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 63.1
edited by cbj
on 2020/04/30 11:13
Change comment: Formatting again

Summary

Details

Page properties
Author
... ... @@ -1,1 +1,1 @@
1 -xwiki:XWiki.owen
1 +xwiki:XWiki.cbj
Content
... ... @@ -25,19 +25,220 @@
25 25  )))|=(((
26 26  Summary
27 27  )))
28 +|(% colspan="3" %)(% colspan="3" %)
29 +(((
30 +== 3.20 ==
31 +)))
32 +|(((
33 +Scripts
34 +)))|(((
35 +3.20 Beta 1
36 +)))|(((
37 +Parameters of **<event_player_attacked_object/>** and **<event_object_attacked_object/>** changed
38 +)))
39 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
40 +(((
41 +//Old params: param = attacked object, param2 = attack method, param3 = attacked component//
42 +//New params: param = attacked object, param2 = attack method, param3 = attack component detail list: [attacked component, attacking weapon]
43 +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//
44 +)))
45 +|(((
46 +UI extensions
47 +)))|(((
48 +3.20 Beta 1
49 +)))|(((
50 +**FFI**: Deprecated the following functions: **GetContainerAllowedBuildFactions()**, **GetNumContainerAllowedBuildFactions()**, **IsContainerFactionBuildRescricted()**, **IsContainerFactionTradeRescricted()**, **SetContainerBuildAllowedFactions()**, **SetContainerFactionBuildRescricted()**
51 +)))
52 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
53 +(((
54 +//With the addition of the Trade Rule feature the given functions are considered deprecated and should not be used anymore. Consider GetAllTradeRules(), GetContainerTradeRuleID(), SetContainerTradeRule() and similar trade rule functions for replacement.//
55 +)))
56 +|(((
57 +UI extensions
58 +)))|(((
59 +3.20 Beta 1
60 +)))|(((
61 +**Lua**: **GetTradeRestrictions()**, **ToggleFactionTradeRestriction()** and **ToggleFactionTradeWareOverride()** are now obsolete!
62 +)))
63 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
64 +(((
65 +//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.//
66 +)))
67 +|(% colspan="3" %)(% colspan="3" %)
68 +(((
69 +== 3.10 ==
70 +)))
28 28  |(% colspan="1" %)(% colspan="1" %)
29 29  (((
30 30  Scripts
31 31  )))|(% colspan="1" %)(% colspan="1" %)
32 32  (((
76 +3.10 Beta 1
77 +)))|(% colspan="1" %)(% colspan="1" %)
78 +(((
79 +Removed script action **<add_build/>**
80 +)))
81 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
82 +(((
83 +//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.//
84 +)))
85 +|(% colspan="3" %)(% colspan="3" %)
86 +(((
87 +== 3.00 ==
88 +)))
89 +|(% colspan="1" %)(% colspan="1" %)
90 +(((
91 +Scripts
92 +)))|(% colspan="1" %)(% colspan="1" %)
93 +(((
94 +3.0 Beta 6
95 +)))|(% colspan="1" %)(% colspan="1" %)
96 +(((
97 +Changed behaviour of script action **<get_suitable_job/>**
98 +)))
99 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
100 +(((
101 +//<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.//
102 +)))
103 +|(% colspan="1" %)(% colspan="1" %)
104 +(((
105 +Scripts
106 +)))|(% colspan="1" %)(% colspan="1" %)
107 +(((
108 +3.0 Beta 6
109 +)))|(% colspan="1" %)(% colspan="1" %)
110 +(((
111 +Changed behaviour of script action **<get_ware_definition/>**
112 +)))
113 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
114 +(((
115 +//<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.//
116 +)))
117 +|(% colspan="1" %)(% colspan="1" %)
118 +(((
119 +Global
120 +)))|(% colspan="1" %)(% colspan="1" %)
121 +(((
122 +3.0 Beta 5
123 +)))|(% colspan="1" %)(% colspan="1" %)
124 +(((
