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 55.1
edited by stefan
on 2020/01/17 14:41
Change comment: extended list of lower file name change to cover UI files as well

Summary

Details

Page properties
Author
... ... @@ -1,1 +1,1 @@
1 -xwiki:XWiki.owen
1 +xwiki:XWiki.stefan
Content
... ... @@ -25,22 +25,208 @@
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 5
38 +)))|(% colspan="1" %)(% colspan="1" %)
39 +(((
40 +Renamed all files in the **md**, ui, and **cutscenes** folders to lower-case
41 +)))
42 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
43 +(((
44 +//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.)\\
45 +
46 +//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).//
47 +)))
48 +|(% colspan="1" %)(% colspan="1" %)
49 +(((
30 30  Scripts
31 31  )))|(% colspan="1" %)(% colspan="1" %)
32 32  (((
53 +3.0 Beta 5
54 +)))|(% colspan="1" %)(% colspan="1" %)
55 +(((
56 +Adjustments of some MD library cues in the base game to change their usage from **<include_actions>** to <run_actions>
57 +)))
58 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
59 +(((
60 +//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.//
61 +)))
62 +|(% colspan="1" %)(% colspan="1" %)
63 +(((
64 +Scripts
65 +)))|(% colspan="1" %)(% colspan="1" %)
66 +(((
67 +3.0 Beta 5
68 +)))|(% colspan="1" %)(% colspan="1" %)
69 +(((
70 +Changes to $dockingbay.**todockpos** and $dockingbay.**launchpos**
71 +)))
72 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
73 +(((
74 +//Before the change, positions are relative to $dockingbay.parent.
75 +After the change, positions are relative to $dockingbay as specified in the documentation.//
76 +)))
77 +|(% colspan="1" %)(% colspan="1" %)
78 +(((
79 +Global
80 +)))|(% colspan="1" %)(% colspan="1" %)
81 +(((
82 +3.0 Beta 2
83 +)))|(% colspan="1" %)(% colspan="1" %)
84 +(((
85 +Support for entity flag "**skillsvisible**" dropped
86 +)))
87 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
88 +(((
89 +//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().//
90 +)))
91 +|(((
92 +Scripts
93 +)))|(((
94 +3.0 Beta 2
95 +)))|(((
96 +Changes to **<event_object_changed_owner>** and added **<event_object_changed_true_owner>**.
97 +)))
98 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
99 +(((
100 +//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.
101 +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.
102 +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.
103 +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).
104 +)))
105 +|(% colspan="1" %)(% colspan="1" %)
106 +(((
107 +Global
108 +)))|(% colspan="1" %)(% colspan="1" %)
109 +(((
33 33  3.0 Beta 1
34 34  )))|(% colspan="1" %)(% colspan="1" %)
35 35  (((
36 -<hack_via_control_panel/> script action removed
113 +**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.
117 +//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.//
41 41  )))
119 +|(((
120 +Job/God
121 +)))|(((
122 +3.0 Beta 1
123 +)))|(((
124 +By default, **job/god entries** now only spawn objects in space added by the extension in which they are defined
125 +)))
126 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
127 +(((
128 +//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.//
129 +)))
42 42  |(% colspan="1" %)(% colspan="1" %)
43 43  (((
132 +Scripts
133 +)))|(% colspan="1" %)(% colspan="1" %)
134 +(((
135 +3.0 Beta 1
136 +)))|(% colspan="1" %)(% colspan="1" %)
137 +(((
138 +Script action **<add_actor_to_room/> **attribute **'room'** renamed to **'object'**
139 +)))
140 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
141 +(((
142 +//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.//
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 +Script action **<set_doors_locked/>** attribute **'group'** changed
153 +)))
154 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
155 +(((
156 +//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.//
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 +Script conditions **<event_hack_*/>** and **<event_controlpanel_hack_*/>** removed
167 +)))
168 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
169 +(((
170 +//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.//
171 +)))
172 +|(% colspan="1" %)(% colspan="1" %)
173 +(((
174 +Scripts
175 +)))|(% colspan="1" %)(% colspan="1" %)
176 +(((
177 +3.0 Beta 1
178 +)))|(% colspan="1" %)(% colspan="1" %)
179 +(((
180 +Script actions **<set_hack_target/>** and **<abort_hack/>** removed
181 +)))
182 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
183 +(((
184 +//These actions had no effect and were removed.//
185 +)))
186 +|(% colspan="1" %)(% colspan="1" %)
187 +(((
188 +Scripts
189 +)))|(% colspan="1" %)(% colspan="1" %)
190 +(((
191 +3.0 Beta 1
192 +)))|(% colspan="1" %)(% colspan="1" %)
193 +(((
194 +**<setup_conversation_minigame/>** script action removed
195 +)))
196 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
197 +(((
198 +//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.//
199 +)))
200 +|(% colspan="1" %)(% colspan="1" %)
201 +(((
202 +Scripts
203 +)))|(% colspan="1" %)(% colspan="1" %)
204 +(((
205 +3.0 Beta 1
206 +)))|(% colspan="1" %)(% colspan="1" %)
207 +(((
208 +<add_player_choice_*> **confidence** attribute removed
209 +)))
210 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
211 +(((
212 +//The default confidence of player options is another leftover from the XR era and had no effect in X4.//
213 +)))
214 +|(% colspan="1" %)(% colspan="1" %)
215 +(((
216 +Scripts
217 +)))|(% colspan="1" %)(% colspan="1" %)
