Changes for page Breaking Changes

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

From version 26.1
edited by florian
on 2019/03/14 11:12
Change comment: There is no comment for this version
To version 99.1
edited by owen
on 2023/01/19 19:13
Change comment: There is no comment for this version

Summary

Details

Page properties
Author
... ... @@ -1,1 +1,1 @@
1 -xwiki:XWiki.florian
1 +xwiki:XWiki.owen
Content
... ... @@ -18,6 +18,7 @@
18 18  
19 19  = Breaking Changes =
20 20  
21 +(% class="wrapped" %)
21 21  |=(((
22 22  Type
23 23  )))|=(((
... ... @@ -25,25 +25,748 @@
25 25  )))|=(((
26 26  Summary
27 27  )))
29 +|(% colspan="3" %)(% colspan="3" %)
30 +(((
31 +== 6.00 ==
32 +)))
28 28  |(% colspan="1" %)(% colspan="1" %)
29 29  (((
35 +Scripts
36 +)))|(% colspan="1" %)(% colspan="1" %)
37 +(((
38 +6.00 Beta 1
39 +)))|(% colspan="1" %)(% colspan="1" %)
40 +(((
41 +Changed result attribute location for **<get_attackstrength>**
42 +)))
43 +|(% class="highlight-grey" title="Background colour : " colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" title="Background colour : " colspan="3" data-highlight-colour="grey" %)
44 +(((
45 +//The 'result' attribute of get_attackstrength has been moved into the new <result> subnode and renamed to 'total'.//
46 +)))
47 +|(((
48 +Assets
49 +)))|(((
50 +6.00 Beta 1
51 +)))|(((
52 +Surface element **connections** are incompatible by default unless tagged as "**standard**", and also "**combat**" for non-missile, non-mining weapons
53 +)))
54 +|(% class="highlight-#f4f5f7" title="Background color : Light grey 100%" colspan="3" data-highlight-colour="#f4f5f7" %)(% class="highlight-#f4f5f7" title="Background color : Light grey 100%" colspan="3" data-highlight-colour="#f4f5f7" %)
55 +(((
56 +//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.
57 +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.//
58 +)))
59 +|(% colspan="1" %)(% colspan="1" %)
60 +(((
61 +Scripts
62 +)))|(% colspan="1" %)(% colspan="1" %)
63 +(((
64 +6.00 Beta 1
65 +)))|(% colspan="1" %)(% colspan="1" %)
66 +(((
67 +Changed behaviour of attribute **sortbygatedistanceto** when finding objects, discarding unreachable objects
68 +)))
69 +|(% class="highlight-#f4f5f7" title="Background color : Light grey 100%" colspan="3" data-highlight-colour="#f4f5f7" %)(% class="highlight-#f4f5f7" title="Background color : Light grey 100%" colspan="3" data-highlight-colour="#f4f5f7" %)
70 +(((
71 +//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.//
72 +)))
73 +|(((
74 +Scripts
75 +)))|(((
76 +6.00 Beta 1
77 +)))|(((
78 +**<event_player_owned_killed_object>** and **<event_player_owned_destroyed>** are now triggered before the corresponding **<event_object_destroyed>**, instead of afterwards.
79 +)))
80 +|(% class="highlight-#f4f5f7" title="Background color : Light grey 100%" colspan="3" data-highlight-colour="#f4f5f7" %)(% class="highlight-#f4f5f7" title="Background color : Light grey 100%" colspan="3" data-highlight-colour="#f4f5f7" %)
81 +(((
82 +//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.//
83 +)))
84 +|(((
85 +Cutscenes
86 +)))|(((
87 +6.00 Beta 1
88 +)))|(((
89 +Changed behaviour of **<angles>** in cutscenes
90 +)))
91 +|(% colspan="3" %)(% colspan="3" %)
92 +(((
93 +The yaw and pitch nodes in <angles> are now correctly interpreted as values in degrees.
