Changes for page Breaking Changes

Last modified by Michael Baumgardt on 2026/04/17 12:03

From version 34.1
edited by klaus
on 2019/06/28 12:10
Change comment: Removed script features related to minigame and hacking
To version 90.1
edited by florian
on 2021/06/24 11:24
Change comment: There is no comment for this version

Summary

Details

Page properties
Author
... ... @@ -1,1 +1,1 @@
1 -xwiki:XWiki.klaus
1 +xwiki:XWiki.florian
Content
... ... @@ -24,18 +24,511 @@
24 24  Version
25 25  )))|=(((
26 26  Summary
27 +)))|=(% colspan="1" %)(% colspan="1" %)
28 +(((
29 +
27 27  )))
31 +|(% colspan="4" %)(% colspan="4" %)
32 +(((
33 +== 4.10 ==
34 +)))
28 28  |(% colspan="1" %)(% colspan="1" %)
29 29  (((
37 +UI extensions
38 +)))|(% colspan="1" %)(% colspan="1" %)
39 +(((
40 +4.10 Beta 2
41 +)))|(% colspan="1" %)(% colspan="1" %)
42 +(((
43 +**FFI**: SetMacroMapPlayerSectorOffset() deprecated
44 +)))|(% colspan="1" %)(% colspan="1" %)
45 +(((
46 +
47 +)))
48 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
49 +(((
50 +The functionality represented by //SetMacroMapPlayerSectorOffset//() has been removed and the function was therefore stubbed. Setting the gamestart properties "sector" and "offset" will affect the universe macro map instead directly.
51 +)))|(% colspan="1" %)(% colspan="1" %)
52 +(((
53 +
54 +)))
55 +|(((
56 +UI extensions
57 +)))|(((
58 +4.10 Beta 2
59 +)))|(((
60 +**FFI**: (% style="color: rgb(0,0,0);" %)FilterComponentForMapMode(%%)() and (% style="color: rgb(0,0,0);" %)SetMapObjectFilter() changed
61 +)))|(% colspan="1" %)(% colspan="1" %)
62 +(((
63 +
64 +)))
65 +|(% colspan="3" %)(% colspan="3" %)
66 +(((
67 +//These functions were added in 4.10 Beta 1 and an additional boolean parameter allowentitydeliverymissionobject was added in Beta 2.//
68 +)))|(% colspan="1" %)(% colspan="1" %)
69 +(((
70 +
71 +)))
72 +|(((
30 30  Scripts
74 +)))|(((
75 +4.10 Beta 1
76 +)))|(((
77 +People related attributes of mission** <delivery> **node moved
78 +)))|(((
79 +
80 +)))
81 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
82 +(((
83 +//The <delivery> node of <create_mission> and <update_mission> has been changed to support a new <wares> subnode. The people related attributes: 'people' and 'skills' have been moved from the <delivery> node itself to a <people> subnode.//
84 +)))
85 +|(% colspan="1" %)(% colspan="1" %)
86 +(((
87 +Scripts
31 31  )))|(% colspan="1" %)(% colspan="1" %)
32 32  (((
90 +4.10 Beta 1
91 +)))|(% colspan="1" %)(% colspan="1" %)
92 +(((
93 +**$destructible.productions** replaced with $defensible.productions
94 +)))|(% colspan="1" %)(% colspan="1" %)
95 +(((
96 +
97 +)))
98 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
99 +(((
100 +//The $destructible.productions script property was removed and reimplemented as $defensible.productions meaning some old uses may no longer work unless the destructible is also a defensible. The old implementation functioned by finding the containing object of the destructible (including itself) to query for the production modules.//
101 +)))|(% colspan="1" %)(% colspan="1" %)
102 +(((
103 +
104 +)))
105 +|(((
106 +Scripts
107 +)))|(((
108 +4.10 Beta 1
109 +)))|(((
110 +Removed script property **$object.spawnsourceseed**
111 +)))|(((
112 +
113 +)))
114 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
115 +(((
116 +//The spawnsource seed is no longer directly accessible by scripts. Use $component.seed, which will internally use the spawnsource seed if able. Note: An improvement is that .seed on objects without a spawnsource seed will now result in a value that differs between objects of the same macro, meaning it can now reliably be used for player property or job ships.//
117 +)))
118 +|(% colspan="4" %)(% colspan="4" %)
119 +(((
120 +== 4.00 ==
121 +)))
122 +|(% colspan="1" %)(% colspan="1" %)
123 +(((
124 +UI core
125 +)))|(% colspan="1" %)(% colspan="1" %)
126 +(((
127 +4.00 Beta 10
128 +)))|(% colspan="1" %)(% colspan="1" %)
129 +(((
130 +Controlled ship can change without a **gameplanchange-event** occurring.
131 +)))|(% colspan="1" %)(% colspan="1" %)
132 +(((
133 +
134 +)))
135 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
136 +(((
137 +//Before 4.00 Beta 10 it was ensured that there is no direct transition between the 'cockpit ui mode' of one ship to another. Instead, it was always ensured that the UI first transitions into the firstperson mode and then back into the cockpit mode (controlling then the other ship).
