Changes for page Breaking Changes
Last modified by Michael Baumgardt on 2026/04/17 12:03
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... ... @@ -18,6 +18,7 @@ 18 18 19 19 = Breaking Changes = 20 20 21 +(% class="wrapped" %) 21 21 |=((( 22 22 Type 23 23 )))|=((( ... ... @@ -25,21 +25,537 @@ 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 ((( 30 30 Scripts 31 31 )))|(% colspan="1" %)(% colspan="1" %) 32 32 ((( 38 +6.00 Beta 4 39 +)))|(% colspan="1" %)(% colspan="1" %) 40 +((( 41 +Changed conditions for **<event_player_travelmode_started> <event_player_travelmode_stopped> <event_player_travelmode_charge_started> <event_player_travelmode_charge_aborted>** to be raised. 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 <event_player_travelmode_started>, <event_player_travelmode_stopped>, <event_player_travelmode_charge_started> and <event_player_travelmode_charge_aborted> events will no longer be raised if the player is a passenger on board a ship which enters or leaves travel mode. Previously these events would be raised whether the player was the pilot or a passenger. // 46 + 47 +//Scripts that need to check whether the player exits travel mode may also need to consider checking whether the player leaves the control seat using <event_player_stopped_control> since this will also result in travel mode stopping.// 48 +))) 49 +|(% colspan="1" %)(% colspan="1" %) 50 +((( 51 +Scripts 52 +)))|(% colspan="1" %)(% colspan="1" %) 53 +((( 54 +6.00 Beta 3 55 +)))|(% colspan="1" %)(% colspan="1" %) 56 +((( 57 +Changed result of **<find_object_surface>** action in the case of a failure 58 +))) 59 +|(% class="highlight-grey" title="Background colour : " colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" title="Background colour : " colspan="3" data-highlight-colour="grey" %) 60 +((( 61 +//The 'posname' and 'rotname' result attributes of <find_object_surface> will now return null in the case of no valid surface position being found.// 62 + 63 +//Previously, it returned null only if there was a physics error. It however returned a valid, somewhat-random, position if physics were fine but it was still unable to find a suitable surface position. This position was often unsuitable to use for gameplay purposes so it is now null so the caller can handle the situation.// 64 + 65 +//The action itself has been improved to increase the chance of finding suitable surface positions.// 66 +))) 67 +|(% colspan="1" %)(% colspan="1" %) 68 +((( 69 +Scripts 70 +)))|(% colspan="1" %)(% colspan="1" %) 71 +((( 72 +6.00 Beta 1 73 +)))|(% colspan="1" %)(% colspan="1" %) 74 +((( 75 +Behaviour change for **<match_dock>** script component filter 76 +))) 77 +|(% class="highlight-grey" title="Background colour : " colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" title="Background colour : " colspan="3" data-highlight-colour="grey" %) 78 +((( 79 +//<match_dock> nodes can now be used on container and walkablemodule classes without wrapping them in <match_content> nodes. 80 +This has introduced a new potential pitfall: If finding or counting contained components be wary that there may be multiple positive results, even if there is only one dockingbay. e.g. matching contents for a station will include the dockingbay but also its containing walkable module as that also contains the dockingbay. To only account for docking bays, also filter by dockingbay class.// 81 +))) 82 +|(% colspan="1" %)(% colspan="1" %) 83 +((( 84 +Scripts 85 +)))|(% colspan="1" %)(% colspan="1" %) 86 +((( 87 +6.00 Beta 1 88 +)))|(% colspan="1" %)(% colspan="1" %) 89 +((( 90 +Changed result attribute location for **<get_attackstrength>** 91 +))) 92 +|(% class="highlight-grey" title="Background colour : " colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" title="Background colour : " colspan="3" data-highlight-colour="grey" %) 93 +((( 94 +//The 'result' attribute of get_attackstrength has been moved into the new <result> subnode and renamed to 'total'.