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
Change comment: added setup_conversation_minigame note
To version 72.1
edited by stefan
on 2021/01/09 02:44
Change comment: There is no comment for this version

Summary

Details

Page properties
Content
... ... @@ -24,21 +24,312 @@
24 24  Version
25 25  )))|=(((
26 26  Summary
27 +)))|=(% colspan="1" %)(% colspan="1" %)
28 +(((
29 +
27 27  )))
31 +|(% colspan="4" %)(% colspan="4" %)
32 +(((
33 +== 4.00 ==
34 +)))
28 28  |(% colspan="1" %)(% colspan="1" %)
29 29  (((
37 +UI core
38 +)))|(% colspan="1" %)(% colspan="1" %)
39 +(((
40 +4.00 Beta 5
41 +)))|(% colspan="1" %)(% colspan="1" %)
42 +(((
43 +**FFI:** GetRelationStatus()/GetRelationStatus2() handling for objects in ranges relation range [-25,-10] changed
44 +)))|(% colspan="1" %)(% colspan="1" %)
45 +(((
46 +
47 +)))
48 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
49 +(((
50 +//4.00 Beta 5// //introduces a new 'adversary' relation state. Previously objects within that relation range were categorized as 'enemy' and GetRelationStatus()/GetRelationStatus2() therefore returned 0 (enemy) for these objects.
51 +Since these objects are now visualized and therefore are distinguishable from enemies, several related changes were made for these objects to bring them more in line with how 'neutral' objects are handled (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.
52 +If you rely on a handling where they are treated like enemies, please use the new GetRelationStatus3() //FFI function which returns the new range for these objects: 1 (meaning 'adversary' here with following relations having been shifted up).
53 +)))|(% colspan="1" %)(% colspan="1" %)
54 +(((
55 +
56 +)))
57 +|(((
58 +Parameters
59 +)))|(((
60 +4.00 Beta 1
61 +)))|(((
62 +**requiresconstructionvessel** parameter moved
63 +)))|(((
64 +
65 +)))
66 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
67 +(((
68 +//The 'requiresconstructionvessel' attribute has been moved from the 'recycling' node itself, to the new 'station' subnode.//
69 +)))
70 +|(((
30 30  Scripts
72 +)))|(((
73 +4.00 Beta 1
74 +)))|(((
75 +Changed behaviour of **gatedistance** script property
76 +)))|(((
77 +
78 +)))
79 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
80 +(((
81 +//The 'gatedistance' script property now minimizes the number of gate jumps instead of counting the number gate jumps in the fastest route.//
82 +)))|(% class="highlight-grey" data-highlight-colour="grey" %)(% class="highlight-grey" data-highlight-colour="grey" %)
83 +(((
84 +
85 +)))
86 +|(% colspan="4" %)(% colspan="4" %)
87 +(((
88 +== 3.30 ==
89 +)))
90 +|(((
91 +UI extensions
92 +)))|(((
93 +3.30 Beta 3
94 +)))|(((
95 +**FFI: **Removed** (% style="color: rgb(0,0,0);" %)GetMissionLimit() (%%)**(% style="color: rgb(0,0,0);" %)and** **(% style="color: rgb(0, 0, 0); color: rgb(0, 0, 0)" %)**IsMissionLimit**(%%)**Enabled()**
31 31  )))|(% colspan="1" %)(% colspan="1" %)
32 32  (((
98 +
99 +)))
100 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
101 +(((
102 +//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()//
103 +)))
104 +|(% colspan="4" %)(% colspan="4" %)
105 +(((
106 +== 3.20 ==
107 +)))
108 +|(((
109 +Scripts
110 +)))|(((
111 +3.20 Beta 1
112 +)))|(((
113 +Parameters of **<event_player_attacked_object/>** and **<event_object_attacked_object/>** changed
114 +)))|(% colspan="1" %)(% colspan="1" %)
115 +(((
116 +
117 +)))
118 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
119 +(((
120 +//Old params: param = attacked object, param2 = attack method, param3 = attacked component//
121 +//New params: param = attacked object, param2 = attack method, param3 = attack component detail list: [attacked component, attacking weapon]
122 +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//
123 +)))
124 +|(% colspan="1" %)(% colspan="1" %)
125 +(((
126 +Scripts
127 +)))|(% colspan="1" %)(% colspan="1" %)
128 +(((
129 +3.20 Beta 1
130 +)))|(% colspan="1" %)(% colspan="1" %)
131 +(((
132 +Removed script property $trade.**restriction.faction**
133 +)))|(% colspan="1" %)(% colspan="1" %)
134 +(((
135 +
136 +)))
137 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
138 +(((
139 +//$trade.restriction.faction has been replaced with $trade.restriction.factions, which returns a list of factions.//
140 +)))
141 +|(((
142 +UI extensions
143 +)))|(((
144 +3.20 Beta 1
145 +)))|(((
146 +**Lua**: **GetTradeRestrictions()**, **ToggleFactionTradeRestriction()** and **ToggleFactionTradeWareOverride()** are now obsolete!
