Changes for page Breaking Changes
Last modified by Michael Baumgardt on 2026/04/17 12:03
Summary
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Page properties (2 modified, 0 added, 0 removed)
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Objects (1 modified, 0 added, 0 removed)
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... ... @@ -24,54 +24,703 @@ 24 24 Version 25 25 )))|=((( 26 26 Summary 27 +)))|=(% colspan="1" %)(% colspan="1" %) 28 +((( 29 + 27 27 ))) 31 +|(% colspan="4" %)(% colspan="4" %) 32 +((( 33 +== 4.10 == 34 +))) 28 28 |(% colspan="1" %)(% colspan="1" %) 29 29 ((( 30 30 Scripts 31 31 )))|(% colspan="1" %)(% colspan="1" %) 32 32 ((( 33 - 3.0 Beta 140 +4.10 Beta 1 34 34 )))|(% colspan="1" %)(% colspan="1" %) 35 35 ((( 36 -$ware.illegal updated 43 +$destructible.productions replaced with $defensible.productions 44 +)))|(% colspan="1" %)(% colspan="1" %) 45 +((( 46 + 37 37 ))) 38 38 |(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 39 39 ((( 40 -$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. 50 +//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.// 51 +)))|(% colspan="1" %)(% colspan="1" %) 52 +((( 53 + 42 42 ))) 55 +|((( 56 +Scripts 57 +)))|((( 58 +4.10 Beta 1 59 +)))|((( 60 +Removed script property $object.spawnsourceseed 61 +)))|((( 62 + 63 +))) 64 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 65 +((( 66 +//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.// 67 +))) 68 +|(% colspan="4" %)(% colspan="4" %) 69 +((( 70 +== 4.00 == 71 +))) 43 43 |(% colspan="1" %)(% colspan="1" %) 44 44 ((( 74 +UI core 75 +)))|(% colspan="1" %)(% colspan="1" %) 76 +((( 77 +4.00 Beta 10 78 +)))|(% colspan="1" %)(% colspan="1" %) 79 +((( 80 +Controlled ship can change without a **gameplanchange-event** occurring. 81 +)))|(% colspan="1" %)(% colspan="1" %) 82 +((( 83 + 84 +))) 85 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 86 +((( 87 +//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). 88 +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. 89 +// 90 +)))|(% colspan="1" %)(% colspan="1" %) 91 +((( 92 + 93 +))) 94 +|((( 45 45 Scripts 96 +)))|((( 97 +4.00 Beta 7 98 +)))|((( 99 +Parameters of **<event_terraforming_project_succeeded>** and **<event_terraforming_project_failed>** changed 100 +)))|((( 101 + 102 +))) 103 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 104 +((( 105 +//Old params: param = project ID, param2 = were there positive side-effects?, param3 = were there negative side-effects? 106 +New params: param = project ID, param2 = [were there positive side-effects?, were there negative side-effects?], param3 = payout in Credits 107 +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// 108 +)))|(% class="highlight-grey" data-highlight-colour="grey" %)(% class="highlight-grey" data-highlight-colour="grey" %) 109 +((( 110 + 111 +))) 112 +|(% colspan="1" %)(% colspan="1" %) 113 +((( 114 +UI core 46 46 )))|(% colspan="1" %)(% colspan="1" %) 47 47 ((( 48 - 3.0 Beta1117 +4.00 Beta 6 49 49 )))|(% colspan="1" %)(% colspan="1" %) 50 50 ((( 51 -'checkoperational' filter behaviour changed 120 +**FFI:** GetFactionRelationStatus() handling for faction relation range [-20,-10] changed 121 +)))|(% colspan="1" %)(% colspan="1" %) 122 +((( 123 + 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.// 127 +//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. 128 +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).// 56 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.// 130 +//If you rely on a handling where these factions are treated like enemies, please use the new GetFactionRelationStatus2() function instead. 131 +// 132 +)))|(% colspan="1" %)(% colspan="1" %) 133 +((( 134 + 58 58 ))) 59 59 |(% colspan="1" %)(% colspan="1" %) 60 60 ((( 138 +UI core 139 +)))|(% colspan="1" %)(% colspan="1" %) 140 +((( 141 +4.00 Beta 5 142 +)))|(% colspan="1" %)(% colspan="1" %) 143 +((( 144 +**FFI:** GetRelationStatus()/GetRelationStatus2() handling for objects in relation range [-25,-10] changed 145 +)))|(% colspan="1" %)(% colspan="1" %) 146 +((( 147 + 148 +))) 149 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 150 +((( 151 +//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.