Changes for page Breaking Changes
Last modified by Michael Baumgardt on 2026/04/17 12:03
Summary
-
Page properties (2 modified, 0 added, 0 removed)
-
Objects (1 modified, 0 added, 0 removed)
Details
- Page properties
-
- Author
-
... ... @@ -1,1 +1,1 @@ 1 -xwiki:XWiki. stefan1 +xwiki:XWiki.matthias - Content
-
... ... @@ -24,21 +24,354 @@ 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 +))) 35 +|((( 36 +Scripts 37 +)))|((( 38 +4.00 Beta 7 39 +)))|((( 40 +Parameters of **<event_terraforming_project_succeeded>** and **<event_terraforming_project_failed>** changed 41 +)))|((( 42 + 43 +))) 44 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 45 +((( 46 +//Old params: param = project ID, param2 = were there positive side-effects?, param3 = were there negative side-effects? 47 +New params: param = project ID, param2 = [were there positive side-effects?, were there negative side-effects?], param3 = payout in Credits 48 +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// 49 +)))|(% class="highlight-grey" data-highlight-colour="grey" %)(% class="highlight-grey" data-highlight-colour="grey" %) 50 +((( 51 + 52 +))) 28 28 |(% colspan="1" %)(% colspan="1" %) 29 29 ((( 55 +UI core 56 +)))|(% colspan="1" %)(% colspan="1" %) 57 +((( 58 +4.00 Beta 6 59 +)))|(% colspan="1" %)(% colspan="1" %) 60 +((( 61 +**FFI:** GetFactionRelationStatus() handling for faction relation range [-20,-10] changed 62 +)))|(% colspan="1" %)(% colspan="1" %) 63 +((( 64 + 65 +))) 66 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 67 +((( 68 +//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. 69 +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).// 70 + 71 +//If you rely on a handling where these factions are treated like enemies, please use the new GetFactionRelationStatus2() function instead. 72 +// 73 +)))|(% colspan="1" %)(% colspan="1" %) 74 +((( 75 + 76 +))) 77 +|(% colspan="1" %)(% colspan="1" %) 78 +((( 79 +UI core 80 +)))|(% colspan="1" %)(% colspan="1" %) 81 +((( 82 +4.00 Beta 5 83 +)))|(% colspan="1" %)(% colspan="1" %) 84 +((( 85 +**FFI:** GetRelationStatus()/GetRelationStatus2() handling for objects in relation range [-25,-10] changed 86 +)))|(% colspan="1" %)(% colspan="1" %) 87 +((( 88 + 89 +))) 90 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 91 +((( 92 +//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.// 93 + 94 +//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). 95 +)))|(% colspan="1" %)(% colspan="1" %) 96 +((( 97 + 98 +))) 99 +|((( 100 +Parameters 101 +)))|((( 102 +4.00 Beta 1 103 +)))|((( 104 +**requiresconstructionvessel** parameter moved 105 +)))|((( 106 + 107 +))) 108 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 109 +((( 110 +//The 'requiresconstructionvessel' attribute has been moved from the 'recycling' node itself, to the new 'station' subnode.// 111 +))) 112 +|((( 30 30 Scripts 114 +)))|((( 115 +4.00 Beta 1 116 +)))|((( 117 +Changed behaviour of **gatedistance** script property 118 +)))|((( 119 + 120 +))) 121 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 122 +((( 123 +//The 'gatedistance' script property now minimizes the number of gate jumps instead of counting the number gate jumps in the fastest route.// 124 +)))|(% class="highlight-grey" data-highlight-colour="grey" %)(% class="highlight-grey" data-highlight-colour="grey" %) 125 +((( 126 + 127 +))) 128 +|(% colspan="4" %)(% colspan="4" %) 129 +((( 130 +== 3.30 == 131 +))) 132 +|((( 133 +UI extensions 134 +)))|((( 135 +3.30 Beta 3 136 +)))|((( 137 +**FFI: **Removed** (% style="color: rgb(0,0,0);" %)GetMissionLimit() (%%)**(% style="color: rgb(0,0,0);" %)and** **(% style="color: rgb(0, 0, 0); color: rgb(0, 0, 0)" %)**IsMissionLimit**(%%)**Enabled()** 31 31 )))|(% colspan="1" %)(% colspan="1" %) 32 32 ((( 140 + 141 +))) 142 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 143 +((( 144 +//These mission limit-related functions (added in 3.30 Beta 1 and 2) are replaced with FFI (% style="color: rgb(0,0,0);" %)IsMissionLimit(%%)Reach(% style="color: rgb(0,0,0);" %)ed()// 145 +))) 146 +|(% colspan="4" %)(% colspan="4" %) 147 +((( 148 +== 3.20 == 149 +))) 150 +|((( 151 +Scripts 152 +)))|((( 153 +3.20 Beta 1 154 +)))|((( 155 +Parameters of **<event_player_attacked_object/>** and **<event_object_attacked_object/>** changed 156 +)))|(% colspan="1" %)(% colspan="1" %) 157 +((( 158 + 159 +))) 160 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 161 +((( 162 +//Old params: param = attacked object, param2 = attack method, param3 = attacked component// 163 +//New params: param = attacked object, param2 = attack method, param3 = attack component detail list: [attacked component, attacking weapon] 164 +Note that this also means the component attribute to the events is no longer available, so scripts checking the attacked component need to use event.param3.