147 +)))|(% colspan="1" %)(% colspan="1" %)
148 +(((
149 +
150 +)))
151 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
152 +(((
153 +//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.//
154 +)))
155 +|(% colspan="4" %)(% colspan="4" %)
156 +(((
157 +== 3.10 ==
158 +)))
159 +|(% colspan="1" %)(% colspan="1" %)
160 +(((
161 +Scripts
162 +)))|(% colspan="1" %)(% colspan="1" %)
163 +(((
164 +3.10 Beta 1
165 +)))|(% colspan="1" %)(% colspan="1" %)
166 +(((
167 +Removed script action **<add_build/>**
168 +)))|(% colspan="1" %)(% colspan="1" %)
169 +(((
170 +
171 +)))
172 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
173 +(((
174 +//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.//
175 +)))
176 +|(% colspan="4" %)(% colspan="4" %)
177 +(((
178 +== 3.00 ==
179 +)))
180 +|(% colspan="1" %)(% colspan="1" %)
181 +(((
182 +Scripts
183 +)))|(% colspan="1" %)(% colspan="1" %)
184 +(((
185 +3.0 Beta 6
186 +)))|(% colspan="1" %)(% colspan="1" %)
187 +(((
188 +Changed behaviour of script action **<get_suitable_job/>**
189 +)))|(% colspan="1" %)(% colspan="1" %)
190 +(((
191 +
192 +)))
193 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
194 +(((
195 +//<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.//
196 +)))
197 +|(% colspan="1" %)(% colspan="1" %)
198 +(((
199 +Scripts
200 +)))|(% colspan="1" %)(% colspan="1" %)
201 +(((
202 +3.0 Beta 6
203 +)))|(% colspan="1" %)(% colspan="1" %)
204 +(((
205 +Changed behaviour of script action **<get_ware_definition/>**
206 +)))|(% colspan="1" %)(% colspan="1" %)
207 +(((
208 +
209 +)))
210 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
211 +(((
212 +//<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.//
213 +)))
214 +|(% colspan="1" %)(% colspan="1" %)
215 +(((
216 +Global
217 +)))|(% colspan="1" %)(% colspan="1" %)
218 +(((
219 +3.0 Beta 5
220 +)))|(% colspan="1" %)(% colspan="1" %)
221 +(((
222 +Renamed all files in the **md**, ui, and **cutscenes** folders to lower-case
223 +)))|(% colspan="1" %)(% colspan="1" %)
224 +(((
225 +
226 +)))
227 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
228 +(((
229 +//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.)\\
230 +
231 +//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).//
232 +)))
233 +|(% colspan="1" %)(% colspan="1" %)
234 +(((
235 +Scripts
236 +)))|(% colspan="1" %)(% colspan="1" %)
237 +(((
238 +3.0 Beta 5
239 +)))|(% colspan="1" %)(% colspan="1" %)
240 +(((
241 +Adjustments of some MD library cues in the base game to change their usage from **<include_actions>** to <run_actions>
242 +)))|(% colspan="1" %)(% colspan="1" %)
243 +(((
244 +
245 +)))
246 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
247 +(((
248 +//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.//
249 +)))
250 +|(% colspan="1" %)(% colspan="1" %)
251 +(((
252 +Scripts
253 +)))|(% colspan="1" %)(% colspan="1" %)
254 +(((
255 +3.0 Beta 5
256 +)))|(% colspan="1" %)(% colspan="1" %)
257 +(((
258 +Changes to $dockingbay.**todockpos** and $dockingbay.**launchpos**
259 +)))|(% colspan="1" %)(% colspan="1" %)
260 +(((
261 +
262 +)))
263 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
264 +(((
265 +//Before the change, positions are relative to $dockingbay.parent.
