Changes for page Breaking Changes
Last modified by Michael Baumgardt on 2026/04/17 12:03
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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.matthias - Content
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... ... @@ -24,23 +24,475 @@ 24 24 Version 25 25 )))|=((( 26 26 Summary 27 +)))|=(% colspan="1" %)(% colspan="1" %) 28 +((( 29 + 27 27 ))) 31 +|(% colspan="4" %)(% colspan="4" %) 32 +((( 33 +== 4.00 == 34 +))) 28 28 |(% colspan="1" %)(% colspan="1" %) 29 29 ((( 37 +UI core 38 +)))|(% colspan="1" %)(% colspan="1" %) 39 +((( 40 +4.00 Beta 6 41 +)))|(% colspan="1" %)(% colspan="1" %) 42 +((( 43 +**FFI:** GetFactionRelationStatus() handling for faction relation range [-20,-10] changed 44 +)))|(% colspan="1" %)(% colspan="1" %) 45 +((( 46 + 47 +))) 48 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 49 +((( 50 +//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. 51 +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).// 52 + 53 +//If you rely on a handling where these factions are treated like enemies, please use the new GetFactionRelationStatus2() function instead. 54 +// 55 +)))|(% colspan="1" %)(% colspan="1" %) 56 +((( 57 + 58 +))) 59 +|(% colspan="1" %)(% colspan="1" %) 60 +((( 61 +UI core 62 +)))|(% colspan="1" %)(% colspan="1" %) 63 +((( 64 +4.00 Beta 5 65 +)))|(% colspan="1" %)(% colspan="1" %) 66 +((( 67 +**FFI:** GetRelationStatus()/GetRelationStatus2() handling for objects in relation range [-25,-10] changed 68 +)))|(% colspan="1" %)(% colspan="1" %) 69 +((( 70 + 71 +))) 72 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 73 +((( 74 +//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.// 75 + 76 +//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). 77 +)))|(% colspan="1" %)(% colspan="1" %) 78 +((( 79 + 80 +))) 81 +|((( 82 +Parameters 83 +)))|((( 84 +4.00 Beta 1 85 +)))|((( 86 +**requiresconstructionvessel** parameter moved 87 +)))|((( 88 + 89 +))) 90 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 91 +((( 92 +//The 'requiresconstructionvessel' attribute has been moved from the 'recycling' node itself, to the new 'station' subnode.// 93 +))) 94 +|((( 30 30 Scripts 96 +)))|((( 97 +4.00 Beta 1 98 +)))|((( 99 +Changed behaviour of **gatedistance** script property 100 +)))|((( 101 + 102 +))) 103 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 104 +((( 105 +//The 'gatedistance' script property now minimizes the number of gate jumps instead of counting the number gate jumps in the fastest route.// 106 +)))|(% class="highlight-grey" data-highlight-colour="grey" %)(% class="highlight-grey" data-highlight-colour="grey" %) 107 +((( 108 + 109 +))) 110 +|((( 111 +Scripts 112 +)))|((( 113 +4.00 Beta 7 114 +)))|((( 115 +Parameters of **<event_terraforming_project_succeeded>** and **<event_terraforming_project_failed>** changed 116 +)))|((( 117 + 118 +))) 119 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 120 +((( 121 +//Old params: param = project ID, param2 = were there positive side-effects?, param3 = were there negative side-effects? 122 +New params: param = project ID, param2 = [were there positive side-effects?, were there negative side-effects?], param3 = payout in Credits 123 +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// 124 +)))|(% class="highlight-grey" data-highlight-colour="grey" %)(% class="highlight-grey" data-highlight-colour="grey" %) 125 +((( 126 + 127 +))) 128 +|(% colspan="4" %)(% colspan="4" %) 129 +((( 130 +== 3.30 == 131 +))) 132 +|((( 133 +UI extensions 134 +)))|((( 135 +3.30 Beta 3 136 +)))|((( 137 +**FFI: **Removed** (% style="color: rgb(0,0,0);" %)GetMissionLimit() (%%)**(% style="color: rgb(0,0,0);" %)and** **(% style="color: rgb(0, 0, 0); color: rgb(0, 0, 0)" %)**IsMissionLimit**(%%)**Enabled()** 31 31 )))|(% colspan="1" %)(% colspan="1" %) 32 32 ((( 