138 +In order to support the new emergency eject feature which was added in 4.00 Beta 7, this assurance was dropped. As of 4.00 Beta 10 it is now possible that the ship the player controls can swap without the gameplanchange-event being risen which one could rely upon in previous versions. If your addon relied on the fact that the ship would not change without first going into first person mode, you will have to adjust your addon accordingly.
139 +//
140 +)))|(% colspan="1" %)(% colspan="1" %)
141 +(((
142 +
143 +)))
144 +|(((
145 +Scripts
146 +)))|(((
147 +4.00 Beta 7
148 +)))|(((
149 +Parameters of **<event_terraforming_project_succeeded>** and **<event_terraforming_project_failed>** changed
150 +)))|(((
151 +
152 +)))
153 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
154 +(((
155 +//Old params: param = project ID, param2 = were there positive side-effects?, param3 = were there negative side-effects?
156 +New params: param = project ID, param2 = [were there positive side-effects?, were there negative side-effects?], param3 = payout in Credits
157 +Note: param3 only exists in <event_terraforming_project_succeeded> and not in <event_terraforming_project_failed>, but both now have the booleans in a list for consistency//
158 +)))|(% class="highlight-grey" data-highlight-colour="grey" %)(% class="highlight-grey" data-highlight-colour="grey" %)
159 +(((
160 +
161 +)))
162 +|(% colspan="1" %)(% colspan="1" %)
163 +(((
164 +UI core
165 +)))|(% colspan="1" %)(% colspan="1" %)
166 +(((
167 +4.00 Beta 6
168 +)))|(% colspan="1" %)(% colspan="1" %)
169 +(((
170 +**FFI:** GetFactionRelationStatus() handling for faction relation range [-20,-10] changed
171 +)))|(% colspan="1" %)(% colspan="1" %)
172 +(((
173 +
174 +)))
175 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
176 +(((
177 +//In order to keep consistency with regards to the new behvior 'hostile' relation state and the older (deprecated) UI functions, the behavior of the deprecated GetFactionRelationStatus() function was changed according to the behavior of the GetRelationStatus()/GetRelationStatus2() functions which was done in the previous beta.
178 +Factions with a relation rating between -20 and -10 will now report a relation status of 'neutral' (aka: 1) instead of 'hostile'/'enemy' (aka: 0).//
179 +
180 +//If you rely on a handling where these factions are treated like enemies, please use the new GetFactionRelationStatus2() function instead.
181 +//
182 +)))|(% colspan="1" %)(% colspan="1" %)
183 +(((
184 +
185 +)))
186 +|(% colspan="1" %)(% colspan="1" %)
187 +(((
188 +UI core
189 +)))|(% colspan="1" %)(% colspan="1" %)
190 +(((
191 +4.00 Beta 5
192 +)))|(% colspan="1" %)(% colspan="1" %)
193 +(((
194 +**FFI:** GetRelationStatus()/GetRelationStatus2() handling for objects in relation range [-25,-10] changed
195 +)))|(% colspan="1" %)(% colspan="1" %)
196 +(((
197 +
198 +)))
199 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
200 +(((
201 +//4.00 Beta 5// //introduces a new 'hostile' relation status and the game now distinguishes between hostile and enemy relation states. Objects not yet 'hostile' with the player are now visualized differently and therefore distinguishable from real hostile ones. Because of that, several related changes were made for these objects to bring them more in line with how 'neutral' objects behave (f.e. no automatic attacking of these objects by the player property anymore, no target selection when targeting the closest enemy, etc.). To reflect this, these objects are now returning 1 (neutral) as the relation status by the GetRelationStatus()/GetRelationStatus2() functions.//
202 +
203 +//If you rely on a handling where they are treated like enemies, please use the new GetRelationStatus3() //function which returns the new range for these objects: 1 (meaning 'enemy' (aka: not yet hostile) here with following relations having been shifted up).
