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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... ... @@ -1,1 +1,1 @@ 1 -xwiki:XWiki. stefan1 +xwiki:XWiki.owen - Content
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... ... @@ -24,9 +24,395 @@ 24 24 Version 25 25 )))|=((( 26 26 Summary 27 +)))|=(% colspan="1" %)(% colspan="1" %) 28 +((( 29 + 27 27 ))) 31 +|(% colspan="4" %)(% colspan="4" %) 32 +((( 33 +== 4.00 == 34 +))) 35 +|((( 36 +Parameters 37 +)))|((( 38 +4.00 Beta 1 39 +)))|((( 40 +**requiresconstructionvessel** parameter moved 41 +)))|((( 42 + 43 +))) 44 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 45 +((( 46 +//The 'requiresconstructionvessel' attribute has been moved from the 'recycling' node itself, to the new 'station' subnode.// 47 +))) 48 +|(% colspan="4" %)(% colspan="4" %) 49 +((( 50 +== 3.30 == 51 +))) 52 +|((( 53 +UI extensions 54 +)))|((( 55 +3.30 Beta 3 56 +)))|((( 57 +**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()** 58 +)))|(% colspan="1" %)(% colspan="1" %) 59 +((( 60 + 61 +))) 62 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 63 +((( 64 +//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()// 65 +))) 66 +|(% colspan="4" %)(% colspan="4" %) 67 +((( 68 +== 3.20 == 69 +))) 70 +|((( 71 +Scripts 72 +)))|((( 73 +3.20 Beta 1 74 +)))|((( 75 +Parameters of **<event_player_attacked_object/>** and **<event_object_attacked_object/>** changed 76 +)))|(% colspan="1" %)(% colspan="1" %) 77 +((( 78 + 79 +))) 80 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 81 +((( 82 +//Old params: param = attacked object, param2 = attack method, param3 = attacked component// 83 +//New params: param = attacked object, param2 = attack method, param3 = attack component detail list: [attacked component, attacking weapon] 84 +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// 85 +))) 28 28 |(% colspan="1" %)(% colspan="1" %) 29 29 ((( 88 +Scripts 89 +)))|(% colspan="1" %)(% colspan="1" %) 90 +((( 91 +3.20 Beta 1 92 +)))|(% colspan="1" %)(% colspan="1" %) 93 +((( 94 +Removed script property $trade.**restriction.faction** 95 +)))|(% colspan="1" %)(% colspan="1" %) 96 +((( 97 + 98 +))) 99 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 100 +((( 101 +//$trade.restriction.faction has been replaced with $trade.restriction.factions, which returns a list of factions.// 102 +))) 103 +|((( 104 +UI extensions 105 +)))|((( 106 +3.20 Beta 1 107 +)))|((( 108 +**Lua**: **GetTradeRestrictions()**, **ToggleFactionTradeRestriction()** and **ToggleFactionTradeWareOverride()** are now obsolete! 109 +)))|(% colspan="1" %)(% colspan="1" %) 110 +((( 111 + 112 +))) 113 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 114 +((( 115 +//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.// 116 +))) 117 +|(% colspan="4" %)(% colspan="4" %) 118 +((( 119 +== 3.10 == 120 +))) 121 +|(% colspan="1" %)(% colspan="1" %) 122 +((( 123 +Scripts 124 +)))|(% colspan="1" %)(% colspan="1" %) 125 +((( 126 +3.10 Beta 1 127 +)))|(% colspan="1" %)(% colspan="1" %) 128 +((( 129 +Removed script action **<add_build/>** 130 +)))|(% colspan="1" %)(% colspan="1" %) 131 +((( 132 + 133 +))) 134 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 135 +((( 136 +//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.// 137 +))) 138 +|(% colspan="4" %)(% colspan="4" %) 139 +((( 140 +== 3.00 == 141 +))) 142 +|(% colspan="1" %)(% colspan="1" %) 143 +((( 144 +Scripts 145 +)))|(% colspan="1" %)(% colspan="1" %) 146 +((( 147 +3.0 Beta 6 148 +)))|(% colspan="1" %)(% colspan="1" %) 149 +((( 150 +Changed behaviour of script action **<get_suitable_job/>** 151 +)))|(% colspan="1" %)(% colspan="1" %) 152 +((( 153 + 154 +))) 155 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 156 +((( 157 +//<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.