// 152 + 153 +//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). 154 +)))|(% colspan="1" %)(% colspan="1" %) 155 +((( 156 + 157 +))) 158 +|((( 159 +Parameters 160 +)))|((( 161 +4.00 Beta 1 162 +)))|((( 163 +**requiresconstructionvessel** parameter moved 164 +)))|((( 165 + 166 +))) 167 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 168 +((( 169 +//The 'requiresconstructionvessel' attribute has been moved from the 'recycling' node itself, to the new 'station' subnode.// 170 +))) 171 +|((( 61 61 Scripts 173 +)))|((( 174 +4.00 Beta 1 175 +)))|((( 176 +Changed behaviour of **gatedistance** script property 177 +)))|((( 178 + 179 +))) 180 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 181 +((( 182 +//The 'gatedistance' script property now minimizes the number of gate jumps instead of counting the number gate jumps in the fastest route.// 183 +)))|(% class="highlight-grey" data-highlight-colour="grey" %)(% class="highlight-grey" data-highlight-colour="grey" %) 184 +((( 185 + 186 +))) 187 +|(% colspan="4" %)(% colspan="4" %) 188 +((( 189 +== 3.30 == 190 +))) 191 +|((( 192 +UI extensions 193 +)))|((( 194 +3.30 Beta 3 195 +)))|((( 196 +**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()** 62 62 )))|(% colspan="1" %)(% colspan="1" %) 63 63 ((( 199 + 200 +))) 201 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 202 +((( 203 +//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()// 204 +))) 205 +|(% colspan="4" %)(% colspan="4" %) 206 +((( 207 +== 3.20 == 208 +))) 209 +|((( 210 +Scripts 211 +)))|((( 212 +3.20 Beta 1 213 +)))|((( 214 +Parameters of **<event_player_attacked_object/>** and **<event_object_attacked_object/>** changed 215 +)))|(% colspan="1" %)(% colspan="1" %) 216 +((( 217 + 218 +))) 219 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 220 +((( 221 +//Old params: param = attacked object, param2 = attack method, param3 = attacked component// 222 +//New params: param = attacked object, param2 = attack method, param3 = attack component detail list: [attacked component, attacking weapon] 223 +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// 224 +))) 225 +|(% colspan="1" %)(% colspan="1" %) 226 +((( 227 +Scripts 228 +)))|(% colspan="1" %)(% colspan="1" %) 229 +((( 230 +3.20 Beta 1 231 +)))|(% colspan="1" %)(% colspan="1" %) 232 +((( 233 +Removed script property $trade.**restriction.faction** 234 +)))|(% colspan="1" %)(% colspan="1" %) 235 +((( 236 + 237 +))) 238 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 239 +((( 240 +//$trade.restriction.faction has been replaced with $trade.restriction.factions, which returns a list of factions.// 241 +))) 242 +|((( 243 +UI extensions 244 +)))|((( 245 +3.20 Beta 1 246 +)))|((( 247 +**Lua**: **GetTradeRestrictions()**, **ToggleFactionTradeRestriction()** and **ToggleFactionTradeWareOverride()** are now obsolete! 248 +)))|(% colspan="1" %)(% colspan="1" %) 249 +((( 250 + 251 +))) 252 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 253 +((( 254 +//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.// 255 +))) 256 +|(% colspan="4" %)(% colspan="4" %) 257 +((( 258 +== 3.10 == 259 +))) 260 +|(% colspan="1" %)(% colspan="1" %) 261 +((( 262 +Scripts 263 +)))|(% colspan="1" %)(% colspan="1" %) 264 +((( 265 +3.10 Beta 1 266 +)))|(% colspan="1" %)(% colspan="1" %) 267 +((( 268 +Removed script action **<add_build/>** 269 +)))|(% colspan="1" %)(% colspan="1" %) 270 +((( 271 + 272 +))) 273 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 274 +((( 275 +//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.