Changes for page Breaking Changes
Last modified by Michael Baumgardt on 2026/04/17 12:03
From version 33.1
edited by stefan
on 2019/06/26 12:02
on 2019/06/26 12:02
Change comment:
added setup_conversation_minigame note
To version 124.26
edited by Klaus Meyer
on 2025/01/07 16:58
on 2025/01/07 16:58
Change comment:
There is no comment for this version
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... ... @@ -1,0 +1,1 @@ 1 +X4 Foundations Wiki.Modding Support.WebHome - Author
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... ... @@ -1,1 +1,1 @@ 1 -xwiki:XWiki. stefan1 +xwiki:XWiki.Klaus - Content
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... ... @@ -4,13 +4,13 @@ 4 4 The following table provides an overview about all breaking changes. This should help you to make any necessary changes to restore compatibility of older mods with new versions of X4. 5 5 Feel free to drop a note if a certain breaking change is breaking your mod and you have difficulties finding a way to work around the issue. 6 6 7 -{{no te}}8 -The list of breaking changes does **NOT**cover changes in the provided/shipped scripts (for instance UI scripts like the ones located under ui/addons/XXX or ui/core/Lua). These scripts can change anytime without explicit notice. If you hook into one of these scripts or provide replacements for these, please check the script for possible breaking changes yourself.7 +{{info}} 8 +⚠ The list of breaking changes does **NOT** cover changes in the provided/shipped scripts (for instance UI scripts like the ones located under ui/addons/XXX or ui/core/Lua). These scripts can change anytime without explicit notice. If you hook into one of these scripts or provide replacements for these, please check the script for possible breaking changes yourself. 9 9 10 10 Further note that the list provides information about breaking changes which are in the pipeline of being released. This is meant merely as an informational heads up. Neither do mistake this as an announcement of that version becoming available soon nor take it for granted that such a change will go live. Any information provided for not yet released versions can change (and even be removed) prior to such version having seen the light of day. 11 11 12 12 As a final note, please be aware that issues introduced during the beta phase might not be explicitly mentioned in the list below, if things would only be broken in-between two beta versions. While we still aim to document any (potential) breaking change here, there might be circumstances for which we divert from that procedure (especially in case of only minor issues which are considered merely bugfixes rather than an intended behavior change). 13 -{{/no te}}13 +{{/info}} 14 14 15 15 {{warning title="UI modding considered unstable until further notice..."}} 16 16 Please note that UI modding must be considered **unstable** in the current version. While we are working hard to get the UI modding integration into a stable state, we might have to introduce larger backwards incompatibilities in the following patches. This means that you might have to modify any mod using UI modding capabilities to a larger extend to keep it compatible with certain patches. Still, we are doing our best not to unnecessarily break things for modders and certainly will announce such changes on this page here. ... ... @@ -18,26 +18,126 @@ 18 18 19 19 = Breaking Changes = 20 20 21 -|=((( 22 -Type 23 -)))|=((( 24 -Version 25 -)))|=((( 26 -Summary 21 +{{toc scope="LOCAL" start="3"/}} 22 + 23 +=== Version 7.50 === 24 + 25 +(% class="table-striped" %) 26 +|(% colspan="1" style="width:117px" %)Relations|(% colspan="1" style="width:119px" %)7.50 Beta 4|(% colspan="2" style="width:1625px" %)**Adjusted displayed UI values (25 to 30) for relations between 0.32 and 1.0:** The minimum relation for the "ally" range (0.5) now corresponds to the displayed UI value of precisely +27 27 +|(% colspan="4" style="width:117px" %)((( 28 +The mapping of relations (-1.0 to +1.0) to displayed UI values (-30 to +30) is a piecewise logarithmic interpolation between fixed mappings (e.g. +0.32 corresponds to +25 in the UI). The "ally" range is the interval from 0.5 to 1.0, which corresponds to the UI value range of approximately +26.9897 to +30. The mapping within the range from 0.32 and 1.0 has been adjusted so that 0.5 now precisely corresponds to +27. 27 27 ))) 30 +|(% colspan="1" style="width:117px" %)Parameters|(% colspan="1" style="width:119px" %)7.50 Beta 4|(% colspan="2" style="width:1625px" %)**<holomap><radar>**:** complete change in structure** 31 +|(% colspan="7" style="width:117px" %)((( 32 +This section now contains sets of parameters for the different modes it can be in, each in its own <mode> child node. This list can be dynamically expanded to add more modes. 33 +))) 34 + 35 +=== Version 7.00 === 36 + 37 + 38 +(% class="table-striped" %) 39 +|(% colspan="1" style="width:117px" %)Gamestarts|(% colspan="1" style="width:119px" %)7.00 Beta 8|(% colspan="2" style="width:1625px" %)**Text references** 40 +|(% colspan="4" style="width:117px" %)Fields containing text references in gamestarts.xml now have full text conversion applied, allowing texts to be constructed from multiple text entries, e.g. {1234,56}\n\n{1234,78}. As a result, raw text placed in the text fields needs to be formatted accordingly, e.g. "Test start (easy)" would need to be changed to "Test start \(easy\)" to avoid the text in brackets being treated as a comment. 41 +|(% colspan="1" style="width:117px" %)Assets|(% colspan="1" style="width:119px" %)7.00 Beta 7|(% colspan="2" style="width:1625px" %)**\assets\textures\fx\highway_fx_electric_02** was deleted and replaced with **\assets\textures\fx\fx_p2_electric_01** 42 +|(% colspan="4" style="width:117px" %)highway_fx_electric_02 is still available in "legacy" folder if needed 43 +|(% colspan="1" style="width:117px" %)Parameters|(% colspan="1" style="width:119px" %)7.00 Beta 7|(% colspan="2" style="width:1625px" %)**<aiflight><skills>**: **strafespeed**, **strafeacc**, **steeringspeed**, **steeringacc** moved to separate nodes; added support for min and max values 44 +|(% colspan="4" style="width:117px" %)((( 45 +The four parameters used to represent flat factors applied to ships' properties with respect to their respective pilots' skill levels. Parameters moved to separate nodes with support for min and max values which, if supplied, scales the factor linearly if the affected ship's unmodified property is within min and max. Factor does not affect the ship if that property is below min. 46 +))) 47 +|(% colspan="1" style="width:117px" %)Scripts|(% colspan="1" style="width:119px" %)7.00 Beta 6|(% colspan="2" style="width:1625px" %)MD action **<set_holomap_target>** parameter change. 