Changes for page Breaking Changes
Last modified by Michael Baumgardt on 2026/04/17 12:03
Summary
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Page properties (2 modified, 0 added, 0 removed)
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Objects (1 modified, 0 added, 0 removed)
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... ... @@ -1,1 +1,1 @@ 1 -xwiki:XWiki. klaus1 +xwiki:XWiki.michael - Content
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... ... @@ -25,8 +25,26 @@ 25 25 )))|=((( 26 26 Summary 27 27 ))) 28 +|(% colspan="3" %)(% colspan="3" %) 29 +((( 30 +== 3.00 == 31 +))) 28 28 |(% colspan="1" %)(% colspan="1" %) 29 29 ((( 34 +Global 35 +)))|(% colspan="1" %)(% colspan="1" %) 36 +((( 37 +3.0 Beta 1 38 +)))|(% colspan="1" %)(% colspan="1" %) 39 +((( 40 +MissionBoard support dropped. 41 +))) 42 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 43 +((( 44 +//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 behavior would occur. Therefore we cleaned things up in 3.0 Beta 1 including deprecating/removing any related UI/script function.// 45 +))) 46 +|(% colspan="1" %)(% colspan="1" %) 47 +((( 30 30 Scripts 31 31 )))|(% colspan="1" %)(% colspan="1" %) 32 32 ((( ... ... @@ -33,6 +33,34 @@ 33 33 3.0 Beta 1 34 34 )))|(% colspan="1" %)(% colspan="1" %) 35 35 ((( 54 +Script action **<add_actor_to_room/> **attribute **'room'** renamed to **'object'** 55 +))) 56 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 57 +((( 58 +//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.// 59 +))) 60 +|(% colspan="1" %)(% colspan="1" %) 61 +((( 62 +Scripts 63 +)))|(% colspan="1" %)(% colspan="1" %) 64 +((( 65 +3.0 Beta 1 66 +)))|(% colspan="1" %)(% colspan="1" %) 67 +((( 68 +Script action **<set_doors_locked/>** attribute **'group'** changed 69 +))) 70 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 71 +((( 72 +//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.// 73 +))) 74 +|(% colspan="1" %)(% colspan="1" %) 75 +((( 76 +Scripts 77 +)))|(% colspan="1" %)(% colspan="1" %) 78 +((( 79 +3.0 Beta 1 80 +)))|(% colspan="1" %)(% colspan="1" %) 81 +((( 36 36 Script conditions **<event_hack_*/>** and **<event_controlpanel_hack_*/>** removed 37 37 ))) 38 38 |(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) ... ... @@ -109,8 +109,33 @@ 109 109 ((( 110 110 //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.// 111 111 ))) 158 +|((( 159 +UI core 160 +)))|((( 161 +3.0 Beta 1 162 +)))|((( 163 +**FFI: **GetLocalizedInteractiveNotificationKey can return icon placeholders 164 +))) 165 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 166 +((( 167 +//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.// 168 +))) 112 112 |(% colspan="1" %)(% colspan="1" %) 113 113 ((( 171 +UI extensions 172 +)))|(% colspan="1" %)(% colspan="1" %) 173 +((( 174 +3.0 Beta 1 175 +)))|(% colspan="1" %)(% colspan="1" %) 176 +((( 177 +**FFI: **UIWeaponMod returned by GetInstalledWeaponMod() now includes property SurfaceElementFactor 178 +))) 179 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 180 +((( 181 +//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.// 182 +))) 183 +|(% colspan="1" %)(% colspan="1" %) 184 +((( 114 114 Scripts 115 115 )))|(% colspan="1" %)(% colspan="1" %) 116 116 ((( ... ... @@ -122,7 +122,7 @@ 122 122 |(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 123 123 ((( 124 124 //$ware.illegal used to return true if the specified ware has the 'illegal' tag which is no longer used.// 125 - \\//It now returns true if $ware is illegal to any faction in the game.//196 +//It now returns true if $ware is illegal to any faction in the game.// 126 126 ))) 127 127 |(% colspan="1" %)(% colspan="1" %) 128 128 ((( ... ... @@ -132,13 +132,11 @@ 132 132 3.0 Beta 1 133 133 )))|(% colspan="1" %)(% colspan="1" %) 134 134 ((( 135 - '**checkoperational**'filterbehaviour changed206 +MD script **RML_Flight_Along_Path** removed 136 136 ))) 137 137 |(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 138 138 ((( 139 -//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.// 140 - 141 -//Sub nodes such as match_child will have checkoperational default to false. Existing uses may find that results now include non-operational components.// 210 +//The MD script RML_Flight_Along_Path was not referened and was removed.