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 90.1
edited by florian
on 2021/06/24 11:24
Change comment: There is no comment for this version

Summary

Details

Page properties
Author
... ... @@ -1,1 +1,1 @@
1 -xwiki:XWiki.owen
1 +xwiki:XWiki.florian
Content
... ... @@ -24,50 +24,463 @@
24 24  Version
25 25  )))|=(((
26 26  Summary
27 +)))|=(% colspan="1" %)(% colspan="1" %)
28 +(((
29 +
27 27  )))
31 +|(% colspan="4" %)(% colspan="4" %)
32 +(((
33 +== 4.10 ==
34 +)))
28 28  |(% colspan="1" %)(% colspan="1" %)
29 29  (((
37 +UI extensions
38 +)))|(% colspan="1" %)(% colspan="1" %)
39 +(((
40 +4.10 Beta 2
41 +)))|(% colspan="1" %)(% colspan="1" %)
42 +(((
43 +**FFI**: SetMacroMapPlayerSectorOffset() deprecated
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 +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.
51 +)))|(% colspan="1" %)(% colspan="1" %)
52 +(((
53 +
54 +)))
55 +|(((
56 +UI extensions
57 +)))|(((
58 +4.10 Beta 2
59 +)))|(((
60 +**FFI**: (% style="color: rgb(0,0,0);" %)FilterComponentForMapMode(%%)() and (% style="color: rgb(0,0,0);" %)SetMapObjectFilter() changed
61 +)))|(% colspan="1" %)(% colspan="1" %)
62 +(((
63 +
64 +)))
65 +|(% colspan="3" %)(% colspan="3" %)
66 +(((
67 +//These functions were added in 4.10 Beta 1 and an additional boolean parameter allowentitydeliverymissionobject was added in Beta 2.//
68 +)))|(% colspan="1" %)(% colspan="1" %)
69 +(((
70 +
71 +)))
72 +|(((
30 30  Scripts
74 +)))|(((
75 +4.10 Beta 1
76 +)))|(((
77 +People related attributes of mission** <delivery> **node moved
78 +)))|(((
79 +
80 +)))
81 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
82 +(((
83 +//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.//
84 +)))
85 +|(% colspan="1" %)(% colspan="1" %)
86 +(((
87 +Scripts
31 31  )))|(% colspan="1" %)(% colspan="1" %)
32 32  (((
33 -3.0 Beta 1
90 +4.10 Beta 1
34 34  )))|(% colspan="1" %)(% colspan="1" %)
35 35  (((
36 -<hack_via_control_panel/> script action removed
93 +**$destructible.productions** replaced with $defensible.productions
94 +)))|(% colspan="1" %)(% colspan="1" %)
95 +(((
96 +
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.
100 +//The $destructible.productions script property was removed and reimplemented as $defensible.productions meaning some old uses may no longer work unless the destructible is also a defensible. The old implementation functioned by finding the containing object of the destructible (including itself) to query for the production modules.//
101 +)))|(% colspan="1" %)(% colspan="1" %)
102 +(((
103 +
41 41  )))
105 +|(((
106 +Scripts
107 +)))|(((
108 +4.10 Beta 1
109 +)))|(((
110 +Removed script property **$object.spawnsourceseed**
111 +)))|(((
112 +
113 +)))
114 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
115 +(((
116 +//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.//
117 +)))
118 +|(% colspan="4" %)(% colspan="4" %)
119 +(((
120 +== 4.00 ==
121 +)))
42 42  |(% colspan="1" %)(% colspan="1" %)
43 43  (((
44 44  UI core
45 45  )))|(% colspan="1" %)(% colspan="1" %)
46 46  (((
47 -3.0 Beta 1
127 +4.00 Beta 10
48 48  )))|(% colspan="1" %)(% colspan="1" %)
49 49  (((
50 -**Lua: **GetMiniGameCursorPosition() removed
130 +Controlled ship can change without a **gameplanchange-event** occurring.
131 +)))|(% colspan="1" %)(% colspan="1" %)
132 +(((
133 +
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.
137 +//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).
138 +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.