48 +|(% colspan="4" style="width:117px" %)((( 49 +The **pantime** parameter has never actually done anything beyond turning panning on or making the transition instant. To make this clear it has been** **replaced with the boolean parameter **instant.** 50 +))) 51 +|(% colspan="1" style="width:117px" %)Assets|(% colspan="1" style="width:119px" %)7.00 Beta 1|(% colspan="2" style="width:1625px" %)Renamed some material names and changed file paths for textures. 52 +|(% colspan="4" style="width:117px" %)((( 53 +Some material names and texture paths were changed. Please DIFF the materiallibrary.xml from 6.20 with 7.0 to see the difference 54 +))) 55 +|(% colspan="1" style="width:117px" %)(% colspan="1" %) 56 +((( 57 +Scripts 58 +)))|(% colspan="1" style="width:119px" %)((( 59 +7.00 Beta 1 60 +)))|(% colspan="2" style="width:1625px" %)((( 61 +MD action **<set_presentation_cluster_persistence/>** now requires the cluster to be a presentation cluster. 62 +))) 63 +|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 64 +((( 65 + Previously it was possible to set normal clusters to be persistent presentation clusters which was an invalid state. 66 +))) 67 +|(% colspan="1" style="width:117px" %)(% colspan="1" %) 68 +((( 69 +UI extensions 70 +)))|(% colspan="1" style="width:119px" %)((( 71 +7.00 Beta 1 72 +)))|(% colspan="2" style="width:1625px" %)((( 73 +**FFI**: RemoveBuildPlot() changed 74 +))) 75 +|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 76 +((( 77 + The build plot's buildstorage is no longer removed implicitly. The buildstorage will instead be cleaned-up once it is empty and no ships are docked. 78 +))) 79 +|(% colspan="1" style="width:117px" %)(% colspan="1" %) 80 +((( 81 +Assets 82 +)))|(% colspan="1" style="width:119px" %)((( 83 +7.00 Beta 1 84 +)))|(% colspan="2" style="width:1625px" %)((( 85 +**Some Split DLC materials moved to base game** 86 +))) 87 +|(% colspan="7" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 88 +((( 89 +// //"spl_p1_fx" AND "split_p1_hulltexture_01" were moved from Split DLC to base game 90 +))) 91 + 92 +=== Version 6.00 === 93 + 94 +(% class="table-striped" %) 95 +|((( 96 +Libraries 97 +)))|((( 98 +6.00 Beta 7 99 +)))|(% colspan="2" %)((( 100 +Updated weights for ship groups in shipgroups.xml libraries of base game and all DLCs. 101 +))) 102 +|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 103 +((( 104 +Previously some entries were lacking "weight" parameter, causing it to default to "1", which prevent adding new ships to the group with appropriate/configurable granularity. 105 + 106 +All groups should now have "weight" parameter added and old "weights" were updated to not have single-digit numbers. 107 +))) 28 28 |(% colspan="1" %)(% colspan="1" %) 29 29 ((( 30 30 Scripts 31 31 )))|(% colspan="1" %)(% colspan="1" %) 32 32 ((( 33 -3.0 Beta 1 113 +6.00 Beta 4 114 +)))|(% colspan="2" %)(% colspan="1" %) 115 +((( 116 +Changed conditions for **<event_player_travelmode_started> <event_player_travelmode_stopped> <event_player_travelmode_charge_started> <event_player_travelmode_charge_aborted>** to be raised. 117 +))) 118 +|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 119 +((( 120 +The <event_player_travelmode_started>, <event_player_travelmode_stopped>, <event_player_travelmode_charge_started> and <event_player_travelmode_charge_aborted> events will no longer be raised if the player is a passenger on board a ship which enters or leaves travel mode. Previously these events would be raised whether the player was the pilot or a passenger. 121 + 122 +Scripts that need to check whether the player exits travel mode may also need to consider checking whether the player leaves the control seat using <event_player_stopped_control> since this will also result in travel mode stopping. 123 +))) 124 +|(% colspan="1" %)(% colspan="1" %) 125 +((( 126 +Scripts 34 34 )))|(% colspan="1" %)(% colspan="1" %) 35 35 ((( 36 -<setup_conversation_minigame/> script action removed 129 +6.00 Beta 3 130 +)))|(% colspan="2" %)(% colspan="1" %) 131 +((( 132 +Changed result of **<find_object_surface>** action in the case of a failure 37 37 ))) 38 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)134 +|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 39 39 ((( 40 -//The script action was a left over 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.// 136 +The 'posname' and 'rotname' result attributes of <find_object_surface> will now return null in the case of no valid surface position being found. 137 + 138 +Previously, it returned null only if there was a physics error. It however returned a valid, somewhat-random, position if physics were fine but it was still unable to find a suitable surface position. This position was often unsuitable to use for gameplay purposes so it is now null so the caller can handle the situation. 139 + 140 +The action itself has been improved to increase the chance of finding suitable surface positions. 41 41 ))) 42 42 |(% colspan="1" %)(% colspan="1" %) 43 43 ((( ... ... @@ -44,28 +44,519 @@ 44 44 Scripts 45 45 )))|(% colspan="1" %)(% colspan="1" %) 46 46 ((( 47 -3.0 Beta 1 147 +6.00 Beta 1 148 +)))|(% colspan="2" %)(% colspan="1" %) 149 +((( 150 +Behaviour change for **<match_dock>** script component filter 151 +))) 152 +|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 153 +((( 154 +<match_dock> nodes can now be used on container and walkablemodule classes without wrapping them in <match_content> nodes. 155 +This has introduced a new potential pitfall: If finding or counting contained components be wary that there may be multiple positive results, even if there is only one dockingbay. e.g. matching contents for a station will include the dockingbay but also its containing walkable module as that also contains the dockingbay. To only account for docking bays, also filter by dockingbay class. 156 +))) 157 +|(% colspan="1" %)(% colspan="1" %) 158 +((( 159 +Scripts 48 48 )))|(% colspan="1" %)(% colspan="1" %) 49 49 ((( 50 -<hack_via_control_panel/> script action removed 162 +6.00 Beta 1 163 +)))|(% colspan="2" %)(% colspan="1" %) 164 +((( 165 +Changed result attribute location for **<get_attackstrength>** 51 51 ))) 52 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)167 +|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 53 53 ((( 54 - //Unusedscript action<hack_via_control_panel/>was removed.