125 +Renamed all files in the **md**, ui, and **cutscenes** folders to lower-case
126 +)))
127 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
128 +(((
129 +//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.)\\
130 +
131 +//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).//
132 +)))
133 +|(% colspan="1" %)(% colspan="1" %)
134 +(((
135 +Scripts
136 +)))|(% colspan="1" %)(% colspan="1" %)
137 +(((
138 +3.0 Beta 5
139 +)))|(% colspan="1" %)(% colspan="1" %)
140 +(((
141 +Adjustments of some MD library cues in the base game to change their usage from **<include_actions>** to <run_actions>
142 +)))
143 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
144 +(((
145 +//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.//
146 +)))
147 +|(% colspan="1" %)(% colspan="1" %)
148 +(((
149 +Scripts
150 +)))|(% colspan="1" %)(% colspan="1" %)
151 +(((
152 +3.0 Beta 5
153 +)))|(% colspan="1" %)(% colspan="1" %)
154 +(((
155 +Changes to $dockingbay.**todockpos** and $dockingbay.**launchpos**
156 +)))
157 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
158 +(((
159 +//Before the change, positions are relative to $dockingbay.parent.
160 +After the change, positions are relative to $dockingbay as specified in the documentation.//
161 +)))
162 +|(% colspan="1" %)(% colspan="1" %)
163 +(((
164 +Global
165 +)))|(% colspan="1" %)(% colspan="1" %)
166 +(((
167 +3.0 Beta 2
168 +)))|(% colspan="1" %)(% colspan="1" %)
169 +(((
170 +Support for entity flag "**skillsvisible**" dropped
171 +)))
172 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
173 +(((
174 +//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().//
175 +)))
176 +|(((
177 +Scripts
178 +)))|(((
179 +3.0 Beta 2
180 +)))|(((
181 +Changes to **<event_object_changed_owner>** and added **<event_object_changed_true_owner>**.
182 +)))
183 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
184 +(((
185 +//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.
186 +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.
187 +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.
188 +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).
189 +)))
190 +|(% colspan="1" %)(% colspan="1" %)
191 +(((
192 +Global
193 +)))|(% colspan="1" %)(% colspan="1" %)
194 +(((
33 33  3.0 Beta 1
34 34  )))|(% colspan="1" %)(% colspan="1" %)
35 35  (((
198 +**MissionBoard** support dropped
199 +)))
200 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
201 +(((
202 +//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.//
203 +)))
204 +|(((
205 +Job/God
206 +)))|(((
207 +3.0 Beta 1
208 +)))|(((
209 +By default, **job/god entries** now only spawn objects in space added by the extension in which they are defined
210 +)))
211 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
212 +(((
213 +//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.//
214 +)))
215 +|(% colspan="1" %)(% colspan="1" %)
216 +(((
217 +Scripts
218 +)))|(% colspan="1" %)(% colspan="1" %)
219 +(((
220 +3.0 Beta 1
221 +)))|(% colspan="1" %)(% colspan="1" %)
222 +(((
223 +Script action **<add_actor_to_room/> **attribute **'room'** renamed to **'object'**
224 +)))
225 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
226 +(((
227 +//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.//
228 +)))
229 +|(% colspan="1" %)(% colspan="1" %)
230 +(((
231 +Scripts
232 +)))|(% colspan="1" %)(% colspan="1" %)
233 +(((
234 +3.0 Beta 1
235 +)))|(% colspan="1" %)(% colspan="1" %)
236 +(((
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.