// 276 +))) 277 +|(% colspan="4" %)(% colspan="4" %) 278 +((( 279 +== 3.00 == 280 +))) 281 +|(% colspan="1" %)(% colspan="1" %) 282 +((( 283 +Scripts 284 +)))|(% colspan="1" %)(% colspan="1" %) 285 +((( 286 +3.0 Beta 6 287 +)))|(% colspan="1" %)(% colspan="1" %) 288 +((( 289 +Changed behaviour of script action **<get_suitable_job/>** 290 +)))|(% colspan="1" %)(% colspan="1" %) 291 +((( 292 + 293 +))) 294 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 295 +((( 296 +//<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.// 297 +))) 298 +|(% colspan="1" %)(% colspan="1" %) 299 +((( 300 +Scripts 301 +)))|(% colspan="1" %)(% colspan="1" %) 302 +((( 303 +3.0 Beta 6 304 +)))|(% colspan="1" %)(% colspan="1" %) 305 +((( 306 +Changed behaviour of script action **<get_ware_definition/>** 307 +)))|(% colspan="1" %)(% colspan="1" %) 308 +((( 309 + 310 +))) 311 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 312 +((( 313 +//<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.// 314 +))) 315 +|(% colspan="1" %)(% colspan="1" %) 316 +((( 317 +Global 318 +)))|(% colspan="1" %)(% colspan="1" %) 319 +((( 320 +3.0 Beta 5 321 +)))|(% colspan="1" %)(% colspan="1" %) 322 +((( 323 +Renamed all files in the **md**, ui, and **cutscenes** folders to lower-case 324 +)))|(% colspan="1" %)(% colspan="1" %) 325 +((( 326 + 327 +))) 328 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 329 +((( 330 +//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.)\\ 331 + 332 +//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).// 333 +))) 334 +|(% colspan="1" %)(% colspan="1" %) 335 +((( 336 +Scripts 337 +)))|(% colspan="1" %)(% colspan="1" %) 338 +((( 339 +3.0 Beta 5 340 +)))|(% colspan="1" %)(% colspan="1" %) 341 +((( 342 +Adjustments of some MD library cues in the base game to change their usage from **<include_actions>** to <run_actions> 343 +)))|(% colspan="1" %)(% colspan="1" %) 344 +((( 345 + 346 +))) 347 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 348 +((( 349 +//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.// 350 +))) 351 +|(% colspan="1" %)(% colspan="1" %) 352 +((( 353 +Scripts 354 +)))|(% colspan="1" %)(% colspan="1" %) 355 +((( 356 +3.0 Beta 5 357 +)))|(% colspan="1" %)(% colspan="1" %) 358 +((( 359 +Changes to $dockingbay.**todockpos** and $dockingbay.**launchpos** 360 +)))|(% colspan="1" %)(% colspan="1" %) 361 +((( 362 + 363 +))) 364 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 365 +((( 366 +//Before the change, positions are relative to $dockingbay.parent. 367 +After the change, positions are relative to $dockingbay as specified in the documentation.// 368 +))) 369 +|(% colspan="1" %)(% colspan="1" %) 370 +((( 371 +Global 372 +)))|(% colspan="1" %)(% colspan="1" %) 373 +((( 374 +3.0 Beta 2 375 +)))|(% colspan="1" %)(% colspan="1" %) 376 +((( 377 +Support for entity flag "**skillsvisible**" dropped 378 +)))|(% colspan="1" %)(% colspan="1" %) 379 +((( 380 + 381 +))) 382 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 383 +((( 384 +//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().// 385 +))) 386 +|((( 387 +Scripts 388 +)))|((( 389 +3.0 Beta 2 390 +)))|((( 391 +Changes to **<event_object_changed_owner>** and added **<event_object_changed_true_owner>**. 392 +)))|(% colspan="1" %)(% colspan="1" %) 393 +((( 394 + 395 +))) 396 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 397 +((( 398 +//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. 399 +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. 400 +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. 401 +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). 402 +))) 403 +|(% colspan="1" %)(% colspan="1" %) 404 +((( 405 +Global 406 +)))|(% colspan="1" %)(% colspan="1" %) 407 +((( 64 64 3.0 Beta 1 65 65 )))|(% colspan="1" %)(% colspan="1" %) 66 66 ((( 411 +**MissionBoard** support dropped 412 +)))|(% colspan="1" %)(% colspan="1" %) 413 +((( 414 + 415 +))) 416 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 417 +((( 418 +//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.