139 +//
140 +)))|(% colspan="1" %)(% colspan="1" %)
141 +(((
142 +
55 55  )))
144 +|(((
145 +Scripts
146 +)))|(((
147 +4.00 Beta 7
148 +)))|(((
149 +Parameters of **<event_terraforming_project_succeeded>** and **<event_terraforming_project_failed>** changed
150 +)))|(((
151 +
152 +)))
153 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
154 +(((
155 +//Old params: param = project ID, param2 = were there positive side-effects?, param3 = were there negative side-effects?
156 +New params: param = project ID, param2 = [were there positive side-effects?, were there negative side-effects?], param3 = payout in Credits
157 +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//
158 +)))|(% class="highlight-grey" data-highlight-colour="grey" %)(% class="highlight-grey" data-highlight-colour="grey" %)
159 +(((
160 +
161 +)))
56 56  |(% colspan="1" %)(% colspan="1" %)
57 57  (((
164 +UI core
165 +)))|(% colspan="1" %)(% colspan="1" %)
166 +(((
167 +4.00 Beta 6
168 +)))|(% colspan="1" %)(% colspan="1" %)
169 +(((
170 +**FFI:** GetFactionRelationStatus() handling for faction relation range [-20,-10] changed
171 +)))|(% colspan="1" %)(% colspan="1" %)
172 +(((
173 +
174 +)))
175 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
176 +(((
177 +//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.
178 +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).//
179 +
180 +//If you rely on a handling where these factions are treated like enemies, please use the new GetFactionRelationStatus2() function instead.
181 +//
182 +)))|(% colspan="1" %)(% colspan="1" %)
183 +(((
184 +
185 +)))
186 +|(% colspan="1" %)(% colspan="1" %)
187 +(((
188 +UI core
189 +)))|(% colspan="1" %)(% colspan="1" %)
190 +(((
191 +4.00 Beta 5
192 +)))|(% colspan="1" %)(% colspan="1" %)
193 +(((
194 +**FFI:** GetRelationStatus()/GetRelationStatus2() handling for objects in relation range [-25,-10] changed
195 +)))|(% colspan="1" %)(% colspan="1" %)
196 +(((
197 +
198 +)))
199 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
200 +(((
201 +//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.//
202 +
203 +//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).
204 +)))|(% colspan="1" %)(% colspan="1" %)
205 +(((
206 +
207 +)))
208 +|(((
209 +Parameters
210 +)))|(((
211 +4.00 Beta 1
212 +)))|(((
213 +**requiresconstructionvessel** parameter moved
214 +)))|(((
215 +
216 +)))
217 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
218 +(((
219 +//The 'requiresconstructionvessel' attribute has been moved from the 'recycling' node itself, to the new 'station' subnode.//
220 +)))
221 +|(((
58 58  Scripts
223 +)))|(((
224 +4.00 Beta 1
225 +)))|(((
226 +Changed behaviour of **gatedistance** script property
227 +)))|(((
228 +
229 +)))
230 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
231 +(((
232 +//The 'gatedistance' script property now minimizes the number of gate jumps instead of counting the number gate jumps in the fastest route.//
233 +)))|(% class="highlight-grey" data-highlight-colour="grey" %)(% class="highlight-grey" data-highlight-colour="grey" %)
234 +(((
235 +
236 +)))
237 +|(% colspan="4" %)(% colspan="4" %)
238 +(((
239 +== 3.30 ==
240 +)))
241 +|(((
242 +UI extensions
243 +)))|(((
244 +3.30 Beta 3
245 +)))|(((
246 +**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()**
59 59  )))|(% colspan="1" %)(% colspan="1" %)
60 60  (((
249 +
250 +)))
251 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
252 +(((
253 +//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()//
254 +)))
255 +|(% colspan="4" %)(% colspan="4" %)
256 +(((
257 +== 3.20 ==
258 +)))
259 +|(((
260 +Scripts
261 +)))|(((
262 +3.20 Beta 1
263 +)))|(((
264 +Parameters of **<event_player_attacked_object/>** and **<event_object_attacked_object/>** changed
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 +//Old params: param = attacked object, param2 = attack method, param3 = attacked component//
272 +//New params: param = attacked object, param2 = attack method, param3 = attack component detail list: [attacked component, attacking weapon]
273 +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//
274 +)))
275 +|(% colspan="1" %)(% colspan="1" %)
276 +(((
277 +Scripts
278 +)))|(% colspan="1" %)(% colspan="1" %)
279 +(((
280 +3.20 Beta 1
281 +)))|(% colspan="1" %)(% colspan="1" %)
282 +(((
283 +Removed script property $trade.**restriction.faction**
284 +)))|(% colspan="1" %)(% colspan="1" %)
285 +(((
286 +
287 +)))
288 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
289 +(((
290 +//$trade.restriction.faction has been replaced with $trade.restriction.factions, which returns a list of factions.//
291 +)))
292 +|(((
293 +UI extensions
294 +)))|(((
295 +3.20 Beta 1
296 +)))|(((
297 +**Lua**: **GetTradeRestrictions()**, **ToggleFactionTradeRestriction()** and **ToggleFactionTradeWareOverride()** are now obsolete!
