Changes for page Breaking Changes

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

From version 29.1
edited by owen
on 2019/05/24 17:31
Change comment: There is no comment for this version
To version 72.1
edited by stefan
on 2021/01/09 02:44
Change comment: There is no comment for this version

Summary

Details

Page properties
Author
... ... @@ -1,1 +1,1 @@
1 -xwiki:XWiki.owen
1 +xwiki:XWiki.stefan
Content
... ... @@ -24,22 +24,211 @@
24 24  Version
25 25  )))|=(((
26 26  Summary
27 +)))|=(% colspan="1" %)(% colspan="1" %)
28 +(((
29 +
27 27  )))
31 +|(% colspan="4" %)(% colspan="4" %)
32 +(((
33 +== 4.00 ==
34 +)))
28 28  |(% colspan="1" %)(% colspan="1" %)
29 29  (((
30 -Scripts
37 +UI core
31 31  )))|(% colspan="1" %)(% colspan="1" %)
32 32  (((
33 -3.0 Beta 1
40 +4.00 Beta 5
34 34  )))|(% colspan="1" %)(% colspan="1" %)
35 35  (((
36 -'checkoperational' filter behaviour changed
43 +**FFI:** GetRelationStatus()/GetRelationStatus2() handling for objects in ranges relation range [-25,-10] changed
44 +)))|(% colspan="1" %)(% colspan="1" %)
45 +(((
46 +
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.//
50 +//4.00 Beta 5// //introduces a new 'adversary' relation state. Previously objects within that relation range were categorized as 'enemy' and GetRelationStatus()/GetRelationStatus2() therefore returned 0 (enemy) for these objects.
51 +Since these objects are now visualized and therefore are distinguishable from enemies, several related changes were made for these objects to bring them more in line with how 'neutral' objects are handled (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.
52 +If you rely on a handling where they are treated like enemies, please use the new GetRelationStatus3() //FFI function which returns the new range for these objects: 1 (meaning 'adversary' here with following relations having been shifted up).
53 +)))|(% colspan="1" %)(% colspan="1" %)
54 +(((
55 +
56 +)))
57 +|(((
58 +Parameters
59 +)))|(((
60 +4.00 Beta 1
61 +)))|(((
62 +**requiresconstructionvessel** parameter moved
63 +)))|(((
64 +
65 +)))
66 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
67 +(((
68 +//The 'requiresconstructionvessel' attribute has been moved from the 'recycling' node itself, to the new 'station' subnode.//
69 +)))
70 +|(((
71 +Scripts
72 +)))|(((
73 +4.00 Beta 1
74 +)))|(((
75 +Changed behaviour of **gatedistance** script property
76 +)))|(((
77 +
78 +)))
79 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
80 +(((
81 +//The 'gatedistance' script property now minimizes the number of gate jumps instead of counting the number gate jumps in the fastest route.//
82 +)))|(% class="highlight-grey" data-highlight-colour="grey" %)(% class="highlight-grey" data-highlight-colour="grey" %)
83 +(((
84 +
85 +)))
86 +|(% colspan="4" %)(% colspan="4" %)
87 +(((
88 +== 3.30 ==
89 +)))
90 +|(((
91 +UI extensions
92 +)))|(((
93 +3.30 Beta 3
94 +)))|(((
95 +**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()**
96 +)))|(% colspan="1" %)(% colspan="1" %)
97 +(((
98 +
99 +)))
100 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
101 +(((
102 +//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()//
103 +)))
104 +|(% colspan="4" %)(% colspan="4" %)
105 +(((
106 +== 3.20 ==
107 +)))
108 +|(((
109 +Scripts
110 +)))|(((
111 +3.20 Beta 1
112 +)))|(((
113 +Parameters of **<event_player_attacked_object/>** and **<event_object_attacked_object/>** changed
114 +)))|(% colspan="1" %)(% colspan="1" %)
115 +(((
116 +
117 +)))
118 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
119 +(((
120 +//Old params: param = attacked object, param2 = attack method, param3 = attacked component//
121 +//New params: param = attacked object, param2 = attack method, param3 = attack component detail list: [attacked component, attacking weapon]
122 +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//
123 +)))
124 +|(% colspan="1" %)(% colspan="1" %)
125 +(((
126 +Scripts
127 +)))|(% colspan="1" %)(% colspan="1" %)
128 +(((
129 +3.20 Beta 1
130 +)))|(% colspan="1" %)(% colspan="1" %)
131 +(((
132 +Removed script property $trade.**restriction.faction**
133 +)))|(% colspan="1" %)(% colspan="1" %)
134 +(((
135 +
136 +)))
137 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
138 +(((
139 +//$trade.restriction.faction has been replaced with $trade.restriction.factions, which returns a list of factions.//
140 +)))
141 +|(((
142 +UI extensions
143 +)))|(((
144 +3.20 Beta 1
145 +)))|(((
146 +**Lua**: **GetTradeRestrictions()**, **ToggleFactionTradeRestriction()** and **ToggleFactionTradeWareOverride()** are now obsolete!