// 419 +))) 420 +|((( 421 +Job/God 422 +)))|((( 423 +3.0 Beta 1 424 +)))|((( 425 +By default, **job/god entries** now only spawn objects in space added by the extension in which they are defined 426 +)))|(% colspan="1" %)(% colspan="1" %) 427 +((( 428 + 429 +))) 430 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 431 +((( 432 +//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.// 433 +))) 434 +|(% colspan="1" %)(% colspan="1" %) 435 +((( 436 +Scripts 437 +)))|(% colspan="1" %)(% colspan="1" %) 438 +((( 439 +3.0 Beta 1 440 +)))|(% colspan="1" %)(% colspan="1" %) 441 +((( 442 +Script action **<add_actor_to_room/> **attribute **'room'** renamed to **'object'** 443 +)))|(% colspan="1" %)(% colspan="1" %) 444 +((( 445 + 446 +))) 447 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 448 +((( 449 +//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.// 450 +))) 451 +|(% colspan="1" %)(% colspan="1" %) 452 +((( 453 +Scripts 454 +)))|(% colspan="1" %)(% colspan="1" %) 455 +((( 456 +3.0 Beta 1 457 +)))|(% colspan="1" %)(% colspan="1" %) 458 +((( 459 +Script action **<set_doors_locked/>** attribute **'group'** changed 460 +)))|(% colspan="1" %)(% colspan="1" %) 461 +((( 462 + 463 +))) 464 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 465 +((( 466 +//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.// 467 +))) 468 +|(% colspan="1" %)(% colspan="1" %) 469 +((( 470 +Scripts 471 +)))|(% colspan="1" %)(% colspan="1" %) 472 +((( 473 +3.0 Beta 1 474 +)))|(% colspan="1" %)(% colspan="1" %) 475 +((( 476 +Script conditions **<event_hack_*/>** and **<event_controlpanel_hack_*/>** removed 477 +)))|(% colspan="1" %)(% colspan="1" %) 478 +((( 479 + 480 +))) 481 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 482 +((( 483 +//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.// 484 +))) 485 +|(% colspan="1" %)(% colspan="1" %) 486 +((( 487 +Scripts 488 +)))|(% colspan="1" %)(% colspan="1" %) 489 +((( 490 +3.0 Beta 1 491 +)))|(% colspan="1" %)(% colspan="1" %) 492 +((( 493 +Script actions **<set_hack_target/>** and **<abort_hack/>** removed 494 +)))|(% colspan="1" %)(% colspan="1" %) 495 +((( 496 + 497 +))) 498 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 499 +((( 500 +//These actions had no effect and were removed.// 501 +))) 502 +|(% colspan="1" %)(% colspan="1" %) 503 +((( 504 +Scripts 505 +)))|(% colspan="1" %)(% colspan="1" %) 506 +((( 507 +3.0 Beta 1 508 +)))|(% colspan="1" %)(% colspan="1" %) 509 +((( 510 +**<setup_conversation_minigame/>** script action removed 511 +)))|(% colspan="1" %)(% colspan="1" %) 512 +((( 513 + 514 +))) 515 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 516 +((( 517 +//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.// 518 +))) 519 +|(% colspan="1" %)(% colspan="1" %) 520 +((( 521 +Scripts 522 +)))|(% colspan="1" %)(% colspan="1" %) 523 +((( 524 +3.0 Beta 1 525 +)))|(% colspan="1" %)(% colspan="1" %) 526 +((( 527 +<add_player_choice_*> **confidence** attribute removed 528 +)))|(% colspan="1" %)(% colspan="1" %) 529 +((( 530 + 531 +))) 532 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 533 +((( 534 +//The default confidence of player options is another leftover from the XR era and had no effect in X4.// 535 +))) 536 +|(% colspan="1" %)(% colspan="1" %) 537 +((( 538 +Scripts 539 +)))|(% colspan="1" %)(% colspan="1" %) 540 +((( 541 +3.0 Beta 1 542 +)))|(% colspan="1" %)(% colspan="1" %) 543 +((( 544 +**<hack_via_control_panel/>** script action removed 545 +)))|(% colspan="1" %)(% colspan="1" %) 546 +((( 547 + 548 +))) 549 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 550 +((( 551 +//Unused script action <hack_via_control_panel/> was removed.// 552 +))) 553 +|(% colspan="1" %)(% colspan="1" %) 554 +((( 555 +UI core 556 +)))|(% colspan="1" %)(% colspan="1" %) 557 +((( 558 +3.0 Beta 1 559 +)))|(% colspan="1" %)(% colspan="1" %) 560 +((( 561 +**Lua: **GetMiniGameCursorPosition() removed 562 +)))|(% colspan="1" %)(% colspan="1" %) 563 +((( 564 + 565 +))) 566 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 567 +((( 568 +//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.