Changes for page Breaking Changes

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

From version 35.1
edited by owen
on 2019/08/15 17:14
Change comment: There is no comment for this version
To version 44.1
edited by klaus
on 2019/11/18 16:57
Change comment: There is no comment for this version

Summary

Details

Page properties
Author
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1 -xwiki:XWiki.owen
1 +xwiki:XWiki.klaus
Content
... ... @@ -25,8 +25,40 @@
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 2
38 +)))|(% colspan="1" %)(% colspan="1" %)
39 +(((
40 +Support for entity flag "**skillsvisible**" dropped
41 +)))
42 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
43 +(((
44 +//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().//
45 +)))
46 +|(% colspan="1" %)(% colspan="1" %)
47 +(((
48 +Global
49 +)))|(% colspan="1" %)(% colspan="1" %)
50 +(((
51 +3.0 Beta 1
52 +)))|(% colspan="1" %)(% colspan="1" %)
53 +(((
54 +MissionBoard support dropped
55 +)))
56 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
57 +(((
58 +//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.//
59 +)))
60 +|(% colspan="1" %)(% colspan="1" %)
61 +(((
30 30  Scripts
31 31  )))|(% colspan="1" %)(% colspan="1" %)
32 32  (((
... ... @@ -33,11 +33,25 @@
33 33  3.0 Beta 1
34 34  )))|(% colspan="1" %)(% colspan="1" %)
35 35  (((
68 +Script action **<add_actor_to_room/> **attribute **'room'** renamed to **'object'**
69 +)))
70 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
71 +(((
72 +//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.//
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 action **<set_doors_locked/>** attribute **'group'** changed
37 37  )))
38 38  |(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
39 39  (((
40 -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.
86 +//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.//
41 41  )))
42 42  |(% colspan="1" %)(% colspan="1" %)
43 43  (((
... ... @@ -123,8 +123,33 @@
123 123  (((
124 124  //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.//
125 125  )))
172 +|(((
173 +UI core
174 +)))|(((
175 +3.0 Beta 1
176 +)))|(((
177 +**FFI: **GetLocalizedInteractiveNotificationKey can return icon placeholders
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 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.//
182 +)))
126 126  |(% colspan="1" %)(% colspan="1" %)
127 127  (((
185 +UI extensions
186 +)))|(% colspan="1" %)(% colspan="1" %)
187 +(((
188 +3.0 Beta 1
189 +)))|(% colspan="1" %)(% colspan="1" %)
190 +(((
191 +**FFI: **UIWeaponMod returned by GetInstalledWeaponMod() now includes property SurfaceElementFactor
192 +)))
193 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
194 +(((
195 +//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.//
196 +)))
197 +|(% colspan="1" %)(% colspan="1" %)
198 +(((
128 128  Scripts
129 129  )))|(% colspan="1" %)(% colspan="1" %)
130 130  (((
... ... @@ -136,7 +136,7 @@
136 136  |(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
137 137  (((
138 138  //$ware.illegal used to return true if the specified ware has the 'illegal' tag which is no longer used.//
139 -\\//It now returns true if $ware is illegal to any faction in the game.//
210 +//It now returns true if $ware is illegal to any faction in the game.//
140 140  )))
141 141  |(% colspan="1" %)(% colspan="1" %)
142 142  (((
... ... @@ -146,13 +146,11 @@
146 146  3.0 Beta 1
147 147  )))|(% colspan="1" %)(% colspan="1" %)
148 148  (((
149 -'**checkoperational**' filter behaviour changed
220 +MD script **RML_Flight_Along_Path** removed
150 150  )))
151 151  |(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
152 152  (((
153 -//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.//
154 -
155 -//Sub nodes such as match_child will have checkoperational default to false. Existing uses may find that results now include non-operational components.//
224 +//The MD script RML_Flight_Along_Path was not referened and was removed.//
156 156  )))
157 157  |(% colspan="1" %)(% colspan="1" %)
158 158  (((
... ... @@ -162,12 +162,69 @@
162 162  3.0 Beta 1
163 163  )))|(% colspan="1" %)(% colspan="1" %)
164 164  (((
165 -MD script **RML_Flight_Along_Path** removed
234 +parameters of **<event_venture_mission_completed/>** changed
166 166  )))