// 95 +))) 96 +|((( 97 +Assets 98 +)))|((( 99 +6.00 Beta 1 100 +)))|((( 101 +Surface element **connections** are incompatible by default unless tagged as "**standard**", and also "**combat**" for non-missile, non-mining weapons 102 +))) 103 +|(% 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" %) 104 +((( 105 +//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. 106 +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.// 107 +))) 108 +|(% colspan="1" %)(% colspan="1" %) 109 +((( 110 +Scripts 111 +)))|(% colspan="1" %)(% colspan="1" %) 112 +((( 113 +6.00 Beta 1 114 +)))|(% colspan="1" %)(% colspan="1" %) 115 +((( 116 +Changed behaviour of attribute **sortbygatedistanceto** when finding objects, discarding unreachable objects 117 +))) 118 +|(% 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" %) 119 +((( 120 +//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.// 121 +))) 122 +|((( 123 +Scripts 124 +)))|((( 125 +6.00 Beta 1 126 +)))|((( 127 +**<event_player_owned_killed_object>** and **<event_player_owned_destroyed>** are now triggered before the corresponding **<event_object_destroyed>**, instead of afterwards. 128 +))) 129 +|(% 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" %) 130 +((( 131 +//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.// 132 +))) 133 +|((( 134 +Cutscenes 135 +)))|((( 136 +6.00 Beta 1 137 +)))|((( 138 +Changed behaviour of **<angles>** in cutscenes 139 +))) 140 +|(% 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" %) 141 +((( 142 +//The yaw and pitch nodes in <angles> are now correctly interpreted as values in degrees.// 143 +))) 144 +|(% colspan="3" %)(% colspan="3" %) 145 +((( 146 +== 5.00 == 147 +))) 148 +|((( 149 +Parameters 150 +)))|((( 151 +5.00 Beta 1 152 +)))|((( 153 +**<controlpanel><entry>: minduration** removed, **maxduration** renamed to duration 154 +))) 155 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 156 +((( 157 +//'minduration' was unused in X4, maxduration was and still is taken as the actual duration of control panel hacks. No functionality change.// 158 +))) 159 +|(% colspan="3" %)(% colspan="3" %) 160 +((( 161 +== 4.10 == 162 +))) 163 +|(% colspan="1" %)(% colspan="1" %) 164 +((( 165 +UI extensions 166 +)))|(% colspan="1" %)(% colspan="1" %) 167 +((( 168 +4.10 Beta 7 169 +)))|(% colspan="1" %)(% colspan="1" %) 170 +((( 171 +**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 172 +))) 173 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 174 +((( 175 +//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.// 176 +))) 177 +|(% colspan="1" %)(% colspan="1" %) 178 +((( 179 +UI extensions 180 +)))|(% colspan="1" %)(% colspan="1" %) 181 +((( 182 +4.10 Beta 6 183 +)))|(% colspan="1" %)(% colspan="1" %) 184 +((( 185 +**FFI**: CustomGameStartPlayerProperty2 changed 186 +))) 187 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 188 +((( 189 +//This struct was added in 4.10 Beta 2 and an additional member count was added in Beta 6.// 190 +))) 191 +|(% colspan="1" %)(% colspan="1" %) 192 +((( 193 +Parameters 194 +)))|(% colspan="1" %)(% colspan="1" %) 195 +((( 196 +4.10 Beta 3 197 +)))|(% colspan="1" %)(% colspan="1" %) 198 +((( 199 +Renamed **<stationinfobox>** to **<infobox>** 200 +))) 201 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 202 +((( 203 +//Info box parameters are now shared across stations and ships. The node has a more generic name to reflect that.