140 + 141 +))) 142 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 143 +((( 144 +//These mission limit-related functions (added in 3.30 Beta 1 and 2) are replaced with FFI (% style="color: rgb(0,0,0);" %)IsMissionLimit(%%)Reach(% style="color: rgb(0,0,0);" %)ed()// 145 +))) 146 +|(% colspan="4" %)(% colspan="4" %) 147 +((( 148 +== 3.20 == 149 +))) 150 +|((( 151 +Scripts 152 +)))|((( 153 +3.20 Beta 1 154 +)))|((( 155 +Parameters of **<event_player_attacked_object/>** and **<event_object_attacked_object/>** changed 156 +)))|(% colspan="1" %)(% colspan="1" %) 157 +((( 158 + 159 +))) 160 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 161 +((( 162 +//Old params: param = attacked object, param2 = attack method, param3 = attacked component// 163 +//New params: param = attacked object, param2 = attack method, param3 = attack component detail list: [attacked component, attacking weapon] 164 +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// 165 +))) 166 +|(% colspan="1" %)(% colspan="1" %) 167 +((( 168 +Scripts 169 +)))|(% colspan="1" %)(% colspan="1" %) 170 +((( 171 +3.20 Beta 1 172 +)))|(% colspan="1" %)(% colspan="1" %) 173 +((( 174 +Removed script property $trade.**restriction.faction** 175 +)))|(% colspan="1" %)(% colspan="1" %) 176 +((( 177 + 178 +))) 179 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 180 +((( 181 +//$trade.restriction.faction has been replaced with $trade.restriction.factions, which returns a list of factions.// 182 +))) 183 +|((( 184 +UI extensions 185 +)))|((( 186 +3.20 Beta 1 187 +)))|((( 188 +**Lua**: **GetTradeRestrictions()**, **ToggleFactionTradeRestriction()** and **ToggleFactionTradeWareOverride()** are now obsolete! 189 +)))|(% colspan="1" %)(% colspan="1" %) 190 +((( 191 + 192 +))) 193 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 194 +((( 195 +//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.// 196 +))) 197 +|(% colspan="4" %)(% colspan="4" %) 198 +((( 199 +== 3.10 == 200 +))) 201 +|(% colspan="1" %)(% colspan="1" %) 202 +((( 203 +Scripts 204 +)))|(% colspan="1" %)(% colspan="1" %) 205 +((( 206 +3.10 Beta 1 207 +)))|(% colspan="1" %)(% colspan="1" %) 208 +((( 209 +Removed script action **<add_build/>** 210 +)))|(% colspan="1" %)(% colspan="1" %) 211 +((( 212 + 213 +))) 214 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 215 +((( 216 +//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.// 217 +))) 218 +|(% colspan="4" %)(% colspan="4" %) 219 +((( 220 +== 3.00 == 221 +))) 222 +|(% colspan="1" %)(% colspan="1" %) 223 +((( 224 +Scripts 225 +)))|(% colspan="1" %)(% colspan="1" %) 226 +((( 227 +3.0 Beta 6 228 +)))|(% colspan="1" %)(% colspan="1" %) 229 +((( 230 +Changed behaviour of script action **<get_suitable_job/>** 231 +)))|(% colspan="1" %)(% colspan="1" %) 232 +((( 233 + 234 +))) 235 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 236 +((( 237 +//<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.// 238 +))) 239 +|(% colspan="1" %)(% colspan="1" %) 240 +((( 241 +Scripts 242 +)))|(% colspan="1" %)(% colspan="1" %) 243 +((( 244 +3.0 Beta 6 245 +)))|(% colspan="1" %)(% colspan="1" %) 246 +((( 247 +Changed behaviour of script action **<get_ware_definition/>** 248 +)))|(% colspan="1" %)(% colspan="1" %) 249 +((( 250 + 251 +))) 252 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 253 +((( 254 +//<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.// 255 +))) 256 +|(% colspan="1" %)(% colspan="1" %) 257 +((( 258 +Global 259 +)))|(% colspan="1" %)(% colspan="1" %) 260 +((( 261 +3.0 Beta 5 262 +)))|(% colspan="1" %)(% colspan="1" %) 263 +((( 264 +Renamed all files in the **md**, ui, and **cutscenes** folders to lower-case 265 +)))|(% colspan="1" %)(% colspan="1" %) 266 +((( 267 + 268 +))) 269 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 270 +((( 271 +//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.)