Changes for page Breaking Changes
Last modified by Michael Baumgardt on 2026/04/17 12:03
Summary
-
Page properties (2 modified, 0 added, 0 removed)
-
Objects (1 modified, 0 added, 0 removed)
Details
- Page properties
-
- Author
-
... ... @@ -1,1 +1,1 @@ 1 -xwiki:XWiki. owen1 +xwiki:XWiki.nick - Content
-
... ... @@ -25,22 +25,78 @@ 25 25 )))|=((( 26 26 Summary 27 27 ))) 28 +|(% colspan="3" %)(% colspan="3" %) 29 +((( 30 +== 3.00 == 31 +))) 28 28 |(% colspan="1" %)(% colspan="1" %) 29 29 ((( 34 +Global 35 +)))|(% colspan="1" %)(% colspan="1" %) 36 +((( 37 +3.0 Beta 2 38 +)))|(% colspan="1" %)(% colspan="1" %) 39 +((( 40 +Support for entity flag "**skillsvisible**" dropped 41 +))) 42 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 43 +((( 44 +//Entity skills are always visible; that flag was a leftover from XR. We removed support for the script property .skillsvisible, the attribute "skillsvisible" of <set_entity_traits> and <set_npc_template_traits>, and the parameter "skillsvisible" of Lua function GetComponentData().// 45 +))) 46 +|(% colspan="1" %)(% colspan="1" %) 47 +((( 30 30 Scripts 31 31 )))|(% colspan="1" %)(% colspan="1" %) 32 32 ((( 51 +3.0 Beta 5 52 +)))|(% colspan="1" %)(% colspan="1" %) 53 +((( 54 +Changes to $dockingbay.todockpos and $dockingbay.launchpos 55 +))) 56 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 57 +((( 58 +//Before the change, positions are relative to $dockingbay.parent. 59 +After the change, positions are relative to $dockingbay as specified in the documentation.// 60 +))) 61 +|((( 62 +Scripts 63 +)))|((( 64 +3.0 Beta 2 65 +)))|((( 66 +Changes to **<event_object_changed_owner>** and added **<event_object_changed_true_owner>**. 67 +))) 68 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 69 +((( 70 +//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. 71 +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. 72 +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. 73 +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). 74 +))) 75 +|(% colspan="1" %)(% colspan="1" %) 76 +((( 77 +Global 78 +)))|(% colspan="1" %)(% colspan="1" %) 79 +((( 33 33 3.0 Beta 1 34 34 )))|(% colspan="1" %)(% colspan="1" %) 35 35 ((( 36 - 'checkoperational' filterbehaviourchanged83 +MissionBoard support dropped 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 -//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.// 41 - 42 -//Sub nodes such as match_child will have checkoperational default to false. Existing uses may find that results now include non-operational components.// 87 +//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.// 43 43 ))) 89 +|((( 90 +Job/God 91 +)))|((( 92 +3.0 Beta 1 93 +)))|((( 94 +By default, job/god entries now only spawn objects in space added by the extension in which they are defined 95 +))) 96 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 97 +((( 98 +//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.// 99 +))) 44 44 |(% colspan="1" %)(% colspan="1" %) 45 45 ((( 46 46 Scripts ... ... @@ -49,6 +49,158 @@ 49 49 3.0 Beta 1 50 50 )))|(% colspan="1" %)(% colspan="1" %) 51 51 ((( 108 +Script action **<add_actor_to_room/> **attribute **'room'** renamed to **'object'** 109 +))) 110 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 111 +((( 112 +//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.// 113 +))) 114 +|(% colspan="1" %)(% colspan="1" %) 115 +((( 116 +Scripts 117 +)))|(% colspan="1" %)(% colspan="1" %) 118 +((( 119 +3.0 Beta 1 120 +)))|(% colspan="1" %)(% colspan="1" %) 121 +((( 122 +Script action **<set_doors_locked/>** attribute **'group'** changed 123 +))) 124 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 125 +((( 126 +//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.// 127 +))) 128 +|(% colspan="1" %)(% colspan="1" %) 129 +((( 130 +Scripts 131 +)))|(% colspan="1" %)(% colspan="1" %) 132 +((( 133 +3.0 Beta 1 134 +)))|(% colspan="1" %)(% colspan="1" %) 135 +((( 136 +Script conditions **<event_hack_*/>** and **<event_controlpanel_hack_*/>** removed 137 +))) 138 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 139 +((( 140 +//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.