// 204 +))) 205 +|(% colspan="1" %)(% colspan="1" %) 206 +((( 207 +UI extensions 208 +)))|(% colspan="1" %)(% colspan="1" %) 209 +((( 210 +4.10 Beta 2 211 +)))|(% colspan="1" %)(% colspan="1" %) 212 +((( 213 +**FFI**: SetMacroMapPlayerSectorOffset() deprecated 214 +))) 215 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 216 +((( 217 +//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.// 218 +))) 219 +|((( 220 +UI extensions 221 +)))|((( 222 +4.10 Beta 2 223 +)))|((( 224 +**FFI**: (% style="color: rgb(0,0,0);" %)FilterComponentForMapMode(%%)() and (% style="color: rgb(0,0,0);" %)SetMapObjectFilter() changed 225 +))) 226 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 227 +((( 228 +//These functions were added in 4.10 Beta 1 and an additional boolean parameter allowentitydeliverymissionobject was added in Beta 2.// 229 +))) 230 +|((( 231 +Scripts 232 +)))|((( 233 +4.10 Beta 1 234 +)))|((( 235 +People related attributes of mission** <delivery> **node moved 236 +))) 237 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 238 +((( 239 +//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.// 240 +))) 241 +|(% colspan="1" %)(% colspan="1" %) 242 +((( 243 +Scripts 244 +)))|(% colspan="1" %)(% colspan="1" %) 245 +((( 246 +4.10 Beta 1 247 +)))|(% colspan="1" %)(% colspan="1" %) 248 +((( 249 +**$destructible.productions** replaced with $defensible.productions 250 +))) 251 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 252 +((( 253 +//The $destructible.productions script property was removed and reimplemented as $defensible.productions meaning some old uses may no longer work unless the destructible is also a defensible. The old implementation functioned by finding the containing object of the destructible (including itself) to query for the production modules.// 254 +))) 255 +|((( 256 +Scripts 257 +)))|((( 258 +4.10 Beta 1 259 +)))|((( 260 +Removed script property **$object.spawnsourceseed** 261 +))) 262 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 263 +((( 264 +//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.// 265 +))) 266 +|(% colspan="3" %)(% colspan="3" %) 267 +((( 268 +== 4.00 == 269 +))) 270 +|(% colspan="1" %)(% colspan="1" %) 271 +((( 272 +UI core 273 +)))|(% colspan="1" %)(% colspan="1" %) 274 +((( 275 +4.00 Beta 10 276 +)))|(% colspan="1" %)(% colspan="1" %) 277 +((( 278 +Controlled ship can change without a **gameplanchange-event** occurring. 279 +))) 280 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 281 +((( 282 +//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). 283 +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. 284 +// 285 +))) 286 +|((( 287 +Scripts 288 +)))|((( 289 +4.00 Beta 7 290 +)))|((( 291 +Parameters of **<event_terraforming_project_succeeded>** and **<event_terraforming_project_failed>** changed 292 +))) 293 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 294 +((( 295 +//Old params: param = project ID, param2 = were there positive side-effects?, param3 = were there negative side-effects? 296 +New params: param = project ID, param2 = [were there positive side-effects?, were there negative side-effects?], param3 = payout in Credits 297 +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// 298 +))) 299 +|(% colspan="1" %)(% colspan="1" %) 300 +((( 301 +UI core 302 +)))|(% colspan="1" %)(% colspan="1" %) 303 +((( 304 +4.00 Beta 6 305 +)))|(% colspan="1" %)(% colspan="1" %) 306 +((( 307 +**FFI:** GetFactionRelationStatus() handling for faction relation range [-20,-10] changed 308 +))) 309 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 310 +((( 311 +//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. 312 +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).// 313 + 314 +//If you rely on a handling where these factions are treated like enemies, please use the new GetFactionRelationStatus2() function instead. 