Changes for page Breaking Changes

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

From version 16.1
edited by klaus
on 2019/02/01 16:14
Change comment: Added some pre-2.0 notes
To version 14.1
edited by nick
on 2019/02/01 14:21
Change comment: updated with breaking changes to script actions

Summary

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Author
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1 -xwiki:XWiki.klaus
1 +xwiki:XWiki.nick
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16 16  Please note that UI modding must be considered **unstable** in the current version. While we are working hard to get the UI modding integration into a stable state, we might have to introduce larger backwards incompatibilities in the following patches. This means that you might have to modify any mod using UI modding capabilities to a larger extend to keep it compatible with certain patches. Still, we are doing our best not to unnecessarily break things for modders and certainly will announce such changes on this page here.
17 17  {{/warning}}
18 18  
19 -= Breaking Changes =
19 += Breaking Changes (since 2.0 Beta 1) =
20 20  
21 21  |=(((
22 22  Type
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75 75  )))|(((
76 76  2.0 Beta 1
77 77  )))|(((
78 -Attribute changes to **<shoot/>** and **<shoot_at/>**
78 +Attribute changes to **<shoot/>** and **<shoot_at/>**:
79 +
80 +Changed: Attribute "primary" is now optional and defines whether weapons from the ship's active primary weapon group will be fired. Defaults to true.
81 +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.
82 +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.
79 79  )))
80 80  |(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
81 81  (((
82 -//Changed: Attribute "primary" is now optional and defines whether weapons from the ship's active primary weapon group will be fired. Defaults to true.//
83 -//New attribute: "secondary" is an optional attribute that defines whether weapons from the ship's active secondary weapon group will be fired. Defaults to true.//
84 -//New attribute: "missiles" is an optional attribute that defines whether only missile launchers will be used. If false, only guns will be fired. Defaults to false.//
85 -
86 86  //Corrects now-obsolete assumption that primary weapon groups only contain guns and secondary weapon groups only contain missile launchers.//
87 87  )))
88 -|(((
89 -All
90 -)))|(((
91 -1.50 Beta 2
92 -)))|(((
93 -Corrected **meaning of "Shipyard"** throughout Lua/MD/AI scripts, so that Wharfs are not Shipyards (unlike in XR).
94 -)))
95 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
96 -(((
97 -//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".//
98 -
99 -//Lua: Adjusted GetComponentData() and HasShipyard(), added HasWharf()//
100 -//Lua / GetComponentData() properties: Removed "iscapitalshipyard", fixed "isshipyard", added "canbuildships", "iswharf", "isequipmentdock"//
101 -//Scripts: Fixed property .isshipyard, added .iswharf (.canbuildships existed already)//
102 -)))
103 -|(% colspan="1" %)(% colspan="1" %)
104 -(((
105 -UI extensions
106 -)))|(% colspan="1" %)(% colspan="1" %)
107 -(((
108 -1.50 Beta 1
109 -)))|(% colspan="1" %)(% colspan="1" %)
110 -(((
111 -**FFI:** Removed **SetGuidance()** argument useinfopoint.
112 -)))
113 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
114 -(((
115 -//The deprecated third argument was removed. The new function declaration is: void SetGuidance(UniverseID componentid, UIPosRot offset)//
116 -)))
117 -|(((
118 -UI extensions
119 -)))|(((
120 -1.32
121 -)))|(((
122 -**Lua:** Removed **GetComponentData()** property "**nextdestname**".
123 -)))
124 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
125 -(((
126 -//Instead of "nextdestname", use the GetComponentData() properties "destination" or "destinationsector" to retrieve a destination component, then retrieve its "name" property.//
127 -)))
Confluence.Code.ConfluencePageClass[0]
id
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1 -78577909
1 +78577897
url
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1 -https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/78577909/Breaking Changes
1 +https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/78577897/Breaking Changes