218 +(((
219 +3.0 Beta 1
220 +)))|(% colspan="1" %)(% colspan="1" %)
221 +(((
222 +**<hack_via_control_panel/>** script action removed
223 +)))
224 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
225 +(((
226 +//Unused script action <hack_via_control_panel/> was removed.//
227 +)))
228 +|(% colspan="1" %)(% colspan="1" %)
229 +(((
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.
240 +//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  )))
242 +|(((
243 +UI core
244 +)))|(((
245 +3.0 Beta 1
246 +)))|(((
247 +**FFI: **GetLocalizedInteractiveNotificationKey can return icon placeholders
248 +)))
249 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
250 +(((
251 +//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.//
252 +)))
56 56  |(% colspan="1" %)(% colspan="1" %)
57 57  (((
58 -Scripts
255 +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.illegal updated
261 +**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 $ware is illegal to any faction in the game.
265 +//In 3.0 Beta 1 we added support for a new weapon mod property "SurfaceElementFactor" to allow weapons to deal increased damage to surface elements such as Shield Generators, Turrets or Engines.//
70 70  )))
71 71  |(% colspan="1" %)(% colspan="1" %)
72 72  (((
... ... @@ -76,13 +76,12 @@
76 76  3.0 Beta 1
77 77  )))|(% colspan="1" %)(% colspan="1" %)
78 78  (((
79 -'checkoperational' filter behaviour changed
275 +**$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.//
279 +//$ware.illegal used to return true if the specified ware has the 'illegal' tag which is no longer used.//
280 +//It now returns true if $ware is illegal to any faction in the game.//
86 86  )))
87 87  |(% colspan="1" %)(% colspan="1" %)
88 88  (((
... ... @@ -100,6 +100,77 @@
100 100  )))
101 101  |(% colspan="1" %)(% colspan="1" %)
102 102  (((
298 +Scripts
299 +)))|(% colspan="1" %)(% colspan="1" %)
300 +(((
301 +3.0 Beta 1
302 +)))|(% colspan="1" %)(% colspan="1" %)
303 +(((
304 +parameters of **<event_venture_mission_completed/>** changed
305 +)))
306 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
307 +(((
308 +//old params: param = venture details, param2 = ships involved, param3 = duration//
309 +//new params: param = venture detail list: [mission name, mission type], param2 = list of ships involved, param3 = duration//
310 +)))
311 +|(((
312 +Scripts
313 +)))|(((
314 +3.0 Beta 1
315 +)))|(((
316 +**<set_object_wing_name/>** removed,
317 +**<set_object_fleet_name/>** added
318 +)))
319 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
320 +(((
321 +//The common action <set_object_wing_name/> has been replaced with <set_object_fleet_name/>//
322 +)))
323 +|(((
324 +Scripts
325 +)))|(((
326 +3.0 Beta 1
327 +)))|(((
328 +**$controllable.wing.*** removed,
329 +**$controllable.fleet.*** added
330 +)))
331 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
332 +(((
333 +$controllable.wing.name, $controllable.wing.iscommander, and $controllable.wing.commander have been replaced with $controllable.fleet.name, $controllable.fleet.iscommander, and $controllable.fleet.commander
334 +)))
335 +|(% colspan="3" %)(% colspan="3" %)
336 +(((
337 +== 2.60 ==
338 +)))
339 +|(((
340 +Scripts
341 +)))|(((
342 +2.60 Beta 1
343 +)))|(((
344 +'**checkoperational**' filter behaviour changed
345 +)))
346 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
347 +(((
348 +//Actions and conditions which use the 'checkoperational' filter now behave differently. Instead of changing how 'class' and 'exactclass' behave, checkoperational == true adds an additional filter for the components being of state operational, equivalent to state="componentstate.operational". This is implicitly enabled in action elements (e.g. <find_.../>) or condition elements (e.g. <count_...>), meaning that find_ship will only find operational ships. Using such actions/conditions with checkoperational="false" will include non-operational components such as wrecked and constructions. Existing uses may find that results now exclude non-operational components.//
349 +
350 +//Sub nodes such as match_child will have checkoperational default to false. Existing uses may find that results now include non-operational components.//
351 +)))
352 +|(((
353 +Scripts
354 +)))|(((
355 +2.60 Beta 1
356 +)))|(((
357 +$container.**supplyresources** behavior changed
358 +)))
359 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
360 +(((
361 +//The script keyword $container.supplyresources now includes reserved wares.//
362 +)))
363 +|(% colspan="3" %)(% colspan="3" %)
364 +(((
365 +== 2.20 ==
366 +)))
367 +|(% colspan="1" %)(% colspan="1" %)
368 +(((
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  )))
399 +|(% colspan="3" %)(% colspan="3" %)
400 +(((
401 +== 2.00 ==
402 +)))
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  )))
549 +|(% colspan="3" %)(% colspan="3" %)
550 +(((
551 +== 1.50 ==
552 +)))
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  )))
618 +|(% colspan="3" %)(% colspan="3" %)
619 +(((
620 +== 1.32 ==
621 +)))
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  )))
633 +|(% colspan="3" %)(% colspan="3" %)
634 +(((
635 +== 1.20 ==
636 +)))
355 355  |(((
356 356  UI extensions
357 357  )))|(((
Confluence.Code.ConfluencePageClass[0]
id
... ... @@ -1,1 +1,1 @@
1 -83460740
1 +89825104
url
... ... @@ -1,1 +1,1 @@
1 -https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/83460740/Breaking Changes
1 +https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/89825104/Breaking Changes