Changes for page Breaking Changes

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

From version 32.1
edited by owen
on 2019/06/26 10:11
Change comment: There is no comment for this version
To version 124.25
edited by Klaus Meyer
on 2025/01/07 16:58
Change comment: There is no comment for this version

Summary

Details

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1 +X4 Foundations Wiki.Modding Support.WebHome
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1 -xwiki:XWiki.owen
1 +xwiki:XWiki.Klaus
Content
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4 4  The following table provides an overview about all breaking changes. This should help you to make any necessary changes to restore compatibility of older mods with new versions of X4.
5 5  Feel free to drop a note if a certain breaking change is breaking your mod and you have difficulties finding a way to work around the issue.
6 6  
7 -{{note}}
8 -The list of breaking changes does **NOT** cover changes in the provided/shipped scripts (for instance UI scripts like the ones located under ui/addons/XXX or ui/core/Lua). These scripts can change anytime without explicit notice. If you hook into one of these scripts or provide replacements for these, please check the script for possible breaking changes yourself.
7 +{{info}}
8 +The list of breaking changes does **NOT** cover changes in the provided/shipped scripts (for instance UI scripts like the ones located under ui/addons/XXX or ui/core/Lua). These scripts can change anytime without explicit notice. If you hook into one of these scripts or provide replacements for these, please check the script for possible breaking changes yourself.
9 9  
10 10  Further note that the list provides information about breaking changes which are in the pipeline of being released. This is meant merely as an informational heads up. Neither do mistake this as an announcement of that version becoming available soon nor take it for granted that such a change will go live. Any information provided for not yet released versions can change (and even be removed) prior to such version having seen the light of day.
11 11  
12 12  As a final note, please be aware that issues introduced during the beta phase might not be explicitly mentioned in the list below, if things would only be broken in-between two beta versions. While we still aim to document any (potential) breaking change here, there might be circumstances for which we divert from that procedure (especially in case of only minor issues which are considered merely bugfixes rather than an intended behavior change).
13 -{{/note}}
13 +{{/info}}
14 14  
15 15  {{warning title="UI modding considered unstable until further notice..."}}
16 16  Please note that UI modding must be considered **unstable** in the current version. While we are working hard to get the UI modding integration into a stable state, we might have to introduce larger backwards incompatibilities in the following patches. This means that you might have to modify any mod using UI modding capabilities to a larger extend to keep it compatible with certain patches. Still, we are doing our best not to unnecessarily break things for modders and certainly will announce such changes on this page here.
... ... @@ -18,40 +18,643 @@
18 18  
19 19  = Breaking Changes =
20 20  
21 -|=(((
22 -Type
23 -)))|=(((
24 -Version
25 -)))|=(((
26 -Summary
21 +{{toc scope="LOCAL" start="3"/}}
22 +
23 +=== Version 7.50 ===
24 +
25 +(% class="table-striped" %)
26 +|(% colspan="1" style="width:117px" %)Relations|(% colspan="1" style="width:119px" %)7.50 Beta 4|(% colspan="2" style="width:1625px" %)**Adjusted displayed UI values (25 to 30) for relations between 0.32 and 1.0:** The minimum relation for the "ally" range (0.5) now corresponds to the displayed UI value of precisely +27
27 +|(% colspan="4" style="width:117px" %)The mapping of relations (-1.0 to +1.0) to displayed UI values (-30 to +30) is a piecewise logarithmic interpolation between fixed mappings (e.g. +0.32 corresponds to +25 in the UI). The "ally" range is the interval from 0.5 to 1.0, which corresponds to the UI value range of approximately +26.9897 to +30. The mapping within the range from 0.32 and 1.0 has been adjusted so that 0.5 now precisely corresponds to +27. Thi
28 +|(% colspan="1" style="width:117px" %)Parameters|(% colspan="1" style="width:119px" %)7.50 Beta 4|(% colspan="2" style="width:1625px" %)**<holomap><radar>**:** complete change in structure**
29 +|(% colspan="7" style="width:117px" %)(((
30 +This section now contains sets of parameters for the different modes it can be in, each in its own <mode> child node. This list can be dynamically expanded to add more modes.
27 27  )))
32 +
33 +=== Version 7.00 ===
34 +
35 +
36 +(% class="table-striped" %)
37 +|(% colspan="1" style="width:117px" %)Gamestarts|(% colspan="1" style="width:119px" %)7.00 Beta 8|(% colspan="2" style="width:1625px" %)**Text references**
38 +|(% colspan="4" style="width:117px" %)Fields containing text references in gamestarts.xml now have full text conversion applied, allowing texts to be constructed from multiple text entries, e.g. {1234,56}\n\n{1234,78}. As a result, raw text placed in the text fields needs to be formatted accordingly, e.g. "Test start (easy)" would need to be changed to "Test start \(easy\)" to avoid the text in brackets being treated as a comment.
39 +|(% colspan="1" style="width:117px" %)Assets|(% colspan="1" style="width:119px" %)7.00 Beta 7|(% colspan="2" style="width:1625px" %)**\assets\textures\fx\highway_fx_electric_02** was deleted and replaced with **\assets\textures\fx\fx_p2_electric_01**
40 +|(% colspan="4" style="width:117px" %)highway_fx_electric_02 is still available in "legacy" folder if needed
41 +|(% colspan="1" style="width:117px" %)Parameters|(% colspan="1" style="width:119px" %)7.00 Beta 7|(% colspan="2" style="width:1625px" %)**<aiflight><skills>**: **strafespeed**, **strafeacc**, **steeringspeed**, **steeringacc** moved to separate nodes; added support for min and max values
42 +|(% colspan="4" style="width:117px" %)(((
43 +The four parameters used to represent flat factors applied to ships' properties with respect to their respective pilots' skill levels. Parameters moved to separate nodes with support for min and max values which, if supplied, scales the factor linearly if the affected ship's unmodified property is within min and max. Factor does not affect the ship if that property is below min.
44 +)))
45 +|(% colspan="1" style="width:117px" %)Scripts|(% colspan="1" style="width:119px" %)7.00 Beta 6|(% colspan="2" style="width:1625px" %)MD action **<set_holomap_target>** parameter change.
46 +|(% colspan="4" style="width:117px" %)(((
47 +The **pantime** parameter has never actually done anything beyond turning panning on or making the transition instant. To make this clear it has been** **replaced with the boolean parameter **instant.**
48 +)))
49 +|(% colspan="1" style="width:117px" %)Assets|(% colspan="1" style="width:119px" %)7.00 Beta 1|(% colspan="2" style="width:1625px" %)Renamed some material names and changed file paths for textures.
50 +|(% colspan="4" style="width:117px" %)(((
51 +Some material names and texture paths were changed. Please DIFF the materiallibrary.xml from 6.20 with 7.0 to see the difference
52 +)))
53 +|(% colspan="1" style="width:117px" %)(% colspan="1" %)
54 +(((
55 +Scripts
56 +)))|(% colspan="1" style="width:119px" %)(((
57 +7.00 Beta 1
58 +)))|(% colspan="2" style="width:1625px" %)(((
59 +MD action **<set_presentation_cluster_persistence/>** now requires the cluster to be a presentation cluster.
