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 84.1
edited by owen
on 2021/04/30 12:54
Change comment: There is no comment for this version

Summary

Details

Page properties
Content
... ... @@ -24,20 +24,446 @@
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  (((
30 30  Scripts
31 31  )))|(% colspan="1" %)(% colspan="1" %)
32 32  (((
40 +4.10 Beta 1
41 +)))|(% colspan="1" %)(% colspan="1" %)
42 +(((
43 +$destructible.productions replaced with $defensible.productions
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 $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.//
51 +)))|(% colspan="1" %)(% colspan="1" %)
52 +(((
53 +
54 +)))
55 +|(((
56 +Scripts
57 +)))|(((
58 +4.10 Beta 1
59 +)))|(((
60 +Removed script property $object.spawnsourceseed
61 +)))|(((
62 +
63 +)))
64 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
65 +(((
66 +//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.//
67 +)))
68 +|(% colspan="4" %)(% colspan="4" %)
69 +(((
70 +== 4.00 ==
71 +)))
72 +|(% colspan="1" %)(% colspan="1" %)
73 +(((
74 +UI core
75 +)))|(% colspan="1" %)(% colspan="1" %)
76 +(((
77 +4.00 Beta 10
78 +)))|(% colspan="1" %)(% colspan="1" %)
79 +(((
80 +Controlled ship can change without a **gameplanchange-event** occurring.
81 +)))|(% colspan="1" %)(% colspan="1" %)
82 +(((
83 +
84 +)))
85 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
86 +(((
87 +//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).
88 +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.
89 +//
90 +)))|(% colspan="1" %)(% colspan="1" %)
91 +(((
92 +
93 +)))
94 +|(((
95 +Scripts
96 +)))|(((
97 +4.00 Beta 7
98 +)))|(((
99 +Parameters of **<event_terraforming_project_succeeded>** and **<event_terraforming_project_failed>** changed
100 +)))|(((
101 +
102 +)))
103 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
104 +(((
105 +//Old params: param = project ID, param2 = were there positive side-effects?, param3 = were there negative side-effects?
106 +New params: param = project ID, param2 = [were there positive side-effects?, were there negative side-effects?], param3 = payout in Credits
107 +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//
108 +)))|(% class="highlight-grey" data-highlight-colour="grey" %)(% class="highlight-grey" data-highlight-colour="grey" %)
109 +(((
110 +
111 +)))
112 +|(% colspan="1" %)(% colspan="1" %)
113 +(((
114 +UI core
115 +)))|(% colspan="1" %)(% colspan="1" %)
116 +(((
117 +4.00 Beta 6
118 +)))|(% colspan="1" %)(% colspan="1" %)
119 +(((
120 +**FFI:** GetFactionRelationStatus() handling for faction relation range [-20,-10] changed
121 +)))|(% colspan="1" %)(% colspan="1" %)
122 +(((
123 +
124 +)))
125 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
126 +(((
127 +//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.
128 +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).//
129 +
130 +//If you rely on a handling where these factions are treated like enemies, please use the new GetFactionRelationStatus2() function instead.
131 +//
132 +)))|(% colspan="1" %)(% colspan="1" %)
133 +(((
134 +
135 +)))
136 +|(% colspan="1" %)(% colspan="1" %)
137 +(((
138 +UI core
139 +)))|(% colspan="1" %)(% colspan="1" %)
140 +(((
141 +4.00 Beta 5
142 +)))|(% colspan="1" %)(% colspan="1" %)
143 +(((
144 +**FFI:** GetRelationStatus()/GetRelationStatus2() handling for objects in relation range [-25,-10] changed
145 +)))|(% colspan="1" %)(% colspan="1" %)
146 +(((
147 +
148 +)))
149 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
150 +(((
151 +//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.//
152 +
153 +//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).