//169 +The 'result' attribute of get_attackstrength has been moved into the new <result> subnode and renamed to 'total'. 55 55 ))) 171 +|((( 172 +Assets 173 +)))|((( 174 +6.00 Beta 1 175 +)))|(% colspan="2" %)((( 176 +Surface element **connections** are incompatible by default unless tagged as "**standard**", and also "**combat**" for non-missile, non-mining weapons 177 +))) 178 +|(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %) 179 +((( 180 +Connection tags used to specify compatibilities in component templates between a ship or station module and engines or shields now additionally require the use of the "standard" tag matching weapon or turret logic. For weapons that are neither Missile Launcher nor Mining Laser, the tag "combat" is also required. 181 +Exception: special equipment that is deliberately not compatible with the majority of slots may use another tag instead of "standard", e.g. "highpower" for certain Terran weapons. 182 +))) 56 56 |(% colspan="1" %)(% colspan="1" %) 57 57 ((( 185 +Scripts 186 +)))|(% colspan="1" %)(% colspan="1" %) 187 +((( 188 +6.00 Beta 1 189 +)))|(% colspan="2" %)(% colspan="1" %) 190 +((( 191 +Changed behaviour of attribute **sortbygatedistanceto** when finding objects, discarding unreachable objects 192 +))) 193 +|(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %) 194 +((( 195 +When finding components with attribute "sortbygatedistanceto", e.g. in <find_object>, any objects with a negative gatedistance (i.e. unreachable objects) are automatically excluded from the result. 196 +))) 197 +|((( 198 +Scripts 199 +)))|((( 200 +6.00 Beta 1 201 +)))|(% colspan="2" %)((( 202 +**<event_player_owned_killed_object>** and **<event_player_owned_destroyed>** are now triggered before the corresponding **<event_object_destroyed>**, instead of afterwards. 203 +))) 204 +|(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %) 205 +((( 206 +The order of events was adjusted, allowing handlers of <event_player_owned_killed_object> and <event_player_owned_destroyed> to access commander/subordinate relationship of the destroyed object. 207 +))) 208 +|((( 209 +Cutscenes 210 +)))|((( 211 +6.00 Beta 1 212 +)))|(% colspan="2" %)((( 213 +Changed behaviour of **<angles>** in cutscenes 214 +))) 215 +|(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %) 216 +((( 217 +The yaw and pitch nodes in <angles> are now correctly interpreted as values in degrees. 218 +))) 219 + 220 +---- 221 + 222 +=== Version 5.00 === 223 + 224 +(% class="table-striped" %) 225 +|((( 226 +Parameters 227 +)))|((( 228 +5.00 Beta 1 229 +)))|(% colspan="2" %)((( 230 +**<controlpanel><entry>: minduration** removed, **maxduration** renamed to duration 231 +))) 232 +|(% colspan="7" %)(% colspan="3" %) 233 +((( 234 +'minduration' was unused in X4, maxduration was and still is taken as the actual duration of control panel hacks. No functionality change. 235 +))) 236 + 237 +---- 238 + 239 +=== Version 4.10 === 240 + 241 +(% class="table-striped" %) 242 +|(% colspan="1" %)(% colspan="1" %) 243 +((( 244 +UI extensions 245 +)))|(% colspan="1" %)(% colspan="1" %) 246 +((( 247 +4.10 Beta 7 248 +)))|(% colspan="2" %)(% colspan="1" %) 249 +((( 250 +**FFI**: SetMapRenderCargoContents(), SetMapRenderWorkForceInfo(), SetMapRenderCrewInfo() and SetMapRenderDockedShipInfos() deprecated 251 +))) 252 +|(% colspan="4" %)(% colspan="3" %) 253 +((( 254 +The functionality represented by SetMapRenderCargoContents(), SetMapRenderWorkForceInfo(), SetMapRenderCrewInfo() and SetMapRenderDockedShipInfos() has been removed and the function was therefore stubbed. 255 +))) 256 +|(% colspan="1" %)(% colspan="1" %) 257 +((( 258 +UI extensions 259 +)))|(% colspan="1" %)(% colspan="1" %) 260 +((( 261 +4.10 Beta 6 262 +)))|(% colspan="2" %)(% colspan="1" %) 263 +((( 264 +**FFI**: CustomGameStartPlayerProperty2 changed 265 +))) 266 +|(% colspan="4" %)(% colspan="3" %) 267 +((( 268 +This struct was added in 4.10 Beta 2 and an additional member count was added in Beta 6. 269 +))) 270 +|(% colspan="1" %)(% colspan="1" %) 271 +((( 272 +Parameters 273 +)))|(% colspan="1" %)(% colspan="1" %) 274 +((( 275 +4.10 Beta 3 276 +)))|(% colspan="2" %)(% colspan="1" %) 277 +((( 278 +Renamed **<stationinfobox>** to **<infobox>** 279 +))) 280 +|(% colspan="4" %)(% colspan="3" %) 281 +((( 282 +Info box parameters are now shared across stations and ships. The node has a more generic name to reflect that. 283 +))) 284 +|(% colspan="1" %)(% colspan="1" %) 285 +((( 286 +UI extensions 287 +)))|(% colspan="1" %)(% colspan="1" %) 288 +((( 289 +4.10 Beta 2 290 +)))|(% colspan="2" %)(% colspan="1" %) 291 +((( 292 +**FFI**: SetMacroMapPlayerSectorOffset() deprecated 293 +))) 294 +|(% colspan="4" %)(% colspan="3" %) 295 +((( 296 +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. 297 +))) 298 +|((( 299 +UI extensions 300 +)))|((( 301 +4.10 Beta 2 302 +)))|(% colspan="2" %)((( 303 +**FFI**: FilterComponentForMapMode() and SetMapObjectFilter() changed 304 +))) 305 +|(% colspan="4" %)(% colspan="3" %) 306 +((( 307 +These functions were added in 4.10 Beta 1 and an additional boolean parameter allowentitydeliverymissionobject was added in Beta 2. 308 +))) 309 +|((( 310 +Scripts 311 +)))|((( 312 +4.10 Beta 1 313 +)))|(% colspan="2" %)((( 314 +People related attributes of mission** <delivery> **node moved 315 +))) 316 +|(% colspan="4" %)(% colspan="3" %) 317 +((( 318 +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. 319 +))) 320 +|(% colspan="1" %)(% colspan="1" %) 321 +((( 322 +Scripts 323 +)))|(% colspan="1" %)(% colspan="1" %) 324 +((( 325 +4.10 Beta 1 326 +)))|(% colspan="2" %)(% colspan="1" %) 327 +((( 328 +**$destructible.productions** replaced with $defensible.productions 329 +))) 330 +|(% colspan="4" %)(% colspan="3" %) 331 +((( 332 +The $destructible.productions script property was removed and reimplemented as $defensible.productions meaning some old uses may no longer work unless the destructible is also a defensible. The old implementation functioned by finding the containing object of the destructible (including itself) to query for the production modules. 333 +))) 334 +|((( 335 +Scripts 336 +)))|((( 337 +4.10 Beta 1 338 +)))|(% colspan="2" %)((( 339 +Removed script property **$object.spawnsourceseed** 340 +))) 341 +|(% colspan="4" %)(% colspan="3" %) 342 +((( 343 +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. 