298 +)))|(% colspan="1" %)(% colspan="1" %)
299 +(((
300 +
301 +)))
302 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
303 +(((
304 +//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.//
305 +)))
306 +|(% colspan="4" %)(% colspan="4" %)
307 +(((
308 +== 3.10 ==
309 +)))
310 +|(% colspan="1" %)(% colspan="1" %)
311 +(((
312 +Scripts
313 +)))|(% colspan="1" %)(% colspan="1" %)
314 +(((
315 +3.10 Beta 1
316 +)))|(% colspan="1" %)(% colspan="1" %)
317 +(((
318 +Removed script action **<add_build/>**
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 +//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.//
326 +)))
327 +|(% colspan="4" %)(% colspan="4" %)
328 +(((
329 +== 3.00 ==
330 +)))
331 +|(% colspan="1" %)(% colspan="1" %)
332 +(((
333 +Scripts
334 +)))|(% colspan="1" %)(% colspan="1" %)
335 +(((
336 +3.0 Beta 6
337 +)))|(% colspan="1" %)(% colspan="1" %)
338 +(((
339 +Changed behaviour of script action **<get_suitable_job/>**
340 +)))|(% colspan="1" %)(% colspan="1" %)
341 +(((
342 +
343 +)))
344 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
345 +(((
346 +//<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.//
347 +)))
348 +|(% colspan="1" %)(% colspan="1" %)
349 +(((
350 +Scripts
351 +)))|(% colspan="1" %)(% colspan="1" %)
352 +(((
353 +3.0 Beta 6
354 +)))|(% colspan="1" %)(% colspan="1" %)
355 +(((
356 +Changed behaviour of script action **<get_ware_definition/>**
357 +)))|(% colspan="1" %)(% colspan="1" %)
358 +(((
359 +
360 +)))
361 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
362 +(((
363 +//<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.//
364 +)))
365 +|(% colspan="1" %)(% colspan="1" %)
366 +(((
367 +Global
368 +)))|(% colspan="1" %)(% colspan="1" %)
369 +(((
370 +3.0 Beta 5
371 +)))|(% colspan="1" %)(% colspan="1" %)
372 +(((
373 +Renamed all files in the **md**, ui, and **cutscenes** folders to lower-case
374 +)))|(% colspan="1" %)(% colspan="1" %)
375 +(((
376 +
377 +)))
378 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
379 +(((
380 +//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.)\\
381 +
382 +//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).//
383 +)))
384 +|(% colspan="1" %)(% colspan="1" %)
385 +(((
386 +Scripts
387 +)))|(% colspan="1" %)(% colspan="1" %)
388 +(((
389 +3.0 Beta 5
390 +)))|(% colspan="1" %)(% colspan="1" %)
391 +(((
392 +Adjustments of some MD library cues in the base game to change their usage from **<include_actions>** to <run_actions>
393 +)))|(% colspan="1" %)(% colspan="1" %)
394 +(((
395 +
396 +)))
397 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
398 +(((
399 +//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.//
400 +)))
401 +|(% colspan="1" %)(% colspan="1" %)
402 +(((
403 +Scripts
404 +)))|(% colspan="1" %)(% colspan="1" %)
405 +(((
406 +3.0 Beta 5
407 +)))|(% colspan="1" %)(% colspan="1" %)
408 +(((
409 +Changes to $dockingbay.**todockpos** and $dockingbay.**launchpos**
410 +)))|(% colspan="1" %)(% colspan="1" %)
411 +(((
412 +
413 +)))
414 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
415 +(((
416 +//Before the change, positions are relative to $dockingbay.parent.