266 +After the change, positions are relative to $dockingbay as specified in the documentation.//
267 +)))
268 +|(% colspan="1" %)(% colspan="1" %)
269 +(((
270 +Global
271 +)))|(% colspan="1" %)(% colspan="1" %)
272 +(((
273 +3.0 Beta 2
274 +)))|(% colspan="1" %)(% colspan="1" %)
275 +(((
276 +Support for entity flag "**skillsvisible**" dropped
277 +)))|(% colspan="1" %)(% colspan="1" %)
278 +(((
279 +
280 +)))
281 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
282 +(((
283 +//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().//
284 +)))
285 +|(((
286 +Scripts
287 +)))|(((
288 +3.0 Beta 2
289 +)))|(((
290 +Changes to **<event_object_changed_owner>** and added **<event_object_changed_true_owner>**.
291 +)))|(% colspan="1" %)(% colspan="1" %)
292 +(((
293 +
294 +)))
295 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
296 +(((
297 +//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.
298 +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.
299 +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.
300 +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).
301 +)))
302 +|(% colspan="1" %)(% colspan="1" %)
303 +(((
304 +Global
305 +)))|(% colspan="1" %)(% colspan="1" %)
306 +(((
33 33  3.0 Beta 1
34 34  )))|(% colspan="1" %)(% colspan="1" %)
35 35  (((
36 -<setup_conversation_minigame/> script action removed
310 +**MissionBoard** support dropped
311 +)))|(% colspan="1" %)(% colspan="1" %)
312 +(((
313 +
37 37  )))
38 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
315 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
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.//
317 +//MissionBoards was a dummy asset type which was only used during early development and never meant to be shipped in the released version. If any mod tried to make use of this asset type, undefined behaviour would occur. Therefore we cleaned things up in 3.0 Beta 1 including deprecating/removing any related UI/script function.//
41 41  )))
319 +|(((
320 +Job/God
321 +)))|(((
322 +3.0 Beta 1
323 +)))|(((
324 +By default, **job/god entries** now only spawn objects in space added by the extension in which they are defined
325 +)))|(% colspan="1" %)(% colspan="1" %)
326 +(((
327 +
328 +)))
329 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
330 +(((
331 +//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.//
332 +)))
42 42  |(% colspan="1" %)(% colspan="1" %)
43 43  (((
44 44  Scripts
... ... @@ -47,10 +47,115 @@
47 47  3.0 Beta 1
48 48  )))|(% colspan="1" %)(% colspan="1" %)
49 49  (((
50 -<hack_via_control_panel/> script action removed
341 +Script action **<add_actor_to_room/> **attribute **'room'** renamed to **'object'**
342 +)))|(% colspan="1" %)(% colspan="1" %)
343 +(((
344 +
51 51  )))
52 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
346 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
53 53  (((
348 +//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.//
349 +)))
350 +|(% colspan="1" %)(% colspan="1" %)
351 +(((
352 +Scripts
353 +)))|(% colspan="1" %)(% colspan="1" %)
354 +(((
355 +3.0 Beta 1
356 +)))|(% colspan="1" %)(% colspan="1" %)
357 +(((
358 +Script action **<set_doors_locked/>** attribute **'group'** changed
359 +)))|(% colspan="1" %)(% colspan="1" %)
360 +(((
361 +
362 +)))
363 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
364 +(((
365 +//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.//
366 +)))
367 +|(% colspan="1" %)(% colspan="1" %)
368 +(((
369 +Scripts
370 +)))|(% colspan="1" %)(% colspan="1" %)