94 +)))
95 +|(% colspan="3" %)(% colspan="3" %)
96 +(((
97 +== 5.00 ==
98 +)))
99 +|(((
100 +Parameters
101 +)))|(((
102 +5.00 Beta 1
103 +)))|(((
104 +**<controlpanel><entry>: minduration** removed, **maxduration** renamed to duration
105 +)))
106 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
107 +(((
108 +//'minduration' was unused in X4, maxduration was and still is taken as the actual duration of control panel hacks. No functionality change.//
109 +)))
110 +|(% colspan="3" %)(% colspan="3" %)
111 +(((
112 +== 4.10 ==
113 +)))
114 +|(% colspan="1" %)(% colspan="1" %)
115 +(((
30 30  UI extensions
31 31  )))|(% colspan="1" %)(% colspan="1" %)
32 32  (((
33 -2.50 Beta 1
119 +4.10 Beta 7
34 34  )))|(% colspan="1" %)(% colspan="1" %)
35 35  (((
36 -**FFI: GetNumMissingBuildResources() and GetNumMissingLoadoutResources()** got a new "playercase" parameter
122 +**FFI**: (% style="color: rgb(0,0,0);" %)SetMapRenderCargoContents(%%)(), (% style="color: rgb(0,0,0);" %)SetMapRenderWorkForceInfo(), (% style="color: rgb(0, 0, 0); color: rgb(0, 0, 0)" %)SetMapRenderCrewInfo() and (% style="color: rgb(0, 0, 0); color: rgb(0, 0, 0); color: rgb(0, 0, 0)" %)SetMapRenderDockedShipInfos()(%%) deprecated
37 37  )))
38 38  |(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
39 39  (((
40 -Added possibility to query only the resources that are missing then queueing new player builds.
126 +//The functionality represented by (% style="color: rgb(0,0,0);" %)SetMapRenderCargoContents(%%)(), (% style="color: rgb(0,0,0);" %)SetMapRenderWorkForceInfo(), SetMapRenderCrewInfo() and SetMapRenderDockedShipInfos()(%%) has been removed and the function was therefore stubbed.//
41 41  )))
42 42  |(% colspan="1" %)(% colspan="1" %)
43 43  (((
130 +UI extensions
131 +)))|(% colspan="1" %)(% colspan="1" %)
132 +(((
133 +4.10 Beta 6
134 +)))|(% colspan="1" %)(% colspan="1" %)
135 +(((
136 +**FFI**: CustomGameStartPlayerProperty2 changed
137 +)))
138 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
139 +(((
140 +//This struct was added in 4.10 Beta 2 and an additional member count was added in Beta 6.//
141 +)))
142 +|(% colspan="1" %)(% colspan="1" %)
143 +(((
144 +Parameters
145 +)))|(% colspan="1" %)(% colspan="1" %)
146 +(((
147 +4.10 Beta 3
148 +)))|(% colspan="1" %)(% colspan="1" %)
149 +(((
150 +Renamed **<stationinfobox>** to **<infobox>**
151 +)))
152 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
153 +(((
154 +//Info box parameters are now shared across stations and ships. The node has a more generic name to reflect that.//
155 +)))
156 +|(% colspan="1" %)(% colspan="1" %)
157 +(((
158 +UI extensions
159 +)))|(% colspan="1" %)(% colspan="1" %)
160 +(((
161 +4.10 Beta 2
162 +)))|(% colspan="1" %)(% colspan="1" %)
163 +(((
164 +**FFI**: SetMacroMapPlayerSectorOffset() deprecated
165 +)))
166 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
167 +(((
168 +//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.//
169 +)))
170 +|(((
171 +UI extensions
172 +)))|(((
173 +4.10 Beta 2
174 +)))|(((
175 +**FFI**: (% style="color: rgb(0,0,0);" %)FilterComponentForMapMode(%%)() and (% style="color: rgb(0,0,0);" %)SetMapObjectFilter() changed
176 +)))
177 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
178 +(((
179 +//These functions were added in 4.10 Beta 1 and an additional boolean parameter allowentitydeliverymissionobject was added in Beta 2.//
180 +)))
181 +|(((
44 44  Scripts
183 +)))|(((
184 +4.10 Beta 1
185 +)))|(((