147 +)))|(% colspan="1" %)(% colspan="1" %)
148 +(((
149 +
150 +)))
151 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
152 +(((
153 +//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.//
154 +)))
155 +|(% colspan="4" %)(% colspan="4" %)
156 +(((
157 +== 3.10 ==
158 +)))
159 +|(% colspan="1" %)(% colspan="1" %)
160 +(((
161 +Scripts
162 +)))|(% colspan="1" %)(% colspan="1" %)
163 +(((
164 +3.10 Beta 1
165 +)))|(% colspan="1" %)(% colspan="1" %)
166 +(((
167 +Removed script action **<add_build/>**
168 +)))|(% colspan="1" %)(% colspan="1" %)
169 +(((
170 +
171 +)))
172 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
173 +(((
174 +//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.//
175 +)))
176 +|(% colspan="4" %)(% colspan="4" %)
177 +(((
178 +== 3.00 ==
179 +)))
180 +|(% colspan="1" %)(% colspan="1" %)
181 +(((
182 +Scripts
183 +)))|(% colspan="1" %)(% colspan="1" %)
184 +(((
185 +3.0 Beta 6
186 +)))|(% colspan="1" %)(% colspan="1" %)
187 +(((
188 +Changed behaviour of script action **<get_suitable_job/>**
189 +)))|(% colspan="1" %)(% colspan="1" %)
190 +(((
191 +
192 +)))
193 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
194 +(((
195 +//<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.//
196 +)))
197 +|(% colspan="1" %)(% colspan="1" %)
198 +(((
199 +Scripts
200 +)))|(% colspan="1" %)(% colspan="1" %)
201 +(((
202 +3.0 Beta 6
203 +)))|(% colspan="1" %)(% colspan="1" %)
204 +(((
205 +Changed behaviour of script action **<get_ware_definition/>**
206 +)))|(% colspan="1" %)(% colspan="1" %)
207 +(((
208 +
209 +)))
210 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
211 +(((
212 +//<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.//
213 +)))
214 +|(% colspan="1" %)(% colspan="1" %)
215 +(((
216 +Global
217 +)))|(% colspan="1" %)(% colspan="1" %)
218 +(((
219 +3.0 Beta 5
220 +)))|(% colspan="1" %)(% colspan="1" %)
221 +(((
222 +Renamed all files in the **md**, ui, and **cutscenes** folders to lower-case
223 +)))|(% colspan="1" %)(% colspan="1" %)
224 +(((
225 +
226 +)))
227 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
228 +(((
229 +//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.)\\
41 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.//
231 +//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).//
43 43  )))
44 44  |(% colspan="1" %)(% colspan="1" %)
45 45  (((
... ... @@ -46,17 +46,391 @@
46 46  Scripts
47 47  )))|(% colspan="1" %)(% colspan="1" %)
48 48  (((
238 +3.0 Beta 5
239 +)))|(% colspan="1" %)(% colspan="1" %)
240 +(((
241 +Adjustments of some MD library cues in the base game to change their usage from **<include_actions>** to <run_actions>
242 +)))|(% colspan="1" %)(% colspan="1" %)
243 +(((
244 +
245 +)))
246 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
247 +(((
248 +//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.//
249 +)))
250 +|(% colspan="1" %)(% colspan="1" %)
251 +(((
252 +Scripts
253 +)))|(% colspan="1" %)(% colspan="1" %)
254 +(((
255 +3.0 Beta 5
256 +)))|(% colspan="1" %)(% colspan="1" %)
257 +(((
258 +Changes to $dockingbay.**todockpos** and $dockingbay.**launchpos**
259 +)))|(% colspan="1" %)(% colspan="1" %)
260 +(((
261 +
262 +)))
263 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
264 +(((
265 +//Before the change, positions are relative to $dockingbay.parent.