// 158 +))) 159 +|(% colspan="1" %)(% colspan="1" %) 160 +((( 161 +Scripts 162 +)))|(% colspan="1" %)(% colspan="1" %) 163 +((( 164 +3.0 Beta 6 165 +)))|(% colspan="1" %)(% colspan="1" %) 166 +((( 167 +Changed behaviour of script action **<get_ware_definition/>** 168 +)))|(% colspan="1" %)(% colspan="1" %) 169 +((( 170 + 171 +))) 172 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 173 +((( 174 +//<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.// 175 +))) 176 +|(% colspan="1" %)(% colspan="1" %) 177 +((( 178 +Global 179 +)))|(% colspan="1" %)(% colspan="1" %) 180 +((( 181 +3.0 Beta 5 182 +)))|(% colspan="1" %)(% colspan="1" %) 183 +((( 184 +Renamed all files in the **md**, ui, and **cutscenes** folders to lower-case 185 +)))|(% colspan="1" %)(% colspan="1" %) 186 +((( 187 + 188 +))) 189 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 190 +((( 191 +//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.)\\ 192 + 193 +//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).// 194 +))) 195 +|(% colspan="1" %)(% colspan="1" %) 196 +((( 197 +Scripts 198 +)))|(% colspan="1" %)(% colspan="1" %) 199 +((( 200 +3.0 Beta 5 201 +)))|(% colspan="1" %)(% colspan="1" %) 202 +((( 203 +Adjustments of some MD library cues in the base game to change their usage from **<include_actions>** to <run_actions> 204 +)))|(% colspan="1" %)(% colspan="1" %) 205 +((( 206 + 207 +))) 208 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 209 +((( 210 +//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.// 211 +))) 212 +|(% colspan="1" %)(% colspan="1" %) 213 +((( 214 +Scripts 215 +)))|(% colspan="1" %)(% colspan="1" %) 216 +((( 217 +3.0 Beta 5 218 +)))|(% colspan="1" %)(% colspan="1" %) 219 +((( 220 +Changes to $dockingbay.**todockpos** and $dockingbay.**launchpos** 221 +)))|(% colspan="1" %)(% colspan="1" %) 222 +((( 223 + 224 +))) 225 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 226 +((( 227 +//Before the change, positions are relative to $dockingbay.parent. 228 +After the change, positions are relative to $dockingbay as specified in the documentation.// 229 +))) 230 +|(% colspan="1" %)(% colspan="1" %) 231 +((( 232 +Global 233 +)))|(% colspan="1" %)(% colspan="1" %) 234 +((( 235 +3.0 Beta 2 236 +)))|(% colspan="1" %)(% colspan="1" %) 237 +((( 238 +Support for entity flag "**skillsvisible**" dropped 239 +)))|(% colspan="1" %)(% colspan="1" %) 240 +((( 241 + 242 +))) 243 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 244 +((( 245 +//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().// 246 +))) 247 +|((( 248 +Scripts 249 +)))|((( 250 +3.0 Beta 2 251 +)))|((( 252 +Changes to **<event_object_changed_owner>** and added **<event_object_changed_true_owner>**. 253 +)))|(% colspan="1" %)(% colspan="1" %) 254 +((( 255 + 256 +))) 257 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 258 +((( 259 +//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. 260 +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. 261 +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. 262 +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). 263 +))) 264 +|(% colspan="1" %)(% colspan="1" %) 265 +((( 266 +Global 267 +)))|(% colspan="1" %)(% colspan="1" %) 268 +((( 269 +3.0 Beta 1 270 +)))|(% colspan="1" %)(% colspan="1" %) 271 +((( 272 +**MissionBoard** support dropped 273 +)))|(% colspan="1" %)(% colspan="1" %) 274 +((( 275 + 276 +))) 277 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 278 +((( 279 +//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.// 280 +))) 281 +|((( 282 +Job/God 283 +)))|((( 284 +3.0 Beta 1 285 +)))|((( 286 +By default, **job/god entries** now only spawn objects in space added by the extension in which they are defined 287 +)))|(% colspan="1" %)(% colspan="1" %) 288 +((( 289 + 290 +))) 291 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 292 +((( 293 +//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.// 294 +))) 295 +|(% colspan="1" %)(% colspan="1" %) 296 +((( 297 +Scripts 298 +)))|(% colspan="1" %)(% colspan="1" %) 299 +((( 300 +3.0 Beta 1 301 +)))|(% colspan="1" %)(% colspan="1" %) 302 +((( 303 +Script action **<add_actor_to_room/> **attribute **'room'** renamed to **'object'** 304 +)))|(% colspan="1" %)(% colspan="1" %) 305 +((( 306 + 307 +))) 308 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 309 +((( 310 +//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.