204 +)))|(% colspan="1" %)(% colspan="1" %)
205 +(((
206 +
207 +)))
208 +|(((
209 +Parameters
210 +)))|(((
211 +4.00 Beta 1
212 +)))|(((
213 +**requiresconstructionvessel** parameter moved
214 +)))|(((
215 +
216 +)))
217 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
218 +(((
219 +//The 'requiresconstructionvessel' attribute has been moved from the 'recycling' node itself, to the new 'station' subnode.//
220 +)))
221 +|(((
222 +Scripts
223 +)))|(((
224 +4.00 Beta 1
225 +)))|(((
226 +Changed behaviour of **gatedistance** script property
227 +)))|(((
228 +
229 +)))
230 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
231 +(((
232 +//The 'gatedistance' script property now minimizes the number of gate jumps instead of counting the number gate jumps in the fastest route.//
233 +)))|(% class="highlight-grey" data-highlight-colour="grey" %)(% class="highlight-grey" data-highlight-colour="grey" %)
234 +(((
235 +
236 +)))
237 +|(% colspan="4" %)(% colspan="4" %)
238 +(((
239 +== 3.30 ==
240 +)))
241 +|(((
242 +UI extensions
243 +)))|(((
244 +3.30 Beta 3
245 +)))|(((
246 +**FFI: **Removed** (% style="color: rgb(0,0,0);" %)GetMissionLimit() (%%)**(% style="color: rgb(0,0,0);" %)and** **(% style="color: rgb(0, 0, 0); color: rgb(0, 0, 0)" %)**IsMissionLimit**(%%)**Enabled()**
247 +)))|(% colspan="1" %)(% colspan="1" %)
248 +(((
249 +
250 +)))
251 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
252 +(((
253 +//These mission limit-related functions (added in 3.30 Beta 1 and 2) are replaced with FFI (% style="color: rgb(0,0,0);" %)IsMissionLimit(%%)Reach(% style="color: rgb(0,0,0);" %)ed()//
254 +)))
255 +|(% colspan="4" %)(% colspan="4" %)
256 +(((
257 +== 3.20 ==
258 +)))
259 +|(((
260 +Scripts
261 +)))|(((
262 +3.20 Beta 1
263 +)))|(((
264 +Parameters of **<event_player_attacked_object/>** and **<event_object_attacked_object/>** changed
265 +)))|(% colspan="1" %)(% colspan="1" %)
266 +(((
267 +
268 +)))
269 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
270 +(((
271 +//Old params: param = attacked object, param2 = attack method, param3 = attacked component//
272 +//New params: param = attacked object, param2 = attack method, param3 = attack component detail list: [attacked component, attacking weapon]
273 +Note that this also means the component attribute to the events is no longer available, so scripts checking the attacked component need to use event.param3.{1} instead//
274 +)))
275 +|(% colspan="1" %)(% colspan="1" %)
276 +(((
277 +Scripts
278 +)))|(% colspan="1" %)(% colspan="1" %)
279 +(((
280 +3.20 Beta 1
281 +)))|(% colspan="1" %)(% colspan="1" %)
282 +(((
283 +Removed script property $trade.**restriction.faction**
284 +)))|(% colspan="1" %)(% colspan="1" %)
285 +(((
286 +
287 +)))
288 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
289 +(((
290 +//$trade.restriction.faction has been replaced with $trade.restriction.factions, which returns a list of factions.//
291 +)))
292 +|(((
293 +UI extensions
294 +)))|(((
295 +3.20 Beta 1
296 +)))|(((
297 +**Lua**: **GetTradeRestrictions()**, **ToggleFactionTradeRestriction()** and **ToggleFactionTradeWareOverride()** are now obsolete!
298 +)))|(% colspan="1" %)(% colspan="1" %)
299 +(((
300 +
301 +)))
302 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
303 +(((
304 +//With the addition of the Trade Rule feature the given functions are obsolete and do not function anymore. This set of functions will return dummy values to avoid breaking scripts. Use GetAllTradeRules(), GetContainerTradeRuleID(), SetContainerTradeRule() and similar trade rule functions as replacement.//
305 +)))
306 +|(% colspan="4" %)(% colspan="4" %)
307 +(((
308 +== 3.10 ==
309 +)))
310 +|(% colspan="1" %)(% colspan="1" %)
311 +(((
312 +Scripts
313 +)))|(% colspan="1" %)(% colspan="1" %)
314 +(((
315 +3.10 Beta 1
316 +)))|(% colspan="1" %)(% colspan="1" %)
317 +(((
318 +Removed script action **<add_build/>**
319 +)))|(% colspan="1" %)(% colspan="1" %)
320 +(((
321 +
322 +)))
323 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
324 +(((
325 +//Removed <add_build/> action which was no longer needed and would result in builds being added in unsupported ways. Use other <add_build_xxx/> actions.//
326 +)))
327 +|(% colspan="4" %)(% colspan="4" %)
328 +(((
329 +== 3.00 ==
330 +)))
331 +|(% colspan="1" %)(% colspan="1" %)
332 +(((
333 +Scripts
334 +)))|(% colspan="1" %)(% colspan="1" %)
335 +(((
336 +3.0 Beta 6
337 +)))|(% colspan="1" %)(% colspan="1" %)
338 +(((
339 +Changed behaviour of script action **<get_suitable_job/>**
340 +)))|(% colspan="1" %)(% colspan="1" %)
341 +(((
342 +
343 +)))
344 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
345 +(((
346 +//<get_suitable_job/> previously did not respect job quotas or the current number of job ships. It now does, only returning job IDs which are not exceeding the maxgalaxy quota. Using 'exceedquota' allows the action to behave as before.//
347 +)))
348 +|(% colspan="1" %)(% colspan="1" %)
349 +(((
350 +Scripts
351 +)))|(% colspan="1" %)(% colspan="1" %)
352 +(((
353 +3.0 Beta 6
354 +)))|(% colspan="1" %)(% colspan="1" %)
355 +(((
356 +Changed behaviour of script action **<get_ware_definition/>**
357 +)))|(% colspan="1" %)(% colspan="1" %)