417 +After the change, positions are relative to $dockingbay as specified in the documentation.//
418 +)))
419 +|(% colspan="1" %)(% colspan="1" %)
420 +(((
421 +Global
422 +)))|(% colspan="1" %)(% colspan="1" %)
423 +(((
424 +3.0 Beta 2
425 +)))|(% colspan="1" %)(% colspan="1" %)
426 +(((
427 +Support for entity flag "**skillsvisible**" dropped
428 +)))|(% colspan="1" %)(% colspan="1" %)
429 +(((
430 +
431 +)))
432 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
433 +(((
434 +//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().//
435 +)))
436 +|(((
437 +Scripts
438 +)))|(((
439 +3.0 Beta 2
440 +)))|(((
441 +Changes to **<event_object_changed_owner>** and added **<event_object_changed_true_owner>**.
442 +)))|(% colspan="1" %)(% colspan="1" %)
443 +(((
444 +
445 +)))
446 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
447 +(((
448 +//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.
449 +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.
450 +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.
451 +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).
452 +)))
453 +|(% colspan="1" %)(% colspan="1" %)
454 +(((
455 +Global
456 +)))|(% colspan="1" %)(% colspan="1" %)
457 +(((
61 61  3.0 Beta 1
62 62  )))|(% colspan="1" %)(% colspan="1" %)
63 63  (((
64 -$ware.illegal updated
461 +**MissionBoard** support dropped
462 +)))|(% colspan="1" %)(% colspan="1" %)
463 +(((
464 +
65 65  )))
66 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
466 +|(% 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.
468 +//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.//
70 70  )))
470 +|(((
471 +Job/God
472 +)))|(((
473 +3.0 Beta 1
474 +)))|(((
475 +By default, **job/god entries** now only spawn objects in space added by the extension in which they are defined
476 +)))|(% colspan="1" %)(% colspan="1" %)
477 +(((
478 +
479 +)))
480 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
481 +(((
482 +//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.//
483 +)))
71 71  |(% colspan="1" %)(% colspan="1" %)
72 72  (((
73 73  Scripts
... ... @@ -76,13 +76,14 @@
76 76  3.0 Beta 1
77 77  )))|(% colspan="1" %)(% colspan="1" %)
78 78  (((
79 -'checkoperational' filter behaviour changed
492 +Script action **<add_actor_to_room/> **attribute **'room'** renamed to **'object'**
493 +)))|(% colspan="1" %)(% colspan="1" %)
494 +(((
495 +
80 80  )))
81 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
497 +|(% 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.//
499 +//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.//
86 86  )))
87 87  |(% colspan="1" %)(% colspan="1" %)
88 88  (((
... ... @@ -92,14 +92,271 @@
92 92  3.0 Beta 1
93 93  )))|(% colspan="1" %)(% colspan="1" %)
94 94  (((
509 +Script action **<set_doors_locked/>** attribute **'group'** changed
510 +)))|(% colspan="1" %)(% colspan="1" %)
511 +(((
512 +
513 +)))
514 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
515 +(((
516 +//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.//
517 +)))
518 +|(% colspan="1" %)(% colspan="1" %)
519 +(((
520 +Scripts
521 +)))|(% colspan="1" %)(% colspan="1" %)
522 +(((
523 +3.0 Beta 1
524 +)))|(% colspan="1" %)(% colspan="1" %)
525 +(((
526 +Script conditions **<event_hack_*/>** and **<event_controlpanel_hack_*/>** removed
527 +)))|(% colspan="1" %)(% colspan="1" %)
528 +(((
529 +
530 +)))
531 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
532 +(((
533 +//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.//
534 +)))
535 +|(% colspan="1" %)(% colspan="1" %)
536 +(((
537 +Scripts
538 +)))|(% colspan="1" %)(% colspan="1" %)
