,7 +1029,7 @@ 1029 1029 ))) 1030 1030 |(% colspan="4" %)(% colspan="3" %) 1031 1031 ((( 1032 -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.// 1033 1033 ))) 1034 1034 |((( 1035 1035 UI extensions ... ... @@ -1040,7 +1040,7 @@ 1040 1040 ))) 1041 1041 |(% colspan="4" %)(% colspan="3" %) 1042 1042 ((( 1043 -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.// 1044 1044 ))) 1045 1045 |((( 1046 1046 UI extensions ... ... @@ -1051,8 +1051,8 @@ 1051 1051 ))) 1052 1052 |(% colspan="4" %)(% colspan="3" %) 1053 1053 ((( 1054 -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. 1055 -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.// 1056 1056 ))) 1057 1057 |((( 1058 1058 Scripts ... ... @@ -1063,7 +1063,7 @@ 1063 1063 ))) 1064 1064 |(% colspan="4" %)(% colspan="3" %) 1065 1065 ((( 1066 -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.// 1067 1067 ))) 1068 1068 |((( 1069 1069 Scripts ... ... @@ -1074,7 +1074,7 @@ 1074 1074 ))) 1075 1075 |(% colspan="4" %)(% colspan="3" %) 1076 1076 ((( 1077 -For prior behavior, check for event.param being non-null. 1008 +//For prior behavior, check for event.param being non-null.// 1078 1078 ))) 1079 1079 |((( 1080 1080 AI Scripts ... ... @@ -1085,11 +1085,11 @@ 1085 1085 ))) 1086 1086 |(% colspan="4" %)(% colspan="3" %) 1087 1087 ((( 1088 -Changed: Attribute "primary" is now optional and defines whether weapons from the ship's active primary weapon group will be fired. Defaults to true. 1089 -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. 1090 -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.// 1091 1091 1092 -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.// 1093 1093 ))) 1094 1094 |((( 1095 1095 UI extensions ... ... @@ -1100,7 +1100,7 @@ 1100 1100 ))) 1101 1101 |(% colspan="4" %)(% colspan="3" %) 1102 1102 ((( 1103 -Added possibility to query build tasks of a certain buildmodule. 1034 +//Added possibility to query build tasks of a certain buildmodule.// 1104 1104 ))) 1105 1105 |((( 1106 1106 UI extensions ... ... @@ -1111,7 +1111,7 @@ 1111 1111 ))) 1112 1112 |(% colspan="4" %)(% colspan="3" %) 1113 1113 ((( 1114 -Added list of resources a buildmodule needs to build. 1045 +//Added list of resources a buildmodule needs to build.// 1115 1115 ))) 1116 1116 |((( 1117 1117 UI extensions ... ... @@ -1122,7 +1122,7 @@ 1122 1122 ))) 1123 1123 |(% colspan="4" %)(% colspan="3" %) 1124 1124 ((( 1125 -Unused, derelict function from XR - use GetComponentData(..., "hullpercent") instead. 1056 +//Unused, derelict function from XR - use GetComponentData(..., "hullpercent") instead.// 1126 1126 ))) 1127 1127 |((( 1128 1128 UI extensions ... ... @@ -1133,7 +1133,7 @@ 1133 1133 ))) 1134 1134 |(% colspan="4" %)(% colspan="3" %) 1135 1135 ((( 1136 -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.// 1137 1137 ))) 1138 1138 1139 1139 ---- ... ... @@ -1150,7 +1150,7 @@ 1150 1150 ))) 1151 1151 |(% colspan="4" %)(% colspan="3" %) 1152 1152 ((( 1153 -The "docksizes" property no longer includes internal ship storage docks. 1084 +//The "docksizes" property no longer includes internal ship storage docks.// 1154 1154 ))) 1155 1155 |((( 1156 1156 All ... ... @@ -1161,11 +1161,11 @@ 1161 1161 ))) 1162 1162 |(% colspan="4" %)(% colspan="3" %) 1163 1163 ((( 1164 -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".// 1165 1165 1166 -Lua: Adjusted GetComponentData() and HasShipyard(), added HasWharf() 1167 -Lua / GetComponentData() properties: Removed "iscapitalshipyard", fixed "isshipyard", added "canbuildships", "iswharf", "isequipmentdock" 1168 -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)// 1169 1169 ))) 1170 1170 |((( 1171 1171 UI extensions ... ... @@ -1176,7 +1176,7 @@ 1176 1176 ))) 1177 1177 |(% colspan="4" %)(% colspan="3" %) 1178 1178 ((( 1179 -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.// 1180 1180 ))) 1181 1181 |(% colspan="1" %)(% colspan="1" %) 1182 1182 ((( ... ... @@ -1190,9 +1190,9 @@ 1190 1190 ))) 1191 1191 |(% colspan="4" %)(% colspan="3" %) 1192 1192 ((( 1193 -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.// 1194 1194 1195 -The new function declaration is: void SetGuidance(UniverseID componentid, UIPosRot offset) 1126 +//The new function declaration is: void SetGuidance(UniverseID componentid, UIPosRot offset)// 1196 1196 ))) 1197 1197 |((( 1198 1198 UI extensions ... ... @@ -1203,7 +1203,7 @@ 1203 1203 ))) 1204 1204 |(% colspan="4" %)(% colspan="3" %) 1205 1205 ((( 1206 -CancelConstruction() now returns if the cancellation was successful. 1137 +//CancelConstruction() now returns if the cancellation was successful. // 1207 1207 ))) 1208 1208 1209 1209 ---- ... ... @@ -1220,7 +1220,7 @@ 1220 1220 ))) 1221 1221 |(% colspan="4" %)(% colspan="3" %) 1222 1222 ((( 1223 -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.// 1224 1224 ))) 1225 1225 1226 1226 ----