\\ 272 + 273 +//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).// 274 +))) 275 +|(% colspan="1" %)(% colspan="1" %) 276 +((( 277 +Scripts 278 +)))|(% colspan="1" %)(% colspan="1" %) 279 +((( 280 +3.0 Beta 5 281 +)))|(% colspan="1" %)(% colspan="1" %) 282 +((( 283 +Adjustments of some MD library cues in the base game to change their usage from **<include_actions>** to <run_actions> 284 +)))|(% colspan="1" %)(% colspan="1" %) 285 +((( 286 + 287 +))) 288 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 289 +((( 290 +//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.// 291 +))) 292 +|(% colspan="1" %)(% colspan="1" %) 293 +((( 294 +Scripts 295 +)))|(% colspan="1" %)(% colspan="1" %) 296 +((( 297 +3.0 Beta 5 298 +)))|(% colspan="1" %)(% colspan="1" %) 299 +((( 300 +Changes to $dockingbay.**todockpos** and $dockingbay.**launchpos** 301 +)))|(% colspan="1" %)(% colspan="1" %) 302 +((( 303 + 304 +))) 305 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 306 +((( 307 +//Before the change, positions are relative to $dockingbay.parent. 308 +After the change, positions are relative to $dockingbay as specified in the documentation.// 309 +))) 310 +|(% colspan="1" %)(% colspan="1" %) 311 +((( 312 +Global 313 +)))|(% colspan="1" %)(% colspan="1" %) 314 +((( 315 +3.0 Beta 2 316 +)))|(% colspan="1" %)(% colspan="1" %) 317 +((( 318 +Support for entity flag "**skillsvisible**" dropped 319 +)))|(% colspan="1" %)(% colspan="1" %) 320 +((( 321 + 322 +))) 323 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 324 +((( 325 +//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().// 326 +))) 327 +|((( 328 +Scripts 329 +)))|((( 330 +3.0 Beta 2 331 +)))|((( 332 +Changes to **<event_object_changed_owner>** and added **<event_object_changed_true_owner>**. 333 +)))|(% colspan="1" %)(% colspan="1" %) 334 +((( 335 + 336 +))) 337 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 338 +((( 339 +//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. 340 +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. 341 +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. 342 +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). 343 +))) 344 +|(% colspan="1" %)(% colspan="1" %) 345 +((( 346 +Global 347 +)))|(% colspan="1" %)(% colspan="1" %) 348 +((( 33 33 3.0 Beta 1 34 34 )))|(% colspan="1" %)(% colspan="1" %) 35 35 ((( 36 -<hack_via_control_panel/> script action removed 352 +**MissionBoard** support dropped 353 +)))|(% colspan="1" %)(% colspan="1" %) 354 +((( 355 + 37 37 ))) 38 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)357 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 39 39 ((( 40 - Unused script action<hack_via_control_panel/>was removed.359 +//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 ))) 361 +|((( 362 +Job/God 363 +)))|((( 364 +3.0 Beta 1 365 +)))|((( 366 +By default, **job/god entries** now only spawn objects in space added by the extension in which they are defined 367 +)))|(% colspan="1" %)(% colspan="1" %) 368 +((( 369 + 370 +))) 371 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 372 +((( 373 +//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.// 374 +))) 42 42 |(% colspan="1" %)(% colspan="1" %) 43 43 ((( 377 +Scripts 378 +)))|(% colspan="1" %)(% colspan="1" %) 379 +((( 380 +3.0 Beta 1 381 +)))|(% colspan="1" %)(% colspan="1" %) 382 +((( 383 +Script action **<add_actor_to_room/> **attribute **'room'** renamed to **'object'** 384 +)))|(% colspan="1" %)(% colspan="1" %) 385 +((( 386 + 387 +))) 388 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 389 +((( 390 +//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.