167 167  |(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
168 168  (((
169 -//The MD script RML_Flight_Along_Path was not referened and was removed.//
238 +//old params: param = venture details, param2 = ships involved, param3 = duration//
239 +//new params: param = venture detail list: [mission name, mission type], param2 = list of ships involved, param3 = duration//
170 170  )))
241 +|(((
242 +Scripts
243 +)))|(((
244 +3.0 Beta 1
245 +)))|(((
246 +**<set_object_wing_name/>** removed,
247 +**<set_object_fleet_name/>** added
248 +)))
249 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
250 +(((
251 +//The common action <set_object_wing_name/> has been replaced with <set_object_fleet_name/>//
252 +)))
253 +|(((
254 +Scripts
255 +)))|(((
256 +3.0 Beta 1
257 +)))|(((
258 +**$controllable.wing.*** removed,
259 +**$controllable.fleet.*** added
260 +)))
261 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
262 +(((
263 +$controllable.wing.name, $controllable.wing.iscommander, and $controllable.wing.commander have been replaced with $controllable.fleet.name, $controllable.fleet.iscommander, and $controllable.fleet.commander
264 +)))
265 +|(% colspan="3" %)(% colspan="3" %)
266 +(((
267 +== 2.60 ==
268 +)))
269 +|(((
270 +Scripts
271 +)))|(((
272 +2.60 Beta 1
273 +)))|(((
274 +'**checkoperational**' filter behaviour changed
275 +)))
276 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
277 +(((
278 +//Actions and conditions which use the 'checkoperational' filter now behave differently. Instead of changing how 'class' and 'exactclass' behave, checkoperational == true adds an additional filter for the components being of state operational, equivalent to state="componentstate.operational". This is implicitly enabled in action elements (e.g. <find_.../>) or condition elements (e.g. <count_...>), meaning that find_ship will only find operational ships. Using such actions/conditions with checkoperational="false" will include non-operational components such as wrecked and constructions. Existing uses may find that results now exclude non-operational components.//
279 +
280 +//Sub nodes such as match_child will have checkoperational default to false. Existing uses may find that results now include non-operational components.//
281 +)))
282 +|(((
283 +Scripts
284 +)))|(((
285 +2.60 Beta 1
286 +)))|(((
287 +$container.**supplyresources** behavior changed
288 +)))
289 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
290 +(((
291 +//The script keyword $container.supplyresources now includes reserved wares.//
292 +)))
293 +|(% colspan="3" %)(% colspan="3" %)
294 +(((
295 +== 2.20 ==
296 +)))
171 171  |(% colspan="1" %)(% colspan="1" %)
172 172  (((
173 173  UI core
... ... @@ -200,6 +200,10 @@
200 200  (((
201 201  //The underlying behaviour remains the same in that it involves the buildprocessor, not the buildmodule. The attribute name has simply been corrected.//
202 202  )))
329 +|(% colspan="3" %)(% colspan="3" %)
330 +(((
331 +== 2.00 ==
332 +)))
203 203  |(% colspan="1" %)(% colspan="1" %)
204 204  (((
205 205  Scripts
... ... @@ -346,6 +346,10 @@
346 346  (((
347 347  //Changed return value type to const char* to better identify failure reasons in Lua script.//
348 348  )))
479 +|(% colspan="3" %)(% colspan="3" %)
480 +(((
481 +== 1.50 ==
482 +)))
349 349  |(((
350 350  UI extensions
351 351  )))|(((
... ... @@ -411,6 +411,10 @@
411 411  (((
412 412  (% style="color: rgb(0,0,0);" %)//CancelConstruction() now returns if the cancellation was successful. //
413 413  )))
548 +|(% colspan="3" %)(% colspan="3" %)
549 +(((
550 +== 1.32 ==
551 +)))
414 414  |(((
415 415  UI extensions
416 416  )))|(((
... ... @@ -422,6 +422,10 @@
422 422  (((
423 423  //Instead of "nextdestname", use the properties "destination" or "destinationsector" to retrieve a destination component, then retrieve its "name" property.//
424 424  )))
563 +|(% colspan="3" %)(% colspan="3" %)
564 +(((
565 +== 1.20 ==
566 +)))
425 425  |(((
426 426  UI extensions
427 427  )))|(((
Confluence.Code.ConfluencePageClass[0]
id
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1 -85131714
1 +88345805
url
... ... @@ -1,1 +1,1 @@
1 -https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/85131714/Breaking Changes
1 +https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/88345805/Breaking Changes