186 +People related attributes of mission** <delivery> **node moved
187 +)))
188 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
189 +(((
190 +//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.//
191 +)))
192 +|(% colspan="1" %)(% colspan="1" %)
193 +(((
194 +Scripts
45 45  )))|(% colspan="1" %)(% colspan="1" %)
46 46  (((
197 +4.10 Beta 1
198 +)))|(% colspan="1" %)(% colspan="1" %)
199 +(((
200 +**$destructible.productions** replaced with $defensible.productions
201 +)))
202 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
203 +(((
204 +//The $destructible.productions script property was removed and reimplemented as $defensible.productions meaning some old uses may no longer work unless the destructible is also a defensible. The old implementation functioned by finding the containing object of the destructible (including itself) to query for the production modules.//
205 +)))
206 +|(((
207 +Scripts
208 +)))|(((
209 +4.10 Beta 1
210 +)))|(((
211 +Removed script property **$object.spawnsourceseed**
212 +)))
213 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
214 +(((
215 +//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.//
216 +)))
217 +|(% colspan="3" %)(% colspan="3" %)
218 +(((
219 +== 4.00 ==
220 +)))
221 +|(% colspan="1" %)(% colspan="1" %)
222 +(((
223 +UI core
224 +)))|(% colspan="1" %)(% colspan="1" %)
225 +(((
226 +4.00 Beta 10
227 +)))|(% colspan="1" %)(% colspan="1" %)
228 +(((
229 +Controlled ship can change without a **gameplanchange-event** occurring.
230 +)))
231 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
232 +(((
233 +//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).
234 +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.
235 +//
236 +)))
237 +|(((
238 +Scripts
239 +)))|(((
240 +4.00 Beta 7
241 +)))|(((
242 +Parameters of **<event_terraforming_project_succeeded>** and **<event_terraforming_project_failed>** changed
243 +)))
244 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
245 +(((
246 +//Old params: param = project ID, param2 = were there positive side-effects?, param3 = were there negative side-effects?
247 +New params: param = project ID, param2 = [were there positive side-effects?, were there negative side-effects?], param3 = payout in Credits
248 +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//
249 +)))
250 +|(% colspan="1" %)(% colspan="1" %)
251 +(((
252 +UI core
253 +)))|(% colspan="1" %)(% colspan="1" %)
254 +(((
255 +4.00 Beta 6
256 +)))|(% colspan="1" %)(% colspan="1" %)
257 +(((
258 +**FFI:** GetFactionRelationStatus() handling for faction relation range [-20,-10] changed
259 +)))
260 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
261 +(((
262 +//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.
263 +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).//
264 +
265 +//If you rely on a handling where these factions are treated like enemies, please use the new GetFactionRelationStatus2() function instead.
266 +//
267 +)))
268 +|(% colspan="1" %)(% colspan="1" %)
269 +(((
270 +UI core
271 +)))|(% colspan="1" %)(% colspan="1" %)
272 +(((
273 +4.00 Beta 5
274 +)))|(% colspan="1" %)(% colspan="1" %)
275 +(((
276 +**FFI:** GetRelationStatus()/GetRelationStatus2() handling for objects in relation range [-25,-10] changed
277 +)))
278 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
279 +(((
280 +//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.//
281 +
282 +//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).