60 +)))
61 +|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %)
62 +(((
63 + Previously it was possible to set normal clusters to be persistent presentation clusters which was an invalid state.
64 +)))
65 +|(% colspan="1" style="width:117px" %)(% colspan="1" %)
66 +(((
67 +UI extensions
68 +)))|(% colspan="1" style="width:119px" %)(((
69 +7.00 Beta 1
70 +)))|(% colspan="2" style="width:1625px" %)(((
71 +**FFI**: RemoveBuildPlot() changed
72 +)))
73 +|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %)
74 +(((
75 + The build plot's buildstorage is no longer removed implicitly. The buildstorage will instead be cleaned-up once it is empty and no ships are docked.
76 +)))
77 +|(% colspan="1" style="width:117px" %)(% colspan="1" %)
78 +(((
79 +Assets
80 +)))|(% colspan="1" style="width:119px" %)(((
81 +7.00 Beta 1
82 +)))|(% colspan="2" style="width:1625px" %)(((
83 +**Some Split DLC materials moved to base game**
84 +)))
85 +|(% colspan="7" title="Background colour :" %)(% colspan="3" title="Background colour :" %)
86 +(((
87 +// //"spl_p1_fx" AND "split_p1_hulltexture_01" were moved from Split DLC to base game
88 +)))
89 +
90 +=== Version 6.00 ===
91 +
92 +(% class="table-striped" %)
93 +|(((
94 +Libraries
95 +)))|(((
96 +6.00 Beta 7
97 +)))|(% colspan="2" %)(((
98 +Updated weights for ship groups in shipgroups.xml libraries of base game and all DLCs.
99 +)))
100 +|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %)
101 +(((
102 +Previously some entries were lacking "weight" parameter, causing it to default to "1", which prevent adding new ships to the group with appropriate/configurable granularity.
103 +
104 +All groups should now have "weight" parameter added and old "weights" were updated to not have single-digit numbers.
105 +)))
28 28  |(% colspan="1" %)(% colspan="1" %)
29 29  (((
30 30  Scripts
31 31  )))|(% colspan="1" %)(% colspan="1" %)
32 32  (((
33 -3.0 Beta 1
111 +6.00 Beta 4
112 +)))|(% colspan="2" %)(% colspan="1" %)
113 +(((
114 +Changed conditions for **<event_player_travelmode_started> <event_player_travelmode_stopped> <event_player_travelmode_charge_started> <event_player_travelmode_charge_aborted>** to be raised.
115 +)))
116 +|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %)
117 +(((
118 +The <event_player_travelmode_started>, <event_player_travelmode_stopped>, <event_player_travelmode_charge_started> and <event_player_travelmode_charge_aborted> events will no longer be raised if the player is a passenger on board a ship which enters or leaves travel mode. Previously these events would be raised whether the player was the pilot or a passenger.
119 +
120 +Scripts that need to check whether the player exits travel mode may also need to consider checking whether the player leaves the control seat using <event_player_stopped_control> since this will also result in travel mode stopping.
121 +)))
122 +|(% colspan="1" %)(% colspan="1" %)
123 +(((
124 +Scripts
34 34  )))|(% colspan="1" %)(% colspan="1" %)
35 35  (((
36 -<hack_via_control_panel/> script action removed
127 +6.00 Beta 3
128 +)))|(% colspan="2" %)(% colspan="1" %)
129 +(((
130 +Changed result of **<find_object_surface>** action in the case of a failure
37 37  )))
38 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
132 +|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %)
39 39  (((
40 -Unused script action <hack_via_control_panel/> was removed.
134 +The 'posname' and 'rotname' result attributes of <find_object_surface> will now return null in the case of no valid surface position being found.
135 +
136 +Previously, it returned null only if there was a physics error. It however returned a valid, somewhat-random, position if physics were fine but it was still unable to find a suitable surface position. This position was often unsuitable to use for gameplay purposes so it is now null so the caller can handle the situation.
137 +
138 +The action itself has been improved to increase the chance of finding suitable surface positions.
41 41  )))
42 42  |(% colspan="1" %)(% colspan="1" %)
43 43  (((
142 +Scripts
143 +)))|(% colspan="1" %)(% colspan="1" %)
144 +(((
145 +6.00 Beta 1
146 +)))|(% colspan="2" %)(% colspan="1" %)
147 +(((
148 +Behaviour change for **<match_dock>** script component filter
149 +)))
150 +|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %)
151 +(((
152 +<match_dock> nodes can now be used on container and walkablemodule classes without wrapping them in <match_content> nodes.
153 +This has introduced a new potential pitfall: If finding or counting contained components be wary that there may be multiple positive results, even if there is only one dockingbay. e.g. matching contents for a station will include the dockingbay but also its containing walkable module as that also contains the dockingbay. To only account for docking bays, also filter by dockingbay class.
154 +)))
155 +|(% colspan="1" %)(% colspan="1" %)
156 +(((
157 +Scripts
158 +)))|(% colspan="1" %)(% colspan="1" %)
159 +(((
160 +6.00 Beta 1
161 +)))|(% colspan="2" %)(% colspan="1" %)
162 +(((
163 +Changed result attribute location for **<get_attackstrength>**
164 +)))
165 +|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %)
166 +(((
167 +The 'result' attribute of get_attackstrength has been moved into the new <result> subnode and renamed to 'total'.
168 +)))
169 +|(((
170 +Assets
171 +)))|(((
172 +6.00 Beta 1
173 +)))|(% colspan="2" %)(((
174 +Surface element **connections** are incompatible by default unless tagged as "**standard**", and also "**combat**" for non-missile, non-mining weapons
175 +)))
176 +|(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)
177 +(((
178 +Connection tags used to specify compatibilities in component templates between a ship or station module and engines or shields now additionally require the use of the "standard" tag matching weapon or turret logic. For weapons that are neither Missile Launcher nor Mining Laser, the tag "combat" is also required.
179 +Exception: special equipment that is deliberately not compatible with the majority of slots may use another tag instead of "standard", e.g. "highpower" for certain Terran weapons.
180 +)))
181 +|(% colspan="1" %)(% colspan="1" %)
182 +(((
183 +Scripts
184 +)))|(% colspan="1" %)(% colspan="1" %)
185 +(((
186 +6.00 Beta 1
187 +)))|(% colspan="2" %)(% colspan="1" %)
188 +(((
189 +Changed behaviour of attribute **sortbygatedistanceto** when finding objects, discarding unreachable objects
190 +)))
191 +|(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)
192 +(((
193 +When finding components with attribute "sortbygatedistanceto", e.g. in <find_object>, any objects with a negative gatedistance (i.e. unreachable objects) are automatically excluded from the result.
194 +)))
195 +|(((
196 +Scripts
197 +)))|(((
198 +6.00 Beta 1
199 +)))|(% colspan="2" %)(((
200 +**<event_player_owned_killed_object>** and **<event_player_owned_destroyed>** are now triggered before the corresponding **<event_object_destroyed>**, instead of afterwards.