// 391 +))) 392 +|(% colspan="1" %)(% colspan="1" %) 393 +((( 394 +Scripts 395 +)))|(% colspan="1" %)(% colspan="1" %) 396 +((( 397 +3.0 Beta 1 398 +)))|(% colspan="1" %)(% colspan="1" %) 399 +((( 400 +Script action **<set_doors_locked/>** attribute **'group'** changed 401 +)))|(% colspan="1" %)(% colspan="1" %) 402 +((( 403 + 404 +))) 405 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 406 +((( 407 +//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.// 408 +))) 409 +|(% colspan="1" %)(% colspan="1" %) 410 +((( 411 +Scripts 412 +)))|(% colspan="1" %)(% colspan="1" %) 413 +((( 414 +3.0 Beta 1 415 +)))|(% colspan="1" %)(% colspan="1" %) 416 +((( 417 +Script conditions **<event_hack_*/>** and **<event_controlpanel_hack_*/>** removed 418 +)))|(% colspan="1" %)(% colspan="1" %) 419 +((( 420 + 421 +))) 422 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 423 +((( 424 +//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.// 425 +))) 426 +|(% colspan="1" %)(% colspan="1" %) 427 +((( 428 +Scripts 429 +)))|(% colspan="1" %)(% colspan="1" %) 430 +((( 431 +3.0 Beta 1 432 +)))|(% colspan="1" %)(% colspan="1" %) 433 +((( 434 +Script actions **<set_hack_target/>** and **<abort_hack/>** removed 435 +)))|(% colspan="1" %)(% colspan="1" %) 436 +((( 437 + 438 +))) 439 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 440 +((( 441 +//These actions had no effect and were removed.// 442 +))) 443 +|(% colspan="1" %)(% colspan="1" %) 444 +((( 445 +Scripts 446 +)))|(% colspan="1" %)(% colspan="1" %) 447 +((( 448 +3.0 Beta 1 449 +)))|(% colspan="1" %)(% colspan="1" %) 450 +((( 451 +**<setup_conversation_minigame/>** script action removed 452 +)))|(% colspan="1" %)(% colspan="1" %) 453 +((( 454 + 455 +))) 456 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 457 +((( 458 +//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.// 459 +))) 460 +|(% colspan="1" %)(% colspan="1" %) 461 +((( 462 +Scripts 463 +)))|(% colspan="1" %)(% colspan="1" %) 464 +((( 465 +3.0 Beta 1 466 +)))|(% colspan="1" %)(% colspan="1" %) 467 +((( 468 +<add_player_choice_*> **confidence** attribute removed 469 +)))|(% colspan="1" %)(% colspan="1" %) 470 +((( 471 + 472 +))) 473 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 474 +((( 475 +//The default confidence of player options is another leftover from the XR era and had no effect in X4.// 476 +))) 477 +|(% colspan="1" %)(% colspan="1" %) 478 +((( 479 +Scripts 480 +)))|(% colspan="1" %)(% colspan="1" %) 481 +((( 482 +3.0 Beta 1 483 +)))|(% colspan="1" %)(% colspan="1" %) 484 +((( 485 +**<hack_via_control_panel/>** script action removed 486 +)))|(% colspan="1" %)(% colspan="1" %) 487 +((( 488 + 489 +))) 490 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 491 +((( 492 +//Unused script action <hack_via_control_panel/> was removed.// 493 +))) 494 +|(% colspan="1" %)(% colspan="1" %) 495 +((( 44 44 UI core 45 45 )))|(% colspan="1" %)(% colspan="1" %) 46 46 ((( ... ... @@ -48,25 +48,44 @@ 48 48 )))|(% colspan="1" %)(% colspan="1" %) 49 49 ((( 50 50 **Lua: **GetMiniGameCursorPosition() removed 503 +)))|(% colspan="1" %)(% colspan="1" %) 504 +((( 505 + 51 51 ))) 52 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)507 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" 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. 509 +//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 ))) 511 +|((( 512 +UI core 513 +)))|((( 514 +3.0 Beta 1 515 +)))|((( 516 +**FFI: **GetLocalizedInteractiveNotificationKey can return icon placeholders 517 +)))|(% colspan="1" %)(% colspan="1" %) 518 +((( 519 + 520 +))) 521 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 522 +((( 523 +//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.