// 142 142 ))) 143 143 |(% colspan="1" %)(% colspan="1" %) 144 144 ((( ... ... @@ -148,12 +148,69 @@ 148 148 3.0 Beta 1 149 149 )))|(% colspan="1" %)(% colspan="1" %) 150 150 ((( 151 - MD script **RML_Flight_Along_Path**removed220 +parameters of **<event_venture_mission_completed/>** changed 152 152 ))) 153 153 |(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 154 154 ((( 155 -//The MD script RML_Flight_Along_Path was not referened and was removed.// 224 +//old params: param = venture details, param2 = ships involved, param3 = duration// 225 +//new params: param = venture detail list: [mission name, mission type], param2 = list of ships involved, param3 = duration// 156 156 ))) 227 +|((( 228 +Scripts 229 +)))|((( 230 +3.0 Beta 1 231 +)))|((( 232 +**<set_object_wing_name/>** removed, 233 +**<set_object_fleet_name/>** added 234 +))) 235 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 236 +((( 237 +//The common action <set_object_wing_name/> has been replaced with <set_object_fleet_name/>// 238 +))) 239 +|((( 240 +Scripts 241 +)))|((( 242 +3.0 Beta 1 243 +)))|((( 244 +**$controllable.wing.*** removed, 245 +**$controllable.fleet.*** added 246 +))) 247 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 248 +((( 249 +$controllable.wing.name, $controllable.wing.iscommander, and $controllable.wing.commander have been replaced with $controllable.fleet.name, $controllable.fleet.iscommander, and $controllable.fleet.commander 250 +))) 251 +|(% colspan="3" %)(% colspan="3" %) 252 +((( 253 +== 2.60 == 254 +))) 255 +|((( 256 +Scripts 257 +)))|((( 258 +2.60 Beta 1 259 +)))|((( 260 +'**checkoperational**' filter behaviour changed 261 +))) 262 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 263 +((( 264 +//Actions and conditions which use the 'checkoperational' filter now behave differently. Instead of changing how 'class' and 'exactclass' behave, checkoperational == true adds an additional filter for the components being of state operational, equivalent to state="componentstate.operational". This is implicitly enabled in action elements (e.g. <find_.../>) or condition elements (e.g. <count_...>), meaning that find_ship will only find operational ships. Using such actions/conditions with checkoperational="false" will include non-operational components such as wrecked and constructions. Existing uses may find that results now exclude non-operational components.// 265 + 266 +//Sub nodes such as match_child will have checkoperational default to false. Existing uses may find that results now include non-operational components.// 267 +))) 268 +|((( 269 +Scripts 270 +)))|((( 271 +2.60 Beta 1 272 +)))|((( 273 +$container.**supplyresources** behavior changed 274 +))) 275 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 276 +((( 277 +//The script keyword $container.supplyresources now includes reserved wares.// 278 +))) 279 +|(% colspan="3" %)(% colspan="3" %) 280 +((( 281 +== 2.20 == 282 +))) 157 157 |(% colspan="1" %)(% colspan="1" %) 158 158 ((( 159 159 UI core ... ... @@ -186,6 +186,10 @@ 186 186 ((( 187 187 //The underlying behaviour remains the same in that it involves the buildprocessor, not the buildmodule. The attribute name has simply been corrected.// 188 188 ))) 315 +|(% colspan="3" %)(% colspan="3" %) 316 +((( 317 +== 2.00 == 318 +))) 189 189 |(% colspan="1" %)(% colspan="1" %) 190 190 ((( 191 191 Scripts ... ... @@ -332,6 +332,10 @@ 332 332 ((( 333 333 //Changed return value type to const char* to better identify failure reasons in Lua script.// 334 334 ))) 465 +|(% colspan="3" %)(% colspan="3" %) 466 +((( 467 +== 1.50 == 468 +))) 335 335 |((( 336 336 UI extensions 337 337 )))|((( ... ... @@ -397,6 +397,10 @@ 397 397 ((( 398 398 (% style="color: rgb(0,0,0);" %)//CancelConstruction() now returns if the cancellation was successful. // 399 399 ))) 534 +|(% colspan="3" %)(% colspan="3" %) 535 +((( 536 +== 1.32 == 537 +))) 400 400 |((( 401 401 UI extensions 402 402 )))|((( ... ... @@ -408,6 +408,10 @@ 408 408 ((( 409 409 //Instead of "nextdestname", use the properties "destination" or "destinationsector" to retrieve a destination component, then retrieve its "name" property.// 410 410 ))) 549 +|(% colspan="3" %)(% colspan="3" %) 550 +((( 551 +== 1.20 == 552 +))) 411 411 |((( 412 412 UI extensions 413 413 )))|(((
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... ... @@ -1,1 +1,1 @@ 1 -851 313501 +88345150 - url
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... ... @@ -1,1 +1,1 @@ 1 -https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/851 31350/Breaking Changes1 +https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/88345150/Breaking Changes