315 +// 316 +))) 317 +|(% colspan="1" %)(% colspan="1" %) 318 +((( 319 +UI core 320 +)))|(% colspan="1" %)(% colspan="1" %) 321 +((( 322 +4.00 Beta 5 323 +)))|(% colspan="1" %)(% colspan="1" %) 324 +((( 325 +**FFI:** GetRelationStatus()/GetRelationStatus2() handling for objects in relation range [-25,-10] changed 326 +))) 327 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 328 +((( 329 +//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.// 330 + 331 +//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). 332 +))) 333 +|((( 334 +Parameters 335 +)))|((( 336 +4.00 Beta 1 337 +)))|((( 338 +**requiresconstructionvessel** parameter moved 339 +))) 340 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 341 +((( 342 +//The 'requiresconstructionvessel' attribute has been moved from the 'recycling' node itself, to the new 'station' subnode.// 343 +))) 344 +|((( 345 +Scripts 346 +)))|((( 347 +4.00 Beta 1 348 +)))|((( 349 +Changed behaviour of **gatedistance** script property 350 +))) 351 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 352 +((( 353 +//The 'gatedistance' script property now minimizes the number of gate jumps instead of counting the number gate jumps in the fastest route.// 354 +))) 355 +|(% colspan="3" %)(% colspan="3" %) 356 +((( 357 +== 3.30 == 358 +))) 359 +|((( 360 +UI extensions 361 +)))|((( 362 +3.30 Beta 3 363 +)))|((( 364 +**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()** 365 +))) 366 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 367 +((( 368 +//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()// 369 +))) 370 +|(% colspan="3" %)(% colspan="3" %) 371 +((( 372 +== 3.20 == 373 +))) 374 +|((( 375 +Scripts 376 +)))|((( 377 +3.20 Beta 1 378 +)))|((( 379 +Parameters of **<event_player_attacked_object/>** and **<event_object_attacked_object/>** changed 380 +))) 381 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 382 +((( 383 +//Old params: param = attacked object, param2 = attack method, param3 = attacked component// 384 +//New params: param = attacked object, param2 = attack method, param3 = attack component detail list: [attacked component, attacking weapon] 385 +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// 386 +))) 387 +|(% colspan="1" %)(% colspan="1" %) 388 +((( 389 +Scripts 390 +)))|(% colspan="1" %)(% colspan="1" %) 391 +((( 392 +3.20 Beta 1 393 +)))|(% colspan="1" %)(% colspan="1" %) 394 +((( 395 +Removed script property $trade.**restriction.faction** 396 +))) 397 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 398 +((( 399 +//$trade.restriction.faction has been replaced with $trade.restriction.factions, which returns a list of factions.// 400 +))) 401 +|((( 402 +UI extensions 403 +)))|((( 404 +3.20 Beta 1 405 +)))|((( 406 +**Lua**: **GetTradeRestrictions()**, **ToggleFactionTradeRestriction()** and **ToggleFactionTradeWareOverride()** are now obsolete! 407 +))) 408 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 409 +((( 410 +//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.// 411 +))) 412 +|(% colspan="3" %)(% colspan="3" %) 413 +((( 414 +== 3.10 == 415 +))) 416 +|(% colspan="1" %)(% colspan="1" %) 417 +((( 418 +Scripts 419 +)))|(% colspan="1" %)(% colspan="1" %) 420 +((( 421 +3.10 Beta 1 422 +)))|(% colspan="1" %)(% colspan="1" %) 423 +((( 424 +Removed script action **<add_build/>** 425 +))) 426 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 427 +((( 428 +//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.// 429 +))) 430 +|(% colspan="3" %)(% colspan="3" %) 431 +((( 432 +== 3.00 == 433 +))) 434 +|(% colspan="1" %)(% colspan="1" %) 435 +((( 436 +Scripts 437 +)))|(% colspan="1" %)(% colspan="1" %) 438 +((( 439 +3.0 Beta 6 440 +)))|(% colspan="1" %)(% colspan="1" %) 441 +((( 442 +Changed behaviour of script action **<get_suitable_job/>** 443 +))) 444 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 445 +((( 446 +//<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.