344 +))) 345 + 346 +---- 347 + 348 +=== Version 4.00 === 349 + 350 +(% class="table-striped" %) 351 +|(% colspan="1" %)(% colspan="1" %) 352 +((( 58 58 UI core 59 59 )))|(% colspan="1" %)(% colspan="1" %) 60 60 ((( 356 +4.00 Beta 10 357 +)))|(% colspan="2" %)(% colspan="1" %) 358 +((( 359 +Controlled ship can change without a **gameplanchange-event** occurring. 360 +))) 361 +|(% colspan="4" %)(% colspan="3" %) 362 +((( 363 +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). 364 +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. 365 +))) 366 +|((( 367 +Scripts 368 +)))|((( 369 +4.00 Beta 7 370 +)))|(% colspan="2" %)((( 371 +Parameters of **<event_terraforming_project_succeeded>** and **<event_terraforming_project_failed>** changed 372 +))) 373 +|(% colspan="4" %)(% colspan="3" %) 374 +((( 375 +Old params: param = project ID, param2 = were there positive side-effects?, param3 = were there negative side-effects? 376 +New params: param = project ID, param2 = [were there positive side-effects?, were there negative side-effects?], param3 = payout in Credits 377 +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 378 +))) 379 +|(% colspan="1" %)(% colspan="1" %) 380 +((( 381 +UI core 382 +)))|(% colspan="1" %)(% colspan="1" %) 383 +((( 384 +4.00 Beta 6 385 +)))|(% colspan="2" %)(% colspan="1" %) 386 +((( 387 +**FFI:** GetFactionRelationStatus() handling for faction relation range [-20,-10] changed 388 +))) 389 +|(% colspan="4" %)(% colspan="3" %) 390 +((( 391 +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. 392 +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). 393 + 394 +If you rely on a handling where these factions are treated like enemies, please use the new GetFactionRelationStatus2() function instead. 395 +))) 396 +|(% colspan="1" %)(% colspan="1" %) 397 +((( 398 +UI core 399 +)))|(% colspan="1" %)(% colspan="1" %) 400 +((( 401 +4.00 Beta 5 402 +)))|(% colspan="2" %)(% colspan="1" %) 403 +((( 404 +**FFI:** GetRelationStatus()/GetRelationStatus2() handling for objects in relation range [-25,-10] changed 405 +))) 406 +|(% colspan="4" %)(% colspan="3" %) 407 +((( 408 +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. 409 + 410 +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). 411 +))) 412 +|((( 413 +Parameters 414 +)))|((( 415 +4.00 Beta 1 416 +)))|(% colspan="2" %)((( 417 +**requiresconstructionvessel** parameter moved 418 +))) 419 +|(% colspan="4" %)(% colspan="3" %) 420 +((( 421 +The 'requiresconstructionvessel' attribute has been moved from the 'recycling' node itself, to the new 'station' subnode. 422 +))) 423 +|((( 424 +Scripts 425 +)))|((( 426 +4.00 Beta 1 427 +)))|(% colspan="2" %)((( 428 +Changed behaviour of **gatedistance** script property 429 +))) 430 +|(% colspan="4" %)(% colspan="3" %) 431 +((( 432 +The 'gatedistance' script property now minimizes the number of gate jumps instead of counting the number gate jumps in the fastest route. 433 +))) 434 + 435 +---- 436 + 437 +=== Version 3.30 === 438 + 439 +(% class="table-striped" %) 440 +|((( 441 +UI extensions 442 +)))|((( 443 +3.30 Beta 3 444 +)))|(% colspan="2" %)((( 445 +**FFI: **Removed** GetMissionLimit() **and** IsMissionLimitEnabled()** 446 +))) 447 +|(% colspan="7" %)(% colspan="3" %) 448 +((( 449 +These mission limit-related functions (added in 3.30 Beta 1 and 2) are replaced with FFI IsMissionLimitReached() 450 +))) 451 + 452 +---- 453 + 454 +=== Version 3.20 === 455 + 456 +(% class="table-striped" %) 457 +|((( 458 +Scripts 459 +)))|((( 460 +3.20 Beta 1 461 +)))|(% colspan="2" %)((( 462 +Parameters of **<event_player_attacked_object/>** and **<event_object_attacked_object/>** changed 463 +))) 464 +|(% colspan="4" %)(% colspan="3" %) 465 +((( 466 +Old params: param = attacked object, param2 = attack method, param3 = attacked component 467 +New params: param = attacked object, param2 = attack method, param3 = attack component detail list: [attacked component, attacking weapon] 468 +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 469 +))) 470 +|(% colspan="1" %)(% colspan="1" %) 471 +((( 472 +Scripts 473 +)))|(% colspan="1" %)(% colspan="1" %) 474 +((( 475 +3.20 Beta 1 476 +)))|(% colspan="2" %)(% colspan="1" %) 477 +((( 478 +Removed script property $trade.**restriction.faction** 479 +))) 480 +|(% colspan="4" %)(% colspan="3" %) 481 +((( 482 +$trade.restriction.faction has been replaced with $trade.restriction.factions, which returns a list of factions. 483 +))) 484 +|((( 485 +UI extensions 486 +)))|((( 487 +3.20 Beta 1 488 +)))|(% colspan="2" %)((( 489 +**Lua**: **GetTradeRestrictions()**, **ToggleFactionTradeRestriction()** and **ToggleFactionTradeWareOverride()** are now obsolete! 490 +))) 491 +|(% colspan="4" %)(% colspan="3" %) 492 +((( 493 +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. 494 +))) 495 + 496 +---- 497 + 498 +=== Version 3.10 === 499 + 500 +(% class="table-striped" %) 501 +|(% colspan="1" %)(% colspan="1" %) 502 +((( 503 +Scripts 504 +)))|(% colspan="1" %)(% colspan="1" %) 505 +((( 506 +3.10 Beta 1 507 +)))|(% colspan="2" %)(% colspan="1" %) 508 +((( 509 +Removed script action **<add_build/>** 510 +))) 511 +|(% colspan="7" %)(% colspan="3" %) 512 +((( 513 +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. 514 +))) 515 + 516 +---- 517 + 518 +=== Version 3.00 === 519 + 520 +(% class="table-striped" %) 521 +|(% colspan="1" %)(% colspan="1" %) 522 +((( 523 +Scripts 524 +)))|(% colspan="1" %)(% colspan="1" %) 525 +((( 526 +3.0 Beta 6 527 +)))|(% colspan="2" %)(% colspan="1" %) 528 +((( 529 +Changed behaviour of script action **<get_suitable_job/>** 530 +))) 531 +|(% colspan="4" %)(% colspan="3" %) 532 +((( 533 +<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. 534 +))) 535 +|(% colspan="1" %)(% colspan="1" %) 536 +((( 537 +Scripts 538 +)))|(% colspan="1" %)(% colspan="1" %) 539 +((( 540 +3.0 Beta 6 541 +)))|(% colspan="2" %)(% colspan="1" %) 542 +((( 543 +Changed behaviour of script action **<get_ware_definition/>** 544 +))) 545 +|(% colspan="4" %)(% colspan="3" %) 546 +((( 547 +<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. 548 +))) 549 +|(% colspan="1" %)(% colspan="1" %) 550 +((( 551 +Global 552 +)))|(% colspan="1" %)(% colspan="1" %) 553 +((( 554 +3.0 Beta 5 555 +)))|(% colspan="2" %)(% colspan="1" %) 556 +((( 557 +Renamed all files in the **md**, ui, and **cutscenes** folders to lower-case 558 +))) 559 +|(% colspan="4" %)(% colspan="3" %) 560 +((( 561 +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.) 562 + 563 +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). 