201 +)))
202 +|(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)
203 +(((
204 +The order of events was adjusted, allowing handlers of <event_player_owned_killed_object> and <event_player_owned_destroyed> to access commander/subordinate relationship of the destroyed object.
205 +)))
206 +|(((
207 +Cutscenes
208 +)))|(((
209 +6.00 Beta 1
210 +)))|(% colspan="2" %)(((
211 +Changed behaviour of **<angles>** in cutscenes
212 +)))
213 +|(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)
214 +(((
215 +The yaw and pitch nodes in <angles> are now correctly interpreted as values in degrees.
216 +)))
217 +
218 +----
219 +
220 +=== Version 5.00 ===
221 +
222 +(% class="table-striped" %)
223 +|(((
224 +Parameters
225 +)))|(((
226 +5.00 Beta 1
227 +)))|(% colspan="2" %)(((
228 +**<controlpanel><entry>: minduration** removed, **maxduration** renamed to duration
229 +)))
230 +|(% colspan="7" %)(% colspan="3" %)
231 +(((
232 +'minduration' was unused in X4, maxduration was and still is taken as the actual duration of control panel hacks. No functionality change.
233 +)))
234 +
235 +----
236 +
237 +=== Version 4.10 ===
238 +
239 +(% class="table-striped" %)
240 +|(% colspan="1" %)(% colspan="1" %)
241 +(((
242 +UI extensions
243 +)))|(% colspan="1" %)(% colspan="1" %)
244 +(((
245 +4.10 Beta 7
246 +)))|(% colspan="2" %)(% colspan="1" %)
247 +(((
248 +**FFI**: SetMapRenderCargoContents(), SetMapRenderWorkForceInfo(), SetMapRenderCrewInfo() and SetMapRenderDockedShipInfos() deprecated
249 +)))
250 +|(% colspan="4" %)(% colspan="3" %)
251 +(((
252 +The functionality represented by SetMapRenderCargoContents(), SetMapRenderWorkForceInfo(), SetMapRenderCrewInfo() and SetMapRenderDockedShipInfos() has been removed and the function was therefore stubbed.
253 +)))
254 +|(% colspan="1" %)(% colspan="1" %)
255 +(((
256 +UI extensions
257 +)))|(% colspan="1" %)(% colspan="1" %)
258 +(((
259 +4.10 Beta 6
260 +)))|(% colspan="2" %)(% colspan="1" %)
261 +(((
262 +**FFI**: CustomGameStartPlayerProperty2 changed
263 +)))
264 +|(% colspan="4" %)(% colspan="3" %)
265 +(((
266 +This struct was added in 4.10 Beta 2 and an additional member count was added in Beta 6.
267 +)))
268 +|(% colspan="1" %)(% colspan="1" %)
269 +(((
270 +Parameters
271 +)))|(% colspan="1" %)(% colspan="1" %)
272 +(((
273 +4.10 Beta 3
274 +)))|(% colspan="2" %)(% colspan="1" %)
275 +(((
276 +Renamed **<stationinfobox>** to **<infobox>**
277 +)))
278 +|(% colspan="4" %)(% colspan="3" %)
279 +(((
280 +Info box parameters are now shared across stations and ships. The node has a more generic name to reflect that.
281 +)))
282 +|(% colspan="1" %)(% colspan="1" %)
283 +(((
284 +UI extensions
285 +)))|(% colspan="1" %)(% colspan="1" %)
286 +(((
287 +4.10 Beta 2
288 +)))|(% colspan="2" %)(% colspan="1" %)
289 +(((
290 +**FFI**: SetMacroMapPlayerSectorOffset() deprecated
291 +)))
292 +|(% colspan="4" %)(% colspan="3" %)
293 +(((
294 +The functionality represented by SetMacroMapPlayerSectorOffset() has been removed and the function was therefore stubbed. Setting the gamestart properties "sector" and "offset" will affect the universe macro map instead directly.
295 +)))
296 +|(((
297 +UI extensions
298 +)))|(((
299 +4.10 Beta 2
300 +)))|(% colspan="2" %)(((
301 +**FFI**: FilterComponentForMapMode() and SetMapObjectFilter() changed
302 +)))
303 +|(% colspan="4" %)(% colspan="3" %)
304 +(((
305 +These functions were added in 4.10 Beta 1 and an additional boolean parameter allowentitydeliverymissionobject was added in Beta 2.
306 +)))
307 +|(((
308 +Scripts
309 +)))|(((
310 +4.10 Beta 1
311 +)))|(% colspan="2" %)(((
312 +People related attributes of mission** <delivery> **node moved
313 +)))
314 +|(% colspan="4" %)(% colspan="3" %)
315 +(((
316 +The <delivery> node of <create_mission> and <update_mission> has been changed to support a new <wares> subnode. The people related attributes: 'people' and 'skills' have been moved from the <delivery> node itself to a <people> subnode.
317 +)))
318 +|(% colspan="1" %)(% colspan="1" %)
319 +(((
320 +Scripts
321 +)))|(% colspan="1" %)(% colspan="1" %)
322 +(((
323 +4.10 Beta 1
324 +)))|(% colspan="2" %)(% colspan="1" %)
325 +(((
326 +**$destructible.productions** replaced with $defensible.productions
327 +)))
328 +|(% colspan="4" %)(% colspan="3" %)
329 +(((
330 +The $destructible.productions script property was removed and reimplemented as $defensible.productions meaning some old uses may no longer work unless the destructible is also a defensible. The old implementation functioned by finding the containing object of the destructible (including itself) to query for the production modules.
331 +)))
332 +|(((
333 +Scripts
334 +)))|(((
335 +4.10 Beta 1
336 +)))|(% colspan="2" %)(((
337 +Removed script property **$object.spawnsourceseed**
338 +)))
339 +|(% colspan="4" %)(% colspan="3" %)
340 +(((
341 +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.
342 +)))
343 +
344 +----
345 +
346 +=== Version 4.00 ===
347 +
348 +(% class="table-striped" %)
349 +|(% colspan="1" %)(% colspan="1" %)
350 +(((
44 44  UI core
45 45  )))|(% colspan="1" %)(% colspan="1" %)
46 46  (((
354 +4.00 Beta 10
355 +)))|(% colspan="2" %)(% colspan="1" %)
356 +(((
357 +Controlled ship can change without a **gameplanchange-event** occurring.
358 +)))
359 +|(% colspan="4" %)(% colspan="3" %)
360 +(((
361 +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).
362 +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.
363 +)))
364 +|(((
365 +Scripts
366 +)))|(((
367 +4.00 Beta 7
368 +)))|(% colspan="2" %)(((
369 +Parameters of **<event_terraforming_project_succeeded>** and **<event_terraforming_project_failed>** changed
370 +)))
371 +|(% colspan="4" %)(% colspan="3" %)
372 +(((
373 +Old params: param = project ID, param2 = were there positive side-effects?, param3 = were there negative side-effects?