358 +(((
359 +
360 +)))
361 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
362 +(((
363 +//<get_ware_definition/> previously filtered for equipment wares by default. This is now not the case and existing cases now use flags="equipment". Additional filter attributes for group and tags has also been added.//
364 +)))
365 +|(% colspan="1" %)(% colspan="1" %)
366 +(((
367 +Global
368 +)))|(% colspan="1" %)(% colspan="1" %)
369 +(((
370 +3.0 Beta 5
371 +)))|(% colspan="1" %)(% colspan="1" %)
372 +(((
373 +Renamed all files in the **md**, ui, and **cutscenes** folders to lower-case
374 +)))|(% colspan="1" %)(% colspan="1" %)
375 +(((
376 +
377 +)))
378 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
379 +(((
380 +//All MD, UI, and cutscene files have been renamed as lower-case. For most users this should have no effect since files packed in catalogs are essentially case-insensitive. However, this change can affect users on Linux systems when running a mod that contains single files instead of a catalog, and/or when playing with unpacked base game files//. If your mod has XML patch files that are not packed in a catalog, the filenames must be lower-case to match the filenames in the base game. (For info on using mod catalogs, see the Readme of the X Catalog Tool.)\\
381 +
382 +//Note that this change has no effect on the actual content of scripts or cutscenes. The MD script/cutscene names are stored in the files, regardless of the filenames, so that references to them remain unchanged (e.g., "md.Setup.Start" references a cue in setup.xml).//
383 +)))
384 +|(% colspan="1" %)(% colspan="1" %)
385 +(((
386 +Scripts
387 +)))|(% colspan="1" %)(% colspan="1" %)
388 +(((
389 +3.0 Beta 5
390 +)))|(% colspan="1" %)(% colspan="1" %)
391 +(((
392 +Adjustments of some MD library cues in the base game to change their usage from **<include_actions>** to <run_actions>
393 +)))|(% colspan="1" %)(% colspan="1" %)
394 +(((
395 +
396 +)))
397 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
398 +(((
399 +//Some MD library cues in the base game that were previously used with <include_actions> have been adjusted, so they must now be used with the new MD action <run_actions> instead. Mods that use such a library with <include_actions> will have to switch to <run_actions> as well. A list of affected libraries is not provided here. Note: Additional library cues may be adjusted in future builds without further warning.//
400 +)))
401 +|(% colspan="1" %)(% colspan="1" %)
402 +(((
403 +Scripts
404 +)))|(% colspan="1" %)(% colspan="1" %)
405 +(((
406 +3.0 Beta 5
407 +)))|(% colspan="1" %)(% colspan="1" %)
408 +(((
409 +Changes to $dockingbay.**todockpos** and $dockingbay.**launchpos**
410 +)))|(% colspan="1" %)(% colspan="1" %)
411 +(((
412 +
413 +)))
414 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
415 +(((
416 +//Before the change, positions are relative to $dockingbay.parent.
417 +After the change, positions are relative to $dockingbay as specified in the documentation.//
418 +)))
419 +|(% colspan="1" %)(% colspan="1" %)
420 +(((
421 +Global
422 +)))|(% colspan="1" %)(% colspan="1" %)
423 +(((
424 +3.0 Beta 2
425 +)))|(% colspan="1" %)(% colspan="1" %)
426 +(((
427 +Support for entity flag "**skillsvisible**" dropped
428 +)))|(% colspan="1" %)(% colspan="1" %)
429 +(((
430 +
431 +)))
432 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
433 +(((
434 +//Entity skills are always visible; that flag was a leftover from XR. We removed support for the script property .skillsvisible, the attribute "skillsvisible" of <set_entity_traits> and <set_npc_template_traits>, and the parameter "skillsvisible" of Lua function GetComponentData().//
435 +)))
436 +|(((
437 +Scripts
438 +)))|(((
439 +3.0 Beta 2
440 +)))|(((
441 +Changes to **<event_object_changed_owner>** and added **<event_object_changed_true_owner>**.
442 +)))|(% colspan="1" %)(% colspan="1" %)
443 +(((
444 +
445 +)))
446 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
447 +(((
448 +//Before 3.0 Beta 2 there was just a single <event_object//_changed_owner> condition. This condition was triggered in multiple cases when an owner change occurred. However, the exact cases were inconsistent and also the event could have been triggered w/o an effective owner change having been applied.
449 +3.0 Beta 2 fixes these inconsistencies and ensures that the event is only fired, if the "effective" component owner of the object changed. To handle cases where the script actually needs to be informed if the "true" owner of a component was changed (i.e. not taking the cover faction into account) a new <event_object_changed_true_owner> was introduced.
450 +If in your scripts you make use of the <event_object_changed_owner> condition you need to verify that you indeed want to work with the "effective" component owner or whether your script code actually should work with the true owner of an object and update your code accordingly.
451 +On top of that the 3rd parameter of <event_object_changed_owner> (trueprevious) was dropped as the event is no longer triggered upon a change of the true owner alone (i.e. only if the change of the true owner has also an effect on the "effective" component owner).