{1} instead// 165 +))) 166 +|(% colspan="1" %)(% colspan="1" %) 167 +((( 168 +Scripts 169 +)))|(% colspan="1" %)(% colspan="1" %) 170 +((( 171 +3.20 Beta 1 172 +)))|(% colspan="1" %)(% colspan="1" %) 173 +((( 174 +Removed script property $trade.**restriction.faction** 175 +)))|(% colspan="1" %)(% colspan="1" %) 176 +((( 177 + 178 +))) 179 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 180 +((( 181 +//$trade.restriction.faction has been replaced with $trade.restriction.factions, which returns a list of factions.// 182 +))) 183 +|((( 184 +UI extensions 185 +)))|((( 186 +3.20 Beta 1 187 +)))|((( 188 +**Lua**: **GetTradeRestrictions()**, **ToggleFactionTradeRestriction()** and **ToggleFactionTradeWareOverride()** are now obsolete! 189 +)))|(% colspan="1" %)(% colspan="1" %) 190 +((( 191 + 192 +))) 193 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 194 +((( 195 +//With the addition of the Trade Rule feature the given functions are obsolete and do not function anymore. This set of functions will return dummy values to avoid breaking scripts. Use GetAllTradeRules(), GetContainerTradeRuleID(), SetContainerTradeRule() and similar trade rule functions as replacement.// 196 +))) 197 +|(% colspan="4" %)(% colspan="4" %) 198 +((( 199 +== 3.10 == 200 +))) 201 +|(% colspan="1" %)(% colspan="1" %) 202 +((( 203 +Scripts 204 +)))|(% colspan="1" %)(% colspan="1" %) 205 +((( 206 +3.10 Beta 1 207 +)))|(% colspan="1" %)(% colspan="1" %) 208 +((( 209 +Removed script action **<add_build/>** 210 +)))|(% colspan="1" %)(% colspan="1" %) 211 +((( 212 + 213 +))) 214 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 215 +((( 216 +//Removed <add_build/> action which was no longer needed and would result in builds being added in unsupported ways. Use other <add_build_xxx/> actions.// 217 +))) 218 +|(% colspan="4" %)(% colspan="4" %) 219 +((( 220 +== 3.00 == 221 +))) 222 +|(% colspan="1" %)(% colspan="1" %) 223 +((( 224 +Scripts 225 +)))|(% colspan="1" %)(% colspan="1" %) 226 +((( 227 +3.0 Beta 6 228 +)))|(% colspan="1" %)(% colspan="1" %) 229 +((( 230 +Changed behaviour of script action **<get_suitable_job/>** 231 +)))|(% colspan="1" %)(% colspan="1" %) 232 +((( 233 + 234 +))) 235 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 236 +((( 237 +//<get_suitable_job/> previously did not respect job quotas or the current number of job ships. It now does, only returning job IDs which are not exceeding the maxgalaxy quota. Using 'exceedquota' allows the action to behave as before.// 238 +))) 239 +|(% colspan="1" %)(% colspan="1" %) 240 +((( 241 +Scripts 242 +)))|(% colspan="1" %)(% colspan="1" %) 243 +((( 244 +3.0 Beta 6 245 +)))|(% colspan="1" %)(% colspan="1" %) 246 +((( 247 +Changed behaviour of script action **<get_ware_definition/>** 248 +)))|(% colspan="1" %)(% colspan="1" %) 249 +((( 250 + 251 +))) 252 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 253 +((( 254 +//<get_ware_definition/> previously filtered for equipment wares by default. This is now not the case and existing cases now use flags="equipment". Additional filter attributes for group and tags has also been added.// 255 +))) 256 +|(% colspan="1" %)(% colspan="1" %) 257 +((( 258 +Global 259 +)))|(% colspan="1" %)(% colspan="1" %) 260 +((( 261 +3.0 Beta 5 262 +)))|(% colspan="1" %)(% colspan="1" %) 263 +((( 264 +Renamed all files in the **md**, ui, and **cutscenes** folders to lower-case 265 +)))|(% colspan="1" %)(% colspan="1" %) 266 +((( 267 + 268 +))) 269 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 270 +((( 271 +//All MD, UI, and cutscene files have been renamed as lower-case. For most users this should have no effect since files packed in catalogs are essentially case-insensitive. However, this change can affect users on Linux systems when running a mod that contains single files instead of a catalog, and/or when playing with unpacked base game files//. If your mod has XML patch files that are not packed in a catalog, the filenames must be lower-case to match the filenames in the base game. (For info on using mod catalogs, see the Readme of the X Catalog Tool.)