374 +New params: param = project ID, param2 = [were there positive side-effects?, were there negative side-effects?], param3 = payout in Credits
375 +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
376 +)))
377 +|(% colspan="1" %)(% colspan="1" %)
378 +(((
379 +UI core
380 +)))|(% colspan="1" %)(% colspan="1" %)
381 +(((
382 +4.00 Beta 6
383 +)))|(% colspan="2" %)(% colspan="1" %)
384 +(((
385 +**FFI:** GetFactionRelationStatus() handling for faction relation range [-20,-10] changed
386 +)))
387 +|(% colspan="4" %)(% colspan="3" %)
388 +(((
389 +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.
390 +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).
391 +
392 +If you rely on a handling where these factions are treated like enemies, please use the new GetFactionRelationStatus2() function instead.
393 +)))
394 +|(% colspan="1" %)(% colspan="1" %)
395 +(((
396 +UI core
397 +)))|(% colspan="1" %)(% colspan="1" %)
398 +(((
399 +4.00 Beta 5
400 +)))|(% colspan="2" %)(% colspan="1" %)
401 +(((
402 +**FFI:** GetRelationStatus()/GetRelationStatus2() handling for objects in relation range [-25,-10] changed
403 +)))
404 +|(% colspan="4" %)(% colspan="3" %)
405 +(((
406 +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.
407 +
408 +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).
409 +)))
410 +|(((
411 +Parameters
412 +)))|(((
413 +4.00 Beta 1
414 +)))|(% colspan="2" %)(((
415 +**requiresconstructionvessel** parameter moved
416 +)))
417 +|(% colspan="4" %)(% colspan="3" %)
418 +(((
419 +The 'requiresconstructionvessel' attribute has been moved from the 'recycling' node itself, to the new 'station' subnode.
420 +)))
421 +|(((
422 +Scripts
423 +)))|(((
424 +4.00 Beta 1
425 +)))|(% colspan="2" %)(((
426 +Changed behaviour of **gatedistance** script property
427 +)))
428 +|(% colspan="4" %)(% colspan="3" %)
429 +(((
430 +The 'gatedistance' script property now minimizes the number of gate jumps instead of counting the number gate jumps in the fastest route.
431 +)))
432 +
433 +----
434 +
435 +=== Version 3.30 ===
436 +
437 +(% class="table-striped" %)
438 +|(((
439 +UI extensions
440 +)))|(((
441 +3.30 Beta 3
442 +)))|(% colspan="2" %)(((
443 +**FFI: **Removed** GetMissionLimit() **and** IsMissionLimitEnabled()**
444 +)))
445 +|(% colspan="7" %)(% colspan="3" %)
446 +(((
447 +These mission limit-related functions (added in 3.30 Beta 1 and 2) are replaced with FFI IsMissionLimitReached()
448 +)))
449 +
450 +----
451 +
452 +=== Version 3.20 ===
453 +
454 +(% class="table-striped" %)
455 +|(((
456 +Scripts
457 +)))|(((
458 +3.20 Beta 1
459 +)))|(% colspan="2" %)(((
460 +Parameters of **<event_player_attacked_object/>** and **<event_object_attacked_object/>** changed
461 +)))
462 +|(% colspan="4" %)(% colspan="3" %)
463 +(((
464 +Old params: param = attacked object, param2 = attack method, param3 = attacked component
465 +New params: param = attacked object, param2 = attack method, param3 = attack component detail list: [attacked component, attacking weapon]
466 +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
467 +)))
468 +|(% colspan="1" %)(% colspan="1" %)
469 +(((
470 +Scripts
471 +)))|(% colspan="1" %)(% colspan="1" %)
472 +(((
473 +3.20 Beta 1
474 +)))|(% colspan="2" %)(% colspan="1" %)
475 +(((
476 +Removed script property $trade.**restriction.faction**
477 +)))
478 +|(% colspan="4" %)(% colspan="3" %)
479 +(((
480 +$trade.restriction.faction has been replaced with $trade.restriction.factions, which returns a list of factions.
481 +)))
482 +|(((
483 +UI extensions
484 +)))|(((
485 +3.20 Beta 1
486 +)))|(% colspan="2" %)(((
487 +**Lua**: **GetTradeRestrictions()**, **ToggleFactionTradeRestriction()** and **ToggleFactionTradeWareOverride()** are now obsolete!
488 +)))
489 +|(% colspan="4" %)(% colspan="3" %)
490 +(((
491 +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.
492 +)))
493 +
494 +----
495 +
496 +=== Version 3.10 ===
497 +
498 +(% class="table-striped" %)
499 +|(% colspan="1" %)(% colspan="1" %)
500 +(((
501 +Scripts
502 +)))|(% colspan="1" %)(% colspan="1" %)
503 +(((
504 +3.10 Beta 1
505 +)))|(% colspan="2" %)(% colspan="1" %)
506 +(((
507 +Removed script action **<add_build/>**
508 +)))
509 +|(% colspan="7" %)(% colspan="3" %)
510 +(((
511 +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.
512 +)))
513 +
514 +----
515 +
516 +=== Version 3.00 ===
517 +
518 +(% class="table-striped" %)
519 +|(% colspan="1" %)(% colspan="1" %)
520 +(((
521 +Scripts
522 +)))|(% colspan="1" %)(% colspan="1" %)
523 +(((
524 +3.0 Beta 6
525 +)))|(% colspan="2" %)(% colspan="1" %)
526 +(((
527 +Changed behaviour of script action **<get_suitable_job/>**
528 +)))
529 +|(% colspan="4" %)(% colspan="3" %)
530 +(((
531 +<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.
532 +)))
533 +|(% colspan="1" %)(% colspan="1" %)
534 +(((
535 +Scripts
536 +)))|(% colspan="1" %)(% colspan="1" %)
537 +(((
538 +3.0 Beta 6
539 +)))|(% colspan="2" %)(% colspan="1" %)
540 +(((
541 +Changed behaviour of script action **<get_ware_definition/>**
542 +)))
543 +|(% colspan="4" %)(% colspan="3" %)
544 +(((
545 +<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.
546 +)))
547 +|(% colspan="1" %)(% colspan="1" %)
548 +(((
549 +Global
550 +)))|(% colspan="1" %)(% colspan="1" %)
551 +(((
552 +3.0 Beta 5
553 +)))|(% colspan="2" %)(% colspan="1" %)
554 +(((
555 +Renamed all files in the **md**, ui, and **cutscenes** folders to lower-case
556 +)))
557 +|(% colspan="4" %)(% colspan="3" %)
558 +(((
559 +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.)
560 +
561 +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).
562 +)))
563 +|(% colspan="1" %)(% colspan="1" %)
564 +(((
565 +Scripts
566 +)))|(% colspan="1" %)(% colspan="1" %)
567 +(((
568 +3.0 Beta 5
569 +)))|(% colspan="2" %)(% colspan="1" %)
570 +(((
571 +Adjustments of some MD library cues in the base game to change their usage from **<include_actions>** to <run_actions>
572 +)))
573 +|(% colspan="4" %)(% colspan="3" %)
574 +(((
575 +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.