266 +After the change, positions are relative to $dockingbay as specified in the documentation.//
267 +)))
268 +|(% colspan="1" %)(% colspan="1" %)
269 +(((
270 +Global
271 +)))|(% colspan="1" %)(% colspan="1" %)
272 +(((
273 +3.0 Beta 2
274 +)))|(% colspan="1" %)(% colspan="1" %)
275 +(((
276 +Support for entity flag "**skillsvisible**" dropped
277 +)))|(% colspan="1" %)(% colspan="1" %)
278 +(((
279 +
280 +)))
281 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
282 +(((
283 +//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().//
284 +)))
285 +|(((
286 +Scripts
287 +)))|(((
288 +3.0 Beta 2
289 +)))|(((
290 +Changes to **<event_object_changed_owner>** and added **<event_object_changed_true_owner>**.
291 +)))|(% colspan="1" %)(% colspan="1" %)
292 +(((
293 +
294 +)))
295 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
296 +(((
297 +//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.
298 +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.
299 +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.
300 +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).
301 +)))
302 +|(% colspan="1" %)(% colspan="1" %)
303 +(((
304 +Global
305 +)))|(% colspan="1" %)(% colspan="1" %)
306 +(((
49 49  3.0 Beta 1
50 50  )))|(% colspan="1" %)(% colspan="1" %)
51 51  (((
310 +**MissionBoard** support dropped
311 +)))|(% colspan="1" %)(% colspan="1" %)
312 +(((
313 +
314 +)))
315 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
316 +(((
317 +//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.//
318 +)))
319 +|(((
320 +Job/God
321 +)))|(((
322 +3.0 Beta 1
323 +)))|(((
324 +By default, **job/god entries** now only spawn objects in space added by the extension in which they are defined
325 +)))|(% colspan="1" %)(% colspan="1" %)
326 +(((
327 +
328 +)))
329 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
330 +(((
331 +//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.//
332 +)))
333 +|(% colspan="1" %)(% colspan="1" %)
334 +(((
335 +Scripts
336 +)))|(% colspan="1" %)(% colspan="1" %)
337 +(((
338 +3.0 Beta 1
339 +)))|(% colspan="1" %)(% colspan="1" %)
340 +(((
341 +Script action **<add_actor_to_room/> **attribute **'room'** renamed to **'object'**
342 +)))|(% colspan="1" %)(% colspan="1" %)
343 +(((
344 +
345 +)))
346 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
347 +(((
348 +//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.//
349 +)))
350 +|(% colspan="1" %)(% colspan="1" %)
351 +(((
352 +Scripts
353 +)))|(% colspan="1" %)(% colspan="1" %)
354 +(((
355 +3.0 Beta 1
356 +)))|(% colspan="1" %)(% colspan="1" %)
357 +(((
358 +Script action **<set_doors_locked/>** attribute **'group'** changed
359 +)))|(% colspan="1" %)(% colspan="1" %)
360 +(((
361 +
362 +)))
363 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
364 +(((
365 +//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.//
366 +)))
367 +|(% colspan="1" %)(% colspan="1" %)
368 +(((
369 +Scripts
370 +)))|(% colspan="1" %)(% colspan="1" %)
371 +(((
372 +3.0 Beta 1
373 +)))|(% colspan="1" %)(% colspan="1" %)
374 +(((
375 +Script conditions **<event_hack_*/>** and **<event_controlpanel_hack_*/>** removed
376 +)))|(% colspan="1" %)(% colspan="1" %)
377 +(((
378 +
379 +)))
380 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
381 +(((
382 +//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.//
383 +)))
384 +|(% colspan="1" %)(% colspan="1" %)
385 +(((
386 +Scripts
387 +)))|(% colspan="1" %)(% colspan="1" %)
388 +(((
389 +3.0 Beta 1
390 +)))|(% colspan="1" %)(% colspan="1" %)
391 +(((
392 +Script actions **<set_hack_target/>** and **<abort_hack/>** removed
393 +)))|(% colspan="1" %)(% colspan="1" %)