154 +)))|(% colspan="1" %)(% colspan="1" %)
155 +(((
156 +
157 +)))
158 +|(((
159 +Parameters
160 +)))|(((
161 +4.00 Beta 1
162 +)))|(((
163 +**requiresconstructionvessel** parameter moved
164 +)))|(((
165 +
166 +)))
167 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
168 +(((
169 +//The 'requiresconstructionvessel' attribute has been moved from the 'recycling' node itself, to the new 'station' subnode.//
170 +)))
171 +|(((
172 +Scripts
173 +)))|(((
174 +4.00 Beta 1
175 +)))|(((
176 +Changed behaviour of **gatedistance** script property
177 +)))|(((
178 +
179 +)))
180 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
181 +(((
182 +//The 'gatedistance' script property now minimizes the number of gate jumps instead of counting the number gate jumps in the fastest route.//
183 +)))|(% class="highlight-grey" data-highlight-colour="grey" %)(% class="highlight-grey" data-highlight-colour="grey" %)
184 +(((
185 +
186 +)))
187 +|(% colspan="4" %)(% colspan="4" %)
188 +(((
189 +== 3.30 ==
190 +)))
191 +|(((
192 +UI extensions
193 +)))|(((
194 +3.30 Beta 3
195 +)))|(((
196 +**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()**
197 +)))|(% colspan="1" %)(% colspan="1" %)
198 +(((
199 +
200 +)))
201 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
202 +(((
203 +//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()//
204 +)))
205 +|(% colspan="4" %)(% colspan="4" %)
206 +(((
207 +== 3.20 ==
208 +)))
209 +|(((
210 +Scripts
211 +)))|(((
212 +3.20 Beta 1
213 +)))|(((
214 +Parameters of **<event_player_attacked_object/>** and **<event_object_attacked_object/>** changed
215 +)))|(% colspan="1" %)(% colspan="1" %)
216 +(((
217 +
218 +)))
219 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
220 +(((
221 +//Old params: param = attacked object, param2 = attack method, param3 = attacked component//
222 +//New params: param = attacked object, param2 = attack method, param3 = attack component detail list: [attacked component, attacking weapon]
223 +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//
224 +)))
225 +|(% colspan="1" %)(% colspan="1" %)
226 +(((
227 +Scripts
228 +)))|(% colspan="1" %)(% colspan="1" %)
229 +(((
230 +3.20 Beta 1
231 +)))|(% colspan="1" %)(% colspan="1" %)
232 +(((
233 +Removed script property $trade.**restriction.faction**
234 +)))|(% colspan="1" %)(% colspan="1" %)
235 +(((
236 +
237 +)))
238 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
239 +(((
240 +//$trade.restriction.faction has been replaced with $trade.restriction.factions, which returns a list of factions.//
241 +)))
242 +|(((
243 +UI extensions
244 +)))|(((
245 +3.20 Beta 1
246 +)))|(((
247 +**Lua**: **GetTradeRestrictions()**, **ToggleFactionTradeRestriction()** and **ToggleFactionTradeWareOverride()** are now obsolete!