// 447 +))) 448 +|(% colspan="1" %)(% colspan="1" %) 449 +((( 450 +Scripts 451 +)))|(% colspan="1" %)(% colspan="1" %) 452 +((( 453 +3.0 Beta 6 454 +)))|(% colspan="1" %)(% colspan="1" %) 455 +((( 456 +Changed behaviour of script action **<get_ware_definition/>** 457 +))) 458 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 459 +((( 460 +//<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.// 461 +))) 462 +|(% colspan="1" %)(% colspan="1" %) 463 +((( 464 +Global 465 +)))|(% colspan="1" %)(% colspan="1" %) 466 +((( 467 +3.0 Beta 5 468 +)))|(% colspan="1" %)(% colspan="1" %) 469 +((( 470 +Renamed all files in the **md**, ui, and **cutscenes** folders to lower-case 471 +))) 472 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 473 +((( 474 +//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.)\\ 475 + 476 +//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).// 477 +))) 478 +|(% colspan="1" %)(% colspan="1" %) 479 +((( 480 +Scripts 481 +)))|(% colspan="1" %)(% colspan="1" %) 482 +((( 483 +3.0 Beta 5 484 +)))|(% colspan="1" %)(% colspan="1" %) 485 +((( 486 +Adjustments of some MD library cues in the base game to change their usage from **<include_actions>** to <run_actions> 487 +))) 488 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 489 +((( 490 +//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.// 491 +))) 492 +|(% colspan="1" %)(% colspan="1" %) 493 +((( 494 +Scripts 495 +)))|(% colspan="1" %)(% colspan="1" %) 496 +((( 497 +3.0 Beta 5 498 +)))|(% colspan="1" %)(% colspan="1" %) 499 +((( 500 +Changes to $dockingbay.**todockpos** and $dockingbay.**launchpos** 501 +))) 502 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 503 +((( 504 +//Before the change, positions are relative to $dockingbay.parent. 505 +After the change, positions are relative to $dockingbay as specified in the documentation.// 506 +))) 507 +|(% colspan="1" %)(% colspan="1" %) 508 +((( 509 +Global 510 +)))|(% colspan="1" %)(% colspan="1" %) 511 +((( 512 +3.0 Beta 2 513 +)))|(% colspan="1" %)(% colspan="1" %) 514 +((( 515 +Support for entity flag "**skillsvisible**" dropped 516 +))) 517 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 518 +((( 519 +//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().// 520 +))) 521 +|((( 522 +Scripts 523 +)))|((( 524 +3.0 Beta 2 525 +)))|((( 526 +Changes to **<event_object_changed_owner>** and added **<event_object_changed_true_owner>**. 527 +))) 528 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 529 +((( 530 +//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. 531 +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. 532 +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. 533 +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). 534 +))) 535 +|(% colspan="1" %)(% colspan="1" %) 536 +((( 537 +Global 538 +)))|(% colspan="1" %)(% colspan="1" %) 539 +((( 33 33 3.0 Beta 1 34 34 )))|(% colspan="1" %)(% colspan="1" %) 35 35 ((( 36 - $ware.illegalupdated543 +**MissionBoard** support dropped 37 37 ))) 38 38 |(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 39 39 ((( 40 -$ware.illegal used to return true if the specified ware has the 'illegal' tag which is no longer used. 41 -\\It now returns true if $ware is illegal to any faction in the game. 547 +//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.// 42 42 ))) 549 +|((( 550 +Job/God 551 +)))|((( 552 +3.0 Beta 1 553 +)))|((( 554 +By default, **job/god entries** now only spawn objects in space added by the extension in which they are defined 555 +))) 556 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 557 +((( 558 +//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.