576 +)))
577 +|(% colspan="1" %)(% colspan="1" %)
578 +(((
579 +Scripts
580 +)))|(% colspan="1" %)(% colspan="1" %)
581 +(((
582 +3.0 Beta 5
583 +)))|(% colspan="2" %)(% colspan="1" %)
584 +(((
585 +Changes to $dockingbay.**todockpos** and $dockingbay.**launchpos**
586 +)))
587 +|(% colspan="4" %)(% colspan="3" %)
588 +(((
589 +Before the change, positions are relative to $dockingbay.parent.
590 +After the change, positions are relative to $dockingbay as specified in the documentation.
591 +)))
592 +|(% colspan="1" %)(% colspan="1" %)
593 +(((
594 +Global
595 +)))|(% colspan="1" %)(% colspan="1" %)
596 +(((
597 +3.0 Beta 2
598 +)))|(% colspan="2" %)(% colspan="1" %)
599 +(((
600 +Support for entity flag "**skillsvisible**" dropped
601 +)))
602 +|(% colspan="4" %)(% colspan="3" %)
603 +(((
604 +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().
605 +)))
606 +|(((
607 +Scripts
608 +)))|(((
609 +3.0 Beta 2
610 +)))|(% colspan="2" %)(((
611 +Changes to **<event_object_changed_owner>** and added **<event_object_changed_true_owner>**.
612 +)))
613 +|(% colspan="4" %)(% colspan="3" %)
614 +(((
615 +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.
616 +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.
617 +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.
618 +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).
619 +)))
620 +|(% colspan="1" %)(% colspan="1" %)
621 +(((
622 +Global
623 +)))|(% colspan="1" %)(% colspan="1" %)
624 +(((
47 47  3.0 Beta 1
626 +)))|(% colspan="2" %)(% colspan="1" %)
627 +(((
628 +**MissionBoard** support dropped
629 +)))
630 +|(% colspan="4" %)(% colspan="3" %)
631 +(((
632 +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.
633 +)))
634 +|(((
635 +Job/God
636 +)))|(((
637 +3.0 Beta 1
638 +)))|(% colspan="2" %)(((
639 +By default, **job/god entries** now only spawn objects in space added by the extension in which they are defined
640 +)))
641 +|(% colspan="4" %)(% colspan="3" %)
642 +(((
643 +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.
644 +)))
645 +|(% colspan="1" %)(% colspan="1" %)
646 +(((
647 +Scripts
48 48  )))|(% colspan="1" %)(% colspan="1" %)
49 49  (((
50 -**Lua: **GetMiniGameCursorPosition() removed
650 +3.0 Beta 1
651 +)))|(% colspan="2" %)(% colspan="1" %)
652 +(((
653 +Script action **<add_actor_to_room/> **attribute **'room'** renamed to **'object'**
51 51  )))
52 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
655 +|(% colspan="4" %)(% colspan="3" %)
53 53  (((
54 -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.
657 +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.
55 55  )))
56 56  |(% colspan="1" %)(% colspan="1" %)
57 57  (((
... ... @@ -59,14 +59,27 @@
59 59  )))|(% colspan="1" %)(% colspan="1" %)
60 60  (((
61 61  3.0 Beta 1
665 +)))|(% colspan="2" %)(% colspan="1" %)
666 +(((
667 +Script action **<set_doors_locked/>** attribute **'group'** changed
668 +)))
669 +|(% colspan="4" %)(% colspan="3" %)
670 +(((
671 +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.
672 +)))
673 +|(% colspan="1" %)(% colspan="1" %)
674 +(((
675 +Scripts
62 62  )))|(% colspan="1" %)(% colspan="1" %)
63 63  (((
64 -$ware.illegal updated
678 +3.0 Beta 1
679 +)))|(% colspan="2" %)(% colspan="1" %)
680 +(((
681 +Script conditions **<event_hack_*/>** and **<event_controlpanel_hack_*/>** removed
65 65  )))
66 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
683 +|(% colspan="4" %)(% colspan="3" %)
67 67  (((
68 -$ware.illegal used to return true if the specified ware has the 'illegal' tag which is no longer used.
69 -\\It now returns true if $ware is illegal to any faction in the game.
685 +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.
70 70  )))
71 71  |(% colspan="1" %)(% colspan="1" %)
72 72  (((
... ... @@ -74,15 +74,27 @@
74 74  )))|(% colspan="1" %)(% colspan="1" %)
75 75  (((
76 76  3.0 Beta 1
693 +)))|(% colspan="2" %)(% colspan="1" %)
694 +(((
695 +Script actions **<set_hack_target/>** and **<abort_hack/>** removed
696 +)))
697 +|(% colspan="4" %)(% colspan="3" %)
698 +(((
699 +These actions had no effect and were removed.
700 +)))
701 +|(% colspan="1" %)(% colspan="1" %)
702 +(((
703 +Scripts
77 77  )))|(% colspan="1" %)(% colspan="1" %)
78 78  (((
79 -'checkoperational' filter behaviour changed
706 +3.0 Beta 1
707 +)))|(% colspan="2" %)(% colspan="1" %)
708 +(((
709 +**<setup_conversation_minigame/>** script action removed
80 80  )))
81 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
711 +|(% colspan="4" %)(% colspan="3" %)
82 82  (((
83 -//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.//
84 -
85 -//Sub nodes such as match_child will have checkoperational default to false. Existing uses may find that results now include non-operational components.//
713 +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.
86 86  )))
87 87  |(% colspan="1" %)(% colspan="1" %)
88 88  (((
... ... @@ -90,31 +90,187 @@
90 90  )))|(% colspan="1" %)(% colspan="1" %)
91 91  (((
92 92  3.0 Beta 1
721 +)))|(% colspan="2" %)(% colspan="1" %)
722 +(((
723 +<add_player_choice_*> **confidence** attribute removed
724 +)))
725 +|(% colspan="4" %)(% colspan="3" %)
726 +(((
727 +The default confidence of player options is another leftover from the XR era and had no effect in X4.
728 +)))
729 +|(% colspan="1" %)(% colspan="1" %)
730 +(((
731 +Scripts
93 93  )))|(% colspan="1" %)(% colspan="1" %)
94 94  (((
734 +3.0 Beta 1
735 +)))|(% colspan="2" %)(% colspan="1" %)
736 +(((
737 +**<hack_via_control_panel/>** script action removed
738 +)))
739 +|(% colspan="4" %)(% colspan="3" %)
740 +(((
741 +Unused script action <hack_via_control_panel/> was removed.
742 +)))
743 +|(% colspan="1" %)(% colspan="1" %)
744 +(((
745 +UI core
746 +)))|(% colspan="1" %)(% colspan="1" %)
747 +(((
748 +3.0 Beta 1
749 +)))|(% colspan="2" %)(% colspan="1" %)
750 +(((
751 +**Lua: **GetMiniGameCursorPosition() removed
752 +)))
753 +|(% colspan="4" %)(% colspan="3" %)
754 +(((
755 +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.