248 +)))|(% colspan="1" %)(% colspan="1" %)
249 +(((
250 +
251 +)))
252 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
253 +(((
254 +//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.//
255 +)))
256 +|(% colspan="4" %)(% colspan="4" %)
257 +(((
258 +== 3.10 ==
259 +)))
260 +|(% colspan="1" %)(% colspan="1" %)
261 +(((
262 +Scripts
263 +)))|(% colspan="1" %)(% colspan="1" %)
264 +(((
265 +3.10 Beta 1
266 +)))|(% colspan="1" %)(% colspan="1" %)
267 +(((
268 +Removed script action **<add_build/>**
269 +)))|(% colspan="1" %)(% colspan="1" %)
270 +(((
271 +
272 +)))
273 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
274 +(((
275 +//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.//
276 +)))
277 +|(% colspan="4" %)(% colspan="4" %)
278 +(((
279 +== 3.00 ==
280 +)))
281 +|(% colspan="1" %)(% colspan="1" %)
282 +(((
283 +Scripts
284 +)))|(% colspan="1" %)(% colspan="1" %)
285 +(((
286 +3.0 Beta 6
287 +)))|(% colspan="1" %)(% colspan="1" %)
288 +(((
289 +Changed behaviour of script action **<get_suitable_job/>**
290 +)))|(% colspan="1" %)(% colspan="1" %)
291 +(((
292 +
293 +)))
294 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
295 +(((
296 +//<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.//
297 +)))
298 +|(% colspan="1" %)(% colspan="1" %)
299 +(((
300 +Scripts
301 +)))|(% colspan="1" %)(% colspan="1" %)
302 +(((
303 +3.0 Beta 6
304 +)))|(% colspan="1" %)(% colspan="1" %)
305 +(((
306 +Changed behaviour of script action **<get_ware_definition/>**
307 +)))|(% colspan="1" %)(% colspan="1" %)
308 +(((
309 +
310 +)))
311 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
312 +(((
313 +//<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.//
314 +)))
315 +|(% colspan="1" %)(% colspan="1" %)
316 +(((
317 +Global
318 +)))|(% colspan="1" %)(% colspan="1" %)
319 +(((
320 +3.0 Beta 5
321 +)))|(% colspan="1" %)(% colspan="1" %)
322 +(((
323 +Renamed all files in the **md**, ui, and **cutscenes** folders to lower-case
324 +)))|(% colspan="1" %)(% colspan="1" %)
325 +(((
326 +
327 +)))
328 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
329 +(((
330 +//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.)\\
331 +
332 +//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).//
333 +)))
334 +|(% colspan="1" %)(% colspan="1" %)
335 +(((
336 +Scripts
337 +)))|(% colspan="1" %)(% colspan="1" %)
338 +(((
339 +3.0 Beta 5
340 +)))|(% colspan="1" %)(% colspan="1" %)
341 +(((
342 +Adjustments of some MD library cues in the base game to change their usage from **<include_actions>** to <run_actions>
343 +)))|(% colspan="1" %)(% colspan="1" %)
344 +(((
345 +
346 +)))
347 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
348 +(((
349 +//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.//
350 +)))
351 +|(% colspan="1" %)(% colspan="1" %)
352 +(((
353 +Scripts
354 +)))|(% colspan="1" %)(% colspan="1" %)
355 +(((
356 +3.0 Beta 5
357 +)))|(% colspan="1" %)(% colspan="1" %)
358 +(((
359 +Changes to $dockingbay.**todockpos** and $dockingbay.**launchpos**
360 +)))|(% colspan="1" %)(% colspan="1" %)
361 +(((
362 +
363 +)))
364 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
365 +(((
366 +//Before the change, positions are relative to $dockingbay.parent.
367 +After the change, positions are relative to $dockingbay as specified in the documentation.//
368 +)))
369 +|(% colspan="1" %)(% colspan="1" %)
370 +(((
371 +Global
372 +)))|(% colspan="1" %)(% colspan="1" %)
373 +(((
374 +3.0 Beta 2
375 +)))|(% colspan="1" %)(% colspan="1" %)
376 +(((
377 +Support for entity flag "**skillsvisible**" dropped
378 +)))|(% colspan="1" %)(% colspan="1" %)
379 +(((
380 +
381 +)))
382 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
383 +(((
384 +//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().//
385 +)))
386 +|(((
387 +Scripts
388 +)))|(((
389 +3.0 Beta 2
390 +)))|(((
391 +Changes to **<event_object_changed_owner>** and added **<event_object_changed_true_owner>**.
392 +)))|(% colspan="1" %)(% colspan="1" %)
393 +(((
394 +
395 +)))
396 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
397 +(((
398 +//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.
399 +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.
400 +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.
401 +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).