564 +))) 565 +|(% colspan="1" %)(% colspan="1" %) 566 +((( 567 +Scripts 568 +)))|(% colspan="1" %)(% colspan="1" %) 569 +((( 570 +3.0 Beta 5 571 +)))|(% colspan="2" %)(% colspan="1" %) 572 +((( 573 +Adjustments of some MD library cues in the base game to change their usage from **<include_actions>** to <run_actions> 574 +))) 575 +|(% colspan="4" %)(% colspan="3" %) 576 +((( 577 +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. 578 +))) 579 +|(% colspan="1" %)(% colspan="1" %) 580 +((( 581 +Scripts 582 +)))|(% colspan="1" %)(% colspan="1" %) 583 +((( 584 +3.0 Beta 5 585 +)))|(% colspan="2" %)(% colspan="1" %) 586 +((( 587 +Changes to $dockingbay.**todockpos** and $dockingbay.**launchpos** 588 +))) 589 +|(% colspan="4" %)(% colspan="3" %) 590 +((( 591 +Before the change, positions are relative to $dockingbay.parent. 592 +After the change, positions are relative to $dockingbay as specified in the documentation. 593 +))) 594 +|(% colspan="1" %)(% colspan="1" %) 595 +((( 596 +Global 597 +)))|(% colspan="1" %)(% colspan="1" %) 598 +((( 599 +3.0 Beta 2 600 +)))|(% colspan="2" %)(% colspan="1" %) 601 +((( 602 +Support for entity flag "**skillsvisible**" dropped 603 +))) 604 +|(% colspan="4" %)(% colspan="3" %) 605 +((( 606 +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(). 607 +))) 608 +|((( 609 +Scripts 610 +)))|((( 611 +3.0 Beta 2 612 +)))|(% colspan="2" %)((( 613 +Changes to **<event_object_changed_owner>** and added **<event_object_changed_true_owner>**. 614 +))) 615 +|(% colspan="4" %)(% colspan="3" %) 616 +((( 617 +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. 618 +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. 619 +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. 620 +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). 621 +))) 622 +|(% colspan="1" %)(% colspan="1" %) 623 +((( 624 +Global 625 +)))|(% colspan="1" %)(% colspan="1" %) 626 +((( 61 61 3.0 Beta 1 628 +)))|(% colspan="2" %)(% colspan="1" %) 629 +((( 630 +**MissionBoard** support dropped 631 +))) 632 +|(% colspan="4" %)(% colspan="3" %) 633 +((( 634 +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. 635 +))) 636 +|((( 637 +Job/God 638 +)))|((( 639 +3.0 Beta 1 640 +)))|(% colspan="2" %)((( 641 +By default, **job/god entries** now only spawn objects in space added by the extension in which they are defined 642 +))) 643 +|(% colspan="4" %)(% colspan="3" %) 644 +((( 645 +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. 646 +))) 647 +|(% colspan="1" %)(% colspan="1" %) 648 +((( 649 +Scripts 62 62 )))|(% colspan="1" %)(% colspan="1" %) 63 63 ((( 64 -**Lua: **GetMiniGameCursorPosition() removed 652 +3.0 Beta 1 653 +)))|(% colspan="2" %)(% colspan="1" %) 654 +((( 655 +Script action **<add_actor_to_room/> **attribute **'room'** renamed to **'object'** 65 65 ))) 66 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)657 +|(% colspan="4" %)(% colspan="3" %) 67 67 ((( 68 - //GetMiniGameCursorPosition()wasaleftoverfromthe XR era andneversupposedtobe shippedwithX4. Thefunctionpracticallyalways returned 0and hencewe don't expecttheremovalof thisobsolete functioncausinganyactualmodtobreak.//659 +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. 69 69 ))) 70 70 |(% colspan="1" %)(% colspan="1" %) 71 71 ((( ... ... @@ -73,14 +73,27 @@ 73 73 )))|(% colspan="1" %)(% colspan="1" %) 74 74 ((( 75 75 3.0 Beta 1 667 +)))|(% colspan="2" %)(% colspan="1" %) 668 +((( 669 +Script action **<set_doors_locked/>** attribute **'group'** changed 670 +))) 671 +|(% colspan="4" %)(% colspan="3" %) 672 +((( 673 +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. 674 +))) 675 +|(% colspan="1" %)(% colspan="1" %) 676 +((( 677 +Scripts 76 76 )))|(% colspan="1" %)(% colspan="1" %) 77 77 ((( 78 -$ware.illegal updated 680 +3.0 Beta 1 681 +)))|(% colspan="2" %)(% colspan="1" %) 682 +((( 683 +Script conditions **<event_hack_*/>** and **<event_controlpanel_hack_*/>** removed 79 79 ))) 80 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)685 +|(% colspan="4" %)(% colspan="3" %) 81 81 ((( 82 -$ware.illegal used to return true if the specified ware has the 'illegal' tag which is no longer used. 83 -\\It now returns true if $ware is illegal to any faction in the game. 687 +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. 84 84 ))) 85 85 |(% colspan="1" %)(% colspan="1" %) 86 86 ((( ... ... @@ -88,15 +88,27 @@ 88 88 )))|(% colspan="1" %)(% colspan="1" %) 89 89 ((( 90 90 3.0 Beta 1 695 +)))|(% colspan="2" %)(% colspan="1" %) 696 +((( 697 +Script actions **<set_hack_target/>** and **<abort_hack/>** removed 698 +))) 699 +|(% colspan="4" %)(% colspan="3" %) 700 +((( 701 +These actions had no effect and were removed. 702 +))) 703 +|(% colspan="1" %)(% colspan="1" %) 704 +((( 705 +Scripts 91 91 )))|(% colspan="1" %)(% colspan="1" %) 92 92 ((( 93 -'checkoperational' filter behaviour changed 708 +3.0 Beta 1 709 +)))|(% colspan="2" %)(% colspan="1" %) 710 +((( 711 +**<setup_conversation_minigame/>** script action removed 94 94 ))) 95 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)713 +|(% colspan="4" %)(% colspan="3" %) 96 96 ((( 97 -//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.// 98 - 99 -//Sub nodes such as match_child will have checkoperational default to false. Existing uses may find that results now include non-operational components.// 715 +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. 100 100 ))) 101 101 |(% colspan="1" %)(% colspan="1" %) 102 102 ((( ... ... @@ -104,31 +104,187 @@ 104 104 )))|(% colspan="1" %)(% colspan="1" %) 105 105 ((( 106 106 3.0 Beta 1 723 +)))|(% colspan="2" %)(% colspan="1" %) 724 +((( 725 +<add_player_choice_*> **confidence** attribute removed 726 +))) 727 +|(% colspan="4" %)(% colspan="3" %) 728 +((( 729 +The default confidence of player options is another leftover from the XR era and had no effect in X4. 730 +))) 731 +|(% colspan="1" %)(% colspan="1" %) 732 +((( 733 +Scripts 107 107 )))|(% colspan="1" %)(% colspan="1" %) 108 108 ((( 736 +3.0 Beta 1 737 +)))|(% colspan="2" %)(% colspan="1" %) 738 +((( 739 +**<hack_via_control_panel/>** script action removed 740 +))) 741 +|(% colspan="4" %)(% colspan="3" %) 742 +((( 743 +Unused script action <hack_via_control_panel/> was removed. 744 +))) 745 +|(% colspan="1" %)(% colspan="1" %) 746 +((( 747 +UI core 748 +)))|(% colspan="1" %)(% colspan="1" %) 749 +((( 750 +3.0 Beta 1 751 +)))|(% colspan="2" %)(% colspan="1" %) 752 +((( 753 +**Lua: **GetMiniGameCursorPosition() removed 754 +))) 755 +|(% colspan="4" %)(% colspan="3" %) 756 +((( 757 +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. 