756 +)))
757 +|(((
758 +UI core
759 +)))|(((
760 +3.0 Beta 1
761 +)))|(% colspan="2" %)(((
762 +**FFI: **GetLocalizedInteractiveNotificationKey can return icon placeholders
763 +)))
764 +|(% colspan="4" %)(% colspan="3" %)
765 +(((
766 +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.
767 +)))
768 +|(% colspan="1" %)(% colspan="1" %)
769 +(((
770 +UI extensions
771 +)))|(% colspan="1" %)(% colspan="1" %)
772 +(((
773 +3.0 Beta 1
774 +)))|(% colspan="2" %)(% colspan="1" %)
775 +(((
776 +**FFI: **UIWeaponMod returned by GetInstalledWeaponMod() now includes property SurfaceElementFactor
777 +)))
778 +|(% colspan="4" %)(% colspan="3" %)
779 +(((
780 +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.
781 +)))
782 +|(% colspan="1" %)(% colspan="1" %)
783 +(((
784 +Scripts
785 +)))|(% colspan="1" %)(% colspan="1" %)
786 +(((
787 +3.0 Beta 1
788 +)))|(% colspan="2" %)(% colspan="1" %)
789 +(((
790 +**$ware.illegal** updated
791 +)))
792 +|(% colspan="4" %)(% colspan="3" %)
793 +(((
794 +$ware.illegal used to return true if the specified ware has the 'illegal' tag which is no longer used.
795 +It now returns true if $ware is illegal to any faction in the game.
796 +)))
797 +|(% colspan="1" %)(% colspan="1" %)
798 +(((
799 +Scripts
800 +)))|(% colspan="1" %)(% colspan="1" %)
801 +(((
802 +3.0 Beta 1
803 +)))|(% colspan="2" %)(% colspan="1" %)
804 +(((
95 95  MD script **RML_Flight_Along_Path** removed
96 96  )))
97 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
807 +|(% colspan="4" %)(% colspan="3" %)
98 98  (((
99 -//The MD script RML_Flight_Along_Path was not referened and was removed.//
809 +The MD script RML_Flight_Along_Path was not referened and was removed.
100 100  )))
101 101  |(% colspan="1" %)(% colspan="1" %)
102 102  (((
813 +Scripts
814 +)))|(% colspan="1" %)(% colspan="1" %)
815 +(((
816 +3.0 Beta 1
817 +)))|(% colspan="2" %)(% colspan="1" %)
818 +(((
819 +parameters of **<event_venture_mission_completed/>** changed
820 +)))
821 +|(% colspan="4" %)(% colspan="3" %)
822 +(((
823 +old params: param = venture details, param2 = ships involved, param3 = duration
824 +new params: param = venture detail list: [mission name, mission type], param2 = list of ships involved, param3 = duration
825 +)))
826 +|(((
827 +Scripts
828 +)))|(((
829 +3.0 Beta 1
830 +)))|(% colspan="2" %)(((
831 +**<set_object_wing_name/>** removed,
832 +**<set_object_fleet_name/>** added
833 +)))
834 +|(% colspan="4" %)(% colspan="3" %)
835 +(((
836 +The common action <set_object_wing_name/> has been replaced with <set_object_fleet_name/>
837 +)))
838 +|(((
839 +Scripts
840 +)))|(((
841 +3.0 Beta 1
842 +)))|(% colspan="2" %)(((
843 +**$controllable.wing.*** removed,
844 +**$controllable.fleet.*** added
845 +)))
846 +|(% colspan="4" %)(% colspan="3" %)
847 +(((
848 +$controllable.wing.name, $controllable.wing.iscommander, and $controllable.wing.commander have been replaced with $controllable.fleet.name, $controllable.fleet.iscommander, and $controllable.fleet.commander
849 +)))
850 +
851 +----
852 +
853 +=== Version 2.60 ===
854 +
855 +(% class="table-striped" %)
856 +|(((
857 +Scripts
858 +)))|(((
859 +2.60 Beta 1
860 +)))|(% colspan="2" %)(((
861 +'**checkoperational**' filter behaviour changed
862 +)))
863 +|(% colspan="10" %)(% colspan="3" %)
864 +(((
865 +Actions and conditions which use the 'checkoperational' filter now behave differently. Instead of changing how 'class' and 'exactclass' behave, checkoperational == true adds an additional filter for the components being of state operational, equivalent to state="componentstate.operational". This is implicitly enabled in action elements (e.g. <find_.../>) or condition elements (e.g. <count_...>), meaning that find_ship will only find operational ships. Using such actions/conditions with checkoperational="false" will include non-operational components such as wrecked and constructions. Existing uses may find that results now exclude non-operational components.
866 +
867 +Sub nodes such as match_child will have checkoperational default to false. Existing uses may find that results now include non-operational components.
868 +)))
869 +|(((
870 +Scripts
871 +)))|(((
872 +2.60 Beta 1
873 +)))|(% colspan="2" %)(((
874 +$container.**supplyresources** behavior changed
875 +)))| | |
876 +|(% colspan="10" %)(% colspan="3" %)
877 +(((
878 +The script keyword $container.supplyresources now includes reserved wares.
879 +)))
880 +
881 +----
882 +
883 +=== Version 2.20 ===
884 +
885 +(% class="table-striped" %)
886 +|(% colspan="1" %)(% colspan="1" %)
887 +(((
103 103  UI core
104 104  )))|(% colspan="1" %)(% colspan="1" %)
105 105  (((
106 106  2.20 Beta 3/4
107 -)))|(% colspan="1" %)(% colspan="1" %)
892 +)))|(% colspan="2" %)(% colspan="1" %)
108 108  (((
109 109  **Lua: GetControllerInfo()** returned mouseSteering/mouseCursor values are undefined.
110 110  )))
111 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
896 +|(% colspan="4" %)(% colspan="3" %)
112 112  (((
113 -//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.
114 -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.//
898 +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.
899 +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.
115 115  
116 -//It's a pending change to ensure that the returned mode is more reasonable in an upcoming patch. So be aware that another breaking change might be introduced at some point.
117 -//
901 +It's a pending change to ensure that the returned mode is more reasonable in an upcoming patch. So be aware that another breaking change might be introduced at some point.
118 118  )))
119 119  |(% colspan="1" %)(% colspan="1" %)
120 120  (((
... ... @@ -122,14 +122,20 @@
122 122  )))|(% colspan="1" %)(% colspan="1" %)
123 123  (((
124 124  2.20 Beta 3
125 -)))|(% colspan="1" %)(% colspan="1" %)
909 +)))|(% colspan="2" %)(% colspan="1" %)
126 126  (((
127 127  Attribute for build related conditions e.g. **<event_build_finished/>** renamed from 'buildmodule' to 'buildprocessor'
128 128  )))
129 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
913 +|(% colspan="4" %)(% colspan="3" %)
130 130  (((
131 -//The underlying behaviour remains the same in that it involves the buildprocessor, not the buildmodule. The attribute name has simply been corrected.//
915 +The underlying behaviour remains the same in that it involves the buildprocessor, not the buildmodule. The attribute name has simply been corrected.