371 +(((
372 +3.0 Beta 1
373 +)))|(% colspan="1" %)(% colspan="1" %)
374 +(((
375 +Script conditions **<event_hack_*/>** and **<event_controlpanel_hack_*/>** removed
376 +)))|(% colspan="1" %)(% colspan="1" %)
377 +(((
378 +
379 +)))
380 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
381 +(((
382 +//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.//
383 +)))
384 +|(% colspan="1" %)(% colspan="1" %)
385 +(((
386 +Scripts
387 +)))|(% colspan="1" %)(% colspan="1" %)
388 +(((
389 +3.0 Beta 1
390 +)))|(% colspan="1" %)(% colspan="1" %)
391 +(((
392 +Script actions **<set_hack_target/>** and **<abort_hack/>** removed
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 +//These actions had no effect and were removed.//
400 +)))
401 +|(% colspan="1" %)(% colspan="1" %)
402 +(((
403 +Scripts
404 +)))|(% colspan="1" %)(% colspan="1" %)
405 +(((
406 +3.0 Beta 1
407 +)))|(% colspan="1" %)(% colspan="1" %)
408 +(((
409 +**<setup_conversation_minigame/>** script action removed
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 +//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.//
417 +)))
418 +|(% colspan="1" %)(% colspan="1" %)
419 +(((
420 +Scripts
421 +)))|(% colspan="1" %)(% colspan="1" %)
422 +(((
423 +3.0 Beta 1
424 +)))|(% colspan="1" %)(% colspan="1" %)
425 +(((
426 +<add_player_choice_*> **confidence** attribute removed
427 +)))|(% colspan="1" %)(% colspan="1" %)
428 +(((
429 +
430 +)))
431 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
432 +(((
433 +//The default confidence of player options is another leftover from the XR era and had no effect in X4.//
434 +)))
435 +|(% colspan="1" %)(% colspan="1" %)
436 +(((
437 +Scripts
438 +)))|(% colspan="1" %)(% colspan="1" %)
439 +(((
440 +3.0 Beta 1
441 +)))|(% colspan="1" %)(% colspan="1" %)
442 +(((
443 +**<hack_via_control_panel/>** script action removed
444 +)))|(% colspan="1" %)(% colspan="1" %)
445 +(((
446 +
447 +)))
448 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
449 +(((
54 54  //Unused script action <hack_via_control_panel/> was removed.//
55 55  )))
56 56  |(% colspan="1" %)(% colspan="1" %)
... ... @@ -62,25 +62,44 @@
62 62  )))|(% colspan="1" %)(% colspan="1" %)
63 63  (((
64 64  **Lua: **GetMiniGameCursorPosition() removed
461 +)))|(% colspan="1" %)(% colspan="1" %)
462 +(((
463 +
65 65  )))
66 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
465 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
67 67  (((
68 68  //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.//
69 69  )))
469 +|(((
470 +UI core
471 +)))|(((
472 +3.0 Beta 1
473 +)))|(((
474 +**FFI: **GetLocalizedInteractiveNotificationKey can return icon placeholders
475 +)))|(% colspan="1" %)(% colspan="1" %)
476 +(((
477 +
478 +)))
479 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
480 +(((
481 +//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.//
482 +)))
70 70  |(% colspan="1" %)(% colspan="1" %)
71 71  (((
72 -Scripts
485 +UI extensions
73 73  )))|(% colspan="1" %)(% colspan="1" %)
74 74  (((
75 75  3.0 Beta 1
76 76  )))|(% colspan="1" %)(% colspan="1" %)
77 77  (((
78 -$ware.illegal updated
491 +**FFI: **UIWeaponMod returned by GetInstalledWeaponMod() now includes property SurfaceElementFactor
492 +)))|(% colspan="1" %)(% colspan="1" %)
493 +(((
494 +
79 79  )))
80 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
496 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
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 $ware is illegal to any faction in the game.