\\ 272 + 273 +//Note that this change has no effect on the actual content of scripts or cutscenes. The MD script/cutscene names are stored in the files, regardless of the filenames, so that references to them remain unchanged (e.g., "md.Setup.Start" references a cue in setup.xml).// 274 +))) 275 +|(% colspan="1" %)(% colspan="1" %) 276 +((( 277 +Scripts 278 +)))|(% colspan="1" %)(% colspan="1" %) 279 +((( 280 +3.0 Beta 5 281 +)))|(% colspan="1" %)(% colspan="1" %) 282 +((( 283 +Adjustments of some MD library cues in the base game to change their usage from **<include_actions>** to <run_actions> 284 +)))|(% colspan="1" %)(% colspan="1" %) 285 +((( 286 + 287 +))) 288 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 289 +((( 290 +//Some MD library cues in the base game that were previously used with <include_actions> have been adjusted, so they must now be used with the new MD action <run_actions> instead. Mods that use such a library with <include_actions> will have to switch to <run_actions> as well. A list of affected libraries is not provided here. Note: Additional library cues may be adjusted in future builds without further warning.// 291 +))) 292 +|(% colspan="1" %)(% colspan="1" %) 293 +((( 294 +Scripts 295 +)))|(% colspan="1" %)(% colspan="1" %) 296 +((( 297 +3.0 Beta 5 298 +)))|(% colspan="1" %)(% colspan="1" %) 299 +((( 300 +Changes to $dockingbay.**todockpos** and $dockingbay.**launchpos** 301 +)))|(% colspan="1" %)(% colspan="1" %) 302 +((( 303 + 304 +))) 305 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 306 +((( 307 +//Before the change, positions are relative to $dockingbay.parent. 308 +After the change, positions are relative to $dockingbay as specified in the documentation.// 309 +))) 310 +|(% colspan="1" %)(% colspan="1" %) 311 +((( 312 +Global 313 +)))|(% colspan="1" %)(% colspan="1" %) 314 +((( 315 +3.0 Beta 2 316 +)))|(% colspan="1" %)(% colspan="1" %) 317 +((( 318 +Support for entity flag "**skillsvisible**" dropped 319 +)))|(% colspan="1" %)(% colspan="1" %) 320 +((( 321 + 322 +))) 323 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 324 +((( 325 +//Entity skills are always visible; that flag was a leftover from XR. We removed support for the script property .skillsvisible, the attribute "skillsvisible" of <set_entity_traits> and <set_npc_template_traits>, and the parameter "skillsvisible" of Lua function GetComponentData().// 326 +))) 327 +|((( 328 +Scripts 329 +)))|((( 330 +3.0 Beta 2 331 +)))|((( 332 +Changes to **<event_object_changed_owner>** and added **<event_object_changed_true_owner>**. 333 +)))|(% colspan="1" %)(% colspan="1" %) 334 +((( 335 + 336 +))) 337 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 338 +((( 339 +//Before 3.0 Beta 2 there was just a single <event_object//_changed_owner> condition. This condition was triggered in multiple cases when an owner change occurred. However, the exact cases were inconsistent and also the event could have been triggered w/o an effective owner change having been applied. 340 +3.0 Beta 2 fixes these inconsistencies and ensures that the event is only fired, if the "effective" component owner of the object changed. To handle cases where the script actually needs to be informed if the "true" owner of a component was changed (i.e. not taking the cover faction into account) a new <event_object_changed_true_owner> was introduced. 341 +If in your scripts you make use of the <event_object_changed_owner> condition you need to verify that you indeed want to work with the "effective" component owner or whether your script code actually should work with the true owner of an object and update your code accordingly. 342 +On top of that the 3rd parameter of <event_object_changed_owner> (trueprevious) was dropped as the event is no longer triggered upon a change of the true owner alone (i.e. only if the change of the true owner has also an effect on the "effective" component owner). 