452 +)))
453 +|(% colspan="1" %)(% colspan="1" %)
454 +(((
455 +Global
456 +)))|(% colspan="1" %)(% colspan="1" %)
457 +(((
33 33  3.0 Beta 1
34 34  )))|(% colspan="1" %)(% colspan="1" %)
35 35  (((
461 +**MissionBoard** support dropped
462 +)))|(% colspan="1" %)(% colspan="1" %)
463 +(((
464 +
465 +)))
466 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
467 +(((
468 +//MissionBoards was a dummy asset type which was only used during early development and never meant to be shipped in the released version. If any mod tried to make use of this asset type, undefined behaviour would occur. Therefore we cleaned things up in 3.0 Beta 1 including deprecating/removing any related UI/script function.//
469 +)))
470 +|(((
471 +Job/God
472 +)))|(((
473 +3.0 Beta 1
474 +)))|(((
475 +By default, **job/god entries** now only spawn objects in space added by the extension in which they are defined
476 +)))|(% colspan="1" %)(% colspan="1" %)
477 +(((
478 +
479 +)))
480 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
481 +(((
482 +//To better support extensions which add to the base game map, a job/god entry now defaults to only spawning objects in areas of the map that are added by the extension in which that entry is defined. You can override this behaviour by adding a matchextension="false" attribute to the job/god entry definition. This allows the entry to spawn objects anywhere that matches the entry's other criteria.//
483 +)))
484 +|(% colspan="1" %)(% colspan="1" %)
485 +(((
486 +Scripts
487 +)))|(% colspan="1" %)(% colspan="1" %)
488 +(((
489 +3.0 Beta 1
490 +)))|(% colspan="1" %)(% colspan="1" %)
491 +(((
492 +Script action **<add_actor_to_room/> **attribute **'room'** renamed to **'object'**
493 +)))|(% colspan="1" %)(% colspan="1" %)
494 +(((
495 +
496 +)))
497 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
498 +(((
499 +//Due to engine changes, script action <add_actor_to_room/> has had the attribute 'room' changed to 'object', which is more accurate. Most likely requires a 'position' if a slot is not provided.//
500 +)))
501 +|(% colspan="1" %)(% colspan="1" %)
502 +(((
503 +Scripts
504 +)))|(% colspan="1" %)(% colspan="1" %)
505 +(((
506 +3.0 Beta 1
507 +)))|(% colspan="1" %)(% colspan="1" %)
508 +(((
509 +Script action **<set_doors_locked/>** attribute **'group'** changed
510 +)))|(% colspan="1" %)(% colspan="1" %)
511 +(((
512 +
513 +)))
514 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
515 +(((
516 +//The 'group' attribute of <set_doors_locked/> can no longer be a list. It must be a single tag value. Previously, a list containing one tag was accepted, which was redundant.//
517 +)))
518 +|(% colspan="1" %)(% colspan="1" %)
519 +(((
520 +Scripts
521 +)))|(% colspan="1" %)(% colspan="1" %)
522 +(((
523 +3.0 Beta 1
524 +)))|(% colspan="1" %)(% colspan="1" %)
525 +(((
36 36  Script conditions **<event_hack_*/>** and **<event_controlpanel_hack_*/>** removed
527 +)))|(% colspan="1" %)(% colspan="1" %)
528 +(((
529 +
37 37  )))
38 -|(% 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" %)
39 39  (((
40 40  //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.//
41 41  )))
... ... @@ -48,8 +48,11 @@
48 48  )))|(% colspan="1" %)(% colspan="1" %)
49 49  (((
50 50  Script actions **<set_hack_target/>** and **<abort_hack/>** removed
544 +)))|(% colspan="1" %)(% colspan="1" %)
545 +(((
546 +
51 51  )))
52 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
548 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
53 53  (((
54 54  //These actions had no effect and were removed.//
55 55  )))
... ... @@ -62,8 +62,11 @@
62 62  )))|(% colspan="1" %)(% colspan="1" %)
63 63  (((
64 64  **<setup_conversation_minigame/>** script action removed
561 +)))|(% colspan="1" %)(% colspan="1" %)
562 +(((
563 +
65 65  )))
66 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
565 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
67 67  (((
68 68  //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.//
69 69  )))
... ... @@ -76,8 +76,11 @@
76 76  )))|(% colspan="1" %)(% colspan="1" %)
77 77  (((
78 78  <add_player_choice_*> **confidence** attribute removed
578 +)))|(% colspan="1" %)(% colspan="1" %)
579 +(((
580 +
79 79  )))
80 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
582 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
81 81  (((
82 82  //The default confidence of player options is another leftover from the XR era and had no effect in X4.//
83 83  )))
... ... @@ -90,8 +90,11 @@
90 90  )))|(% colspan="1" %)(% colspan="1" %)
91 91  (((
92 92  **<hack_via_control_panel/>** script action removed
595 +)))|(% colspan="1" %)(% colspan="1" %)
596 +(((
597 +
93 93  )))
94 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
599 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
95 95  (((
96 96  //Unused script action <hack_via_control_panel/> was removed.//
97 97  )))
... ... @@ -104,13 +104,47 @@
104 104  )))|(% colspan="1" %)(% colspan="1" %)
105 105  (((
106 106  **Lua: **GetMiniGameCursorPosition() removed
612 +)))|(% colspan="1" %)(% colspan="1" %)
613 +(((
614 +
107 107  )))
108 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
616 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
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  )))
620 +|(((
621 +UI core
622 +)))|(((
623 +3.0 Beta 1
624 +)))|(((
625 +**FFI: **GetLocalizedInteractiveNotificationKey can return icon placeholders
626 +)))|(% colspan="1" %)(% colspan="1" %)
627 +(((
628 +
629 +)))
630 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
631 +(((