// 569 +))) 570 +|((( 571 +UI core 572 +)))|((( 573 +3.0 Beta 1 574 +)))|((( 575 +**FFI: **GetLocalizedInteractiveNotificationKey can return icon placeholders 576 +)))|(% colspan="1" %)(% colspan="1" %) 577 +((( 578 + 579 +))) 580 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 581 +((( 582 +//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.// 583 +))) 584 +|(% colspan="1" %)(% colspan="1" %) 585 +((( 586 +UI extensions 587 +)))|(% colspan="1" %)(% colspan="1" %) 588 +((( 589 +3.0 Beta 1 590 +)))|(% colspan="1" %)(% colspan="1" %) 591 +((( 592 +**FFI: **UIWeaponMod returned by GetInstalledWeaponMod() now includes property SurfaceElementFactor 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 +//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.// 600 +))) 601 +|(% colspan="1" %)(% colspan="1" %) 602 +((( 603 +Scripts 604 +)))|(% colspan="1" %)(% colspan="1" %) 605 +((( 606 +3.0 Beta 1 607 +)))|(% colspan="1" %)(% colspan="1" %) 608 +((( 609 +**$ware.illegal** updated 610 +)))|(% colspan="1" %)(% colspan="1" %) 611 +((( 612 + 613 +))) 614 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 615 +((( 616 +//$ware.illegal used to return true if the specified ware has the 'illegal' tag which is no longer used.// 617 +//It now returns true if $ware is illegal to any faction in the game.// 618 +))) 619 +|(% colspan="1" %)(% colspan="1" %) 620 +((( 621 +Scripts 622 +)))|(% colspan="1" %)(% colspan="1" %) 623 +((( 624 +3.0 Beta 1 625 +)))|(% colspan="1" %)(% colspan="1" %) 626 +((( 67 67 MD script **RML_Flight_Along_Path** removed 628 +)))|(% colspan="1" %)(% colspan="1" %) 629 +((( 630 + 68 68 ))) 69 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)632 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 70 70 ((( 71 71 //The MD script RML_Flight_Along_Path was not referened and was removed.// 72 72 ))) 73 73 |(% colspan="1" %)(% colspan="1" %) 74 74 ((( 638 +Scripts 639 +)))|(% colspan="1" %)(% colspan="1" %) 640 +((( 641 +3.0 Beta 1 642 +)))|(% colspan="1" %)(% colspan="1" %) 643 +((( 644 +parameters of **<event_venture_mission_completed/>** changed 645 +)))|(% colspan="1" %)(% colspan="1" %) 646 +((( 647 + 648 +))) 649 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 650 +((( 651 +//old params: param = venture details, param2 = ships involved, param3 = duration// 652 +//new params: param = venture detail list: [mission name, mission type], param2 = list of ships involved, param3 = duration// 653 +))) 654 +|((( 655 +Scripts 656 +)))|((( 657 +3.0 Beta 1 658 +)))|((( 659 +**<set_object_wing_name/>** removed, 660 +**<set_object_fleet_name/>** added 661 +)))|(% colspan="1" %)(% colspan="1" %) 662 +((( 663 + 664 +))) 665 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 666 +((( 667 +//The common action <set_object_wing_name/> has been replaced with <set_object_fleet_name/>// 668 +))) 669 +|((( 670 +Scripts 671 +)))|((( 672 +3.0 Beta 1 673 +)))|((( 674 +**$controllable.wing.*** removed, 675 +**$controllable.fleet.*** added 676 +)))|(% colspan="1" %)(% colspan="1" %) 677 +((( 678 + 679 +))) 680 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 681 +((( 682 +$controllable.wing.name, $controllable.wing.iscommander, and $controllable.wing.commander have been replaced with $controllable.fleet.name, $controllable.fleet.iscommander, and $controllable.fleet.commander 683 +))) 684 +|(% colspan="4" %)(% colspan="4" %) 685 +((( 686 +== 2.60 == 687 +))) 688 +|((( 689 +Scripts 690 +)))|((( 691 +2.60 Beta 1 692 +)))|((( 693 +'**checkoperational**' filter behaviour changed 694 +)))|(% colspan="1" %)(% colspan="1" %) 695 +((( 696 + 697 +))) 698 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 699 +((( 700 +//Actions and conditions which use the 'checkoperational' filter now behave differently. Instead of changing how 'class' and 'exactclass' behave, checkoperational == true adds an additional filter for the components being of state operational, equivalent to state="componentstate.operational". This is implicitly enabled in action elements (e.g. <find_.../>) or condition elements (e.g. <count_...