343 +))) 344 +|(% colspan="1" %)(% colspan="1" %) 345 +((( 346 +Global 347 +)))|(% colspan="1" %)(% colspan="1" %) 348 +((( 33 33 3.0 Beta 1 34 34 )))|(% colspan="1" %)(% colspan="1" %) 35 35 ((( 36 -<setup_conversation_minigame/> script action removed 352 +**MissionBoard** support dropped 353 +)))|(% colspan="1" %)(% colspan="1" %) 354 +((( 355 + 37 37 ))) 38 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)357 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 39 39 ((( 40 -// Thescript action was aleftoverfromtheXRera andwasnever supported inX4andcouldn'tbe usedinameaningfulway.Itwasthereforedecided tobetter drop italtogetherasit'snotexpected havingbeenusedbyany mods.//359 +//MissionBoards was a dummy asset type which was only used during early development and never meant to be shipped in the released version. If any mod tried to make use of this asset type, undefined behaviour would occur. Therefore we cleaned things up in 3.0 Beta 1 including deprecating/removing any related UI/script function.// 41 41 ))) 361 +|((( 362 +Job/God 363 +)))|((( 364 +3.0 Beta 1 365 +)))|((( 366 +By default, **job/god entries** now only spawn objects in space added by the extension in which they are defined 367 +)))|(% colspan="1" %)(% colspan="1" %) 368 +((( 369 + 370 +))) 371 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 372 +((( 373 +//To better support extensions which add to the base game map, a job/god entry now defaults to only spawning objects in areas of the map that are added by the extension in which that entry is defined. You can override this behaviour by adding a matchextension="false" attribute to the job/god entry definition. This allows the entry to spawn objects anywhere that matches the entry's other criteria.// 374 +))) 42 42 |(% colspan="1" %)(% colspan="1" %) 43 43 ((( 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 383 +Script action **<add_actor_to_room/> **attribute **'room'** renamed to **'object'** 384 +)))|(% colspan="1" %)(% colspan="1" %) 385 +((( 386 + 51 51 ))) 52 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)388 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 53 53 ((( 390 +//Due to engine changes, script action <add_actor_to_room/> has had the attribute 'room' changed to 'object', which is more accurate. Most likely requires a 'position' if a slot is not provided.// 391 +))) 392 +|(% colspan="1" %)(% colspan="1" %) 393 +((( 394 +Scripts 395 +)))|(% colspan="1" %)(% colspan="1" %) 396 +((( 397 +3.0 Beta 1 398 +)))|(% colspan="1" %)(% colspan="1" %) 399 +((( 400 +Script action **<set_doors_locked/>** attribute **'group'** changed 401 +)))|(% colspan="1" %)(% colspan="1" %) 402 +((( 403 + 404 +))) 405 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 406 +((( 407 +//The 'group' attribute of <set_doors_locked/> can no longer be a list. It must be a single tag value. Previously, a list containing one tag was accepted, which was redundant.// 408 +))) 409 +|(% colspan="1" %)(% colspan="1" %) 410 +((( 411 +Scripts 412 +)))|(% colspan="1" %)(% colspan="1" %) 413 +((( 414 +3.0 Beta 1 415 +)))|(% colspan="1" %)(% colspan="1" %) 416 +((( 417 +Script conditions **<event_hack_*/>** and **<event_controlpanel_hack_*/>** removed 418 +)))|(% colspan="1" %)(% colspan="1" %) 419 +((( 420 + 421 +))) 422 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 423 +((( 424 +//These events were never triggered, with the exception of <event_hack_started/> on the player entity for instant control panel hacks. Use <event_player_hacked_object> instead.// 425 +))) 426 +|(% colspan="1" %)(% colspan="1" %) 427 +((( 428 +Scripts 429 +)))|(% colspan="1" %)(% colspan="1" %) 430 +((( 431 +3.0 Beta 1 432 +)))|(% colspan="1" %)(% colspan="1" %) 433 +((( 434 +Script actions **<set_hack_target/>** and **<abort_hack/>** removed 435 +)))|(% colspan="1" %)(% colspan="1" %) 436 +((( 437 + 438 +))) 439 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 440 +((( 441 +//These actions had no effect and were removed.// 442 +))) 443 +|(% colspan="1" %)(% colspan="1" %) 444 +((( 445 +Scripts 446 +)))|(% colspan="1" %)(% colspan="1" %) 447 +((( 448 +3.0 Beta 1 449 +)))|(% colspan="1" %)(% colspan="1" %) 450 +((( 451 +**<setup_conversation_minigame/>** script action removed 452 +)))|(% colspan="1" %)(% colspan="1" %) 453 +((( 454 + 455 +))) 456 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 457 +((( 458 +//The script action was a leftover from the XR era and was never supported in X4 and couldn't be used in a meaningful way. It was therefore decided to better drop it altogether as it's not expected having been used by any mods.