394 +(((
395 +
396 +)))
397 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
398 +(((
399 +//These actions had no effect and were removed.//
400 +)))
401 +|(% colspan="1" %)(% colspan="1" %)
402 +(((
403 +Scripts
404 +)))|(% colspan="1" %)(% colspan="1" %)
405 +(((
406 +3.0 Beta 1
407 +)))|(% colspan="1" %)(% colspan="1" %)
408 +(((
409 +**<setup_conversation_minigame/>** script action removed
410 +)))|(% colspan="1" %)(% colspan="1" %)
411 +(((
412 +
413 +)))
414 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
415 +(((
416 +//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.//
417 +)))
418 +|(% colspan="1" %)(% colspan="1" %)
419 +(((
420 +Scripts
421 +)))|(% colspan="1" %)(% colspan="1" %)
422 +(((
423 +3.0 Beta 1
424 +)))|(% colspan="1" %)(% colspan="1" %)
425 +(((
426 +<add_player_choice_*> **confidence** attribute removed
427 +)))|(% colspan="1" %)(% colspan="1" %)
428 +(((
429 +
430 +)))
431 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
432 +(((
433 +//The default confidence of player options is another leftover from the XR era and had no effect in X4.//
434 +)))
435 +|(% colspan="1" %)(% colspan="1" %)
436 +(((
437 +Scripts
438 +)))|(% colspan="1" %)(% colspan="1" %)
439 +(((
440 +3.0 Beta 1
441 +)))|(% colspan="1" %)(% colspan="1" %)
442 +(((
443 +**<hack_via_control_panel/>** script action removed
444 +)))|(% colspan="1" %)(% colspan="1" %)
445 +(((
446 +
447 +)))
448 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
449 +(((
450 +//Unused script action <hack_via_control_panel/> was removed.//
451 +)))
452 +|(% colspan="1" %)(% colspan="1" %)
453 +(((
454 +UI core
455 +)))|(% colspan="1" %)(% colspan="1" %)
456 +(((
457 +3.0 Beta 1
458 +)))|(% colspan="1" %)(% colspan="1" %)
459 +(((
460 +**Lua: **GetMiniGameCursorPosition() removed
461 +)))|(% colspan="1" %)(% colspan="1" %)
462 +(((
463 +
464 +)))
465 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
466 +(((
467 +//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.//
468 +)))
469 +|(((
470 +UI core
471 +)))|(((
472 +3.0 Beta 1
473 +)))|(((
474 +**FFI: **GetLocalizedInteractiveNotificationKey can return icon placeholders
475 +)))|(% colspan="1" %)(% colspan="1" %)
476 +(((
477 +
478 +)))
479 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
480 +(((
481 +//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.//
482 +)))
483 +|(% colspan="1" %)(% colspan="1" %)
484 +(((
485 +UI extensions
486 +)))|(% colspan="1" %)(% colspan="1" %)
487 +(((
488 +3.0 Beta 1
489 +)))|(% colspan="1" %)(% colspan="1" %)
490 +(((
491 +**FFI: **UIWeaponMod returned by GetInstalledWeaponMod() now includes property SurfaceElementFactor
492 +)))|(% colspan="1" %)(% colspan="1" %)
493 +(((
494 +
495 +)))
496 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
497 +(((
498 +//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.//
499 +)))
500 +|(% colspan="1" %)(% colspan="1" %)
501 +(((
502 +Scripts
503 +)))|(% colspan="1" %)(% colspan="1" %)
504 +(((
505 +3.0 Beta 1
506 +)))|(% colspan="1" %)(% colspan="1" %)
507 +(((
508 +**$ware.illegal** updated
509 +)))|(% colspan="1" %)(% colspan="1" %)
510 +(((
511 +
512 +)))
513 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
514 +(((
515 +//$ware.illegal used to return true if the specified ware has the 'illegal' tag which is no longer used.//
516 +//It now returns true if $ware is illegal to any faction in the game.//
517 +)))
518 +|(% colspan="1" %)(% colspan="1" %)
519 +(((
520 +Scripts
521 +)))|(% colspan="1" %)(% colspan="1" %)
522 +(((
523 +3.0 Beta 1
524 +)))|(% colspan="1" %)(% colspan="1" %)
525 +(((
52 52  MD script **RML_Flight_Along_Path** removed