283 +)))
284 +|(((
285 +Parameters
286 +)))|(((
287 +4.00 Beta 1
288 +)))|(((
289 +**requiresconstructionvessel** parameter moved
290 +)))
291 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
292 +(((
293 +//The 'requiresconstructionvessel' attribute has been moved from the 'recycling' node itself, to the new 'station' subnode.//
294 +)))
295 +|(((
296 +Scripts
297 +)))|(((
298 +4.00 Beta 1
299 +)))|(((
300 +Changed behaviour of **gatedistance** script property
301 +)))
302 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
303 +(((
304 +//The 'gatedistance' script property now minimizes the number of gate jumps instead of counting the number gate jumps in the fastest route.//
305 +)))
306 +|(% colspan="3" %)(% colspan="3" %)
307 +(((
308 +== 3.30 ==
309 +)))
310 +|(((
311 +UI extensions
312 +)))|(((
313 +3.30 Beta 3
314 +)))|(((
315 +**FFI: **Removed** (% style="color: rgb(0,0,0);" %)GetMissionLimit() (%%)**(% style="color: rgb(0,0,0);" %)and** **(% style="color: rgb(0, 0, 0); color: rgb(0, 0, 0)" %)**IsMissionLimit**(%%)**Enabled()**
316 +)))
317 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
318 +(((
319 +//These mission limit-related functions (added in 3.30 Beta 1 and 2) are replaced with FFI (% style="color: rgb(0,0,0);" %)IsMissionLimit(%%)Reach(% style="color: rgb(0,0,0);" %)ed()//
320 +)))
321 +|(% colspan="3" %)(% colspan="3" %)
322 +(((
323 +== 3.20 ==
324 +)))
325 +|(((
326 +Scripts
327 +)))|(((
328 +3.20 Beta 1
329 +)))|(((
330 +Parameters of **<event_player_attacked_object/>** and **<event_object_attacked_object/>** changed
331 +)))
332 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
333 +(((
334 +//Old params: param = attacked object, param2 = attack method, param3 = attacked component//
335 +//New params: param = attacked object, param2 = attack method, param3 = attack component detail list: [attacked component, attacking weapon]
336 +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//
337 +)))
338 +|(% colspan="1" %)(% colspan="1" %)
339 +(((
340 +Scripts
341 +)))|(% colspan="1" %)(% colspan="1" %)
342 +(((
343 +3.20 Beta 1
344 +)))|(% colspan="1" %)(% colspan="1" %)
345 +(((
346 +Removed script property $trade.**restriction.faction**
347 +)))
348 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
349 +(((
350 +//$trade.restriction.faction has been replaced with $trade.restriction.factions, which returns a list of factions.//
351 +)))
352 +|(((
353 +UI extensions
354 +)))|(((
355 +3.20 Beta 1
356 +)))|(((
357 +**Lua**: **GetTradeRestrictions()**, **ToggleFactionTradeRestriction()** and **ToggleFactionTradeWareOverride()** are now obsolete!
358 +)))
359 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
360 +(((
361 +//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.//
362 +)))
363 +|(% colspan="3" %)(% colspan="3" %)
364 +(((
365 +== 3.10 ==
366 +)))
367 +|(% colspan="1" %)(% colspan="1" %)
368 +(((
369 +Scripts
370 +)))|(% colspan="1" %)(% colspan="1" %)
371 +(((
372 +3.10 Beta 1
373 +)))|(% colspan="1" %)(% colspan="1" %)
374 +(((
375 +Removed script action **<add_build/>**
376 +)))
377 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
378 +(((
379 +//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.//
380 +)))
381 +|(% colspan="3" %)(% colspan="3" %)
382 +(((
383 +== 3.00 ==
384 +)))
385 +|(% colspan="1" %)(% colspan="1" %)
386 +(((
387 +Scripts
388 +)))|(% colspan="1" %)(% colspan="1" %)
389 +(((
390 +3.0 Beta 6
391 +)))|(% colspan="1" %)(% colspan="1" %)
392 +(((
393 +Changed behaviour of script action **<get_suitable_job/>**
394 +)))
395 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
396 +(((
397 +//<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.//
398 +)))
399 +|(% colspan="1" %)(% colspan="1" %)
400 +(((
401 +Scripts
402 +)))|(% colspan="1" %)(% colspan="1" %)
403 +(((
404 +3.0 Beta 6
405 +)))|(% colspan="1" %)(% colspan="1" %)
406 +(((
407 +Changed behaviour of script action **<get_ware_definition/>**
408 +)))
409 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
410 +(((
411 +//<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.//
412 +)))
413 +|(% colspan="1" %)(% colspan="1" %)
414 +(((
415 +Global
416 +)))|(% colspan="1" %)(% colspan="1" %)
417 +(((
418 +3.0 Beta 5
419 +)))|(% colspan="1" %)(% colspan="1" %)
420 +(((
421 +Renamed all files in the **md**, ui, and **cutscenes** folders to lower-case
422 +)))
423 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
424 +(((
425 +//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.)\\
426 +
427 +//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).//
428 +)))
429 +|(% colspan="1" %)(% colspan="1" %)
430 +(((
431 +Scripts
432 +)))|(% colspan="1" %)(% colspan="1" %)
433 +(((
434 +3.0 Beta 5
435 +)))|(% colspan="1" %)(% colspan="1" %)
436 +(((
437 +Adjustments of some MD library cues in the base game to change their usage from **<include_actions>** to <run_actions>
438 +)))
439 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
440 +(((
441 +//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.//
442 +)))
443 +|(% colspan="1" %)(% colspan="1" %)
444 +(((
445 +Scripts
446 +)))|(% colspan="1" %)(% colspan="1" %)
447 +(((
448 +3.0 Beta 5
449 +)))|(% colspan="1" %)(% colspan="1" %)
450 +(((
451 +Changes to $dockingbay.**todockpos** and $dockingbay.**launchpos**
452 +)))
453 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
454 +(((
455 +//Before the change, positions are relative to $dockingbay.parent.
