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. owen1 +xwiki:XWiki.michael - Content
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... ... @@ -25,22 +25,152 @@ 25 25 )))|=((( 26 26 Summary 27 27 ))) 28 +|(% colspan="3" %)(% colspan="3" %) 29 +((( 30 +== 3.00 == 31 +))) 28 28 |(% colspan="1" %)(% colspan="1" %) 29 29 ((( 34 +Global 35 +)))|(% colspan="1" %)(% colspan="1" %) 36 +((( 37 +3.0 Beta 2 38 +)))|(% colspan="1" %)(% colspan="1" %) 39 +((( 40 +Support for entity flag "**skillsvisible**" dropped 41 +))) 42 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 43 +((( 44 +//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().// 45 +))) 46 +|((( 30 30 Scripts 48 +)))|((( 49 +3.0 Beta 2 50 +)))|((( 51 +Changes to **<event_object_changed_owner>** and added **<event_object_changed_true_owner>**. 52 +))) 53 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 54 +((( 55 +//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. 56 +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. 57 +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. 58 +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). 59 +))) 60 +|(% colspan="1" %)(% colspan="1" %) 61 +((( 62 +Global 31 31 )))|(% colspan="1" %)(% colspan="1" %) 32 32 ((( 33 33 3.0 Beta 1 34 34 )))|(% colspan="1" %)(% colspan="1" %) 35 35 ((( 36 - <hack_via_control_panel/>scriptactionremoved68 +MissionBoard support dropped 37 37 ))) 38 38 |(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 39 39 ((( 40 - Unused script action<hack_via_control_panel/>was removed.72 +//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 behavior would occur. Therefore we cleaned things up in 3.0 Beta 1 including deprecating/removing any related UI/script function.// 41 41 ))) 42 42 |(% colspan="1" %)(% colspan="1" %) 43 43 ((( 76 +Scripts 77 +)))|(% colspan="1" %)(% colspan="1" %) 78 +((( 79 +3.0 Beta 1 80 +)))|(% colspan="1" %)(% colspan="1" %) 81 +((( 82 +Script action **<add_actor_to_room/> **attribute **'room'** renamed to **'object'** 83 +))) 84 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 85 +((( 86 +//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.// 87 +))) 88 +|(% colspan="1" %)(% colspan="1" %) 89 +((( 90 +Scripts 91 +)))|(% colspan="1" %)(% colspan="1" %) 92 +((( 93 +3.0 Beta 1 94 +)))|(% colspan="1" %)(% colspan="1" %) 95 +((( 96 +Script action **<set_doors_locked/>** attribute **'group'** changed 97 +))) 98 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 99 +((( 100 +//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.// 101 +))) 102 +|(% colspan="1" %)(% colspan="1" %) 103 +((( 104 +Scripts 105 +)))|(% colspan="1" %)(% colspan="1" %) 106 +((( 107 +3.0 Beta 1 108 +)))|(% colspan="1" %)(% colspan="1" %) 109 +((( 110 +Script conditions **<event_hack_*/>** and **<event_controlpanel_hack_*/>** removed 111 +))) 112 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 113 +((( 114 +//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.// 115 +))) 116 +|(% colspan="1" %)(% colspan="1" %) 117 +((( 118 +Scripts 119 +)))|(% colspan="1" %)(% colspan="1" %) 120 +((( 121 +3.0 Beta 1 122 +)))|(% colspan="1" %)(% colspan="1" %) 123 +((( 124 +Script actions **<set_hack_target/>** and **<abort_hack/>** removed 125 +))) 126 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 127 +((( 128 +//These actions had no effect and were removed.// 129 +))) 130 +|(% colspan="1" %)(% colspan="1" %) 131 +((( 132 +Scripts 133 +)))|(% colspan="1" %)(% colspan="1" %) 134 +((( 135 +3.0 Beta 1 136 +)))|(% colspan="1" %)(% colspan="1" %) 137 +((( 138 +**<setup_conversation_minigame/>** script action removed 139 +))) 140 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 141 +((( 142 +//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.