241 +//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  )))
327 +|(((
328 +UI core
329 +)))|(((
330 +3.0 Beta 1
331 +)))|(((
332 +**FFI: **GetLocalizedInteractiveNotificationKey can return icon placeholders
333 +)))
334 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
335 +(((
336 +//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.//
337 +)))
126 126  |(% colspan="1" %)(% colspan="1" %)
127 127  (((
340 +UI extensions
341 +)))|(% colspan="1" %)(% colspan="1" %)
342 +(((
343 +3.0 Beta 1
344 +)))|(% colspan="1" %)(% colspan="1" %)
345 +(((
346 +**FFI: **UIWeaponMod returned by GetInstalledWeaponMod() now includes property SurfaceElementFactor
347 +)))
348 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
349 +(((
350 +//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.//
351 +)))
352 +|(% colspan="1" %)(% colspan="1" %)
353 +(((
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.//
365 +//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
375 +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.//
379 +//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
389 +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.//
393 +//old params: param = venture details, param2 = ships involved, param3 = duration//
394 +//new params: param = venture detail list: [mission name, mission type], param2 = list of ships involved, param3 = duration//
170 170  )))
396 +|(((
397 +Scripts
398 +)))|(((
399 +3.0 Beta 1
400 +)))|(((
401 +**<set_object_wing_name/>** removed,
402 +**<set_object_fleet_name/>** added
403 +)))
404 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
405 +(((
406 +//The common action <set_object_wing_name/> has been replaced with <set_object_fleet_name/>//
407 +)))
408 +|(((
409 +Scripts
410 +)))|(((
411 +3.0 Beta 1
412 +)))|(((
413 +**$controllable.wing.*** removed,
414 +**$controllable.fleet.*** added
415 +)))
416 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
417 +(((
418 +$controllable.wing.name, $controllable.wing.iscommander, and $controllable.wing.commander have been replaced with $controllable.fleet.name, $controllable.fleet.iscommander, and $controllable.fleet.commander
419 +)))
420 +|(% colspan="3" %)(% colspan="3" %)
421 +(((
422 +== 2.60 ==
423 +)))
424 +|(((
425 +Scripts
426 +)))|(((
427 +2.60 Beta 1
428 +)))|(((
429 +'**checkoperational**' filter behaviour changed
430 +)))
431 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
432 +(((
433 +//Actions and conditions which use the 'checkoperational' filter now behave differently. Instead of changing how 'class' and 'exactclass' behave, checkoperational == true adds an additional filter for the components being of state operational, equivalent to state="componentstate.operational". This is implicitly enabled in action elements (e.g. <find_.../>) or condition elements (e.g. <count_...>), meaning that find_ship will only find operational ships. Using such actions/conditions with checkoperational="false" will include non-operational components such as wrecked and constructions. Existing uses may find that results now exclude non-operational components.//
434 +
435 +//Sub nodes such as match_child will have checkoperational default to false. Existing uses may find that results now include non-operational components.//
436 +)))
437 +|(((
438 +Scripts
439 +)))|(((
440 +2.60 Beta 1
441 +)))|(((
442 +$container.**supplyresources** behavior changed
443 +)))
444 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
445 +(((
446 +//The script keyword $container.supplyresources now includes reserved wares.//
447 +)))
448 +|(% colspan="3" %)(% colspan="3" %)
449 +(((
450 +== 2.20 ==
451 +)))
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  )))
484 +|(% colspan="3" %)(% colspan="3" %)
485 +(((
486 +== 2.00 ==
487 +)))
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  )))
634 +|(% colspan="3" %)(% colspan="3" %)
635 +(((
636 +== 1.50 ==
637 +)))
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  )))
703 +|(% colspan="3" %)(% colspan="3" %)
704 +(((
705 +== 1.32 ==
706 +)))
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  )))
718 +|(% colspan="3" %)(% colspan="3" %)
719 +(((
720 +== 1.20 ==
721 +)))
425 425  |(((
426 426  UI extensions
427 427  )))|(((
Confluence.Code.ConfluencePageClass[0]
id
... ... @@ -1,1 +1,1 @@
1 -85131714
1 +91949219
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/91949219/Breaking Changes