456 +After the change, positions are relative to $dockingbay as specified in the documentation.//
457 +)))
458 +|(% colspan="1" %)(% colspan="1" %)
459 +(((
460 +Global
461 +)))|(% colspan="1" %)(% colspan="1" %)
462 +(((
463 +3.0 Beta 2
464 +)))|(% colspan="1" %)(% colspan="1" %)
465 +(((
466 +Support for entity flag "**skillsvisible**" dropped
467 +)))
468 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
469 +(((
470 +//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().//
471 +)))
472 +|(((
473 +Scripts
474 +)))|(((
475 +3.0 Beta 2
476 +)))|(((
477 +Changes to **<event_object_changed_owner>** and added **<event_object_changed_true_owner>**.
478 +)))
479 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
480 +(((
481 +//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.
482 +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.
483 +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.
484 +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).
485 +)))
486 +|(% colspan="1" %)(% colspan="1" %)
487 +(((
488 +Global
489 +)))|(% colspan="1" %)(% colspan="1" %)
490 +(((
491 +3.0 Beta 1
492 +)))|(% colspan="1" %)(% colspan="1" %)
493 +(((
494 +**MissionBoard** support dropped
495 +)))
496 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
497 +(((
498 +//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.//
499 +)))
500 +|(((
501 +Job/God
502 +)))|(((
503 +3.0 Beta 1
504 +)))|(((
505 +By default, **job/god entries** now only spawn objects in space added by the extension in which they are defined
506 +)))
507 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
508 +(((
509 +//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.//
510 +)))
511 +|(% colspan="1" %)(% colspan="1" %)
512 +(((
513 +Scripts
514 +)))|(% colspan="1" %)(% colspan="1" %)
515 +(((
516 +3.0 Beta 1
517 +)))|(% colspan="1" %)(% colspan="1" %)
518 +(((
519 +Script action **<add_actor_to_room/> **attribute **'room'** renamed to **'object'**
520 +)))
521 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
522 +(((
523 +//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.//
524 +)))
525 +|(% colspan="1" %)(% colspan="1" %)
526 +(((
527 +Scripts
528 +)))|(% colspan="1" %)(% colspan="1" %)
529 +(((
530 +3.0 Beta 1
531 +)))|(% colspan="1" %)(% colspan="1" %)
532 +(((
533 +Script action **<set_doors_locked/>** attribute **'group'** changed
534 +)))
535 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
536 +(((
537 +//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.//
538 +)))
539 +|(% colspan="1" %)(% colspan="1" %)
540 +(((
541 +Scripts
542 +)))|(% colspan="1" %)(% colspan="1" %)
543 +(((
544 +3.0 Beta 1
545 +)))|(% colspan="1" %)(% colspan="1" %)
546 +(((
547 +Script conditions **<event_hack_*/>** and **<event_controlpanel_hack_*/>** removed
548 +)))
549 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
550 +(((
551 +//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.//
552 +)))
553 +|(% colspan="1" %)(% colspan="1" %)
554 +(((
555 +Scripts
556 +)))|(% colspan="1" %)(% colspan="1" %)
557 +(((
558 +3.0 Beta 1
559 +)))|(% colspan="1" %)(% colspan="1" %)
560 +(((
561 +Script actions **<set_hack_target/>** and **<abort_hack/>** removed
562 +)))
563 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
564 +(((
565 +//These actions had no effect and were removed.//
566 +)))
567 +|(% colspan="1" %)(% colspan="1" %)
568 +(((
569 +Scripts
570 +)))|(% colspan="1" %)(% colspan="1" %)
571 +(((
572 +3.0 Beta 1
573 +)))|(% colspan="1" %)(% colspan="1" %)
574 +(((
575 +**<setup_conversation_minigame/>** script action removed
576 +)))