132 132  )))
917 +
918 +----
919 +
920 +=== Version 2.00 ===
921 +
922 +(% class="table-striped" %)
133 133  |(% colspan="1" %)(% colspan="1" %)
134 134  (((
135 135  Scripts
... ... @@ -136,13 +136,13 @@
136 136  )))|(% colspan="1" %)(% colspan="1" %)
137 137  (((
138 138  2.00 Beta 1
139 -)))|(% colspan="1" %)(% colspan="1" %)
929 +)))|(% colspan="2" %)(% colspan="1" %)
140 140  (((
141 141  **<event_build_finished/> **param2 now returns null instead of a construction sequence
142 142  )))
143 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
933 +|(% colspan="4" %)(% colspan="3" %)
144 144  (((
145 -//The construction sequence which was finished should now be accessed via the buildtask provided via param3.//
935 +The construction sequence which was finished should now be accessed via the buildtask provided via param3.
146 146  )))
147 147  |(% colspan="1" %)(% colspan="1" %)
148 148  (((
... ... @@ -150,13 +150,13 @@
150 150  )))|(% colspan="1" %)(% colspan="1" %)
151 151  (((
152 152  2.00 Beta 1
153 -)))|(% colspan="1" %)(% colspan="1" %)
943 +)))|(% colspan="2" %)(% colspan="1" %)
154 154  (((
155 155  **param.boarding.{...}** strength parameters removed
156 156  )))
157 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
947 +|(% colspan="4" %)(% colspan="3" %)
158 158  (((
159 -//The 'recruitstrength', 'veteranstrength' and 'elitestrength' script parameters were no longer required for balancing the boarding gameplay, and were removed.//
949 +The 'recruitstrength', 'veteranstrength' and 'elitestrength' script parameters were no longer required for balancing the boarding gameplay, and were removed.
160 160  )))
161 161  |(% colspan="1" %)(% colspan="1" %)
162 162  (((
... ... @@ -164,154 +164,160 @@
164 164  )))|(% colspan="1" %)(% colspan="1" %)
165 165  (((
166 166  2.00 Beta 1
167 -)))|(% colspan="1" %)(% colspan="1" %)
957 +)))|(% colspan="2" %)(% colspan="1" %)
168 168  (((
169 169  **$defensible.boardee/$defensible.boarder** and **<set_object_boarder/>/<remove_object_boarder/>** removed
170 170  )))
171 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
961 +|(% colspan="4" %)(% colspan="3" %)
172 172  (((
173 -//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.//
963 +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.
174 174  )))
175 175  |(((
176 176  UI extensions
177 177  )))|(((
178 178  2.00 Beta 1
179 -)))|(((
969 +)))|(% colspan="2" %)(((
180 180  **FFI: GetUpgradeSlotCurrentComponent()/GetUpgradeSlotGroup()** works on non-operationals
181 181  )))
182 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
972 +|(% colspan="4" %)(% colspan="3" %)
183 183  (((
184 -//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.//
974 +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.
185 185  )))
186 186  |(((
187 187  UI extensions
188 188  )))|(((
189 189  2.00 Beta 1
190 -)))|(((
980 +)))|(% colspan="2" %)(((
191 191  **FFI: SetFormationShape()** no longer indicates an error upon certain error cases
192 192  )))
193 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
983 +|(% colspan="4" %)(% colspan="3" %)
194 194  (((
195 -//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.//
196 -//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.//
985 +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.
986 +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.
197 197  )))
198 198  |(((
199 199  Scripts
200 200  )))|(((
201 201  2.00 Beta 1
202 -)))|(((
992 +)))|(% colspan="2" %)(((
203 203  **<create_formation/>** now requires the attributes: 'leader' and 'follower'. Attribute 'object' is now deprecated.
204 204  )))
205 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
995 +|(% colspan="4" %)(% colspan="3" %)
206 206  (((
207 -//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.//
997 +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.
208 208  )))
209 209  |(((
210 210  Scripts
211 211  )))|(((
212 212  2.00 Beta 1
213 -)))|(((
1003 +)))|(% colspan="2" %)(((
214 214  **<event_player_changed_target/>** now fires and returns null if the player deselects a target.
215 215  )))
216 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
1006 +|(% colspan="4" %)(% colspan="3" %)
217 217  (((
218 -//For prior behavior, check for event.param being non-null.//
1008 +For prior behavior, check for event.param being non-null.
219 219  )))
220 220  |(((
221 221  AI Scripts
222 222  )))|(((
223 223  2.00 Beta 1
224 -)))|(((
1014 +)))|(% colspan="2" %)(((
225 225  **<shoot/>/<shoot_at/>** attribute changes.
226 226  )))
227 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
1017 +|(% colspan="4" %)(% colspan="3" %)
228 228  (((
229 -//Changed: Attribute "primary" is now optional and defines whether weapons from the ship's active primary weapon group will be fired. Defaults to true.//
230 -//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.//
231 -//New attribute: "missiles" is an optional attribute that defines whether only missile launchers will be used. If false, only guns will be fired. Defaults to false.//
1019 +Changed: Attribute "primary" is now optional and defines whether weapons from the ship's active primary weapon group will be fired. Defaults to true.
1020 +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.
1021 +New attribute: "missiles" is an optional attribute that defines whether only missile launchers will be used. If false, only guns will be fired. Defaults to false.
232 232  
233 -//Corrects now-obsolete assumption that primary weapon groups only contain guns and secondary weapon groups only contain missile launchers.//
1023 +Corrects now-obsolete assumption that primary weapon groups only contain guns and secondary weapon groups only contain missile launchers.
234 234  )))
235 235  |(((
236 236  UI extensions
237 237  )))|(((
238 238  2.00 Beta 1
239 -)))|(((
240 -**FFI: GetBuildTask()/GetNumBuildTasks()** got a new "buildmoduleid" parameter.(% class="confluenceTd" %)
1029 +)))|(% colspan="2" %)(((
1030 +**FFI: GetBuildTask()/GetNumBuildTasks()** got a new "buildmoduleid" parameter.
241 241  )))
242 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
1032 +|(% colspan="4" %)(% colspan="3" %)
243 243  (((
244 -//Added possibility to query build tasks of a certain buildmodule.//
1034 +Added possibility to query build tasks of a certain buildmodule.
245 245  )))
246 246  |(((
247 247  UI extensions
248 248  )))|(((
249 249  2.00 Beta 1
250 -)))|(((
1040 +)))|(% colspan="2" %)(((
251 251  **Lua:** **GetLibraryEntry()** retrieved a new "buildresources" field.
252 252  )))
253 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
1043 +|(% colspan="4" %)(% colspan="3" %)
254 254  (((
255 -//Added list of resources a buildmodule needs to build.//
1045 +Added list of resources a buildmodule needs to build.