// 459 +))) 460 +|(% colspan="1" %)(% colspan="1" %) 461 +((( 462 +Scripts 463 +)))|(% colspan="1" %)(% colspan="1" %) 464 +((( 465 +3.0 Beta 1 466 +)))|(% colspan="1" %)(% colspan="1" %) 467 +((( 468 +<add_player_choice_*> **confidence** attribute removed 469 +)))|(% colspan="1" %)(% colspan="1" %) 470 +((( 471 + 472 +))) 473 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 474 +((( 475 +//The default confidence of player options is another leftover from the XR era and had no effect in X4.// 476 +))) 477 +|(% colspan="1" %)(% colspan="1" %) 478 +((( 479 +Scripts 480 +)))|(% colspan="1" %)(% colspan="1" %) 481 +((( 482 +3.0 Beta 1 483 +)))|(% colspan="1" %)(% colspan="1" %) 484 +((( 485 +**<hack_via_control_panel/>** script action removed 486 +)))|(% colspan="1" %)(% colspan="1" %) 487 +((( 488 + 489 +))) 490 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 491 +((( 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 503 +)))|(% colspan="1" %)(% colspan="1" %) 504 +((( 505 + 65 65 ))) 66 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)507 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 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 ))) 511 +|((( 512 +UI core 513 +)))|((( 514 +3.0 Beta 1 515 +)))|((( 516 +**FFI: **GetLocalizedInteractiveNotificationKey can return icon placeholders 517 +)))|(% colspan="1" %)(% colspan="1" %) 518 +((( 519 + 520 +))) 521 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 522 +((( 523 +//In 3.0 Beta 1 we added support to display icons for keyboard bindings, if an icon is available for the specified keys. This results in GetLocalizedInteractiveNotificationKey() potentially returning a different text now if such an icon is assigned to the mapped key/button.// 524 +))) 70 70 |(% colspan="1" %)(% colspan="1" %) 71 71 ((( 72 - Scripts527 +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 533 +**FFI: **UIWeaponMod returned by GetInstalledWeaponMod() now includes property SurfaceElementFactor 534 +)))|(% colspan="1" %)(% colspan="1" %) 535 +((( 536 + 79 79 ))) 80 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)538 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 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 $ware is illegal to any faction in the game. 540 +//In 3.0 Beta 1 we added support for a new weapon mod property "SurfaceElementFactor" to allow weapons to deal increased damage to surface elements such as Shield Generators, Turrets or Engines.// 84 84 ))) 85 85 |(% colspan="1" %)(% colspan="1" %) 86 86 ((( ... ... @@ -90,13 +90,15 @@ 90 90 3.0 Beta 1 91 91 )))|(% colspan="1" %)(% colspan="1" %) 92 92 ((( 93 -'checkoperational' filter behaviour changed 550 +**$ware.illegal** updated 551 +)))|(% colspan="1" %)(% colspan="1" %) 552 +((( 553 + 94 94 ))) 95 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)555 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 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.// 557 +//$ware.illegal used to return true if the specified ware has the 'illegal' tag which is no longer used.// 558 +//It now returns true if $ware is illegal to any faction in the game.// 100 100 ))) 101 101 |(% colspan="1" %)(% colspan="1" %) 102 102 ((( ... ... @@ -107,13 +107,102 @@ 107 107 )))|(% colspan="1" %)(% colspan="1" %) 108 108 ((( 109 109 MD script **RML_Flight_Along_Path** removed 569 +)))|(% colspan="1" %)(% colspan="1" %) 570 +((( 571 + 110 110 ))) 111 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)573 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 112 112 ((( 113 113 //The MD script RML_Flight_Along_Path was not referened and was removed.