527 +)))|(% colspan="1" %)(% colspan="1" %)
528 +(((
529 +
53 53  )))
54 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
531 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
55 55  (((
56 56  //The MD script RML_Flight_Along_Path was not referened and was removed.//
57 57  )))
58 58  |(% colspan="1" %)(% colspan="1" %)
59 59  (((
537 +Scripts
538 +)))|(% colspan="1" %)(% colspan="1" %)
539 +(((
540 +3.0 Beta 1
541 +)))|(% colspan="1" %)(% colspan="1" %)
542 +(((
543 +parameters of **<event_venture_mission_completed/>** changed
544 +)))|(% colspan="1" %)(% colspan="1" %)
545 +(((
546 +
547 +)))
548 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
549 +(((
550 +//old params: param = venture details, param2 = ships involved, param3 = duration//
551 +//new params: param = venture detail list: [mission name, mission type], param2 = list of ships involved, param3 = duration//
552 +)))
553 +|(((
554 +Scripts
555 +)))|(((
556 +3.0 Beta 1
557 +)))|(((
558 +**<set_object_wing_name/>** removed,
559 +**<set_object_fleet_name/>** added
560 +)))|(% colspan="1" %)(% colspan="1" %)
561 +(((
562 +
563 +)))
564 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
565 +(((
566 +//The common action <set_object_wing_name/> has been replaced with <set_object_fleet_name/>//
567 +)))
568 +|(((
569 +Scripts
570 +)))|(((
571 +3.0 Beta 1
572 +)))|(((
573 +**$controllable.wing.*** removed,
574 +**$controllable.fleet.*** added
575 +)))|(% colspan="1" %)(% colspan="1" %)
576 +(((
577 +
578 +)))
579 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
580 +(((
581 +$controllable.wing.name, $controllable.wing.iscommander, and $controllable.wing.commander have been replaced with $controllable.fleet.name, $controllable.fleet.iscommander, and $controllable.fleet.commander
582 +)))
583 +|(% colspan="4" %)(% colspan="4" %)
584 +(((
585 +== 2.60 ==
586 +)))
587 +|(((
588 +Scripts
589 +)))|(((
590 +2.60 Beta 1
591 +)))|(((
592 +'**checkoperational**' filter behaviour changed
593 +)))|(% colspan="1" %)(% colspan="1" %)
594 +(((
595 +
596 +)))
597 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
598 +(((
599 +//Actions and conditions which use the 'checkoperational' filter now behave differently. Instead of changing how 'class' and 'exactclass' behave, checkoperational == true adds an additional filter for the components being of state operational, equivalent to state="componentstate.operational". This is implicitly enabled in action elements (e.g. <find_.../>) or condition elements (e.g. <count_...>), meaning that find_ship will only find operational ships. Using such actions/conditions with checkoperational="false" will include non-operational components such as wrecked and constructions. Existing uses may find that results now exclude non-operational components.//
600 +
601 +//Sub nodes such as match_child will have checkoperational default to false. Existing uses may find that results now include non-operational components.//
602 +)))
603 +|(((
604 +Scripts
605 +)))|(((
606 +2.60 Beta 1
607 +)))|(((
608 +$container.**supplyresources** behavior changed
609 +)))|(% colspan="1" %)(% colspan="1" %)
610 +(((
611 +
612 +)))
613 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
614 +(((
615 +//The script keyword $container.supplyresources now includes reserved wares.//
616 +)))
617 +|(% colspan="4" %)(% colspan="4" %)
618 +(((
619 +== 2.20 ==
620 +)))
621 +|(% colspan="1" %)(% colspan="1" %)
622 +(((
60 60  UI core
61 61  )))|(% colspan="1" %)(% colspan="1" %)
62 62  (((
... ... @@ -64,8 +64,11 @@
64 64  )))|(% colspan="1" %)(% colspan="1" %)
65 65  (((