// 524 +))) 56 56 |(% colspan="1" %)(% colspan="1" %) 57 57 ((( 58 - Scripts527 +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 533 +**FFI: **UIWeaponMod returned by GetInstalledWeaponMod() now includes property SurfaceElementFactor 534 +)))|(% colspan="1" %)(% colspan="1" %) 535 +((( 536 + 65 65 ))) 66 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)538 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" 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 $ware is illegal to any faction in the game. 540 +//In 3.0 Beta 1 we added support for a new weapon mod property "SurfaceElementFactor" to allow weapons to deal increased damage to surface elements such as Shield Generators, Turrets or Engines.// 70 70 ))) 71 71 |(% colspan="1" %)(% colspan="1" %) 72 72 ((( ... ... @@ -76,13 +76,15 @@ 76 76 3.0 Beta 1 77 77 )))|(% colspan="1" %)(% colspan="1" %) 78 78 ((( 79 -'checkoperational' filter behaviour changed 550 +**$ware.illegal** updated 551 +)))|(% colspan="1" %)(% colspan="1" %) 552 +((( 553 + 80 80 ))) 81 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)555 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" 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.// 557 +//$ware.illegal used to return true if the specified ware has the 'illegal' tag which is no longer used.// 558 +//It now returns true if $ware is illegal to any faction in the game.// 86 86 ))) 87 87 |(% colspan="1" %)(% colspan="1" %) 88 88 ((( ... ... @@ -93,13 +93,102 @@ 93 93 )))|(% colspan="1" %)(% colspan="1" %) 94 94 ((( 95 95 MD script **RML_Flight_Along_Path** removed 569 +)))|(% colspan="1" %)(% colspan="1" %) 570 +((( 571 + 96 96 ))) 97 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)573 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 98 98 ((( 99 99 //The MD script RML_Flight_Along_Path was not referened and was removed.// 100 100 ))) 101 101 |(% colspan="1" %)(% colspan="1" %) 102 102 ((( 579 +Scripts 580 +)))|(% colspan="1" %)(% colspan="1" %) 581 +((( 582 +3.0 Beta 1 583 +)))|(% colspan="1" %)(% colspan="1" %) 584 +((( 585 +parameters of **<event_venture_mission_completed/>** changed 586 +)))|(% colspan="1" %)(% colspan="1" %) 587 +((( 588 + 589 +))) 590 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 591 +((( 592 +//old params: param = venture details, param2 = ships involved, param3 = duration// 593 +//new params: param = venture detail list: [mission name, mission type], param2 = list of ships involved, param3 = duration// 594 +))) 595 +|((( 596 +Scripts 597 +)))|((( 598 +3.0 Beta 1 599 +)))|((( 600 +**<set_object_wing_name/>** removed, 601 +**<set_object_fleet_name/>** added 602 +)))|(% colspan="1" %)(% colspan="1" %) 603 +((( 604 + 605 +))) 606 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 607 +((( 608 +//The common action <set_object_wing_name/> has been replaced with <set_object_fleet_name/>// 609 +))) 610 +|((( 611 +Scripts 612 +)))|((( 613 +3.0 Beta 1 614 +)))|((( 615 +**$controllable.wing.*** removed, 616 +**$controllable.fleet.*** added 617 +)))|(% colspan="1" %)(% colspan="1" %) 618 +((( 619 + 620 +))) 621 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 622 +((( 623 +$controllable.wing.name, $controllable.wing.iscommander, and $controllable.wing.commander have been replaced with $controllable.fleet.name, $controllable.fleet.iscommander, and $controllable.fleet.commander 624 +))) 625 +|(% colspan="4" %)(% colspan="4" %) 626 +((( 627 +== 2.60 == 628 +))) 629 +|((( 630 +Scripts 631 +)))|((( 632 +2.60 Beta 1 633 +)))|((( 634 +'**checkoperational**' filter behaviour changed 635 +)))|(% colspan="1" %)(% colspan="1" %) 636 +((( 637 + 638 +))) 639 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 640 +((( 641 +//Actions and conditions which use the 'checkoperational' filter now behave differently. Instead of changing how 'class' and 'exactclass' behave, checkoperational == true adds an additional filter for the components being of state operational, equivalent to state="componentstate.operational". This is implicitly enabled in action elements (e.g. <find_.../>) or condition elements (e.g. <count_...