632 +//In 3.0 Beta 1 we added support to display icons for keyboard bindings, if an icon is available for the specified keys. This results in GetLocalizedInteractiveNotificationKey() potentially returning a different text now if such an icon is assigned to the mapped key/button.//
633 +)))
112 112  |(% colspan="1" %)(% colspan="1" %)
113 113  (((
636 +UI extensions
637 +)))|(% colspan="1" %)(% colspan="1" %)
638 +(((
639 +3.0 Beta 1
640 +)))|(% colspan="1" %)(% colspan="1" %)
641 +(((
642 +**FFI: **UIWeaponMod returned by GetInstalledWeaponMod() now includes property SurfaceElementFactor
643 +)))|(% colspan="1" %)(% colspan="1" %)
644 +(((
645 +
646 +)))
647 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
648 +(((
649 +//In 3.0 Beta 1 we added support for a new weapon mod property "SurfaceElementFactor" to allow weapons to deal increased damage to surface elements such as Shield Generators, Turrets or Engines.//
650 +)))
651 +|(% colspan="1" %)(% colspan="1" %)
652 +(((
114 114  Scripts
115 115  )))|(% colspan="1" %)(% colspan="1" %)
116 116  (((
... ... @@ -118,11 +118,14 @@
118 118  )))|(% colspan="1" %)(% colspan="1" %)
119 119  (((
120 120  **$ware.illegal** updated
660 +)))|(% colspan="1" %)(% colspan="1" %)
661 +(((
662 +
121 121  )))
122 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
664 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" 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.//
667 +//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 +132,14 @@
132 132  3.0 Beta 1
133 133  )))|(% colspan="1" %)(% colspan="1" %)
134 134  (((
135 -'**checkoperational**' filter behaviour changed
677 +MD script **RML_Flight_Along_Path** removed
678 +)))|(% colspan="1" %)(% colspan="1" %)
679 +(((
680 +
136 136  )))
137 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
682 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
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.//
684 +//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 +148,84 @@
148 148  3.0 Beta 1
149 149  )))|(% colspan="1" %)(% colspan="1" %)
150 150  (((
151 -MD script **RML_Flight_Along_Path** removed
694 +parameters of **<event_venture_mission_completed/>** changed
695 +)))|(% colspan="1" %)(% colspan="1" %)
696 +(((
697 +
152 152  )))
153 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
699 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
154 154  (((
155 -//The MD script RML_Flight_Along_Path was not referened and was removed.//
701 +//old params: param = venture details, param2 = ships involved, param3 = duration//
702 +//new params: param = venture detail list: [mission name, mission type], param2 = list of ships involved, param3 = duration//
156 156  )))
704 +|(((
705 +Scripts
706 +)))|(((
707 +3.0 Beta 1
708 +)))|(((
709 +**<set_object_wing_name/>** removed,
710 +**<set_object_fleet_name/>** added
711 +)))|(% colspan="1" %)(% colspan="1" %)
712 +(((
713 +
714 +)))
715 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
716 +(((
717 +//The common action <set_object_wing_name/> has been replaced with <set_object_fleet_name/>//
718 +)))
719 +|(((
720 +Scripts
721 +)))|(((
722 +3.0 Beta 1
723 +)))|(((
724 +**$controllable.wing.*** removed,
725 +**$controllable.fleet.*** added
726 +)))|(% colspan="1" %)(% colspan="1" %)
727 +(((
728 +
729 +)))
730 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
731 +(((
732 +$controllable.wing.name, $controllable.wing.iscommander, and $controllable.wing.commander have been replaced with $controllable.fleet.name, $controllable.fleet.iscommander, and $controllable.fleet.commander
733 +)))
734 +|(% colspan="4" %)(% colspan="4" %)
735 +(((
736 +== 2.60 ==
737 +)))
738 +|(((
739 +Scripts
740 +)))|(((
741 +2.60 Beta 1
742 +)))|(((
743 +'**checkoperational**' filter behaviour changed
744 +)))|(% colspan="1" %)(% colspan="1" %)
745 +(((
746 +
747 +)))
748 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
749 +(((
750 +//Actions and conditions which use the 'checkoperational' filter now behave differently. Instead of changing how 'class' and 'exactclass' behave, checkoperational == true adds an additional filter for the components being of state operational, equivalent to state="componentstate.operational". This is implicitly enabled in action elements (e.g. <find_.../>) or condition elements (e.g. <count_...>), meaning that find_ship will only find operational ships. Using such actions/conditions with checkoperational="false" will include non-operational components such as wrecked and constructions. Existing uses may find that results now exclude non-operational components.//
751 +
752 +//Sub nodes such as match_child will have checkoperational default to false. Existing uses may find that results now include non-operational components.//
753 +)))
754 +|(((
755 +Scripts
756 +)))|(((
757 +2.60 Beta 1
758 +)))|(((
759 +$container.**supplyresources** behavior changed
760 +)))|(% colspan="1" %)(% colspan="1" %)
761 +(((
762 +
763 +)))
764 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
765 +(((
766 +//The script keyword $container.supplyresources now includes reserved wares.//
767 +)))
768 +|(% colspan="4" %)(% colspan="4" %)
769 +(((
770 +== 2.20 ==
771 +)))
157 157  |(% colspan="1" %)(% colspan="1" %)
158 158  (((
159 159  UI core
... ... @@ -163,8 +163,11 @@
163 163  )))|(% colspan="1" %)(% colspan="1" %)
164 164  (((
165 165  **Lua: GetControllerInfo()** returned mouseSteering/mouseCursor values are undefined.
781 +)))|(% colspan="1" %)(% colspan="1" %)
782 +(((
783 +
166 166  )))
167 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
785 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
168 168  (((
169 169  //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.