// 143 +))) 144 +|(% colspan="1" %)(% colspan="1" %) 145 +((( 146 +Scripts 147 +)))|(% colspan="1" %)(% colspan="1" %) 148 +((( 149 +3.0 Beta 1 150 +)))|(% colspan="1" %)(% colspan="1" %) 151 +((( 152 +<add_player_choice_*> **confidence** attribute removed 153 +))) 154 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 155 +((( 156 +//The default confidence of player options is another leftover from the XR era and had no effect in X4.// 157 +))) 158 +|(% colspan="1" %)(% colspan="1" %) 159 +((( 160 +Scripts 161 +)))|(% colspan="1" %)(% colspan="1" %) 162 +((( 163 +3.0 Beta 1 164 +)))|(% colspan="1" %)(% colspan="1" %) 165 +((( 166 +**<hack_via_control_panel/>** script action removed 167 +))) 168 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 169 +((( 170 +//Unused script action <hack_via_control_panel/> was removed.// 171 +))) 172 +|(% colspan="1" %)(% colspan="1" %) 173 +((( 44 44 UI core 45 45 )))|(% colspan="1" %)(% colspan="1" %) 46 46 ((( ... ... @@ -51,22 +51,32 @@ 51 51 ))) 52 52 |(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 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. 184 +//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.// 55 55 ))) 186 +|((( 187 +UI core 188 +)))|((( 189 +3.0 Beta 1 190 +)))|((( 191 +**FFI: **GetLocalizedInteractiveNotificationKey can return icon placeholders 192 +))) 193 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 194 +((( 195 +//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.// 196 +))) 56 56 |(% colspan="1" %)(% colspan="1" %) 57 57 ((( 58 - Scripts199 +UI extensions 59 59 )))|(% colspan="1" %)(% colspan="1" %) 60 60 ((( 61 61 3.0 Beta 1 62 62 )))|(% colspan="1" %)(% colspan="1" %) 63 63 ((( 64 - $ware.illegalupdated205 +**FFI: **UIWeaponMod returned by GetInstalledWeaponMod() now includes property SurfaceElementFactor 65 65 ))) 66 66 |(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 67 67 ((( 68 -$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 $ware is illegal to any faction in the game. 209 +//In 3.0 Beta 1 we added support for a new weapon mod property "SurfaceElementFactor" to allow weapons to deal increased damage to surface elements such as Shield Generators, Turrets or Engines.// 70 70 ))) 71 71 |(% colspan="1" %)(% colspan="1" %) 72 72 ((( ... ... @@ -76,13 +76,12 @@ 76 76 3.0 Beta 1 77 77 )))|(% colspan="1" %)(% colspan="1" %) 78 78 ((( 79 - 'checkoperational' filter behaviourchanged219 +**$ware.illegal** updated 80 80 ))) 81 81 |(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 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.// 223 +//$ware.illegal used to return true if the specified ware has the 'illegal' tag which is no longer used.// 224 +//It now returns true if $ware is illegal to any faction in the game.// 86 86 ))) 87 87 |(% colspan="1" %)(% colspan="1" %) 88 88 ((( ... ... @@ -100,6 +100,77 @@ 100 100 ))) 101 101 |(% colspan="1" %)(% colspan="1" %) 102 102 ((( 242 +Scripts 243 +)))|(% colspan="1" %)(% colspan="1" %) 244 +((( 245 +3.0 Beta 1 246 +)))|(% colspan="1" %)(% colspan="1" %) 247 +((( 248 +parameters of **<event_venture_mission_completed/>** changed 249 +))) 250 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 251 +((( 252 +//old params: param = venture details, param2 = ships involved, param3 = duration// 253 +//new params: param = venture detail list: [mission name, mission type], param2 = list of ships involved, param3 = duration// 254 +))) 255 +|((( 256 +Scripts 257 +)))|((( 258 +3.0 Beta 1 259 +)))|((( 260 +**<set_object_wing_name/>** removed, 261 +**<set_object_fleet_name/>** added 262 +))) 263 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 264 +((( 265 +//The common action <set_object_wing_name/> has been replaced with <set_object_fleet_name/>// 266 +))) 267 +|((( 268 +Scripts 269 +)))|((( 270 +3.0 Beta 1 271 +)))|((( 272 +**$controllable.wing.