>), meaning that find_ship will only find operational ships. Using such actions/conditions with checkoperational="false" will include non-operational components such as wrecked and constructions. Existing uses may find that results now exclude non-operational components.// 642 + 643 +//Sub nodes such as match_child will have checkoperational default to false. Existing uses may find that results now include non-operational components.// 644 +))) 645 +|((( 646 +Scripts 647 +)))|((( 648 +2.60 Beta 1 649 +)))|((( 650 +$container.**supplyresources** behavior changed 651 +)))|(% colspan="1" %)(% colspan="1" %) 652 +((( 653 + 654 +))) 655 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 656 +((( 657 +//The script keyword $container.supplyresources now includes reserved wares.// 658 +))) 659 +|(% colspan="4" %)(% colspan="4" %) 660 +((( 661 +== 2.20 == 662 +))) 663 +|(% colspan="1" %)(% colspan="1" %) 664 +((( 103 103 UI core 104 104 )))|(% colspan="1" %)(% colspan="1" %) 105 105 ((( ... ... @@ -107,8 +107,11 @@ 107 107 )))|(% colspan="1" %)(% colspan="1" %) 108 108 ((( 109 109 **Lua: GetControllerInfo()** returned mouseSteering/mouseCursor values are undefined. 672 +)))|(% colspan="1" %)(% colspan="1" %) 673 +((( 674 + 110 110 ))) 111 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)676 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 112 112 ((( 113 113 //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. 114 114 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.// ... ... @@ -125,11 +125,18 @@ 125 125 )))|(% colspan="1" %)(% colspan="1" %) 126 126 ((( 127 127 Attribute for build related conditions e.g. **<event_build_finished/>** renamed from 'buildmodule' to 'buildprocessor' 693 +)))|(% colspan="1" %)(% colspan="1" %) 694 +((( 695 + 128 128 ))) 129 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)697 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 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 ))) 701 +|(% colspan="4" %)(% colspan="4" %) 702 +((( 703 +== 2.00 == 704 +))) 133 133 |(% colspan="1" %)(% colspan="1" %) 134 134 ((( 135 135 Scripts ... ... @@ -139,8 +139,11 @@ 139 139 )))|(% colspan="1" %)(% colspan="1" %) 140 140 ((( 141 141 **<event_build_finished/> **param2 now returns null instead of a construction sequence 714 +)))|(% colspan="1" %)(% colspan="1" %) 715 +((( 716 + 142 142 ))) 143 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)718 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 144 144 ((( 145 145 //The construction sequence which was finished should now be accessed via the buildtask provided via param3.// 146 146 ))) ... ... @@ -153,8 +153,11 @@ 153 153 )))|(% colspan="1" %)(% colspan="1" %) 154 154 ((( 155 155 **param.boarding.{...}** strength parameters removed 731 +)))|(% colspan="1" %)(% colspan="1" %) 732 +((( 733 + 156 156 ))) 157 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)735 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 158 158 ((( 159 159 //The 'recruitstrength', 'veteranstrength' and 'elitestrength' script parameters were no longer required for balancing the boarding gameplay, and were removed.// 160 160 ))) ... ... @@ -167,8 +167,11 @@ 167 167 )))|(% colspan="1" %)(% colspan="1" %) 168 168 ((( 169 169 **$defensible.boardee/$defensible.boarder** and **<set_object_boarder/>/<remove_object_boarder/>** removed 748 +)))|(% colspan="1" %)(% colspan="1" %) 749 +((( 750 + 170 170 ))) 171 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)752 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 172 172 ((( 173 173 //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.// 174 174 ))) ... ... @@ -178,8 +178,11 @@ 178 178 2.00 Beta 1 179 179 )))|((( 180 180 **FFI: GetUpgradeSlotCurrentComponent()/GetUpgradeSlotGroup()** works on non-operationals 762 +)))|(% colspan="1" %)(% colspan="1" %) 763 +((( 764 + 181 181 ))) 182 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)766 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 183 183 ((( 184 184 //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.