// 559 +))) 43 43 |(% colspan="1" %)(% colspan="1" %) 44 44 ((( 45 45 Scripts ... ... @@ -48,13 +48,11 @@ 48 48 3.0 Beta 1 49 49 )))|(% colspan="1" %)(% colspan="1" %) 50 50 ((( 51 - 'checkoperational'filterbehaviourchanged568 +Script action **<add_actor_to_room/> **attribute **'room'** renamed to **'object'** 52 52 ))) 53 53 |(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 54 54 ((( 55 -//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.// 56 - 57 -//Sub nodes such as match_child will have checkoperational default to false. Existing uses may find that results now include non-operational components.// 572 +//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.// 58 58 ))) 59 59 |(% colspan="1" %)(% colspan="1" %) 60 60 ((( ... ... @@ -64,6 +64,144 @@ 64 64 3.0 Beta 1 65 65 )))|(% colspan="1" %)(% colspan="1" %) 66 66 ((( 582 +Script action **<set_doors_locked/>** attribute **'group'** changed 583 +))) 584 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 585 +((( 586 +//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.// 587 +))) 588 +|(% colspan="1" %)(% colspan="1" %) 589 +((( 590 +Scripts 591 +)))|(% colspan="1" %)(% colspan="1" %) 592 +((( 593 +3.0 Beta 1 594 +)))|(% colspan="1" %)(% colspan="1" %) 595 +((( 596 +Script conditions **<event_hack_*/>** and **<event_controlpanel_hack_*/>** removed 597 +))) 598 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 599 +((( 600 +//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.// 601 +))) 602 +|(% colspan="1" %)(% colspan="1" %) 603 +((( 604 +Scripts 605 +)))|(% colspan="1" %)(% colspan="1" %) 606 +((( 607 +3.0 Beta 1 608 +)))|(% colspan="1" %)(% colspan="1" %) 609 +((( 610 +Script actions **<set_hack_target/>** and **<abort_hack/>** removed 611 +))) 612 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 613 +((( 614 +//These actions had no effect and were removed.// 615 +))) 616 +|(% colspan="1" %)(% colspan="1" %) 617 +((( 618 +Scripts 619 +)))|(% colspan="1" %)(% colspan="1" %) 620 +((( 621 +3.0 Beta 1 622 +)))|(% colspan="1" %)(% colspan="1" %) 623 +((( 624 +**<setup_conversation_minigame/>** script action removed 625 +))) 626 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 627 +((( 628 +//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.// 629 +))) 630 +|(% colspan="1" %)(% colspan="1" %) 631 +((( 632 +Scripts 633 +)))|(% colspan="1" %)(% colspan="1" %) 634 +((( 635 +3.0 Beta 1 636 +)))|(% colspan="1" %)(% colspan="1" %) 637 +((( 638 +<add_player_choice_*> **confidence** attribute removed 639 +))) 640 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 641 +((( 642 +//The default confidence of player options is another leftover from the XR era and had no effect in X4.// 643 +))) 644 +|(% colspan="1" %)(% colspan="1" %) 645 +((( 646 +Scripts 647 +)))|(% colspan="1" %)(% colspan="1" %) 648 +((( 649 +3.0 Beta 1 650 +)))|(% colspan="1" %)(% colspan="1" %) 651 +((( 652 +**<hack_via_control_panel/>** script action removed 653 +))) 654 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 655 +((( 656 +//Unused script action <hack_via_control_panel/> was removed.// 657 +))) 658 +|(% colspan="1" %)(% colspan="1" %) 659 +((( 660 +UI core 661 +)))|(% colspan="1" %)(% colspan="1" %) 662 +((( 663 +3.0 Beta 1 664 +)))|(% colspan="1" %)(% colspan="1" %) 665 +((( 666 +**Lua: **GetMiniGameCursorPosition() removed 667 +))) 668 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 669 +((( 670 +//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.// 671 +))) 672 +|((( 673 +UI core 674 +)))|((( 675 +3.0 Beta 1 676 +)))|((( 677 +**FFI: **GetLocalizedInteractiveNotificationKey can return icon placeholders 678 +))) 679 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 680 +((( 681 +//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.