// 141 +))) 142 +|(% colspan="1" %)(% colspan="1" %) 143 +((( 144 +Scripts 145 +)))|(% colspan="1" %)(% colspan="1" %) 146 +((( 147 +3.0 Beta 1 148 +)))|(% colspan="1" %)(% colspan="1" %) 149 +((( 150 +Script actions **<set_hack_target/>** and **<abort_hack/>** removed 151 +))) 152 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 153 +((( 154 +//These actions had no effect and were removed.// 155 +))) 156 +|(% colspan="1" %)(% colspan="1" %) 157 +((( 158 +Scripts 159 +)))|(% colspan="1" %)(% colspan="1" %) 160 +((( 161 +3.0 Beta 1 162 +)))|(% colspan="1" %)(% colspan="1" %) 163 +((( 164 +**<setup_conversation_minigame/>** script action removed 165 +))) 166 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 167 +((( 168 +//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.// 169 +))) 170 +|(% colspan="1" %)(% colspan="1" %) 171 +((( 172 +Scripts 173 +)))|(% colspan="1" %)(% colspan="1" %) 174 +((( 175 +3.0 Beta 1 176 +)))|(% colspan="1" %)(% colspan="1" %) 177 +((( 178 +<add_player_choice_*> **confidence** attribute removed 179 +))) 180 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 181 +((( 182 +//The default confidence of player options is another leftover from the XR era and had no effect in X4.// 183 +))) 184 +|(% colspan="1" %)(% colspan="1" %) 185 +((( 186 +Scripts 187 +)))|(% colspan="1" %)(% colspan="1" %) 188 +((( 189 +3.0 Beta 1 190 +)))|(% colspan="1" %)(% colspan="1" %) 191 +((( 192 +**<hack_via_control_panel/>** script action removed 193 +))) 194 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 195 +((( 196 +//Unused script action <hack_via_control_panel/> was removed.// 197 +))) 198 +|(% colspan="1" %)(% colspan="1" %) 199 +((( 200 +UI core 201 +)))|(% colspan="1" %)(% colspan="1" %) 202 +((( 203 +3.0 Beta 1 204 +)))|(% colspan="1" %)(% colspan="1" %) 205 +((( 206 +**Lua: **GetMiniGameCursorPosition() removed 207 +))) 208 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 209 +((( 210 +//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.// 211 +))) 212 +|((( 213 +UI core 214 +)))|((( 215 +3.0 Beta 1 216 +)))|((( 217 +**FFI: **GetLocalizedInteractiveNotificationKey can return icon placeholders 218 +))) 219 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 220 +((( 221 +//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.// 222 +))) 223 +|(% colspan="1" %)(% colspan="1" %) 224 +((( 225 +UI extensions 226 +)))|(% colspan="1" %)(% colspan="1" %) 227 +((( 228 +3.0 Beta 1 229 +)))|(% colspan="1" %)(% colspan="1" %) 230 +((( 231 +**FFI: **UIWeaponMod returned by GetInstalledWeaponMod() now includes property SurfaceElementFactor 232 +))) 233 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 234 +((( 235 +//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.// 236 +))) 237 +|(% colspan="1" %)(% colspan="1" %) 238 +((( 239 +Scripts 240 +)))|(% colspan="1" %)(% colspan="1" %) 241 +((( 242 +3.0 Beta 1 243 +)))|(% colspan="1" %)(% colspan="1" %) 244 +((( 245 +**$ware.illegal** updated 246 +))) 247 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 248 +((( 249 +//$ware.illegal used to return true if the specified ware has the 'illegal' tag which is no longer used.// 250 +//It now returns true if $ware is illegal to any faction in the game.// 251 +))) 252 +|(% colspan="1" %)(% colspan="1" %) 253 +((( 254 +Scripts 255 +)))|(% colspan="1" %)(% colspan="1" %) 256 +((( 257 +3.0 Beta 1 258 +)))|(% colspan="1" %)(% colspan="1" %) 259 +((( 52 52 MD script **RML_Flight_Along_Path** removed 53 53 ))) 54 54 |(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) ... ... @@ -57,6 +57,77 @@ 57 57 ))) 58 58 |(% colspan="1" %)(% colspan="1" %) 59 59 ((( 268 +Scripts 269 +)))|(% colspan="1" %)(% colspan="1" %) 270 +((( 271 +3.0 Beta 1 272 +)))|(% colspan="1" %)(% colspan="1" %) 273 +((( 274 +parameters of **<event_venture_mission_completed/>** changed 275 +))) 276 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 277 +((( 278 +//old params: param = venture details, param2 = ships involved, param3 = duration// 279 +//new params: param = venture detail list: [mission name, mission type], param2 = list of ships involved, param3 = duration// 280 +))) 281 +|((( 282 +Scripts 283 +)))|((( 284 +3.0 Beta 1 285 +)))|((( 286 +**<set_object_wing_name/>** removed, 287 +**<set_object_fleet_name/>** added 288 +))) 289 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 290 +((( 291 +//The common action <set_object_wing_name/> has been replaced with <set_object_fleet_name/>// 292 +))) 293 +|((( 294 +Scripts 295 +)))|((( 296 +3.0 Beta 1 297 +)))|((( 298 +**$controllable.wing.