// 311 +))) 312 +|(% colspan="1" %)(% colspan="1" %) 313 +((( 314 +Scripts 315 +)))|(% colspan="1" %)(% colspan="1" %) 316 +((( 317 +3.0 Beta 1 318 +)))|(% colspan="1" %)(% colspan="1" %) 319 +((( 320 +Script action **<set_doors_locked/>** attribute **'group'** changed 321 +)))|(% colspan="1" %)(% colspan="1" %) 322 +((( 323 + 324 +))) 325 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 326 +((( 327 +//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.// 328 +))) 329 +|(% colspan="1" %)(% colspan="1" %) 330 +((( 331 +Scripts 332 +)))|(% colspan="1" %)(% colspan="1" %) 333 +((( 334 +3.0 Beta 1 335 +)))|(% colspan="1" %)(% colspan="1" %) 336 +((( 337 +Script conditions **<event_hack_*/>** and **<event_controlpanel_hack_*/>** removed 338 +)))|(% colspan="1" %)(% colspan="1" %) 339 +((( 340 + 341 +))) 342 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 343 +((( 344 +//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.// 345 +))) 346 +|(% colspan="1" %)(% colspan="1" %) 347 +((( 348 +Scripts 349 +)))|(% colspan="1" %)(% colspan="1" %) 350 +((( 351 +3.0 Beta 1 352 +)))|(% colspan="1" %)(% colspan="1" %) 353 +((( 354 +Script actions **<set_hack_target/>** and **<abort_hack/>** removed 355 +)))|(% colspan="1" %)(% colspan="1" %) 356 +((( 357 + 358 +))) 359 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 360 +((( 361 +//These actions had no effect and were removed.// 362 +))) 363 +|(% colspan="1" %)(% colspan="1" %) 364 +((( 365 +Scripts 366 +)))|(% colspan="1" %)(% colspan="1" %) 367 +((( 368 +3.0 Beta 1 369 +)))|(% colspan="1" %)(% colspan="1" %) 370 +((( 371 +**<setup_conversation_minigame/>** script action removed 372 +)))|(% colspan="1" %)(% colspan="1" %) 373 +((( 374 + 375 +))) 376 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 377 +((( 378 +//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.// 379 +))) 380 +|(% colspan="1" %)(% colspan="1" %) 381 +((( 382 +Scripts 383 +)))|(% colspan="1" %)(% colspan="1" %) 384 +((( 385 +3.0 Beta 1 386 +)))|(% colspan="1" %)(% colspan="1" %) 387 +((( 388 +<add_player_choice_*> **confidence** attribute removed 389 +)))|(% colspan="1" %)(% colspan="1" %) 390 +((( 391 + 392 +))) 393 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 394 +((( 395 +//The default confidence of player options is another leftover from the XR era and had no effect in X4.// 396 +))) 397 +|(% colspan="1" %)(% colspan="1" %) 398 +((( 399 +Scripts 400 +)))|(% colspan="1" %)(% colspan="1" %) 401 +((( 402 +3.0 Beta 1 403 +)))|(% colspan="1" %)(% colspan="1" %) 404 +((( 405 +**<hack_via_control_panel/>** script action removed 406 +)))|(% colspan="1" %)(% colspan="1" %) 407 +((( 408 + 409 +))) 410 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 411 +((( 412 +//Unused script action <hack_via_control_panel/> was removed.// 413 +))) 414 +|(% colspan="1" %)(% colspan="1" %) 415 +((( 30 30 UI core 31 31 )))|(% colspan="1" %)(% colspan="1" %) 32 32 ((( ... ... @@ -34,25 +34,44 @@ 34 34 )))|(% colspan="1" %)(% colspan="1" %) 35 35 ((( 36 36 **Lua: **GetMiniGameCursorPosition() removed 423 +)))|(% colspan="1" %)(% colspan="1" %) 424 +((( 425 + 37 37 ))) 38 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)427 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 39 39 ((( 40 -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. 429 +//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.// 41 41 ))) 431 +|((( 432 +UI core 433 +)))|((( 434 +3.0 Beta 1 435 +)))|((( 436 +**FFI: **GetLocalizedInteractiveNotificationKey can return icon placeholders 437 +)))|(% colspan="1" %)(% colspan="1" %) 438 +((( 439 + 440 +))) 441 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 442 +((( 443 +//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.