539 +(((
540 +3.0 Beta 1
541 +)))|(% colspan="1" %)(% colspan="1" %)
542 +(((
543 +Script actions **<set_hack_target/>** and **<abort_hack/>** removed
544 +)))|(% colspan="1" %)(% colspan="1" %)
545 +(((
546 +
547 +)))
548 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
549 +(((
550 +//These actions had no effect and were removed.//
551 +)))
552 +|(% colspan="1" %)(% colspan="1" %)
553 +(((
554 +Scripts
555 +)))|(% colspan="1" %)(% colspan="1" %)
556 +(((
557 +3.0 Beta 1
558 +)))|(% colspan="1" %)(% colspan="1" %)
559 +(((
560 +**<setup_conversation_minigame/>** script action removed
561 +)))|(% colspan="1" %)(% colspan="1" %)
562 +(((
563 +
564 +)))
565 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
566 +(((
567 +//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.//
568 +)))
569 +|(% colspan="1" %)(% colspan="1" %)
570 +(((
571 +Scripts
572 +)))|(% colspan="1" %)(% colspan="1" %)
573 +(((
574 +3.0 Beta 1
575 +)))|(% colspan="1" %)(% colspan="1" %)
576 +(((
577 +<add_player_choice_*> **confidence** attribute removed
578 +)))|(% colspan="1" %)(% colspan="1" %)
579 +(((
580 +
581 +)))
582 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
583 +(((
584 +//The default confidence of player options is another leftover from the XR era and had no effect in X4.//
585 +)))
586 +|(% colspan="1" %)(% colspan="1" %)
587 +(((
588 +Scripts
589 +)))|(% colspan="1" %)(% colspan="1" %)
590 +(((
591 +3.0 Beta 1
592 +)))|(% colspan="1" %)(% colspan="1" %)
593 +(((
594 +**<hack_via_control_panel/>** script action removed
595 +)))|(% colspan="1" %)(% colspan="1" %)
596 +(((
597 +
598 +)))
599 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
600 +(((
601 +//Unused script action <hack_via_control_panel/> was removed.//
602 +)))
603 +|(% colspan="1" %)(% colspan="1" %)
604 +(((
605 +UI core
606 +)))|(% colspan="1" %)(% colspan="1" %)
607 +(((
608 +3.0 Beta 1
609 +)))|(% colspan="1" %)(% colspan="1" %)
610 +(((
611 +**Lua: **GetMiniGameCursorPosition() removed
612 +)))|(% colspan="1" %)(% colspan="1" %)
613 +(((
614 +
615 +)))
616 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
617 +(((
618 +//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.//
619 +)))
620 +|(((
621 +UI core
622 +)))|(((
623 +3.0 Beta 1
624 +)))|(((
625 +**FFI: **GetLocalizedInteractiveNotificationKey can return icon placeholders
626 +)))|(% colspan="1" %)(% colspan="1" %)
627 +(((
628 +
629 +)))
630 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
631 +(((
632 +//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.//
633 +)))
634 +|(% colspan="1" %)(% colspan="1" %)
635 +(((
636 +UI extensions
637 +)))|(% colspan="1" %)(% colspan="1" %)
638 +(((
639 +3.0 Beta 1
640 +)))|(% colspan="1" %)(% colspan="1" %)
641 +(((
642 +**FFI: **UIWeaponMod returned by GetInstalledWeaponMod() now includes property SurfaceElementFactor
643 +)))|(% colspan="1" %)(% colspan="1" %)
644 +(((
645 +
646 +)))
647 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
648 +(((
649 +//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.//
650 +)))
651 +|(% colspan="1" %)(% colspan="1" %)
652 +(((
653 +Scripts
654 +)))|(% colspan="1" %)(% colspan="1" %)
655 +(((
656 +3.0 Beta 1
657 +)))|(% colspan="1" %)(% colspan="1" %)
658 +(((
659 +**$ware.illegal** updated
660 +)))|(% colspan="1" %)(% colspan="1" %)
661 +(((
662 +
663 +)))
664 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
665 +(((
666 +//$ware.illegal used to return true if the specified ware has the 'illegal' tag which is no longer used.//
667 +//It now returns true if $ware is illegal to any faction in the game.//