498 +//In 3.0 Beta 1 we added support for a new weapon mod property "SurfaceElementFactor" to allow weapons to deal increased damage to surface elements such as Shield Generators, Turrets or Engines.//
84 84  )))
85 85  |(% colspan="1" %)(% colspan="1" %)
86 86  (((
... ... @@ -90,13 +90,15 @@
90 90  3.0 Beta 1
91 91  )))|(% colspan="1" %)(% colspan="1" %)
92 92  (((
93 -'checkoperational' filter behaviour changed
508 +**$ware.illegal** updated
509 +)))|(% colspan="1" %)(% colspan="1" %)
510 +(((
511 +
94 94  )))
95 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
513 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
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.//
515 +//$ware.illegal used to return true if the specified ware has the 'illegal' tag which is no longer used.//
516 +//It now returns true if $ware is illegal to any faction in the game.//
100 100  )))
101 101  |(% colspan="1" %)(% colspan="1" %)
102 102  (((
... ... @@ -107,13 +107,102 @@
107 107  )))|(% colspan="1" %)(% colspan="1" %)
108 108  (((
109 109  MD script **RML_Flight_Along_Path** removed
527 +)))|(% colspan="1" %)(% colspan="1" %)
528 +(((
529 +
110 110  )))
111 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
531 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
112 112  (((
113 113  //The MD script RML_Flight_Along_Path was not referened and was removed.//
114 114  )))
115 115  |(% colspan="1" %)(% colspan="1" %)
116 116  (((
537 +Scripts
538 +)))|(% colspan="1" %)(% colspan="1" %)
539 +(((
540 +3.0 Beta 1
541 +)))|(% colspan="1" %)(% colspan="1" %)
542 +(((
543 +parameters of **<event_venture_mission_completed/>** changed
544 +)))|(% colspan="1" %)(% colspan="1" %)
545 +(((
546 +
547 +)))
548 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
549 +(((
550 +//old params: param = venture details, param2 = ships involved, param3 = duration//
551 +//new params: param = venture detail list: [mission name, mission type], param2 = list of ships involved, param3 = duration//
552 +)))
553 +|(((
554 +Scripts
555 +)))|(((
556 +3.0 Beta 1
557 +)))|(((
558 +**<set_object_wing_name/>** removed,
559 +**<set_object_fleet_name/>** added
560 +)))|(% colspan="1" %)(% colspan="1" %)
561 +(((
562 +
563 +)))
564 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
565 +(((
566 +//The common action <set_object_wing_name/> has been replaced with <set_object_fleet_name/>//
567 +)))
568 +|(((
569 +Scripts
570 +)))|(((
571 +3.0 Beta 1
572 +)))|(((
573 +**$controllable.wing.*** removed,
574 +**$controllable.fleet.*** added
575 +)))|(% colspan="1" %)(% colspan="1" %)
576 +(((
577 +
578 +)))
579 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
580 +(((
581 +$controllable.wing.name, $controllable.wing.iscommander, and $controllable.wing.commander have been replaced with $controllable.fleet.name, $controllable.fleet.iscommander, and $controllable.fleet.commander
582 +)))
583 +|(% colspan="4" %)(% colspan="4" %)
584 +(((
585 +== 2.60 ==
586 +)))
587 +|(((
588 +Scripts
589 +)))|(((
590 +2.60 Beta 1
591 +)))|(((
592 +'**checkoperational**' filter behaviour changed
593 +)))|(% colspan="1" %)(% colspan="1" %)
594 +(((
595 +
596 +)))
597 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
598 +(((
599 +//Actions and conditions which use the 'checkoperational' filter now behave differently. Instead of changing how 'class' and 'exactclass' behave, checkoperational == true adds an additional filter for the components being of state operational, equivalent to state="componentstate.operational". This is implicitly enabled in action elements (e.g. <find_.../>) or condition elements (e.g. <count_...>), meaning that find_ship will only find operational ships. Using such actions/conditions with checkoperational="false" will include non-operational components such as wrecked and constructions. Existing uses may find that results now exclude non-operational components.//
600 +
601 +//Sub nodes such as match_child will have checkoperational default to false. Existing uses may find that results now include non-operational components.//
602 +)))
603 +|(((
604 +Scripts
605 +)))|(((
606 +2.60 Beta 1
607 +)))|(((
608 +$container.**supplyresources** behavior changed
609 +)))|(% colspan="1" %)(% colspan="1" %)
610 +(((
611 +
612 +)))