// 444 +))) 42 42 |(% colspan="1" %)(% colspan="1" %) 43 43 ((( 44 - Scripts447 +UI extensions 45 45 )))|(% colspan="1" %)(% colspan="1" %) 46 46 ((( 47 47 3.0 Beta 1 48 48 )))|(% colspan="1" %)(% colspan="1" %) 49 49 ((( 50 -$ware.illegal updated 453 +**FFI: **UIWeaponMod returned by GetInstalledWeaponMod() now includes property SurfaceElementFactor 454 +)))|(% colspan="1" %)(% colspan="1" %) 455 +((( 456 + 51 51 ))) 52 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)458 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 53 53 ((( 54 -$ware.illegal used to return true if the specified ware has the 'illegal' tag which is no longer used. 55 -\\It now returns true if $ware is illegal to any faction in the game. 460 +//In 3.0 Beta 1 we added support for a new weapon mod property "SurfaceElementFactor" to allow weapons to deal increased damage to surface elements such as Shield Generators, Turrets or Engines.// 56 56 ))) 57 57 |(% colspan="1" %)(% colspan="1" %) 58 58 ((( ... ... @@ -62,13 +62,15 @@ 62 62 3.0 Beta 1 63 63 )))|(% colspan="1" %)(% colspan="1" %) 64 64 ((( 65 -'checkoperational' filter behaviour changed 470 +**$ware.illegal** updated 471 +)))|(% colspan="1" %)(% colspan="1" %) 472 +((( 473 + 66 66 ))) 67 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)475 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 68 68 ((( 69 -//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.// 70 - 71 -//Sub nodes such as match_child will have checkoperational default to false. Existing uses may find that results now include non-operational components.// 477 +//$ware.illegal used to return true if the specified ware has the 'illegal' tag which is no longer used.// 478 +//It now returns true if $ware is illegal to any faction in the game.// 72 72 ))) 73 73 |(% colspan="1" %)(% colspan="1" %) 74 74 ((( ... ... @@ -79,13 +79,102 @@ 79 79 )))|(% colspan="1" %)(% colspan="1" %) 80 80 ((( 81 81 MD script **RML_Flight_Along_Path** removed 489 +)))|(% colspan="1" %)(% colspan="1" %) 490 +((( 491 + 82 82 ))) 83 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)493 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 84 84 ((( 85 85 //The MD script RML_Flight_Along_Path was not referened and was removed.// 86 86 ))) 87 87 |(% colspan="1" %)(% colspan="1" %) 88 88 ((( 499 +Scripts 500 +)))|(% colspan="1" %)(% colspan="1" %) 501 +((( 502 +3.0 Beta 1 503 +)))|(% colspan="1" %)(% colspan="1" %) 504 +((( 505 +parameters of **<event_venture_mission_completed/>** changed 506 +)))|(% colspan="1" %)(% colspan="1" %) 507 +((( 508 + 509 +))) 510 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 511 +((( 512 +//old params: param = venture details, param2 = ships involved, param3 = duration// 513 +//new params: param = venture detail list: [mission name, mission type], param2 = list of ships involved, param3 = duration// 514 +))) 515 +|((( 516 +Scripts 517 +)))|((( 518 +3.0 Beta 1 519 +)))|((( 520 +**<set_object_wing_name/>** removed, 521 +**<set_object_fleet_name/>** added 522 +)))|(% colspan="1" %)(% colspan="1" %) 523 +((( 524 + 525 +))) 526 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 527 +((( 528 +//The common action <set_object_wing_name/> has been replaced with <set_object_fleet_name/>// 529 +))) 530 +|((( 531 +Scripts 532 +)))|((( 533 +3.0 Beta 1 534 +)))|((( 535 +**$controllable.wing.*** removed, 536 +**$controllable.fleet.*** added 537 +)))|(% colspan="1" %)(% colspan="1" %) 538 +((( 539 + 540 +))) 541 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 542 +((( 543 +$controllable.wing.name, $controllable.wing.iscommander, and $controllable.wing.commander have been replaced with $controllable.fleet.name, $controllable.fleet.iscommander, and $controllable.fleet.commander 544 +))) 545 +|(% colspan="4" %)(% colspan="4" %) 546 +((( 547 +== 2.60 == 548 +))) 549 +|((( 550 +Scripts 551 +)))|((( 552 +2.60 Beta 1 553 +)))|((( 554 +'**checkoperational**' filter behaviour changed 555 +)))|(% colspan="1" %)(% colspan="1" %) 556 +((( 557 + 558 +))) 559 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 560 +((( 561 +//Actions and conditions which use the 'checkoperational' filter now behave differently. Instead of changing how 'class' and 'exactclass' behave, checkoperational == true adds an additional filter for the components being of state operational, equivalent to state="componentstate.operational". This is implicitly enabled in action elements (e.g. <find_.../>) or condition elements (e.g. <count_...