668 +)))
669 +|(% colspan="1" %)(% colspan="1" %)
670 +(((
671 +Scripts
672 +)))|(% colspan="1" %)(% colspan="1" %)
673 +(((
674 +3.0 Beta 1
675 +)))|(% colspan="1" %)(% colspan="1" %)
676 +(((
95 95  MD script **RML_Flight_Along_Path** removed
678 +)))|(% colspan="1" %)(% colspan="1" %)
679 +(((
680 +
96 96  )))
97 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
682 +|(% 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  (((
688 +Scripts
689 +)))|(% colspan="1" %)(% colspan="1" %)
690 +(((
691 +3.0 Beta 1
692 +)))|(% colspan="1" %)(% colspan="1" %)
693 +(((
694 +parameters of **<event_venture_mission_completed/>** changed
695 +)))|(% colspan="1" %)(% colspan="1" %)
696 +(((
697 +
698 +)))
699 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
700 +(((
701 +//old params: param = venture details, param2 = ships involved, param3 = duration//
702 +//new params: param = venture detail list: [mission name, mission type], param2 = list of ships involved, param3 = duration//
703 +)))
704 +|(((
705 +Scripts
706 +)))|(((
707 +3.0 Beta 1
708 +)))|(((
709 +**<set_object_wing_name/>** removed,
710 +**<set_object_fleet_name/>** added
711 +)))|(% colspan="1" %)(% colspan="1" %)
712 +(((
713 +
714 +)))
715 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
716 +(((
717 +//The common action <set_object_wing_name/> has been replaced with <set_object_fleet_name/>//
718 +)))
719 +|(((
720 +Scripts
721 +)))|(((
722 +3.0 Beta 1
723 +)))|(((
724 +**$controllable.wing.*** removed,
725 +**$controllable.fleet.*** added
726 +)))|(% colspan="1" %)(% colspan="1" %)
727 +(((
728 +
729 +)))
730 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
731 +(((
732 +$controllable.wing.name, $controllable.wing.iscommander, and $controllable.wing.commander have been replaced with $controllable.fleet.name, $controllable.fleet.iscommander, and $controllable.fleet.commander
733 +)))
734 +|(% colspan="4" %)(% colspan="4" %)
735 +(((
736 +== 2.60 ==
737 +)))
738 +|(((
739 +Scripts
740 +)))|(((
741 +2.60 Beta 1
742 +)))|(((
743 +'**checkoperational**' filter behaviour changed
744 +)))|(% colspan="1" %)(% colspan="1" %)
745 +(((
746 +
747 +)))
748 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
749 +(((
750 +//Actions and conditions which use the 'checkoperational' filter now behave differently. Instead of changing how 'class' and 'exactclass' behave, checkoperational == true adds an additional filter for the components being of state operational, equivalent to state="componentstate.operational". This is implicitly enabled in action elements (e.g. <find_.../>) or condition elements (e.g. <count_...>), meaning that find_ship will only find operational ships. Using such actions/conditions with checkoperational="false" will include non-operational components such as wrecked and constructions. Existing uses may find that results now exclude non-operational components.//
751 +
752 +//Sub nodes such as match_child will have checkoperational default to false. Existing uses may find that results now include non-operational components.//
753 +)))
754 +|(((
755 +Scripts
756 +)))|(((
757 +2.60 Beta 1
758 +)))|(((
759 +$container.**supplyresources** behavior changed
760 +)))|(% colspan="1" %)(% colspan="1" %)
761 +(((
762 +
763 +)))
764 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
765 +(((
766 +//The script keyword $container.supplyresources now includes reserved wares.//
767 +)))
768 +|(% colspan="4" %)(% colspan="4" %)
769 +(((
770 +== 2.20 ==
771 +)))
772 +|(% colspan="1" %)(% colspan="1" %)
773 +(((
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.