// 682 +))) 683 +|(% colspan="1" %)(% colspan="1" %) 684 +((( 685 +UI extensions 686 +)))|(% colspan="1" %)(% colspan="1" %) 687 +((( 688 +3.0 Beta 1 689 +)))|(% colspan="1" %)(% colspan="1" %) 690 +((( 691 +**FFI: **UIWeaponMod returned by GetInstalledWeaponMod() now includes property SurfaceElementFactor 692 +))) 693 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 694 +((( 695 +//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.// 696 +))) 697 +|(% colspan="1" %)(% colspan="1" %) 698 +((( 699 +Scripts 700 +)))|(% colspan="1" %)(% colspan="1" %) 701 +((( 702 +3.0 Beta 1 703 +)))|(% colspan="1" %)(% colspan="1" %) 704 +((( 705 +**$ware.illegal** updated 706 +))) 707 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 708 +((( 709 +//$ware.illegal used to return true if the specified ware has the 'illegal' tag which is no longer used.// 710 +//It now returns true if $ware is illegal to any faction in the game.// 711 +))) 712 +|(% colspan="1" %)(% colspan="1" %) 713 +((( 714 +Scripts 715 +)))|(% colspan="1" %)(% colspan="1" %) 716 +((( 717 +3.0 Beta 1 718 +)))|(% colspan="1" %)(% colspan="1" %) 719 +((( 67 67 MD script **RML_Flight_Along_Path** removed 68 68 ))) 69 69 |(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) ... ... @@ -72,6 +72,77 @@ 72 72 ))) 73 73 |(% colspan="1" %)(% colspan="1" %) 74 74 ((( 728 +Scripts 729 +)))|(% colspan="1" %)(% colspan="1" %) 730 +((( 731 +3.0 Beta 1 732 +)))|(% colspan="1" %)(% colspan="1" %) 733 +((( 734 +parameters of **<event_venture_mission_completed/>** changed 735 +))) 736 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 737 +((( 738 +//old params: param = venture details, param2 = ships involved, param3 = duration// 739 +//new params: param = venture detail list: [mission name, mission type], param2 = list of ships involved, param3 = duration// 740 +))) 741 +|((( 742 +Scripts 743 +)))|((( 744 +3.0 Beta 1 745 +)))|((( 746 +**<set_object_wing_name/>** removed, 747 +**<set_object_fleet_name/>** added 748 +))) 749 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 750 +((( 751 +//The common action <set_object_wing_name/> has been replaced with <set_object_fleet_name/>// 752 +))) 753 +|((( 754 +Scripts 755 +)))|((( 756 +3.0 Beta 1 757 +)))|((( 758 +**$controllable.wing.*** removed, 759 +**$controllable.fleet.*** added 760 +))) 761 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 762 +((( 763 +$controllable.wing.name, $controllable.wing.iscommander, and $controllable.wing.commander have been replaced with $controllable.fleet.name, $controllable.fleet.iscommander, and $controllable.fleet.commander 764 +))) 765 +|(% colspan="3" %)(% colspan="3" %) 766 +((( 767 +== 2.60 == 768 +))) 769 +|((( 770 +Scripts 771 +)))|((( 772 +2.60 Beta 1 773 +)))|((( 774 +'**checkoperational**' filter behaviour changed 775 +))) 776 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 777 +((( 778 +//Actions and conditions which use the 'checkoperational' filter now behave differently. Instead of changing how 'class' and 'exactclass' behave, checkoperational == true adds an additional filter for the components being of state operational, equivalent to state="componentstate.operational". This is implicitly enabled in action elements (e.g. <find_.../>) or condition elements (e.g. <count_...>), meaning that find_ship will only find operational ships. Using such actions/conditions with checkoperational="false" will include non-operational components such as wrecked and constructions. Existing uses may find that results now exclude non-operational components.// 779 + 780 +//Sub nodes such as match_child will have checkoperational default to false. Existing uses may find that results now include non-operational components.