>), meaning that find_ship will only find operational ships. Using such actions/conditions with checkoperational="false" will include non-operational components such as wrecked and constructions. Existing uses may find that results now exclude non-operational components.// 562 + 563 +//Sub nodes such as match_child will have checkoperational default to false. Existing uses may find that results now include non-operational components.// 564 +))) 565 +|((( 566 +Scripts 567 +)))|((( 568 +2.60 Beta 1 569 +)))|((( 570 +$container.**supplyresources** behavior changed 571 +)))|(% colspan="1" %)(% colspan="1" %) 572 +((( 573 + 574 +))) 575 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 576 +((( 577 +//The script keyword $container.supplyresources now includes reserved wares.// 578 +))) 579 +|(% colspan="4" %)(% colspan="4" %) 580 +((( 581 +== 2.20 == 582 +))) 583 +|(% colspan="1" %)(% colspan="1" %) 584 +((( 89 89 UI core 90 90 )))|(% colspan="1" %)(% colspan="1" %) 91 91 ((( ... ... @@ -93,8 +93,11 @@ 93 93 )))|(% colspan="1" %)(% colspan="1" %) 94 94 ((( 95 95 **Lua: GetControllerInfo()** returned mouseSteering/mouseCursor values are undefined. 592 +)))|(% colspan="1" %)(% colspan="1" %) 593 +((( 594 + 96 96 ))) 97 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)596 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 98 98 ((( 99 99 //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. 100 100 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.// ... ... @@ -111,11 +111,18 @@ 111 111 )))|(% colspan="1" %)(% colspan="1" %) 112 112 ((( 113 113 Attribute for build related conditions e.g. **<event_build_finished/>** renamed from 'buildmodule' to 'buildprocessor' 613 +)))|(% colspan="1" %)(% colspan="1" %) 614 +((( 615 + 114 114 ))) 115 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)617 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 116 116 ((( 117 117 //The underlying behaviour remains the same in that it involves the buildprocessor, not the buildmodule. The attribute name has simply been corrected.// 118 118 ))) 621 +|(% colspan="4" %)(% colspan="4" %) 622 +((( 623 +== 2.00 == 624 +))) 119 119 |(% colspan="1" %)(% colspan="1" %) 120 120 ((( 121 121 Scripts ... ... @@ -125,8 +125,11 @@ 125 125 )))|(% colspan="1" %)(% colspan="1" %) 126 126 ((( 127 127 **<event_build_finished/> **param2 now returns null instead of a construction sequence 634 +)))|(% colspan="1" %)(% colspan="1" %) 635 +((( 636 + 128 128 ))) 129 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)638 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 130 130 ((( 131 131 //The construction sequence which was finished should now be accessed via the buildtask provided via param3.// 132 132 ))) ... ... @@ -139,8 +139,11 @@ 139 139 )))|(% colspan="1" %)(% colspan="1" %) 140 140 ((( 141 141 **param.boarding.{...}** strength parameters removed 651 +)))|(% colspan="1" %)(% colspan="1" %) 652 +((( 653 + 142 142 ))) 143 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)655 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 144 144 ((( 145 145 //The 'recruitstrength', 'veteranstrength' and 'elitestrength' script parameters were no longer required for balancing the boarding gameplay, and were removed.// 146 146 ))) ... ... @@ -153,8 +153,11 @@ 153 153 )))|(% colspan="1" %)(% colspan="1" %) 154 154 ((( 155 155 **$defensible.boardee/$defensible.boarder** and **<set_object_boarder/>/<remove_object_boarder/>** removed 668 +)))|(% colspan="1" %)(% colspan="1" %) 669 +((( 670 + 156 156 ))) 157 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)672 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 158 158 ((( 159 159 //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.