781 +)))|(% colspan="1" %)(% colspan="1" %)
782 +(((
783 +
110 110  )))
111 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
785 +|(% 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'
802 +)))|(% colspan="1" %)(% colspan="1" %)
803 +(((
804 +
128 128  )))
129 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
806 +|(% 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  )))
810 +|(% colspan="4" %)(% colspan="4" %)
811 +(((
812 +== 2.00 ==
813 +)))
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
823 +)))|(% colspan="1" %)(% colspan="1" %)
824 +(((
825 +
142 142  )))
143 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
827 +|(% 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
840 +)))|(% colspan="1" %)(% colspan="1" %)
841 +(((
842 +
156 156  )))
157 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
844 +|(% 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
857 +)))|(% colspan="1" %)(% colspan="1" %)
858 +(((
859 +
170 170  )))
171 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
861 +|(% 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
871 +)))|(% colspan="1" %)(% colspan="1" %)
872 +(((
873 +
181 181  )))
182 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
875 +|(% 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
885 +)))|(% colspan="1" %)(% colspan="1" %)
886 +(((
887 +
192 192  )))
193 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
889 +|(% 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.
900 +)))|(% colspan="1" %)(% colspan="1" %)
901 +(((
902 +
204 204  )))
205 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
904 +|(% 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.
914 +)))|(% colspan="1" %)(% colspan="1" %)
915 +(((
916 +
215 215  )))
216 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
918 +|(% 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.
928 +)))|(% colspan="1" %)(% colspan="1" %)
929 +(((
930 +
226 226  )))
227 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
932 +|(% 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" %)
946 +)))|(% colspan="1" %)(% colspan="1" %)
947 +(((
948 +
241 241  )))
242 -|(% 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" %)
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.
960 +)))|(% colspan="1" %)(% colspan="1" %)
961 +(((
962 +
252 252  )))
253 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
964 +|(% 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);" %)
974 +)))|(% colspan="1" %)(% colspan="1" %)
975 +(((
976 +
263 263  )))
264 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
978 +|(% 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" %)
988 +)))|(% colspan="1" %)(% colspan="1" %)
989 +(((
990 +
274 274  )))
275 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
992 +|(% 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  )))
996 +|(% colspan="4" %)(% colspan="4" %)
997 +(((
998 +== 1.50 ==
999 +)))
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" %)
1006 +)))|(% colspan="1" %)(% colspan="1" %)
1007 +(((
1008 +
285 285  )))
286 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
1010 +|(% 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).
1020 +)))|(% colspan="1" %)(% colspan="1" %)
1021 +(((
1022 +
296 296  )))
297 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
1024 +|(% 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" %)
1038 +)))|(% colspan="1" %)(% colspan="1" %)
1039 +(((
1040 +
311 311  )))
312 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
1042 +|(% 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.
1055 +)))|(% colspan="1" %)(% colspan="1" %)
1056 +(((
1057 +
325 325  )))
326 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
1059 +|(% 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" %)
1072 +)))|(% colspan="1" %)(% colspan="1" %)
1073 +(((
1074 +
339 339  )))
340 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
1076 +|(% 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  )))
1080 +|(% colspan="4" %)(% colspan="4" %)
1081 +(((
1082 +== 1.32 ==
1083 +)))
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.
1090 +)))|(% colspan="1" %)(% colspan="1" %)
1091 +(((
1092 +
350 350  )))
351 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
1094 +|(% 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  )))
1098 +|(% colspan="4" %)(% colspan="4" %)
1099 +(((
1100 +== 1.20 ==
1101 +)))
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" %)
1108 +)))|(% colspan="1" %)(% colspan="1" %)
1109 +(((
1110 +
361 361  )))
362 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
1112 +|(% 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  )))
Confluence.Code.ConfluencePageClass[0]
id
... ... @@ -1,1 +1,1 @@
1 -83460740
1 +103612682
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/103612682/Breaking Changes