170 170  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.//
... ... @@ -181,11 +181,18 @@
181 181  )))|(% colspan="1" %)(% colspan="1" %)
182 182  (((
183 183  Attribute for build related conditions e.g. **<event_build_finished/>** renamed from 'buildmodule' to 'buildprocessor'
802 +)))|(% colspan="1" %)(% colspan="1" %)
803 +(((
804 +
184 184  )))
185 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
806 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
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  )))
810 +|(% colspan="4" %)(% colspan="4" %)
811 +(((
812 +== 2.00 ==
813 +)))
189 189  |(% colspan="1" %)(% colspan="1" %)
190 190  (((
191 191  Scripts
... ... @@ -195,8 +195,11 @@
195 195  )))|(% colspan="1" %)(% colspan="1" %)
196 196  (((
197 197  **<event_build_finished/> **param2 now returns null instead of a construction sequence
823 +)))|(% colspan="1" %)(% colspan="1" %)
824 +(((
825 +
198 198  )))
199 -|(% 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" %)
200 200  (((
201 201  //The construction sequence which was finished should now be accessed via the buildtask provided via param3.//
202 202  )))
... ... @@ -209,8 +209,11 @@
209 209  )))|(% colspan="1" %)(% colspan="1" %)
210 210  (((
211 211  **param.boarding.{...}** strength parameters removed
840 +)))|(% colspan="1" %)(% colspan="1" %)
841 +(((
842 +
212 212  )))
213 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
844 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
214 214  (((
215 215  //The 'recruitstrength', 'veteranstrength' and 'elitestrength' script parameters were no longer required for balancing the boarding gameplay, and were removed.//
216 216  )))
... ... @@ -223,8 +223,11 @@
223 223  )))|(% colspan="1" %)(% colspan="1" %)
224 224  (((
225 225  **$defensible.boardee/$defensible.boarder** and **<set_object_boarder/>/<remove_object_boarder/>** removed
857 +)))|(% colspan="1" %)(% colspan="1" %)
858 +(((
859 +
226 226  )))
227 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
861 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
228 228  (((
229 229  //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.//
230 230  )))
... ... @@ -234,8 +234,11 @@
234 234  2.00 Beta 1
235 235  )))|(((
236 236  **FFI: GetUpgradeSlotCurrentComponent()/GetUpgradeSlotGroup()** works on non-operationals
871 +)))|(% colspan="1" %)(% colspan="1" %)
872 +(((
873 +
237 237  )))
238 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
875 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
239 239  (((
240 240  //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.//
241 241  )))
... ... @@ -245,8 +245,11 @@
245 245  2.00 Beta 1
246 246  )))|(((
247 247  **FFI: SetFormationShape()** no longer indicates an error upon certain error cases
885 +)))|(% colspan="1" %)(% colspan="1" %)
886 +(((
887 +
248 248  )))
249 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
889 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
250 250  (((
251 251  //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.//
252 252  //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.//
... ... @@ -257,8 +257,11 @@
257 257  2.00 Beta 1
258 258  )))|(((
259 259  **<create_formation/>** now requires the attributes: 'leader' and 'follower'. Attribute 'object' is now deprecated.
900 +)))|(% colspan="1" %)(% colspan="1" %)
901 +(((
902 +
260 260  )))
261 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
904 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
262 262  (((
263 263  //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.//
264 264  )))
... ... @@ -268,8 +268,11 @@
268 268  2.00 Beta 1
269 269  )))|(((
270 270  **<event_player_changed_target/>** now fires and returns null if the player deselects a target.
914 +)))|(% colspan="1" %)(% colspan="1" %)
915 +(((
916 +
271 271  )))
272 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
918 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
273 273  (((
274 274  //For prior behavior, check for event.param being non-null.//
275 275  )))
... ... @@ -279,8 +279,11 @@
279 279  2.00 Beta 1
280 280  )))|(((
281 281  **<shoot/>/<shoot_at/>** attribute changes.
928 +)))|(% colspan="1" %)(% colspan="1" %)
929 +(((
930 +
282 282  )))
283 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
932 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
284 284  (((
285 285  //Changed: Attribute "primary" is now optional and defines whether weapons from the ship's active primary weapon group will be fired. Defaults to true.//
286 286  //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.//
... ... @@ -294,8 +294,11 @@
294 294  2.00 Beta 1
295 295  )))|(((
296 296  **FFI: GetBuildTask()/GetNumBuildTasks()** got a new "buildmoduleid" parameter.(% class="confluenceTd" %)
946 +)))|(% colspan="1" %)(% colspan="1" %)
947 +(((
948 +
297 297  )))
298 -|(% 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" %)
299 299  (((
300 300  //Added possibility to query build tasks of a certain buildmodule.//
301 301  )))
... ... @@ -305,8 +305,11 @@
305 305  2.00 Beta 1
306 306  )))|(((
307 307  **Lua:** **GetLibraryEntry()** retrieved a new "buildresources" field.