66 66  **Lua: GetControllerInfo()** returned mouseSteering/mouseCursor values are undefined.
630 +)))|(% colspan="1" %)(% colspan="1" %)
631 +(((
632 +
67 67  )))
68 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
634 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
69 69  (((
70 70  //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.
71 71  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.//
... ... @@ -82,11 +82,18 @@
82 82  )))|(% colspan="1" %)(% colspan="1" %)
83 83  (((
84 84  Attribute for build related conditions e.g. **<event_build_finished/>** renamed from 'buildmodule' to 'buildprocessor'
651 +)))|(% colspan="1" %)(% colspan="1" %)
652 +(((
653 +
85 85  )))
86 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
655 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
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  )))
659 +|(% colspan="4" %)(% colspan="4" %)
660 +(((
661 +== 2.00 ==
662 +)))
90 90  |(% colspan="1" %)(% colspan="1" %)
91 91  (((
92 92  Scripts
... ... @@ -96,8 +96,11 @@
96 96  )))|(% colspan="1" %)(% colspan="1" %)
97 97  (((
98 98  **<event_build_finished/> **param2 now returns null instead of a construction sequence
672 +)))|(% colspan="1" %)(% colspan="1" %)
673 +(((
674 +
99 99  )))
100 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
676 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
101 101  (((
102 102  //The construction sequence which was finished should now be accessed via the buildtask provided via param3.//
103 103  )))
... ... @@ -110,8 +110,11 @@
110 110  )))|(% colspan="1" %)(% colspan="1" %)
111 111  (((
112 112  **param.boarding.{...}** strength parameters removed
689 +)))|(% colspan="1" %)(% colspan="1" %)
690 +(((
691 +
113 113  )))
114 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
693 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
115 115  (((
116 116  //The 'recruitstrength', 'veteranstrength' and 'elitestrength' script parameters were no longer required for balancing the boarding gameplay, and were removed.//
117 117  )))
... ... @@ -124,8 +124,11 @@
124 124  )))|(% colspan="1" %)(% colspan="1" %)
125 125  (((
126 126  **$defensible.boardee/$defensible.boarder** and **<set_object_boarder/>/<remove_object_boarder/>** removed
706 +)))|(% colspan="1" %)(% colspan="1" %)
707 +(((
708 +
127 127  )))
128 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
710 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
129 129  (((
130 130  //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.//
131 131  )))
... ... @@ -135,8 +135,11 @@
135 135  2.00 Beta 1
136 136  )))|(((
137 137  **FFI: GetUpgradeSlotCurrentComponent()/GetUpgradeSlotGroup()** works on non-operationals
720 +)))|(% colspan="1" %)(% colspan="1" %)
721 +(((
722 +
138 138  )))
139 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
724 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
140 140  (((
141 141  //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.//
142 142  )))
... ... @@ -146,8 +146,11 @@
146 146  2.00 Beta 1
147 147  )))|(((
148 148  **FFI: SetFormationShape()** no longer indicates an error upon certain error cases
734 +)))|(% colspan="1" %)(% colspan="1" %)
735 +(((
736 +
149 149  )))
150 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
738 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
151 151  (((
152 152  //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.//
153 153  //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.//
... ... @@ -158,8 +158,11 @@
158 158  2.00 Beta 1
159 159  )))|(((
160 160  **<create_formation/>** now requires the attributes: 'leader' and 'follower'. Attribute 'object' is now deprecated.