// 160 160 ))) ... ... @@ -164,8 +164,11 @@ 164 164 2.00 Beta 1 165 165 )))|((( 166 166 **FFI: GetUpgradeSlotCurrentComponent()/GetUpgradeSlotGroup()** works on non-operationals 682 +)))|(% colspan="1" %)(% colspan="1" %) 683 +((( 684 + 167 167 ))) 168 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)686 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 169 169 ((( 170 170 //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.// 171 171 ))) ... ... @@ -175,8 +175,11 @@ 175 175 2.00 Beta 1 176 176 )))|((( 177 177 **FFI: SetFormationShape()** no longer indicates an error upon certain error cases 696 +)))|(% colspan="1" %)(% colspan="1" %) 697 +((( 698 + 178 178 ))) 179 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)700 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 180 180 ((( 181 181 //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.// 182 182 //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.// ... ... @@ -187,8 +187,11 @@ 187 187 2.00 Beta 1 188 188 )))|((( 189 189 **<create_formation/>** now requires the attributes: 'leader' and 'follower'. Attribute 'object' is now deprecated. 711 +)))|(% colspan="1" %)(% colspan="1" %) 712 +((( 713 + 190 190 ))) 191 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)715 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 192 192 ((( 193 193 //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.// 194 194 ))) ... ... @@ -198,8 +198,11 @@ 198 198 2.00 Beta 1 199 199 )))|((( 200 200 **<event_player_changed_target/>** now fires and returns null if the player deselects a target. 725 +)))|(% colspan="1" %)(% colspan="1" %) 726 +((( 727 + 201 201 ))) 202 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)729 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 203 203 ((( 204 204 //For prior behavior, check for event.param being non-null.// 205 205 ))) ... ... @@ -209,8 +209,11 @@ 209 209 2.00 Beta 1 210 210 )))|((( 211 211 **<shoot/>/<shoot_at/>** attribute changes. 739 +)))|(% colspan="1" %)(% colspan="1" %) 740 +((( 741 + 212 212 ))) 213 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)743 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 214 214 ((( 215 215 //Changed: Attribute "primary" is now optional and defines whether weapons from the ship's active primary weapon group will be fired. Defaults to true.// 216 216 //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.// ... ... @@ -224,8 +224,11 @@ 224 224 2.00 Beta 1 225 225 )))|((( 226 226 **FFI: GetBuildTask()/GetNumBuildTasks()** got a new "buildmoduleid" parameter.(% class="confluenceTd" %) 757 +)))|(% colspan="1" %)(% colspan="1" %) 758 +((( 759 + 227 227 ))) 228 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)761 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 229 229 ((( 230 230 //Added possibility to query build tasks of a certain buildmodule.// 231 231 ))) ... ... @@ -235,8 +235,11 @@ 235 235 2.00 Beta 1 236 236 )))|((( 237 237 **Lua:** **GetLibraryEntry()** retrieved a new "buildresources" field. 771 +)))|(% colspan="1" %)(% colspan="1" %) 772 +((( 773 + 238 238 ))) 239 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)775 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 240 240 ((( 241 241 //Added list of resources a buildmodule needs to build.// 242 242 ))) ... ... @@ -246,8 +246,11 @@ 246 246 2.00 Beta 1 247 247 )))|((( 248 248 (% 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);" %) 785 +)))|(% colspan="1" %)(% colspan="1" %) 786 +((( 787 + 249 249 ))) 250 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)789 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 251 251 ((( 252 252 //Unused, derelict function from XR - use GetComponentData(..., "hullpercent") instead.// 253 253 ))) ... ... @@ -257,11 +257,18 @@ 257 257 2.00 Beta 1 258 258 )))|((( 259 259 **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" %) 799 +)))|(% colspan="1" %)(% colspan="1" %) 800 +((( 801 + 260 260 ))) 261 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)803 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 262 262 ((( 263 263 //Changed return value type to const char* to better identify failure reasons in Lua script.