>), meaning that find_ship will only find operational ships. Using such actions/conditions with checkoperational="false" will include non-operational components such as wrecked and constructions. Existing uses may find that results now exclude non-operational components.// 701 + 702 +//Sub nodes such as match_child will have checkoperational default to false. Existing uses may find that results now include non-operational components.// 703 +))) 704 +|((( 705 +Scripts 706 +)))|((( 707 +2.60 Beta 1 708 +)))|((( 709 +$container.**supplyresources** behavior changed 710 +)))|(% colspan="1" %)(% colspan="1" %) 711 +((( 712 + 713 +))) 714 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 715 +((( 716 +//The script keyword $container.supplyresources now includes reserved wares.// 717 +))) 718 +|(% colspan="4" %)(% colspan="4" %) 719 +((( 720 +== 2.20 == 721 +))) 722 +|(% colspan="1" %)(% colspan="1" %) 723 +((( 75 75 UI core 76 76 )))|(% colspan="1" %)(% colspan="1" %) 77 77 ((( ... ... @@ -79,8 +79,11 @@ 79 79 )))|(% colspan="1" %)(% colspan="1" %) 80 80 ((( 81 81 **Lua: GetControllerInfo()** returned mouseSteering/mouseCursor values are undefined. 731 +)))|(% colspan="1" %)(% colspan="1" %) 732 +((( 733 + 82 82 ))) 83 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)735 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 84 84 ((( 85 85 //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. 86 86 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.// ... ... @@ -97,11 +97,18 @@ 97 97 )))|(% colspan="1" %)(% colspan="1" %) 98 98 ((( 99 99 Attribute for build related conditions e.g. **<event_build_finished/>** renamed from 'buildmodule' to 'buildprocessor' 752 +)))|(% colspan="1" %)(% colspan="1" %) 753 +((( 754 + 100 100 ))) 101 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)756 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 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 ))) 760 +|(% colspan="4" %)(% colspan="4" %) 761 +((( 762 +== 2.00 == 763 +))) 105 105 |(% colspan="1" %)(% colspan="1" %) 106 106 ((( 107 107 Scripts ... ... @@ -111,8 +111,11 @@ 111 111 )))|(% colspan="1" %)(% colspan="1" %) 112 112 ((( 113 113 **<event_build_finished/> **param2 now returns null instead of a construction sequence 773 +)))|(% colspan="1" %)(% colspan="1" %) 774 +((( 775 + 114 114 ))) 115 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)777 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 116 116 ((( 117 117 //The construction sequence which was finished should now be accessed via the buildtask provided via param3.// 118 118 ))) ... ... @@ -125,8 +125,11 @@ 125 125 )))|(% colspan="1" %)(% colspan="1" %) 126 126 ((( 127 127 **param.boarding.{...}** strength parameters removed 790 +)))|(% colspan="1" %)(% colspan="1" %) 791 +((( 792 + 128 128 ))) 129 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)794 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 130 130 ((( 131 131 //The 'recruitstrength', 'veteranstrength' and 'elitestrength' script parameters were no longer required for balancing the boarding gameplay, and were removed.// 132 132 ))) ... ... @@ -139,8 +139,11 @@ 139 139 )))|(% colspan="1" %)(% colspan="1" %) 140 140 ((( 141 141 **$defensible.boardee/$defensible.boarder** and **<set_object_boarder/>/<remove_object_boarder/>** removed 807 +)))|(% colspan="1" %)(% colspan="1" %) 808 +((( 809 + 142 142 ))) 143 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)811 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 144 144 ((( 145 145 //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.