// 114 114 ))) 115 115 |(% colspan="1" %)(% colspan="1" %) 116 116 ((( 579 +Scripts 580 +)))|(% colspan="1" %)(% colspan="1" %) 581 +((( 582 +3.0 Beta 1 583 +)))|(% colspan="1" %)(% colspan="1" %) 584 +((( 585 +parameters of **<event_venture_mission_completed/>** changed 586 +)))|(% colspan="1" %)(% colspan="1" %) 587 +((( 588 + 589 +))) 590 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 591 +((( 592 +//old params: param = venture details, param2 = ships involved, param3 = duration// 593 +//new params: param = venture detail list: [mission name, mission type], param2 = list of ships involved, param3 = duration// 594 +))) 595 +|((( 596 +Scripts 597 +)))|((( 598 +3.0 Beta 1 599 +)))|((( 600 +**<set_object_wing_name/>** removed, 601 +**<set_object_fleet_name/>** added 602 +)))|(% colspan="1" %)(% colspan="1" %) 603 +((( 604 + 605 +))) 606 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 607 +((( 608 +//The common action <set_object_wing_name/> has been replaced with <set_object_fleet_name/>// 609 +))) 610 +|((( 611 +Scripts 612 +)))|((( 613 +3.0 Beta 1 614 +)))|((( 615 +**$controllable.wing.*** removed, 616 +**$controllable.fleet.*** added 617 +)))|(% colspan="1" %)(% colspan="1" %) 618 +((( 619 + 620 +))) 621 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 622 +((( 623 +$controllable.wing.name, $controllable.wing.iscommander, and $controllable.wing.commander have been replaced with $controllable.fleet.name, $controllable.fleet.iscommander, and $controllable.fleet.commander 624 +))) 625 +|(% colspan="4" %)(% colspan="4" %) 626 +((( 627 +== 2.60 == 628 +))) 629 +|((( 630 +Scripts 631 +)))|((( 632 +2.60 Beta 1 633 +)))|((( 634 +'**checkoperational**' filter behaviour changed 635 +)))|(% colspan="1" %)(% colspan="1" %) 636 +((( 637 + 638 +))) 639 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 640 +((( 641 +//Actions and conditions which use the 'checkoperational' filter now behave differently. Instead of changing how 'class' and 'exactclass' behave, checkoperational == true adds an additional filter for the components being of state operational, equivalent to state="componentstate.operational". This is implicitly enabled in action elements (e.g. <find_.../>) or condition elements (e.g. <count_...>), meaning that find_ship will only find operational ships. Using such actions/conditions with checkoperational="false" will include non-operational components such as wrecked and constructions. Existing uses may find that results now exclude non-operational components.// 642 + 643 +//Sub nodes such as match_child will have checkoperational default to false. Existing uses may find that results now include non-operational components.// 644 +))) 645 +|((( 646 +Scripts 647 +)))|((( 648 +2.60 Beta 1 649 +)))|((( 650 +$container.**supplyresources** behavior changed 651 +)))|(% colspan="1" %)(% colspan="1" %) 652 +((( 653 + 654 +))) 655 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 656 +((( 657 +//The script keyword $container.supplyresources now includes reserved wares.// 658 +))) 659 +|(% colspan="4" %)(% colspan="4" %) 660 +((( 661 +== 2.20 == 662 +))) 663 +|(% colspan="1" %)(% colspan="1" %) 664 +((( 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. 672 +)))|(% colspan="1" %)(% colspan="1" %) 673 +((( 674 + 124 124 ))) 125 -|(% 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" %) 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' 693 +)))|(% colspan="1" %)(% colspan="1" %) 694 +((( 695 + 142 142 ))) 143 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)697 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 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 ))) 701 +|(% colspan="4" %)(% colspan="4" %) 702 +((( 703 +== 2.00 == 704 +))) 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 714 +)))|(% colspan="1" %)(% colspan="1" %) 715 +((( 716 + 156 156 ))) 157 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)718 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 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 731 +)))|(% colspan="1" %)(% colspan="1" %) 732 +((( 733 + 170 170 ))) 171 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)735 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 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 748 +)))|(% colspan="1" %)(% colspan="1" %) 749 +((( 750 + 184 184 ))) 185 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)752 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 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 762 +)))|(% colspan="1" %)(% colspan="1" %) 763 +((( 764 + 195 195 ))) 196 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)766 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 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 776 +)))|(% colspan="1" %)(% colspan="1" %) 777 +((( 778 + 206 206 ))) 207 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)780 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 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. 