749 +)))|(% colspan="1" %)(% colspan="1" %)
750 +(((
751 +
161 161  )))
162 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
753 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
163 163  (((
164 164  //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.//
165 165  )))
... ... @@ -169,8 +169,11 @@
169 169  2.00 Beta 1
170 170  )))|(((
171 171  **<event_player_changed_target/>** now fires and returns null if the player deselects a target.
763 +)))|(% colspan="1" %)(% colspan="1" %)
764 +(((
765 +
172 172  )))
173 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
767 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
174 174  (((
175 175  //For prior behavior, check for event.param being non-null.//
176 176  )))
... ... @@ -180,8 +180,11 @@
180 180  2.00 Beta 1
181 181  )))|(((
182 182  **<shoot/>/<shoot_at/>** attribute changes.
777 +)))|(% colspan="1" %)(% colspan="1" %)
778 +(((
779 +
183 183  )))
184 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
781 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
185 185  (((
186 186  //Changed: Attribute "primary" is now optional and defines whether weapons from the ship's active primary weapon group will be fired. Defaults to true.//
187 187  //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.//
... ... @@ -195,8 +195,11 @@
195 195  2.00 Beta 1
196 196  )))|(((
197 197  **FFI: GetBuildTask()/GetNumBuildTasks()** got a new "buildmoduleid" parameter.(% class="confluenceTd" %)
795 +)))|(% colspan="1" %)(% colspan="1" %)
796 +(((
797 +
198 198  )))
199 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
799 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
200 200  (((
201 201  //Added possibility to query build tasks of a certain buildmodule.//
202 202  )))
... ... @@ -206,8 +206,11 @@
206 206  2.00 Beta 1
207 207  )))|(((
208 208  **Lua:** **GetLibraryEntry()** retrieved a new "buildresources" field.
809 +)))|(% colspan="1" %)(% colspan="1" %)
810 +(((
811 +
209 209  )))
210 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
813 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
211 211  (((
212 212  //Added list of resources a buildmodule needs to build.//
213 213  )))
... ... @@ -217,8 +217,11 @@
217 217  2.00 Beta 1
218 218  )))|(((
219 219  (% style="color: rgb(0,0,0);" %)**Lua:**(% style="color: rgb(0, 0, 0); color: rgb(0, 0, 0)" %)** CalculateTotalHullFraction()**(% style="color: rgb(0,0,0);" %)** **(%%)was removed.(% style="color: rgb(0,0,0);" %)
823 +)))|(% colspan="1" %)(% colspan="1" %)
824 +(((
825 +
220 220  )))
221 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
827 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
222 222  (((
223 223  //Unused, derelict function from XR - use GetComponentData(..., "hullpercent") instead.//
224 224  )))
... ... @@ -228,11 +228,18 @@
228 228  2.00 Beta 1
229 229  )))|(((
230 230  **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" %)
837 +)))|(% colspan="1" %)(% colspan="1" %)
838 +(((
839 +
231 231  )))
232 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
841 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
233 233  (((
234 234  //Changed return value type to const char* to better identify failure reasons in Lua script.//
235 235  )))
845 +|(% colspan="4" %)(% colspan="4" %)
846 +(((
847 +== 1.50 ==
848 +)))
236 236  |(((
237 237  UI extensions
238 238  )))|(((
... ... @@ -239,8 +239,11 @@
239 239  1.50 Beta 3
240 240  )))|(((
241 241  **Lua: GetComponentData() **changed behavior of "docksizes" propertly.(% class="confluenceTd" %)
855 +)))|(% colspan="1" %)(% colspan="1" %)
856 +(((
857 +
242 242  )))
243 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
859 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
244 244  (((
245 245  //The "docksizes" property no longer includes internal ship storage docks.//
246 246  )))
... ... @@ -250,8 +250,11 @@
250 250  1.50 Beta 2
251 251  )))|(((
252 252  **Meaning of "Shipyard"** was corrected throughout Lua/MD/AI scripts, so that Wharfs are not Shipyards (unlike in XR).