*** removed, 273 +**$controllable.fleet.*** added 274 +))) 275 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 276 +((( 277 +$controllable.wing.name, $controllable.wing.iscommander, and $controllable.wing.commander have been replaced with $controllable.fleet.name, $controllable.fleet.iscommander, and $controllable.fleet.commander 278 +))) 279 +|(% colspan="3" %)(% colspan="3" %) 280 +((( 281 +== 2.60 == 282 +))) 283 +|((( 284 +Scripts 285 +)))|((( 286 +2.60 Beta 1 287 +)))|((( 288 +'**checkoperational**' filter behaviour changed 289 +))) 290 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 291 +((( 292 +//Actions and conditions which use the 'checkoperational' filter now behave differently. Instead of changing how 'class' and 'exactclass' behave, checkoperational == true adds an additional filter for the components being of state operational, equivalent to state="componentstate.operational". This is implicitly enabled in action elements (e.g. <find_.../>) or condition elements (e.g. <count_...>), meaning that find_ship will only find operational ships. Using such actions/conditions with checkoperational="false" will include non-operational components such as wrecked and constructions. Existing uses may find that results now exclude non-operational components.// 293 + 294 +//Sub nodes such as match_child will have checkoperational default to false. Existing uses may find that results now include non-operational components.// 295 +))) 296 +|((( 297 +Scripts 298 +)))|((( 299 +2.60 Beta 1 300 +)))|((( 301 +$container.**supplyresources** behavior changed 302 +))) 303 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 304 +((( 305 +//The script keyword $container.supplyresources now includes reserved wares.// 306 +))) 307 +|(% colspan="3" %)(% colspan="3" %) 308 +((( 309 +== 2.20 == 310 +))) 311 +|(% colspan="1" %)(% colspan="1" %) 312 +((( 103 103 UI core 104 104 )))|(% colspan="1" %)(% colspan="1" %) 105 105 ((( ... ... @@ -130,6 +130,10 @@ 130 130 ((( 131 131 //The underlying behaviour remains the same in that it involves the buildprocessor, not the buildmodule. The attribute name has simply been corrected.// 132 132 ))) 343 +|(% colspan="3" %)(% colspan="3" %) 344 +((( 345 +== 2.00 == 346 +))) 133 133 |(% colspan="1" %)(% colspan="1" %) 134 134 ((( 135 135 Scripts ... ... @@ -276,6 +276,10 @@ 276 276 ((( 277 277 //Changed return value type to const char* to better identify failure reasons in Lua script.// 278 278 ))) 493 +|(% colspan="3" %)(% colspan="3" %) 494 +((( 495 +== 1.50 == 496 +))) 279 279 |((( 280 280 UI extensions 281 281 )))|((( ... ... @@ -341,6 +341,10 @@ 341 341 ((( 342 342 (% style="color: rgb(0,0,0);" %)//CancelConstruction() now returns if the cancellation was successful. // 343 343 ))) 562 +|(% colspan="3" %)(% colspan="3" %) 563 +((( 564 +== 1.32 == 565 +))) 344 344 |((( 345 345 UI extensions 346 346 )))|((( ... ... @@ -352,6 +352,10 @@ 352 352 ((( 353 353 //Instead of "nextdestname", use the properties "destination" or "destinationsector" to retrieve a destination component, then retrieve its "name" property.// 354 354 ))) 577 +|(% colspan="3" %)(% colspan="3" %) 578 +((( 579 +== 1.20 == 580 +))) 355 355 |((( 356 356 UI extensions 357 357 )))|(((
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... ... @@ -1,1 +1,1 @@ 1 -83 4607401 +89132385 - url
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... ... @@ -1,1 +1,1 @@ 1 -https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/83 460740/Breaking Changes1 +https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/89132385/Breaking Changes