613 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
614 +(((
615 +//The script keyword $container.supplyresources now includes reserved wares.//
616 +)))
617 +|(% colspan="4" %)(% colspan="4" %)
618 +(((
619 +== 2.20 ==
620 +)))
621 +|(% colspan="1" %)(% colspan="1" %)
622 +(((
117 117  UI core
118 118  )))|(% colspan="1" %)(% colspan="1" %)
119 119  (((
... ... @@ -121,8 +121,11 @@
121 121  )))|(% colspan="1" %)(% colspan="1" %)
122 122  (((
123 123  **Lua: GetControllerInfo()** returned mouseSteering/mouseCursor values are undefined.
630 +)))|(% colspan="1" %)(% colspan="1" %)
631 +(((
632 +
124 124  )))
125 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
634 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
126 126  (((
127 127  //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.
128 128  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.//
... ... @@ -139,11 +139,18 @@
139 139  )))|(% colspan="1" %)(% colspan="1" %)
140 140  (((
141 141  Attribute for build related conditions e.g. **<event_build_finished/>** renamed from 'buildmodule' to 'buildprocessor'
651 +)))|(% colspan="1" %)(% colspan="1" %)
652 +(((
653 +
142 142  )))
143 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
655 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
144 144  (((
145 145  //The underlying behaviour remains the same in that it involves the buildprocessor, not the buildmodule. The attribute name has simply been corrected.//
146 146  )))
659 +|(% colspan="4" %)(% colspan="4" %)
660 +(((
661 +== 2.00 ==
662 +)))
147 147  |(% colspan="1" %)(% colspan="1" %)
148 148  (((
149 149  Scripts
... ... @@ -153,8 +153,11 @@
153 153  )))|(% colspan="1" %)(% colspan="1" %)
154 154  (((
155 155  **<event_build_finished/> **param2 now returns null instead of a construction sequence
672 +)))|(% colspan="1" %)(% colspan="1" %)
673 +(((
674 +
156 156  )))
157 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
676 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
158 158  (((
159 159  //The construction sequence which was finished should now be accessed via the buildtask provided via param3.//
160 160  )))
... ... @@ -167,8 +167,11 @@
167 167  )))|(% colspan="1" %)(% colspan="1" %)
168 168  (((
169 169  **param.boarding.{...}** strength parameters removed
689 +)))|(% colspan="1" %)(% colspan="1" %)
690 +(((
691 +
170 170  )))
171 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
693 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
172 172  (((
173 173  //The 'recruitstrength', 'veteranstrength' and 'elitestrength' script parameters were no longer required for balancing the boarding gameplay, and were removed.//
174 174  )))
... ... @@ -181,8 +181,11 @@
181 181  )))|(% colspan="1" %)(% colspan="1" %)
182 182  (((
183 183  **$defensible.boardee/$defensible.boarder** and **<set_object_boarder/>/<remove_object_boarder/>** removed
706 +)))|(% colspan="1" %)(% colspan="1" %)
707 +(((
708 +
184 184  )))
185 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
710 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
186 186  (((
187 187  //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.//
188 188  )))
... ... @@ -192,8 +192,11 @@
192 192  2.00 Beta 1
193 193  )))|(((
194 194  **FFI: GetUpgradeSlotCurrentComponent()/GetUpgradeSlotGroup()** works on non-operationals
720 +)))|(% colspan="1" %)(% colspan="1" %)
721 +(((
722 +
195 195  )))
196 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
724 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
197 197  (((
198 198  //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.//
199 199  )))
... ... @@ -203,8 +203,11 @@
203 203  2.00 Beta 1
204 204  )))|(((
205 205  **FFI: SetFormationShape()** no longer indicates an error upon certain error cases
734 +)))|(% colspan="1" %)(% colspan="1" %)
735 +(((
736 +
206 206  )))
207 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
738 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
208 208  (((
209 209  //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.//
210 210  //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.//
... ... @@ -215,8 +215,11 @@
215 215  2.00 Beta 1
216 216  )))|(((
217 217  **<create_formation/>** now requires the attributes: 'leader' and 'follower'. Attribute 'object' is now deprecated.