869 +)))|(% colspan="1" %)(% colspan="1" %)
870 +(((
871 +
253 253  )))
254 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
873 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
255 255  (((
256 256  //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".//
257 257  
... ... @@ -265,8 +265,11 @@
265 265  1.50 Beta 2
266 266  )))|(((
267 267  **FFI: UpgradeGroupInfo **datatype was changed.(% class="confluenceTd" %)
887 +)))|(% colspan="1" %)(% colspan="1" %)
888 +(((
889 +
268 268  )))
269 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
891 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
270 270  (((
271 271  //Added new "operational" field to retrieve information about number of operational upgrades in a group.//
272 272  )))
... ... @@ -279,8 +279,11 @@
279 279  )))|(% colspan="1" %)(% colspan="1" %)
280 280  (((
281 281  **FFI: SetGuidance()** removed useinfopoint argument.
904 +)))|(% colspan="1" %)(% colspan="1" %)
905 +(((
906 +
282 282  )))
283 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
908 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
284 284  (((
285 285  //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.
286 286  //
... ... @@ -293,11 +293,18 @@
293 293  1.50 Beta 1
294 294  )))|(((
295 295  **FFI: CancelConstruction() **changed its return value.(% class="confluenceTd" %)
921 +)))|(% colspan="1" %)(% colspan="1" %)
922 +(((
923 +
296 296  )))
297 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
925 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
298 298  (((
299 299  (% style="color: rgb(0,0,0);" %)//CancelConstruction() now returns if the cancellation was successful. //
300 300  )))
929 +|(% colspan="4" %)(% colspan="4" %)
930 +(((
931 +== 1.32 ==
932 +)))
301 301  |(((
302 302  UI extensions
303 303  )))|(((
... ... @@ -304,11 +304,18 @@
304 304  1.32
305 305  )))|(((
306 306  **Lua: GetComponentData() **removed the "nextdestname" property.
939 +)))|(% colspan="1" %)(% colspan="1" %)
940 +(((
941 +
307 307  )))
308 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
943 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
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  )))
947 +|(% colspan="4" %)(% colspan="4" %)
948 +(((
949 +== 1.20 ==
950 +)))
312 312  |(((
313 313  UI extensions
314 314  )))|(((
... ... @@ -315,8 +315,11 @@
315 315  1.20
316 316  )))|(((
317 317  **FFI: GetAAOption()** got a new "useconfig" parameter.(% class="confluenceTd" %)
957 +)))|(% colspan="1" %)(% colspan="1" %)
958 +(((
959 +
318 318  )))
319 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
961 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
320 320  (((
321 321  //The AA setting was changed to check the new setting with the user. In order to restore the old setting (% style="color: rgb(0,0,0);" %)GetAAOption() gets the option to retrieve the config settings.//
322 322  )))
Confluence.Code.ConfluencePageClass[0]
id
... ... @@ -1,1 +1,1 @@
1 -83066959
1 +100860794
url
... ... @@ -1,1 +1,1 @@
1 -https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/83066959/Breaking Changes
1 +https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/100860794/Breaking Changes