// 185 185 ))) ... ... @@ -189,8 +189,11 @@ 189 189 2.00 Beta 1 190 190 )))|((( 191 191 **FFI: SetFormationShape()** no longer indicates an error upon certain error cases 776 +)))|(% colspan="1" %)(% colspan="1" %) 777 +((( 778 + 192 192 ))) 193 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)780 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 194 194 ((( 195 195 //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.// 196 196 //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.// ... ... @@ -201,8 +201,11 @@ 201 201 2.00 Beta 1 202 202 )))|((( 203 203 **<create_formation/>** now requires the attributes: 'leader' and 'follower'. Attribute 'object' is now deprecated. 791 +)))|(% colspan="1" %)(% colspan="1" %) 792 +((( 793 + 204 204 ))) 205 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)795 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 206 206 ((( 207 207 //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.// 208 208 ))) ... ... @@ -212,8 +212,11 @@ 212 212 2.00 Beta 1 213 213 )))|((( 214 214 **<event_player_changed_target/>** now fires and returns null if the player deselects a target. 805 +)))|(% colspan="1" %)(% colspan="1" %) 806 +((( 807 + 215 215 ))) 216 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)809 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 217 217 ((( 218 218 //For prior behavior, check for event.param being non-null.// 219 219 ))) ... ... @@ -223,8 +223,11 @@ 223 223 2.00 Beta 1 224 224 )))|((( 225 225 **<shoot/>/<shoot_at/>** attribute changes. 819 +)))|(% colspan="1" %)(% colspan="1" %) 820 +((( 821 + 226 226 ))) 227 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)823 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 228 228 ((( 229 229 //Changed: Attribute "primary" is now optional and defines whether weapons from the ship's active primary weapon group will be fired. Defaults to true.// 230 230 //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.// ... ... @@ -238,8 +238,11 @@ 238 238 2.00 Beta 1 239 239 )))|((( 240 240 **FFI: GetBuildTask()/GetNumBuildTasks()** got a new "buildmoduleid" parameter.(% class="confluenceTd" %) 837 +)))|(% colspan="1" %)(% colspan="1" %) 838 +((( 839 + 241 241 ))) 242 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)841 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 243 243 ((( 244 244 //Added possibility to query build tasks of a certain buildmodule.// 245 245 ))) ... ... @@ -249,8 +249,11 @@ 249 249 2.00 Beta 1 250 250 )))|((( 251 251 **Lua:** **GetLibraryEntry()** retrieved a new "buildresources" field. 851 +)))|(% colspan="1" %)(% colspan="1" %) 852 +((( 853 + 252 252 ))) 253 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)855 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 254 254 ((( 255 255 //Added list of resources a buildmodule needs to build.// 256 256 ))) ... ... @@ -260,8 +260,11 @@ 260 260 2.00 Beta 1 261 261 )))|((( 262 262 (% 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);" %) 865 +)))|(% colspan="1" %)(% colspan="1" %) 866 +((( 867 + 263 263 ))) 264 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)869 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 265 265 ((( 266 266 //Unused, derelict function from XR - use GetComponentData(..., "hullpercent") instead.// 267 267 ))) ... ... @@ -271,11 +271,18 @@ 271 271 2.00 Beta 1 272 272 )))|((( 273 273 **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" %) 879 +)))|(% colspan="1" %)(% colspan="1" %) 880 +((( 881 + 274 274 ))) 275 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)883 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 276 276 ((( 277 277 //Changed return value type to const char* to better identify failure reasons in Lua script.