*** removed, 299 +**$controllable.fleet.*** added 300 +))) 301 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 302 +((( 303 +$controllable.wing.name, $controllable.wing.iscommander, and $controllable.wing.commander have been replaced with $controllable.fleet.name, $controllable.fleet.iscommander, and $controllable.fleet.commander 304 +))) 305 +|(% colspan="3" %)(% colspan="3" %) 306 +((( 307 +== 2.60 == 308 +))) 309 +|((( 310 +Scripts 311 +)))|((( 312 +2.60 Beta 1 313 +)))|((( 314 +'**checkoperational**' filter behaviour changed 315 +))) 316 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 317 +((( 318 +//Actions and conditions which use the 'checkoperational' filter now behave differently. Instead of changing how 'class' and 'exactclass' behave, checkoperational == true adds an additional filter for the components being of state operational, equivalent to state="componentstate.operational". This is implicitly enabled in action elements (e.g. <find_.../>) or condition elements (e.g. <count_...>), meaning that find_ship will only find operational ships. Using such actions/conditions with checkoperational="false" will include non-operational components such as wrecked and constructions. Existing uses may find that results now exclude non-operational components.// 319 + 320 +//Sub nodes such as match_child will have checkoperational default to false. Existing uses may find that results now include non-operational components.// 321 +))) 322 +|((( 323 +Scripts 324 +)))|((( 325 +2.60 Beta 1 326 +)))|((( 327 +$container.**supplyresources** behavior changed 328 +))) 329 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 330 +((( 331 +//The script keyword $container.supplyresources now includes reserved wares.// 332 +))) 333 +|(% colspan="3" %)(% colspan="3" %) 334 +((( 335 +== 2.20 == 336 +))) 337 +|(% colspan="1" %)(% colspan="1" %) 338 +((( 60 60 UI core 61 61 )))|(% colspan="1" %)(% colspan="1" %) 62 62 ((( ... ... @@ -87,6 +87,10 @@ 87 87 ((( 88 88 //The underlying behaviour remains the same in that it involves the buildprocessor, not the buildmodule. The attribute name has simply been corrected.// 89 89 ))) 369 +|(% colspan="3" %)(% colspan="3" %) 370 +((( 371 +== 2.00 == 372 +))) 90 90 |(% colspan="1" %)(% colspan="1" %) 91 91 ((( 92 92 Scripts ... ... @@ -233,6 +233,10 @@ 233 233 ((( 234 234 //Changed return value type to const char* to better identify failure reasons in Lua script.// 235 235 ))) 519 +|(% colspan="3" %)(% colspan="3" %) 520 +((( 521 +== 1.50 == 522 +))) 236 236 |((( 237 237 UI extensions 238 238 )))|((( ... ... @@ -298,6 +298,10 @@ 298 298 ((( 299 299 (% style="color: rgb(0,0,0);" %)//CancelConstruction() now returns if the cancellation was successful. // 300 300 ))) 588 +|(% colspan="3" %)(% colspan="3" %) 589 +((( 590 +== 1.32 == 591 +))) 301 301 |((( 302 302 UI extensions 303 303 )))|((( ... ... @@ -309,6 +309,10 @@ 309 309 ((( 310 310 //Instead of "nextdestname", use the properties "destination" or "destinationsector" to retrieve a destination component, then retrieve its "name" property.// 311 311 ))) 603 +|(% colspan="3" %)(% colspan="3" %) 604 +((( 605 +== 1.20 == 606 +))) 312 312 |((( 313 313 UI extensions 314 314 )))|(((
- Confluence.Code.ConfluencePageClass[0]
-
- id
-
... ... @@ -1,1 +1,1 @@ 1 -8 30669591 +89144012 - url
-
... ... @@ -1,1 +1,1 @@ 1 -https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/8 3066959/Breaking Changes1 +https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/89144012/Breaking Changes