960 +)))|(% colspan="1" %)(% colspan="1" %)
961 +(((
962 +
308 308  )))
309 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
964 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
310 310  (((
311 311  //Added list of resources a buildmodule needs to build.//
312 312  )))
... ... @@ -316,8 +316,11 @@
316 316  2.00 Beta 1
317 317  )))|(((
318 318  (% style="color: rgb(0,0,0);" %)**Lua:**(% style="color: rgb(0, 0, 0); color: rgb(0, 0, 0)" %)** CalculateTotalHullFraction()**(% style="color: rgb(0,0,0);" %)** **(%%)was removed.(% style="color: rgb(0,0,0);" %)
974 +)))|(% colspan="1" %)(% colspan="1" %)
975 +(((
976 +
319 319  )))
320 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
978 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
321 321  (((
322 322  //Unused, derelict function from XR - use GetComponentData(..., "hullpercent") instead.//
323 323  )))
... ... @@ -327,11 +327,18 @@
327 327  2.00 Beta 1
328 328  )))|(((
329 329  **FFI: (% style="color: rgb(0,0,0);" %)RequestDockAtReason()/(% style="color: rgb(0, 0, 0); color: rgb(0, 0, 0); color: rgb(0, 0, 0); color: rgb(0, 0, 0); color: rgb(0, 0, 0)" %)UndockPlayerShip()(%%) **changed their return values.(% style="color: rgb(0,0,0);" class="confluenceTd" %)
988 +)))|(% colspan="1" %)(% colspan="1" %)
989 +(((
990 +
330 330  )))
331 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
992 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
332 332  (((
333 333  //Changed return value type to const char* to better identify failure reasons in Lua script.//
334 334  )))
996 +|(% colspan="4" %)(% colspan="4" %)
997 +(((
998 +== 1.50 ==
999 +)))
335 335  |(((
336 336  UI extensions
337 337  )))|(((
... ... @@ -338,8 +338,11 @@
338 338  1.50 Beta 3
339 339  )))|(((
340 340  **Lua: GetComponentData() **changed behavior of "docksizes" propertly.(% class="confluenceTd" %)
1006 +)))|(% colspan="1" %)(% colspan="1" %)
1007 +(((
1008 +
341 341  )))
342 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
1010 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
343 343  (((
344 344  //The "docksizes" property no longer includes internal ship storage docks.//
345 345  )))
... ... @@ -349,8 +349,11 @@
349 349  1.50 Beta 2
350 350  )))|(((
351 351  **Meaning of "Shipyard"** was corrected throughout Lua/MD/AI scripts, so that Wharfs are not Shipyards (unlike in XR).
1020 +)))|(% colspan="1" %)(% colspan="1" %)
1021 +(((
1022 +
352 352  )))
353 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
1024 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
354 354  (((
355 355  //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".//
356 356  
... ... @@ -364,8 +364,11 @@
364 364  1.50 Beta 2
365 365  )))|(((
366 366  **FFI: UpgradeGroupInfo **datatype was changed.(% class="confluenceTd" %)
1038 +)))|(% colspan="1" %)(% colspan="1" %)
1039 +(((
1040 +
367 367  )))
368 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
1042 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
369 369  (((
370 370  //Added new "operational" field to retrieve information about number of operational upgrades in a group.//
371 371  )))
... ... @@ -378,8 +378,11 @@
378 378  )))|(% colspan="1" %)(% colspan="1" %)
379 379  (((
380 380  **FFI: SetGuidance()** removed useinfopoint argument.
1055 +)))|(% colspan="1" %)(% colspan="1" %)
1056 +(((
1057 +
381 381  )))
382 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
1059 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
383 383  (((
384 384  //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.
385 385  //
... ... @@ -392,11 +392,18 @@
392 392  1.50 Beta 1
393 393  )))|(((
394 394  **FFI: CancelConstruction() **changed its return value.(% class="confluenceTd" %)
1072 +)))|(% colspan="1" %)(% colspan="1" %)
1073 +(((
1074 +
395 395  )))
396 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
1076 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
397 397  (((
398 398  (% style="color: rgb(0,0,0);" %)//CancelConstruction() now returns if the cancellation was successful. //
399 399  )))
1080 +|(% colspan="4" %)(% colspan="4" %)
1081 +(((
1082 +== 1.32 ==
1083 +)))
400 400  |(((
401 401  UI extensions
402 402  )))|(((
... ... @@ -403,11 +403,18 @@
403 403  1.32
404 404  )))|(((
405 405  **Lua: GetComponentData() **removed the "nextdestname" property.
1090 +)))|(% colspan="1" %)(% colspan="1" %)
1091 +(((
1092 +
406 406  )))
407 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
1094 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
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  )))
1098 +|(% colspan="4" %)(% colspan="4" %)
1099 +(((
1100 +== 1.20 ==
1101 +)))
411 411  |(((
412 412  UI extensions
413 413  )))|(((
... ... @@ -414,8 +414,11 @@
414 414  1.20
415 415  )))|(((
416 416  **FFI: GetAAOption()** got a new "useconfig" parameter.(% class="confluenceTd" %)
1108 +)))|(% colspan="1" %)(% colspan="1" %)
1109 +(((
1110 +
417 417  )))
418 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
1112 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
419 419  (((
420 420  //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.//
421 421  )))
Confluence.Code.ConfluencePageClass[0]
id
... ... @@ -1,1 +1,1 @@
1 -85131350
1 +103612682
url
... ... @@ -1,1 +1,1 @@
1 -https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/85131350/Breaking Changes
1 +https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/103612682/Breaking Changes