577 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
578 +(((
579 +//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.//
580 +)))
581 +|(% colspan="1" %)(% colspan="1" %)
582 +(((
583 +Scripts
584 +)))|(% colspan="1" %)(% colspan="1" %)
585 +(((
586 +3.0 Beta 1
587 +)))|(% colspan="1" %)(% colspan="1" %)
588 +(((
589 +<add_player_choice_*> **confidence** attribute removed
590 +)))
591 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
592 +(((
593 +//The default confidence of player options is another leftover from the XR era and had no effect in X4.//
594 +)))
595 +|(% colspan="1" %)(% colspan="1" %)
596 +(((
597 +Scripts
598 +)))|(% colspan="1" %)(% colspan="1" %)
599 +(((
600 +3.0 Beta 1
601 +)))|(% colspan="1" %)(% colspan="1" %)
602 +(((
603 +**<hack_via_control_panel/>** script action removed
604 +)))
605 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
606 +(((
607 +//Unused script action <hack_via_control_panel/> was removed.//
608 +)))
609 +|(% colspan="1" %)(% colspan="1" %)
610 +(((
611 +UI core
612 +)))|(% colspan="1" %)(% colspan="1" %)
613 +(((
614 +3.0 Beta 1
615 +)))|(% colspan="1" %)(% colspan="1" %)
616 +(((
617 +**Lua: **GetMiniGameCursorPosition() removed
618 +)))
619 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
620 +(((
621 +//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.//
622 +)))
623 +|(((
624 +UI core
625 +)))|(((
626 +3.0 Beta 1
627 +)))|(((
628 +**FFI: **GetLocalizedInteractiveNotificationKey can return icon placeholders
629 +)))
630 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
631 +(((
632 +//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.//
633 +)))
634 +|(% colspan="1" %)(% colspan="1" %)
635 +(((
636 +UI extensions
637 +)))|(% colspan="1" %)(% colspan="1" %)
638 +(((
639 +3.0 Beta 1
640 +)))|(% colspan="1" %)(% colspan="1" %)
641 +(((
642 +**FFI: **UIWeaponMod returned by GetInstalledWeaponMod() now includes property SurfaceElementFactor
643 +)))
644 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
645 +(((
646 +//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.//
647 +)))
648 +|(% colspan="1" %)(% colspan="1" %)
649 +(((
650 +Scripts
651 +)))|(% colspan="1" %)(% colspan="1" %)
652 +(((
653 +3.0 Beta 1
654 +)))|(% colspan="1" %)(% colspan="1" %)
655 +(((
656 +**$ware.illegal** updated
657 +)))
658 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
659 +(((
660 +//$ware.illegal used to return true if the specified ware has the 'illegal' tag which is no longer used.//
661 +//It now returns true if $ware is illegal to any faction in the game.//
662 +)))
663 +|(% colspan="1" %)(% colspan="1" %)
664 +(((
665 +Scripts
666 +)))|(% colspan="1" %)(% colspan="1" %)
667 +(((
668 +3.0 Beta 1
669 +)))|(% colspan="1" %)(% colspan="1" %)
670 +(((
671 +MD script **RML_Flight_Along_Path** removed
672 +)))
673 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
674 +(((
675 +//The MD script RML_Flight_Along_Path was not referened and was removed.//
676 +)))
677 +|(% colspan="1" %)(% colspan="1" %)
678 +(((
679 +Scripts
680 +)))|(% colspan="1" %)(% colspan="1" %)
681 +(((
682 +3.0 Beta 1
683 +)))|(% colspan="1" %)(% colspan="1" %)
684 +(((
685 +parameters of **<event_venture_mission_completed/>** changed
686 +)))
687 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
688 +(((
689 +//old params: param = venture details, param2 = ships involved, param3 = duration//
690 +//new params: param = venture detail list: [mission name, mission type], param2 = list of ships involved, param3 = duration//
691 +)))
692 +|(((
693 +Scripts
694 +)))|(((
695 +3.0 Beta 1