// 264 264 ))) 807 +|(% colspan="4" %)(% colspan="4" %) 808 +((( 809 +== 1.50 == 810 +))) 265 265 |((( 266 266 UI extensions 267 267 )))|((( ... ... @@ -268,8 +268,11 @@ 268 268 1.50 Beta 3 269 269 )))|((( 270 270 **Lua: GetComponentData() **changed behavior of "docksizes" propertly.(% class="confluenceTd" %) 817 +)))|(% colspan="1" %)(% colspan="1" %) 818 +((( 819 + 271 271 ))) 272 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)821 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 273 273 ((( 274 274 //The "docksizes" property no longer includes internal ship storage docks.// 275 275 ))) ... ... @@ -279,8 +279,11 @@ 279 279 1.50 Beta 2 280 280 )))|((( 281 281 **Meaning of "Shipyard"** was corrected throughout Lua/MD/AI scripts, so that Wharfs are not Shipyards (unlike in XR). 831 +)))|(% colspan="1" %)(% colspan="1" %) 832 +((( 833 + 282 282 ))) 283 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)835 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 284 284 ((( 285 285 //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".// 286 286 ... ... @@ -294,8 +294,11 @@ 294 294 1.50 Beta 2 295 295 )))|((( 296 296 **FFI: UpgradeGroupInfo **datatype was changed.(% class="confluenceTd" %) 849 +)))|(% colspan="1" %)(% colspan="1" %) 850 +((( 851 + 297 297 ))) 298 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)853 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 299 299 ((( 300 300 //Added new "operational" field to retrieve information about number of operational upgrades in a group.// 301 301 ))) ... ... @@ -308,8 +308,11 @@ 308 308 )))|(% colspan="1" %)(% colspan="1" %) 309 309 ((( 310 310 **FFI: SetGuidance()** removed useinfopoint argument. 866 +)))|(% colspan="1" %)(% colspan="1" %) 867 +((( 868 + 311 311 ))) 312 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)870 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 313 313 ((( 314 314 //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. 315 315 // ... ... @@ -322,11 +322,18 @@ 322 322 1.50 Beta 1 323 323 )))|((( 324 324 **FFI: CancelConstruction() **changed its return value.(% class="confluenceTd" %) 883 +)))|(% colspan="1" %)(% colspan="1" %) 884 +((( 885 + 325 325 ))) 326 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)887 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 327 327 ((( 328 328 (% style="color: rgb(0,0,0);" %)//CancelConstruction() now returns if the cancellation was successful. // 329 329 ))) 891 +|(% colspan="4" %)(% colspan="4" %) 892 +((( 893 +== 1.32 == 894 +))) 330 330 |((( 331 331 UI extensions 332 332 )))|((( ... ... @@ -333,11 +333,18 @@ 333 333 1.32 334 334 )))|((( 335 335 **Lua: GetComponentData() **removed the "nextdestname" property. 901 +)))|(% colspan="1" %)(% colspan="1" %) 902 +((( 903 + 336 336 ))) 337 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)905 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 338 338 ((( 339 339 //Instead of "nextdestname", use the properties "destination" or "destinationsector" to retrieve a destination component, then retrieve its "name" property.// 340 340 ))) 909 +|(% colspan="4" %)(% colspan="4" %) 910 +((( 911 +== 1.20 == 912 +))) 341 341 |((( 342 342 UI extensions 343 343 )))|((( ... ... @@ -344,8 +344,11 @@ 344 344 1.20 345 345 )))|((( 346 346 **FFI: GetAAOption()** got a new "useconfig" parameter.(% class="confluenceTd" %) 919 +)))|(% colspan="1" %)(% colspan="1" %) 920 +((( 921 + 347 347 ))) 348 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)923 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 349 349 ((( 350 350 //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.// 351 351 )))
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... ... @@ -1,1 +1,1 @@ 1 -https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/ 83460733/Breaking Changes1 +https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/100040871/Breaking Changes