749 +)))|(% colspan="1" %)(% colspan="1" %)
750 +(((
751 +
218 218  )))
219 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
753 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
220 220  (((
221 221  //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.//
222 222  )))
... ... @@ -226,8 +226,11 @@
226 226  2.00 Beta 1
227 227  )))|(((
228 228  **<event_player_changed_target/>** now fires and returns null if the player deselects a target.
763 +)))|(% colspan="1" %)(% colspan="1" %)
764 +(((
765 +
229 229  )))
230 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
767 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
231 231  (((
232 232  //For prior behavior, check for event.param being non-null.//
233 233  )))
... ... @@ -237,8 +237,11 @@
237 237  2.00 Beta 1
238 238  )))|(((
239 239  **<shoot/>/<shoot_at/>** attribute changes.
777 +)))|(% colspan="1" %)(% colspan="1" %)
778 +(((
779 +
240 240  )))
241 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
781 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
242 242  (((
243 243  //Changed: Attribute "primary" is now optional and defines whether weapons from the ship's active primary weapon group will be fired. Defaults to true.//
244 244  //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.//
... ... @@ -252,8 +252,11 @@
252 252  2.00 Beta 1
253 253  )))|(((
254 254  **FFI: GetBuildTask()/GetNumBuildTasks()** got a new "buildmoduleid" parameter.(% class="confluenceTd" %)
795 +)))|(% colspan="1" %)(% colspan="1" %)
796 +(((
797 +
255 255  )))
256 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
799 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
257 257  (((
258 258  //Added possibility to query build tasks of a certain buildmodule.//
259 259  )))
... ... @@ -263,8 +263,11 @@
263 263  2.00 Beta 1
264 264  )))|(((
265 265  **Lua:** **GetLibraryEntry()** retrieved a new "buildresources" field.
809 +)))|(% colspan="1" %)(% colspan="1" %)
810 +(((
811 +
266 266  )))
267 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
813 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
268 268  (((
269 269  //Added list of resources a buildmodule needs to build.//
270 270  )))
... ... @@ -274,8 +274,11 @@
274 274  2.00 Beta 1
275 275  )))|(((
276 276  (% 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);" %)
823 +)))|(% colspan="1" %)(% colspan="1" %)
824 +(((
825 +
277 277  )))
278 -|(% 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" %)
279 279  (((
280 280  //Unused, derelict function from XR - use GetComponentData(..., "hullpercent") instead.//
281 281  )))
... ... @@ -285,11 +285,18 @@
285 285  2.00 Beta 1
286 286  )))|(((
287 287  **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" %)
837 +)))|(% colspan="1" %)(% colspan="1" %)
838 +(((
839 +
288 288  )))
289 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
841 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
290 290  (((
291 291  //Changed return value type to const char* to better identify failure reasons in Lua script.//
292 292  )))
845 +|(% colspan="4" %)(% colspan="4" %)
846 +(((
847 +== 1.50 ==
848 +)))
293 293  |(((
294 294  UI extensions
295 295  )))|(((
... ... @@ -296,8 +296,11 @@
296 296  1.50 Beta 3
297 297  )))|(((
298 298  **Lua: GetComponentData() **changed behavior of "docksizes" propertly.(% class="confluenceTd" %)
855 +)))|(% colspan="1" %)(% colspan="1" %)
856 +(((
857 +
299 299  )))
300 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
859 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
301 301  (((
302 302  //The "docksizes" property no longer includes internal ship storage docks.//
303 303  )))
... ... @@ -307,8 +307,11 @@
307 307  1.50 Beta 2
308 308  )))|(((
309 309  **Meaning of "Shipyard"** was corrected throughout Lua/MD/AI scripts, so that Wharfs are not Shipyards (unlike in XR).