696 +)))|(((
697 +**<set_object_wing_name/>** removed,
698 +**<set_object_fleet_name/>** added
699 +)))
700 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
701 +(((
702 +//The common action <set_object_wing_name/> has been replaced with <set_object_fleet_name/>//
703 +)))
704 +|(((
705 +Scripts
706 +)))|(((
707 +3.0 Beta 1
708 +)))|(((
709 +**$controllable.wing.*** removed,
710 +**$controllable.fleet.*** added
711 +)))
712 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
713 +(((
714 +$controllable.wing.name, $controllable.wing.iscommander, and $controllable.wing.commander have been replaced with $controllable.fleet.name, $controllable.fleet.iscommander, and $controllable.fleet.commander
715 +)))
716 +|(% colspan="3" %)(% colspan="3" %)
717 +(((
718 +== 2.60 ==
719 +)))
720 +|(((
721 +Scripts
722 +)))|(((
723 +2.60 Beta 1
724 +)))|(((
725 +'**checkoperational**' filter behaviour changed
726 +)))
727 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
728 +(((
729 +//Actions and conditions which use the 'checkoperational' filter now behave differently. Instead of changing how 'class' and 'exactclass' behave, checkoperational == true adds an additional filter for the components being of state operational, equivalent to state="componentstate.operational". This is implicitly enabled in action elements (e.g. <find_.../>) or condition elements (e.g. <count_...>), meaning that find_ship will only find operational ships. Using such actions/conditions with checkoperational="false" will include non-operational components such as wrecked and constructions. Existing uses may find that results now exclude non-operational components.//
730 +
731 +//Sub nodes such as match_child will have checkoperational default to false. Existing uses may find that results now include non-operational components.//
732 +)))
733 +|(((
734 +Scripts
735 +)))|(((
736 +2.60 Beta 1
737 +)))|(((
738 +$container.**supplyresources** behavior changed
739 +)))
740 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
741 +(((
742 +//The script keyword $container.supplyresources now includes reserved wares.//
743 +)))
744 +|(% colspan="3" %)(% colspan="3" %)
745 +(((
746 +== 2.20 ==
747 +)))
748 +|(% colspan="1" %)(% colspan="1" %)
749 +(((
750 +UI core
751 +)))|(% colspan="1" %)(% colspan="1" %)
752 +(((
753 +2.20 Beta 3/4
754 +)))|(% colspan="1" %)(% colspan="1" %)
755 +(((
756 +**Lua: GetControllerInfo()** returned mouseSteering/mouseCursor values are undefined.
757 +)))
758 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
759 +(((
760 +//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.
761 +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.//
762 +
763 +//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.
764 +//
765 +)))
766 +|(% colspan="1" %)(% colspan="1" %)
767 +(((
768 +Scripts
769 +)))|(% colspan="1" %)(% colspan="1" %)
770 +(((
47 47  2.20 Beta 3
48 48  )))|(% colspan="1" %)(% colspan="1" %)
49 49  (((
... ... @@ -53,6 +53,10 @@
53 53  (((
54 54  //The underlying behaviour remains the same in that it involves the buildprocessor, not the buildmodule. The attribute name has simply been corrected.//
55 55  )))
780 +|(% colspan="3" %)(% colspan="3" %)
781 +(((
782 +== 2.00 ==
783 +)))
56 56  |(% colspan="1" %)(% colspan="1" %)
57 57  (((
58 58  Scripts
... ... @@ -160,7 +160,7 @@
160 160  )))|(((
161 161  2.00 Beta 1
162 162  )))|(((
163 -**FFI: GetBuildTask()/GetNumBuildTasks()** got a new "buildmoduleid" parameter.(% class="confluenceTd" %)
891 +**FFI: GetBuildTask()/GetNumBuildTasks()** got a new "buildmoduleid" parameter.