// 278 278 ))) 887 +|(% colspan="4" %)(% colspan="4" %) 888 +((( 889 +== 1.50 == 890 +))) 279 279 |((( 280 280 UI extensions 281 281 )))|((( ... ... @@ -282,8 +282,11 @@ 282 282 1.50 Beta 3 283 283 )))|((( 284 284 **Lua: GetComponentData() **changed behavior of "docksizes" propertly.(% class="confluenceTd" %) 897 +)))|(% colspan="1" %)(% colspan="1" %) 898 +((( 899 + 285 285 ))) 286 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)901 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 287 287 ((( 288 288 //The "docksizes" property no longer includes internal ship storage docks.// 289 289 ))) ... ... @@ -293,8 +293,11 @@ 293 293 1.50 Beta 2 294 294 )))|((( 295 295 **Meaning of "Shipyard"** was corrected throughout Lua/MD/AI scripts, so that Wharfs are not Shipyards (unlike in XR). 911 +)))|(% colspan="1" %)(% colspan="1" %) 912 +((( 913 + 296 296 ))) 297 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)915 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 298 298 ((( 299 299 //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".// 300 300 ... ... @@ -308,8 +308,11 @@ 308 308 1.50 Beta 2 309 309 )))|((( 310 310 **FFI: UpgradeGroupInfo **datatype was changed.(% class="confluenceTd" %) 929 +)))|(% colspan="1" %)(% colspan="1" %) 930 +((( 931 + 311 311 ))) 312 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)933 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 313 313 ((( 314 314 //Added new "operational" field to retrieve information about number of operational upgrades in a group.// 315 315 ))) ... ... @@ -322,8 +322,11 @@ 322 322 )))|(% colspan="1" %)(% colspan="1" %) 323 323 ((( 324 324 **FFI: SetGuidance()** removed useinfopoint argument. 946 +)))|(% colspan="1" %)(% colspan="1" %) 947 +((( 948 + 325 325 ))) 326 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)950 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 327 327 ((( 328 328 //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. 329 329 // ... ... @@ -336,11 +336,18 @@ 336 336 1.50 Beta 1 337 337 )))|((( 338 338 **FFI: CancelConstruction() **changed its return value.(% class="confluenceTd" %) 963 +)))|(% colspan="1" %)(% colspan="1" %) 964 +((( 965 + 339 339 ))) 340 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)967 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 341 341 ((( 342 342 (% style="color: rgb(0,0,0);" %)//CancelConstruction() now returns if the cancellation was successful. // 343 343 ))) 971 +|(% colspan="4" %)(% colspan="4" %) 972 +((( 973 +== 1.32 == 974 +))) 344 344 |((( 345 345 UI extensions 346 346 )))|((( ... ... @@ -347,11 +347,18 @@ 347 347 1.32 348 348 )))|((( 349 349 **Lua: GetComponentData() **removed the "nextdestname" property. 981 +)))|(% colspan="1" %)(% colspan="1" %) 982 +((( 983 + 350 350 ))) 351 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)985 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 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 ))) 989 +|(% colspan="4" %)(% colspan="4" %) 990 +((( 991 +== 1.20 == 992 +))) 355 355 |((( 356 356 UI extensions 357 357 )))|((( ... ... @@ -358,8 +358,11 @@ 358 358 1.20 359 359 )))|((( 360 360 **FFI: GetAAOption()** got a new "useconfig" parameter.(% class="confluenceTd" %) 999 +)))|(% colspan="1" %)(% colspan="1" %) 1000 +((( 1001 + 361 361 ))) 362 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)1003 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 363 363 ((( 364 364 //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.// 365 365 )))
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... ... @@ -1,1 +1,1 @@ 1 - 834607401 +101548222 - url
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... ... @@ -1,1 +1,1 @@ 1 -https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/ 83460740/Breaking Changes1 +https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/101548222/Breaking Changes