// 146 146 ))) ... ... @@ -150,8 +150,11 @@ 150 150 2.00 Beta 1 151 151 )))|((( 152 152 **FFI: GetUpgradeSlotCurrentComponent()/GetUpgradeSlotGroup()** works on non-operationals 821 +)))|(% colspan="1" %)(% colspan="1" %) 822 +((( 823 + 153 153 ))) 154 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)825 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 155 155 ((( 156 156 //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.// 157 157 ))) ... ... @@ -161,8 +161,11 @@ 161 161 2.00 Beta 1 162 162 )))|((( 163 163 **FFI: SetFormationShape()** no longer indicates an error upon certain error cases 835 +)))|(% colspan="1" %)(% colspan="1" %) 836 +((( 837 + 164 164 ))) 165 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)839 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 166 166 ((( 167 167 //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.// 168 168 //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.// ... ... @@ -173,8 +173,11 @@ 173 173 2.00 Beta 1 174 174 )))|((( 175 175 **<create_formation/>** now requires the attributes: 'leader' and 'follower'. Attribute 'object' is now deprecated. 850 +)))|(% colspan="1" %)(% colspan="1" %) 851 +((( 852 + 176 176 ))) 177 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)854 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 178 178 ((( 179 179 //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.// 180 180 ))) ... ... @@ -184,8 +184,11 @@ 184 184 2.00 Beta 1 185 185 )))|((( 186 186 **<event_player_changed_target/>** now fires and returns null if the player deselects a target. 864 +)))|(% colspan="1" %)(% colspan="1" %) 865 +((( 866 + 187 187 ))) 188 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)868 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 189 189 ((( 190 190 //For prior behavior, check for event.param being non-null.// 191 191 ))) ... ... @@ -195,8 +195,11 @@ 195 195 2.00 Beta 1 196 196 )))|((( 197 197 **<shoot/>/<shoot_at/>** attribute changes. 878 +)))|(% colspan="1" %)(% colspan="1" %) 879 +((( 880 + 198 198 ))) 199 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)882 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 200 200 ((( 201 201 //Changed: Attribute "primary" is now optional and defines whether weapons from the ship's active primary weapon group will be fired. Defaults to true.// 202 202 //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.// ... ... @@ -210,8 +210,11 @@ 210 210 2.00 Beta 1 211 211 )))|((( 212 212 **FFI: GetBuildTask()/GetNumBuildTasks()** got a new "buildmoduleid" parameter.(% class="confluenceTd" %) 896 +)))|(% colspan="1" %)(% colspan="1" %) 897 +((( 898 + 213 213 ))) 214 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)900 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 215 215 ((( 216 216 //Added possibility to query build tasks of a certain buildmodule.// 217 217 ))) ... ... @@ -221,8 +221,11 @@ 221 221 2.00 Beta 1 222 222 )))|((( 223 223 **Lua:** **GetLibraryEntry()** retrieved a new "buildresources" field. 910 +)))|(% colspan="1" %)(% colspan="1" %) 911 +((( 912 + 224 224 ))) 225 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)914 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 226 226 ((( 227 227 //Added list of resources a buildmodule needs to build.// 228 228 ))) ... ... @@ -232,8 +232,11 @@ 232 232 2.00 Beta 1 233 233 )))|((( 234 234 (% 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);" %) 924 +)))|(% colspan="1" %)(% colspan="1" %) 925 +((( 926 + 235 235 ))) 236 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)928 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 237 237 ((( 238 238 //Unused, derelict function from XR - use GetComponentData(..., "hullpercent") instead.