164 164  )))
165 165  |(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
166 166  (((
... ... @@ -193,18 +193,22 @@
193 193  )))|(((
194 194  2.00 Beta 1
195 195  )))|(((
196 -**FFI: (% style="color: rgb(0,0,0);" %)RequestDockAtReason()/(% style="color: rgb(0, 0, 0); color: rgb(0, 0, 0); color: rgb(0, 0, 0); color: rgb(0, 0, 0); color: rgb(0, 0, 0)" %)UndockPlayerShip()(%%) **changed their return values.(% style="color: rgb(0,0,0);" class="confluenceTd" %)
924 +**FFI: (% style="color: rgb(0,0,0);" %)RequestDockAtReason()/(% style="color: rgb(0, 0, 0); color: rgb(0, 0, 0); color: rgb(0, 0, 0); color: rgb(0, 0, 0); color: rgb(0, 0, 0)" %)UndockPlayerShip()(%%) **changed their return values.
197 197  )))
198 198  |(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
199 199  (((
200 200  //Changed return value type to const char* to better identify failure reasons in Lua script.//
201 201  )))
930 +|(% colspan="3" %)(% colspan="3" %)
931 +(((
932 +== 1.50 ==
933 +)))
202 202  |(((
203 203  UI extensions
204 204  )))|(((
205 205  1.50 Beta 3
206 206  )))|(((
207 -**Lua: GetComponentData() **changed behavior of "docksizes" propertly.(% class="confluenceTd" %)
939 +**Lua: GetComponentData() **changed behavior of "docksizes" property.
208 208  )))
209 209  |(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
210 210  (((
... ... @@ -230,7 +230,7 @@
230 230  )))|(((
231 231  1.50 Beta 2
232 232  )))|(((
233 -**FFI: UpgradeGroupInfo **datatype was changed.(% class="confluenceTd" %)
965 +**FFI: UpgradeGroupInfo **datatype was changed.
234 234  )))
235 235  |(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
236 236  (((
... ... @@ -258,12 +258,16 @@
258 258  )))|(((
259 259  1.50 Beta 1
260 260  )))|(((
261 -**FFI: CancelConstruction() **changed its return value.(% class="confluenceTd" %)
993 +**FFI: CancelConstruction() **changed its return value.
262 262  )))
263 263  |(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
264 264  (((
265 265  (% style="color: rgb(0,0,0);" %)//CancelConstruction() now returns if the cancellation was successful. //
266 266  )))
999 +|(% colspan="3" %)(% colspan="3" %)
1000 +(((
1001 +== 1.32 ==
1002 +)))
267 267  |(((
268 268  UI extensions
269 269  )))|(((
... ... @@ -275,12 +275,16 @@
275 275  (((
276 276  //Instead of "nextdestname", use the properties "destination" or "destinationsector" to retrieve a destination component, then retrieve its "name" property.//
277 277  )))
1014 +|(% colspan="3" %)(% colspan="3" %)
1015 +(((
1016 +== 1.20 ==
1017 +)))
278 278  |(((
279 279  UI extensions
280 280  )))|(((
281 281  1.20
282 282  )))|(((
283 -**FFI: GetAAOption()** got a new "useconfig" parameter.(% class="confluenceTd" %)
1023 +**FFI: GetAAOption()** got a new "useconfig" parameter.
284 284  )))
285 285  |(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
286 286  (((
Confluence.Code.ConfluencePageClass[0]
id
... ... @@ -1,1 +1,1 @@
1 -80052232
1 +135862012
url
... ... @@ -1,1 +1,1 @@
1 -https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/80052232/Breaking Changes
1 +https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/135862012/Breaking Changes