869 +)))|(% colspan="1" %)(% colspan="1" %)
870 +(((
871 +
310 310  )))
311 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
873 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
312 312  (((
313 313  //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".//
314 314  
... ... @@ -322,8 +322,11 @@
322 322  1.50 Beta 2
323 323  )))|(((
324 324  **FFI: UpgradeGroupInfo **datatype was changed.(% class="confluenceTd" %)
887 +)))|(% colspan="1" %)(% colspan="1" %)
888 +(((
889 +
325 325  )))
326 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
891 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
327 327  (((
328 328  //Added new "operational" field to retrieve information about number of operational upgrades in a group.//
329 329  )))
... ... @@ -336,8 +336,11 @@
336 336  )))|(% colspan="1" %)(% colspan="1" %)
337 337  (((
338 338  **FFI: SetGuidance()** removed useinfopoint argument.
904 +)))|(% colspan="1" %)(% colspan="1" %)
905 +(((
906 +
339 339  )))
340 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
908 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
341 341  (((
342 342  //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.
343 343  //
... ... @@ -350,11 +350,18 @@
350 350  1.50 Beta 1
351 351  )))|(((
352 352  **FFI: CancelConstruction() **changed its return value.(% class="confluenceTd" %)
921 +)))|(% colspan="1" %)(% colspan="1" %)
922 +(((
923 +
353 353  )))
354 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
925 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
355 355  (((
356 356  (% style="color: rgb(0,0,0);" %)//CancelConstruction() now returns if the cancellation was successful. //
357 357  )))
929 +|(% colspan="4" %)(% colspan="4" %)
930 +(((
931 +== 1.32 ==
932 +)))
358 358  |(((
359 359  UI extensions
360 360  )))|(((
... ... @@ -361,11 +361,18 @@
361 361  1.32
362 362  )))|(((
363 363  **Lua: GetComponentData() **removed the "nextdestname" property.
939 +)))|(% colspan="1" %)(% colspan="1" %)
940 +(((
941 +
364 364  )))
365 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
943 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
366 366  (((
367 367  //Instead of "nextdestname", use the properties "destination" or "destinationsector" to retrieve a destination component, then retrieve its "name" property.//
368 368  )))
947 +|(% colspan="4" %)(% colspan="4" %)
948 +(((
949 +== 1.20 ==
950 +)))
369 369  |(((
370 370  UI extensions
371 371  )))|(((
... ... @@ -372,8 +372,11 @@
372 372  1.20
373 373  )))|(((
374 374  **FFI: GetAAOption()** got a new "useconfig" parameter.(% class="confluenceTd" %)
957 +)))|(% colspan="1" %)(% colspan="1" %)
958 +(((
959 +
375 375  )))
376 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
961 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
377 377  (((
378 378  //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.//
379 379  )))
Confluence.Code.ConfluencePageClass[0]
id
... ... @@ -1,1 +1,1 @@
1 -83460874
1 +100860794
url
... ... @@ -1,1 +1,1 @@
1 -https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/83460874/Breaking Changes
1 +https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/100860794/Breaking Changes