// 239 239 ))) ... ... @@ -243,11 +243,18 @@ 243 243 2.00 Beta 1 244 244 )))|((( 245 245 **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" %) 938 +)))|(% colspan="1" %)(% colspan="1" %) 939 +((( 940 + 246 246 ))) 247 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)942 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" 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 ))) 946 +|(% colspan="4" %)(% colspan="4" %) 947 +((( 948 +== 1.50 == 949 +))) 251 251 |((( 252 252 UI extensions 253 253 )))|((( ... ... @@ -254,8 +254,11 @@ 254 254 1.50 Beta 3 255 255 )))|((( 256 256 **Lua: GetComponentData() **changed behavior of "docksizes" propertly.(% class="confluenceTd" %) 956 +)))|(% colspan="1" %)(% colspan="1" %) 957 +((( 958 + 257 257 ))) 258 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)960 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 259 259 ((( 260 260 //The "docksizes" property no longer includes internal ship storage docks.// 261 261 ))) ... ... @@ -265,8 +265,11 @@ 265 265 1.50 Beta 2 266 266 )))|((( 267 267 **Meaning of "Shipyard"** was corrected throughout Lua/MD/AI scripts, so that Wharfs are not Shipyards (unlike in XR). 970 +)))|(% colspan="1" %)(% colspan="1" %) 971 +((( 972 + 268 268 ))) 269 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)974 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 270 270 ((( 271 271 //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".// 272 272 ... ... @@ -280,8 +280,11 @@ 280 280 1.50 Beta 2 281 281 )))|((( 282 282 **FFI: UpgradeGroupInfo **datatype was changed.(% class="confluenceTd" %) 988 +)))|(% colspan="1" %)(% colspan="1" %) 989 +((( 990 + 283 283 ))) 284 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)992 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 285 285 ((( 286 286 //Added new "operational" field to retrieve information about number of operational upgrades in a group.// 287 287 ))) ... ... @@ -294,8 +294,11 @@ 294 294 )))|(% colspan="1" %)(% colspan="1" %) 295 295 ((( 296 296 **FFI: SetGuidance()** removed useinfopoint argument. 1005 +)))|(% colspan="1" %)(% colspan="1" %) 1006 +((( 1007 + 297 297 ))) 298 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)1009 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 299 299 ((( 300 300 //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. 301 301 // ... ... @@ -308,11 +308,18 @@ 308 308 1.50 Beta 1 309 309 )))|((( 310 310 **FFI: CancelConstruction() **changed its return value.(% class="confluenceTd" %) 1022 +)))|(% colspan="1" %)(% colspan="1" %) 1023 +((( 1024 + 311 311 ))) 312 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)1026 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 313 313 ((( 314 314 (% style="color: rgb(0,0,0);" %)//CancelConstruction() now returns if the cancellation was successful. // 315 315 ))) 1030 +|(% colspan="4" %)(% colspan="4" %) 1031 +((( 1032 +== 1.32 == 1033 +))) 316 316 |((( 317 317 UI extensions 318 318 )))|((( ... ... @@ -319,11 +319,18 @@ 319 319 1.32 320 320 )))|((( 321 321 **Lua: GetComponentData() **removed the "nextdestname" property. 1040 +)))|(% colspan="1" %)(% colspan="1" %) 1041 +((( 1042 + 322 322 ))) 323 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)1044 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 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 ))) 1048 +|(% colspan="4" %)(% colspan="4" %) 1049 +((( 1050 +== 1.20 == 1051 +))) 327 327 |((( 328 328 UI extensions 329 329 )))|((( ... ... @@ -330,8 +330,11 @@ 330 330 1.20 331 331 )))|((( 332 332 **FFI: GetAAOption()** got a new "useconfig" parameter.(% class="confluenceTd" %) 1058 +)))|(% colspan="1" %)(% colspan="1" %) 1059 +((( 1060 + 333 333 ))) 334 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)1062 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 335 335 ((( 336 336 //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.// 337 337 )))
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... ... @@ -1,1 +1,1 @@ 1 - 834606751 +102924788 - url
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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/102924788/Breaking Changes