758 +))) 759 +|((( 760 +UI core 761 +)))|((( 762 +3.0 Beta 1 763 +)))|(% colspan="2" %)((( 764 +**FFI: **GetLocalizedInteractiveNotificationKey can return icon placeholders 765 +))) 766 +|(% colspan="4" %)(% colspan="3" %) 767 +((( 768 +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. 769 +))) 770 +|(% colspan="1" %)(% colspan="1" %) 771 +((( 772 +UI extensions 773 +)))|(% colspan="1" %)(% colspan="1" %) 774 +((( 775 +3.0 Beta 1 776 +)))|(% colspan="2" %)(% colspan="1" %) 777 +((( 778 +**FFI: **UIWeaponMod returned by GetInstalledWeaponMod() now includes property SurfaceElementFactor 779 +))) 780 +|(% colspan="4" %)(% colspan="3" %) 781 +((( 782 +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. 783 +))) 784 +|(% colspan="1" %)(% colspan="1" %) 785 +((( 786 +Scripts 787 +)))|(% colspan="1" %)(% colspan="1" %) 788 +((( 789 +3.0 Beta 1 790 +)))|(% colspan="2" %)(% colspan="1" %) 791 +((( 792 +**$ware.illegal** updated 793 +))) 794 +|(% colspan="4" %)(% colspan="3" %) 795 +((( 796 +$ware.illegal used to return true if the specified ware has the 'illegal' tag which is no longer used. 797 +It now returns true if $ware is illegal to any faction in the game. 798 +))) 799 +|(% colspan="1" %)(% colspan="1" %) 800 +((( 801 +Scripts 802 +)))|(% colspan="1" %)(% colspan="1" %) 803 +((( 804 +3.0 Beta 1 805 +)))|(% colspan="2" %)(% colspan="1" %) 806 +((( 109 109 MD script **RML_Flight_Along_Path** removed 110 110 ))) 111 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)809 +|(% colspan="4" %)(% colspan="3" %) 112 112 ((( 113 - //The MD script RML_Flight_Along_Path was not referened and was removed.//811 +The MD script RML_Flight_Along_Path was not referened and was removed. 114 114 ))) 115 115 |(% colspan="1" %)(% colspan="1" %) 116 116 ((( 815 +Scripts 816 +)))|(% colspan="1" %)(% colspan="1" %) 817 +((( 818 +3.0 Beta 1 819 +)))|(% colspan="2" %)(% colspan="1" %) 820 +((( 821 +parameters of **<event_venture_mission_completed/>** changed 822 +))) 823 +|(% colspan="4" %)(% colspan="3" %) 824 +((( 825 +old params: param = venture details, param2 = ships involved, param3 = duration 826 +new params: param = venture detail list: [mission name, mission type], param2 = list of ships involved, param3 = duration 827 +))) 828 +|((( 829 +Scripts 830 +)))|((( 831 +3.0 Beta 1 832 +)))|(% colspan="2" %)((( 833 +**<set_object_wing_name/>** removed, 834 +**<set_object_fleet_name/>** added 835 +))) 836 +|(% colspan="4" %)(% colspan="3" %) 837 +((( 838 +The common action <set_object_wing_name/> has been replaced with <set_object_fleet_name/> 839 +))) 840 +|((( 841 +Scripts 842 +)))|((( 843 +3.0 Beta 1 844 +)))|(% colspan="2" %)((( 845 +**$controllable.wing.*** removed, 846 +**$controllable.fleet.*** added 847 +))) 848 +|(% colspan="4" %)(% colspan="3" %) 849 +((( 850 +$controllable.wing.name, $controllable.wing.iscommander, and $controllable.wing.commander have been replaced with $controllable.fleet.name, $controllable.fleet.iscommander, and $controllable.fleet.commander 851 +))) 852 + 853 +---- 854 + 855 +=== Version 2.60 === 856 + 857 +(% class="table-striped" %) 858 +|((( 859 +Scripts 860 +)))|((( 861 +2.60 Beta 1 862 +)))|(% colspan="2" %)((( 863 +'**checkoperational**' filter behaviour changed 864 +))) 865 +|(% colspan="10" %)(% colspan="3" %) 866 +((( 867 +Actions and conditions which use the 'checkoperational' filter now behave differently. Instead of changing how 'class' and 'exactclass' behave, checkoperational == true adds an additional filter for the components being of state operational, equivalent to state="componentstate.operational". This is implicitly enabled in action elements (e.g. <find_.../>) or condition elements (e.g. <count_...>), meaning that find_ship will only find operational ships. Using such actions/conditions with checkoperational="false" will include non-operational components such as wrecked and constructions. Existing uses may find that results now exclude non-operational components. 868 + 869 +Sub nodes such as match_child will have checkoperational default to false. Existing uses may find that results now include non-operational components. 870 +))) 871 +|((( 872 +Scripts 873 +)))|((( 874 +2.60 Beta 1 875 +)))|(% colspan="2" %)((( 876 +$container.**supplyresources** behavior changed 877 +)))| | | 878 +|(% colspan="10" %)(% colspan="3" %) 879 +((( 880 +The script keyword $container.supplyresources now includes reserved wares. 881 +))) 882 + 883 +---- 884 + 885 +=== Version 2.20 === 886 + 887 +(% class="table-striped" %) 888 +|(% colspan="1" %)(% colspan="1" %) 889 +((( 117 117 UI core 118 118 )))|(% colspan="1" %)(% colspan="1" %) 119 119 ((( 120 120 2.20 Beta 3/4 121 -)))|(% colspan=" 1" %)(% colspan="1" %)894 +)))|(% colspan="2" %)(% colspan="1" %) 122 122 ((( 123 123 **Lua: GetControllerInfo()** returned mouseSteering/mouseCursor values are undefined. 124 124 ))) 125 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)898 +|(% colspan="4" %)(% colspan="3" %) 126 126 ((( 127 - //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.128 -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. //900 +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. 901 +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. 129 129 130 -//It's a pending change to ensure that the returned mode is more reasonable in an upcoming patch. So be aware that another breaking change might be introduced at some point. 131 -// 903 +It's a pending change to ensure that the returned mode is more reasonable in an upcoming patch. So be aware that another breaking change might be introduced at some point. 132 132 ))) 133 133 |(% colspan="1" %)(% colspan="1" %) 134 134 ((( ... ... @@ -136,14 +136,20 @@ 136 136 )))|(% colspan="1" %)(% colspan="1" %) 137 137 ((( 138 138 2.20 Beta 3 139 -)))|(% colspan=" 1" %)(% colspan="1" %)911 +)))|(% colspan="2" %)(% colspan="1" %) 140 140 ((( 141 141 Attribute for build related conditions e.g. **<event_build_finished/>** renamed from 'buildmodule' to 'buildprocessor' 142 142 ))) 143 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)915 +|(% colspan="4" %)(% colspan="3" %) 144 144 ((( 145 - //The underlying behaviour remains the same in that it involves the buildprocessor, not the buildmodule. The attribute name has simply been corrected.//917 +The underlying behaviour remains the same in that it involves the buildprocessor, not the buildmodule. The attribute name has simply been corrected. 