256 256  )))
257 257  |(((
258 258  UI extensions
259 259  )))|(((
260 260  2.00 Beta 1
261 -)))|(((
262 -(% 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);" %)
1051 +)))|(% colspan="2" %)(((
1052 +**Lua: CalculateTotalHullFraction() **was removed.
263 263  )))
264 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
1054 +|(% colspan="4" %)(% colspan="3" %)
265 265  (((
266 -//Unused, derelict function from XR - use GetComponentData(..., "hullpercent") instead.//
1056 +Unused, derelict function from XR - use GetComponentData(..., "hullpercent") instead.
267 267  )))
268 268  |(((
269 269  UI extensions
270 270  )))|(((
271 271  2.00 Beta 1
272 -)))|(((
273 -**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" %)
1062 +)))|(% colspan="2" %)(((
1063 +**FFI: RequestDockAtReason()/UndockPlayerShip() **changed their return values.
274 274  )))
275 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
1065 +|(% colspan="4" %)(% colspan="3" %)
276 276  (((
277 -//Changed return value type to const char* to better identify failure reasons in Lua script.//
1067 +Changed return value type to const char* to better identify failure reasons in Lua script.
278 278  )))
1069 +
1070 +----
1071 +
1072 +=== Version 1.50 ===
1073 +
1074 +(% class="table-striped" %)
279 279  |(((
280 280  UI extensions
281 281  )))|(((
282 282  1.50 Beta 3
283 -)))|(((
284 -**Lua: GetComponentData() **changed behavior of "docksizes" propertly.(% class="confluenceTd" %)
1079 +)))|(% colspan="2" %)(((
1080 +**Lua: GetComponentData() **changed behavior of "docksizes" property.
285 285  )))
286 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
1082 +|(% colspan="4" %)(% colspan="3" %)
287 287  (((
288 -//The "docksizes" property no longer includes internal ship storage docks.//
1084 +The "docksizes" property no longer includes internal ship storage docks.
289 289  )))
290 290  |(((
291 291  All
292 292  )))|(((
293 293  1.50 Beta 2
294 -)))|(((
1090 +)))|(% colspan="2" %)(((
295 295  **Meaning of "Shipyard"** was corrected throughout Lua/MD/AI scripts, so that Wharfs are not Shipyards (unlike in XR).
296 296  )))
297 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
1093 +|(% colspan="4" %)(% colspan="3" %)
298 298  (((
299 -//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".//
1095 +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".
300 300  
301 -//Lua: Adjusted GetComponentData() and HasShipyard(), added HasWharf()//
302 -//Lua / GetComponentData() properties: Removed "iscapitalshipyard", fixed "isshipyard", added "canbuildships", "iswharf", "isequipmentdock"//
303 -//Scripts: Fixed property .isshipyard, added .iswharf (.canbuildships existed already)//
1097 +Lua: Adjusted GetComponentData() and HasShipyard(), added HasWharf()
1098 +Lua / GetComponentData() properties: Removed "iscapitalshipyard", fixed "isshipyard", added "canbuildships", "iswharf", "isequipmentdock"
1099 +Scripts: Fixed property .isshipyard, added .iswharf (.canbuildships existed already)
304 304  )))
305 305  |(((
306 306  UI extensions
307 307  )))|(((
308 308  1.50 Beta 2
309 -)))|(((
310 -**FFI: UpgradeGroupInfo **datatype was changed.(% class="confluenceTd" %)
1105 +)))|(% colspan="2" %)(((
1106 +**FFI: UpgradeGroupInfo **datatype was changed.
311 311  )))
312 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
1108 +|(% colspan="4" %)(% colspan="3" %)
313 313  (((
314 -//Added new "operational" field to retrieve information about number of operational upgrades in a group.//
1110 +Added new "operational" field to retrieve information about number of operational upgrades in a group.
315 315  )))
316 316  |(% colspan="1" %)(% colspan="1" %)
317 317  (((
... ... @@ -319,47 +319,58 @@
319 319  )))|(% colspan="1" %)(% colspan="1" %)
320 320  (((
321 321  1.50 Beta 1
322 -)))|(% colspan="1" %)(% colspan="1" %)
1118 +)))|(% colspan="2" %)(% colspan="1" %)
323 323  (((
324 324  **FFI: SetGuidance()** removed useinfopoint argument.
325 325  )))
326 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
1122 +|(% colspan="4" %)(% colspan="3" %)
327 327  (((
328 -//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.
329 -//
1124 +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.
330 330  
331 -//The new function declaration is: void SetGuidance(UniverseID componentid, UIPosRot offset)//
1126 +The new function declaration is: void SetGuidance(UniverseID componentid, UIPosRot offset)
332 332  )))
333 333  |(((
334 334  UI extensions
335 335  )))|(((
336 336  1.50 Beta 1
337 -)))|(((
338 -**FFI: CancelConstruction() **changed its return value.(% class="confluenceTd" %)
1132 +)))|(% colspan="2" %)(((
1133 +**FFI: CancelConstruction() **changed its return value.
339 339  )))
340 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
1135 +|(% colspan="4" %)(% colspan="3" %)
341 341  (((
342 -(% style="color: rgb(0,0,0);" %)//CancelConstruction() now returns if the cancellation was successful. //
1137 +CancelConstruction() now returns if the cancellation was successful.
343 343  )))
1139 +
1140 +----
1141 +
1142 +=== Version 1.32 ===
1143 +
1144 +(% class="table-striped" %)
344 344  |(((
345 345  UI extensions
346 346  )))|(((
347 347  1.32
348 -)))|(((
1149 +)))|(% colspan="2" %)(((
349 349  **Lua: GetComponentData() **removed the "nextdestname" property.
350 350  )))
351 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
1152 +|(% colspan="4" %)(% colspan="3" %)
352 352  (((
353 -//Instead of "nextdestname", use the properties "destination" or "destinationsector" to retrieve a destination component, then retrieve its "name" property.//
1154 +Instead of "nextdestname", use the properties "destination" or "destinationsector" to retrieve a destination component, then retrieve its "name" property.
354 354  )))
1156 +
1157 +----
1158 +
1159 +=== Version 1.20 ===
1160 +
1161 +(% class="table-striped" %)
355 355  |(((
356 356  UI extensions
357 357  )))|(((
358 358  1.20
359 -)))|(((
360 -**FFI: GetAAOption()** got a new "useconfig" parameter.(% class="confluenceTd" %)
1166 +)))|(% colspan="2" %)(((
1167 +**FFI: GetAAOption()** got a new "useconfig" parameter.
361 361  )))
362 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
1169 +|(% colspan="4" %)(% colspan="3" %)
363 363  (((
364 -//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.//
1171 +//The AA setting was changed to check the new setting with the user. In order to restore the old setting GetAAOption() gets the option to retrieve the config settings.//
365 365  )))
Confluence.Code.ConfluencePageClass[0]
id
... ... @@ -1,1 +1,0 @@
1 -83460740
space
... ... @@ -1,1 +1,0 @@
1 -X4WIKI
url
... ... @@ -1,1 +1,0 @@
1 -https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/83460740/Breaking Changes