// 781 +))) 782 +|((( 783 +Scripts 784 +)))|((( 785 +2.60 Beta 1 786 +)))|((( 787 +$container.**supplyresources** behavior changed 788 +))) 789 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 790 +((( 791 +//The script keyword $container.supplyresources now includes reserved wares.// 792 +))) 793 +|(% colspan="3" %)(% colspan="3" %) 794 +((( 795 +== 2.20 == 796 +))) 797 +|(% colspan="1" %)(% colspan="1" %) 798 +((( 75 75 UI core 76 76 )))|(% colspan="1" %)(% colspan="1" %) 77 77 ((( ... ... @@ -102,6 +102,10 @@ 102 102 ((( 103 103 //The underlying behaviour remains the same in that it involves the buildprocessor, not the buildmodule. The attribute name has simply been corrected.// 104 104 ))) 829 +|(% colspan="3" %)(% colspan="3" %) 830 +((( 831 +== 2.00 == 832 +))) 105 105 |(% colspan="1" %)(% colspan="1" %) 106 106 ((( 107 107 Scripts ... ... @@ -209,7 +209,7 @@ 209 209 )))|((( 210 210 2.00 Beta 1 211 211 )))|((( 212 -**FFI: GetBuildTask()/GetNumBuildTasks()** got a new "buildmoduleid" parameter. (% class="confluenceTd" %)940 +**FFI: GetBuildTask()/GetNumBuildTasks()** got a new "buildmoduleid" parameter. 213 213 ))) 214 214 |(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 215 215 ((( ... ... @@ -242,18 +242,22 @@ 242 242 )))|((( 243 243 2.00 Beta 1 244 244 )))|((( 245 -**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" %)973 +**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. 246 246 ))) 247 247 |(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 248 248 ((( 249 249 //Changed return value type to const char* to better identify failure reasons in Lua script.// 250 250 ))) 979 +|(% colspan="3" %)(% colspan="3" %) 980 +((( 981 +== 1.50 == 982 +))) 251 251 |((( 252 252 UI extensions 253 253 )))|((( 254 254 1.50 Beta 3 255 255 )))|((( 256 -**Lua: GetComponentData() **changed behavior of "docksizes" propert ly.(% class="confluenceTd" %)988 +**Lua: GetComponentData() **changed behavior of "docksizes" property. 257 257 ))) 258 258 |(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 259 259 ((( ... ... @@ -279,7 +279,7 @@ 279 279 )))|((( 280 280 1.50 Beta 2 281 281 )))|((( 282 -**FFI: UpgradeGroupInfo **datatype was changed. (% class="confluenceTd" %)1014 +**FFI: UpgradeGroupInfo **datatype was changed. 283 283 ))) 284 284 |(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 285 285 ((( ... ... @@ -307,12 +307,16 @@ 307 307 )))|((( 308 308 1.50 Beta 1 309 309 )))|((( 310 -**FFI: CancelConstruction() **changed its return value. (% class="confluenceTd" %)1042 +**FFI: CancelConstruction() **changed its return value. 311 311 ))) 312 312 |(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 313 313 ((( 314 314 (% style="color: rgb(0,0,0);" %)//CancelConstruction() now returns if the cancellation was successful. // 315 315 ))) 1048 +|(% colspan="3" %)(% colspan="3" %) 1049 +((( 1050 +== 1.32 == 1051 +))) 316 316 |((( 317 317 UI extensions 318 318 )))|((( ... ... @@ -324,12 +324,16 @@ 324 324 ((( 325 325 //Instead of "nextdestname", use the properties "destination" or "destinationsector" to retrieve a destination component, then retrieve its "name" property.// 326 326 ))) 1063 +|(% colspan="3" %)(% colspan="3" %) 1064 +((( 1065 +== 1.20 == 1066 +))) 327 327 |((( 328 328 UI extensions 329 329 )))|((( 330 330 1.20 331 331 )))|((( 332 -**FFI: GetAAOption()** got a new "useconfig" parameter. (% class="confluenceTd" %)1072 +**FFI: GetAAOption()** got a new "useconfig" parameter. 333 333 ))) 334 334 |(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 335 335 (((
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... ... @@ -1,1 +1,1 @@ 1 -https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/ 83460675/Breaking Changes1 +https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/141329146/Breaking Changes