146 146 ))) 919 + 920 +---- 921 + 922 +=== Version 2.00 === 923 + 924 +(% class="table-striped" %) 147 147 |(% colspan="1" %)(% colspan="1" %) 148 148 ((( 149 149 Scripts ... ... @@ -150,13 +150,13 @@ 150 150 )))|(% colspan="1" %)(% colspan="1" %) 151 151 ((( 152 152 2.00 Beta 1 153 -)))|(% colspan=" 1" %)(% colspan="1" %)931 +)))|(% colspan="2" %)(% colspan="1" %) 154 154 ((( 155 155 **<event_build_finished/> **param2 now returns null instead of a construction sequence 156 156 ))) 157 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)935 +|(% colspan="4" %)(% colspan="3" %) 158 158 ((( 159 - //The construction sequence which was finished should now be accessed via the buildtask provided via param3.//937 +The construction sequence which was finished should now be accessed via the buildtask provided via param3. 160 160 ))) 161 161 |(% colspan="1" %)(% colspan="1" %) 162 162 ((( ... ... @@ -164,13 +164,13 @@ 164 164 )))|(% colspan="1" %)(% colspan="1" %) 165 165 ((( 166 166 2.00 Beta 1 167 -)))|(% colspan=" 1" %)(% colspan="1" %)945 +)))|(% colspan="2" %)(% colspan="1" %) 168 168 ((( 169 169 **param.boarding.{...}** strength parameters removed 170 170 ))) 171 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)949 +|(% colspan="4" %)(% colspan="3" %) 172 172 ((( 173 - //The 'recruitstrength', 'veteranstrength' and 'elitestrength' script parameters were no longer required for balancing the boarding gameplay, and were removed.//951 +The 'recruitstrength', 'veteranstrength' and 'elitestrength' script parameters were no longer required for balancing the boarding gameplay, and were removed. 174 174 ))) 175 175 |(% colspan="1" %)(% colspan="1" %) 176 176 ((( ... ... @@ -178,154 +178,160 @@ 178 178 )))|(% colspan="1" %)(% colspan="1" %) 179 179 ((( 180 180 2.00 Beta 1 181 -)))|(% colspan=" 1" %)(% colspan="1" %)959 +)))|(% colspan="2" %)(% colspan="1" %) 182 182 ((( 183 183 **$defensible.boardee/$defensible.boarder** and **<set_object_boarder/>/<remove_object_boarder/>** removed 184 184 ))) 185 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)963 +|(% colspan="4" %)(% colspan="3" %) 186 186 ((( 187 - //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.//965 +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. 188 188 ))) 189 189 |((( 190 190 UI extensions 191 191 )))|((( 192 192 2.00 Beta 1 193 -)))|((( 971 +)))|(% colspan="2" %)((( 194 194 **FFI: GetUpgradeSlotCurrentComponent()/GetUpgradeSlotGroup()** works on non-operationals 195 195 ))) 196 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)974 +|(% colspan="4" %)(% colspan="3" %) 197 197 ((( 198 - //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.//976 +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. 199 199 ))) 200 200 |((( 201 201 UI extensions 202 202 )))|((( 203 203 2.00 Beta 1 204 -)))|((( 982 +)))|(% colspan="2" %)((( 205 205 **FFI: SetFormationShape()** no longer indicates an error upon certain error cases 206 206 ))) 207 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)985 +|(% colspan="4" %)(% colspan="3" %) 208 208 ((( 209 - //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.//210 - //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.//987 +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. 988 +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. 211 211 ))) 212 212 |((( 213 213 Scripts 214 214 )))|((( 215 215 2.00 Beta 1 216 -)))|((( 994 +)))|(% colspan="2" %)((( 217 217 **<create_formation/>** now requires the attributes: 'leader' and 'follower'. Attribute 'object' is now deprecated. 218 218 ))) 219 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)997 +|(% colspan="4" %)(% colspan="3" %) 220 220 ((( 221 - //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.//999 +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. 222 222 ))) 223 223 |((( 224 224 Scripts 225 225 )))|((( 226 226 2.00 Beta 1 227 -)))|((( 1005 +)))|(% colspan="2" %)((( 228 228 **<event_player_changed_target/>** now fires and returns null if the player deselects a target. 229 229 ))) 230 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)1008 +|(% colspan="4" %)(% colspan="3" %) 231 231 ((( 232 - //For prior behavior, check for event.param being non-null.//1010 +For prior behavior, check for event.param being non-null. 233 233 ))) 234 234 |((( 235 235 AI Scripts 236 236 )))|((( 237 237 2.00 Beta 1 238 -)))|((( 1016 +)))|(% colspan="2" %)((( 239 239 **<shoot/>/<shoot_at/>** attribute changes. 240 240 ))) 241 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)1019 +|(% colspan="4" %)(% colspan="3" %) 242 242 ((( 243 - //Changed: Attribute "primary" is now optional and defines whether weapons from the ship's active primary weapon group will be fired. Defaults to true.//244 - //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.//245 - //New attribute: "missiles" is an optional attribute that defines whether only missile launchers will be used. If false, only guns will be fired. Defaults to false.//1021 +Changed: Attribute "primary" is now optional and defines whether weapons from the ship's active primary weapon group will be fired. Defaults to true. 1022 +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. 1023 +New attribute: "missiles" is an optional attribute that defines whether only missile launchers will be used. If false, only guns will be fired. Defaults to false. 246 246 247 - //Corrects now-obsolete assumption that primary weapon groups only contain guns and secondary weapon groups only contain missile launchers.//1025 +Corrects now-obsolete assumption that primary weapon groups only contain guns and secondary weapon groups only contain missile launchers. 248 248 ))) 249 249 |((( 250 250 UI extensions 251 251 )))|((( 252 252 2.00 Beta 1 253 -)))|((( 254 -**FFI: GetBuildTask()/GetNumBuildTasks()** got a new "buildmoduleid" parameter. (% class="confluenceTd" %)1031 +)))|(% colspan="2" %)((( 1032 +**FFI: GetBuildTask()/GetNumBuildTasks()** got a new "buildmoduleid" parameter. 255 255 ))) 256 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)1034 +|(% colspan="4" %)(% colspan="3" %) 257 257 ((( 258 - //Added possibility to query build tasks of a certain buildmodule.//1036 +Added possibility to query build tasks of a certain buildmodule. 259 259 ))) 260 260 |((( 261 261 UI extensions 262 262 )))|((( 263 263 2.00 Beta 1 264 -)))|((( 1042 +)))|(% colspan="2" %)((( 265 265 **Lua:** **GetLibraryEntry()** retrieved a new "buildresources" field. 266 266 ))) 267 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)1045 +|(% colspan="4" %)(% colspan="3" %) 268 268 ((( 269 - //Added list of resources a buildmodule needs to build.//1047 +Added list of resources a buildmodule needs to build. 