791 +)))|(% colspan="1" %)(% colspan="1" %) 792 +((( 793 + 218 218 ))) 219 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)795 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 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. 805 +)))|(% colspan="1" %)(% colspan="1" %) 806 +((( 807 + 229 229 ))) 230 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)809 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 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. 819 +)))|(% colspan="1" %)(% colspan="1" %) 820 +((( 821 + 240 240 ))) 241 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)823 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 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" %) 837 +)))|(% colspan="1" %)(% colspan="1" %) 838 +((( 839 + 255 255 ))) 256 -|(% 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" %) 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. 851 +)))|(% colspan="1" %)(% colspan="1" %) 852 +((( 853 + 266 266 ))) 267 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)855 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 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);" %) 865 +)))|(% colspan="1" %)(% colspan="1" %) 866 +((( 867 + 277 277 ))) 278 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)869 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 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" %) 879 +)))|(% colspan="1" %)(% colspan="1" %) 880 +((( 881 + 288 288 ))) 289 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)883 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 290 290 ((( 291 291 //Changed return value type to const char* to better identify failure reasons in Lua script.// 292 292 ))) 887 +|(% colspan="4" %)(% colspan="4" %) 888 +((( 889 +== 1.50 == 890 +))) 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" %) 897 +)))|(% colspan="1" %)(% colspan="1" %) 898 +((( 899 + 299 299 ))) 300 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)901 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 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). 911 +)))|(% colspan="1" %)(% colspan="1" %) 912 +((( 913 + 310 310 ))) 311 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)915 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 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" %) 929 +)))|(% colspan="1" %)(% colspan="1" %) 930 +((( 931 + 325 325 ))) 326 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)933 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 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. 946 +)))|(% colspan="1" %)(% colspan="1" %) 947 +((( 948 + 339 339 ))) 340 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)950 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 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" %) 963 +)))|(% colspan="1" %)(% colspan="1" %) 964 +((( 965 + 353 353 ))) 354 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)967 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 355 355 ((( 356 356 (% style="color: rgb(0,0,0);" %)//CancelConstruction() now returns if the cancellation was successful. // 357 357 ))) 971 +|(% colspan="4" %)(% colspan="4" %) 972 +((( 973 +== 1.32 == 974 +))) 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. 981 +)))|(% colspan="1" %)(% colspan="1" %) 982 +((( 983 + 364 364 ))) 365 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)985 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 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 ))) 989 +|(% colspan="4" %)(% colspan="4" %) 990 +((( 991 +== 1.20 == 992 +))) 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" %) 999 +)))|(% colspan="1" %)(% colspan="1" %) 1000 +((( 1001 + 375 375 ))) 376 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)1003 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 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 - 834608741 +101909299 - url
-
... ... @@ -1,1 +1,1 @@ 1 -https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/ 83460874/Breaking Changes1 +https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/101909299/Breaking Changes