270 270 ))) 271 271 |((( 272 272 UI extensions 273 273 )))|((( 274 274 2.00 Beta 1 275 -)))|((( 276 - (% 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);" %)1053 +)))|(% colspan="2" %)((( 1054 +**Lua: CalculateTotalHullFraction() **was removed. 277 277 ))) 278 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)1056 +|(% colspan="4" %)(% colspan="3" %) 279 279 ((( 280 - //Unused, derelict function from XR - use GetComponentData(..., "hullpercent") instead.//1058 +Unused, derelict function from XR - use GetComponentData(..., "hullpercent") instead. 281 281 ))) 282 282 |((( 283 283 UI extensions 284 284 )))|((( 285 285 2.00 Beta 1 286 -)))|((( 287 -**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" %)1064 +)))|(% colspan="2" %)((( 1065 +**FFI: RequestDockAtReason()/UndockPlayerShip() **changed their return values. 288 288 ))) 289 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)1067 +|(% colspan="4" %)(% colspan="3" %) 290 290 ((( 291 - //Changed return value type to const char* to better identify failure reasons in Lua script.//1069 +Changed return value type to const char* to better identify failure reasons in Lua script. 292 292 ))) 1071 + 1072 +---- 1073 + 1074 +=== Version 1.50 === 1075 + 1076 +(% class="table-striped" %) 293 293 |((( 294 294 UI extensions 295 295 )))|((( 296 296 1.50 Beta 3 297 -)))|((( 298 -**Lua: GetComponentData() **changed behavior of "docksizes" propert ly.(% class="confluenceTd" %)1081 +)))|(% colspan="2" %)((( 1082 +**Lua: GetComponentData() **changed behavior of "docksizes" property. 299 299 ))) 300 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)1084 +|(% colspan="4" %)(% colspan="3" %) 301 301 ((( 302 - //The "docksizes" property no longer includes internal ship storage docks.//1086 +The "docksizes" property no longer includes internal ship storage docks. 303 303 ))) 304 304 |((( 305 305 All 306 306 )))|((( 307 307 1.50 Beta 2 308 -)))|((( 1092 +)))|(% colspan="2" %)((( 309 309 **Meaning of "Shipyard"** was corrected throughout Lua/MD/AI scripts, so that Wharfs are not Shipyards (unlike in XR). 310 310 ))) 311 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)1095 +|(% colspan="4" %)(% colspan="3" %) 312 312 ((( 313 - //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".//1097 +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". 314 314 315 - //Lua: Adjusted GetComponentData() and HasShipyard(), added HasWharf()//316 - //Lua / GetComponentData() properties: Removed "iscapitalshipyard", fixed "isshipyard", added "canbuildships", "iswharf", "isequipmentdock"//317 - //Scripts: Fixed property .isshipyard, added .iswharf (.canbuildships existed already)//1099 +Lua: Adjusted GetComponentData() and HasShipyard(), added HasWharf() 1100 +Lua / GetComponentData() properties: Removed "iscapitalshipyard", fixed "isshipyard", added "canbuildships", "iswharf", "isequipmentdock" 1101 +Scripts: Fixed property .isshipyard, added .iswharf (.canbuildships existed already) 318 318 ))) 319 319 |((( 320 320 UI extensions 321 321 )))|((( 322 322 1.50 Beta 2 323 -)))|((( 324 -**FFI: UpgradeGroupInfo **datatype was changed. (% class="confluenceTd" %)1107 +)))|(% colspan="2" %)((( 1108 +**FFI: UpgradeGroupInfo **datatype was changed. 325 325 ))) 326 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)1110 +|(% colspan="4" %)(% colspan="3" %) 327 327 ((( 328 - //Added new "operational" field to retrieve information about number of operational upgrades in a group.//1112 +Added new "operational" field to retrieve information about number of operational upgrades in a group. 329 329 ))) 330 330 |(% colspan="1" %)(% colspan="1" %) 331 331 ((( ... ... @@ -333,47 +333,58 @@ 333 333 )))|(% colspan="1" %)(% colspan="1" %) 334 334 ((( 335 335 1.50 Beta 1 336 -)))|(% colspan=" 1" %)(% colspan="1" %)1120 +)))|(% colspan="2" %)(% colspan="1" %) 337 337 ((( 338 338 **FFI: SetGuidance()** removed useinfopoint argument. 339 339 ))) 340 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)1124 +|(% colspan="4" %)(% colspan="3" %) 341 341 ((( 342 -//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. 343 -// 1126 +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. 344 344 345 - //The new function declaration is: void SetGuidance(UniverseID componentid, UIPosRot offset)//1128 +The new function declaration is: void SetGuidance(UniverseID componentid, UIPosRot offset) 346 346 ))) 347 347 |((( 348 348 UI extensions 349 349 )))|((( 350 350 1.50 Beta 1 351 -)))|((( 352 -**FFI: CancelConstruction() **changed its return value. (% class="confluenceTd" %)1134 +)))|(% colspan="2" %)((( 1135 +**FFI: CancelConstruction() **changed its return value. 353 353 ))) 354 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)1137 +|(% colspan="4" %)(% colspan="3" %) 355 355 ((( 356 - (% style="color: rgb(0,0,0);" %)//CancelConstruction() now returns if the cancellation was successful.//1139 +CancelConstruction() now returns if the cancellation was successful. 357 357 ))) 1141 + 1142 +---- 1143 + 1144 +=== Version 1.32 === 1145 + 1146 +(% class="table-striped" %) 358 358 |((( 359 359 UI extensions 360 360 )))|((( 361 361 1.32 362 -)))|((( 1151 +)))|(% colspan="2" %)((( 363 363 **Lua: GetComponentData() **removed the "nextdestname" property. 364 364 ))) 365 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)1154 +|(% colspan="4" %)(% colspan="3" %) 366 366 ((( 367 - //Instead of "nextdestname", use the properties "destination" or "destinationsector" to retrieve a destination component, then retrieve its "name" property.//1156 +Instead of "nextdestname", use the properties "destination" or "destinationsector" to retrieve a destination component, then retrieve its "name" property. 368 368 ))) 1158 + 1159 +---- 1160 + 1161 +=== Version 1.20 === 1162 + 1163 +(% class="table-striped" %) 369 369 |((( 370 370 UI extensions 371 371 )))|((( 372 372 1.20 373 -)))|((( 374 -**FFI: GetAAOption()** got a new "useconfig" parameter. (% class="confluenceTd" %)1168 +)))|(% colspan="2" %)((( 1169 +**FFI: GetAAOption()** got a new "useconfig" parameter. 375 375 ))) 376 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)1171 +|(% colspan="4" %)(% colspan="3" %) 377 377 ((( 378 -//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.//1173 +//The AA setting was changed to check the new setting with the user. In order to restore the old setting GetAAOption() gets the option to retrieve the config settings.// 379 379 )))
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... ... @@ -1,1 +1,0 @@ 1 -https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/83460874/Breaking Changes