402 +)))
403 +|(% colspan="1" %)(% colspan="1" %)
404 +(((
405 +Global
406 +)))|(% colspan="1" %)(% colspan="1" %)
407 +(((
33 33  3.0 Beta 1
34 34  )))|(% colspan="1" %)(% colspan="1" %)
35 35  (((
411 +**MissionBoard** support dropped
412 +)))|(% colspan="1" %)(% colspan="1" %)
413 +(((
414 +
415 +)))
416 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
417 +(((
418 +//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.//
419 +)))
420 +|(((
421 +Job/God
422 +)))|(((
423 +3.0 Beta 1
424 +)))|(((
425 +By default, **job/god entries** now only spawn objects in space added by the extension in which they are defined
426 +)))|(% colspan="1" %)(% colspan="1" %)
427 +(((
428 +
429 +)))
430 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
431 +(((
432 +//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.//
433 +)))
434 +|(% colspan="1" %)(% colspan="1" %)
435 +(((
436 +Scripts
437 +)))|(% colspan="1" %)(% colspan="1" %)
438 +(((
439 +3.0 Beta 1
440 +)))|(% colspan="1" %)(% colspan="1" %)
441 +(((
442 +Script action **<add_actor_to_room/> **attribute **'room'** renamed to **'object'**
443 +)))|(% colspan="1" %)(% colspan="1" %)
444 +(((
445 +
446 +)))
447 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
448 +(((
449 +//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.//
450 +)))
451 +|(% colspan="1" %)(% colspan="1" %)
452 +(((
453 +Scripts
454 +)))|(% colspan="1" %)(% colspan="1" %)
455 +(((
456 +3.0 Beta 1
457 +)))|(% colspan="1" %)(% colspan="1" %)
458 +(((
36 36  Script action **<set_doors_locked/>** attribute **'group'** changed
460 +)))|(% colspan="1" %)(% colspan="1" %)
461 +(((
462 +
37 37  )))
38 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
464 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" 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.
466 +//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  (((
... ... @@ -48,8 +48,11 @@
48 48  )))|(% colspan="1" %)(% colspan="1" %)
49 49  (((
50 50  Script conditions **<event_hack_*/>** and **<event_controlpanel_hack_*/>** removed
477 +)))|(% colspan="1" %)(% colspan="1" %)
478 +(((
479 +
51 51  )))
52 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
481 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
53 53  (((
54 54  //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.//
55 55  )))
... ... @@ -62,8 +62,11 @@
62 62  )))|(% colspan="1" %)(% colspan="1" %)
63 63  (((
64 64  Script actions **<set_hack_target/>** and **<abort_hack/>** removed
494 +)))|(% colspan="1" %)(% colspan="1" %)
495 +(((
496 +
65 65  )))
66 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
498 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
67 67  (((
68 68  //These actions had no effect and were removed.//
69 69  )))
... ... @@ -76,8 +76,11 @@
76 76  )))|(% colspan="1" %)(% colspan="1" %)
77 77  (((
78 78  **<setup_conversation_minigame/>** script action removed
511 +)))|(% colspan="1" %)(% colspan="1" %)
512 +(((
513 +
79 79  )))
80 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
515 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
81 81  (((
82 82  //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.//
83 83  )))
... ... @@ -90,8 +90,11 @@
90 90  )))|(% colspan="1" %)(% colspan="1" %)
91 91  (((
92 92  <add_player_choice_*> **confidence** attribute removed
528 +)))|(% colspan="1" %)(% colspan="1" %)
529 +(((
530 +
93 93  )))
94 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
532 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
95 95  (((
96 96  //The default confidence of player options is another leftover from the XR era and had no effect in X4.//
97 97  )))
... ... @@ -104,8 +104,11 @@
104 104  )))|(% colspan="1" %)(% colspan="1" %)
105 105  (((
106 106  **<hack_via_control_panel/>** script action removed
545 +)))|(% colspan="1" %)(% colspan="1" %)
546 +(((
547 +
107 107  )))
108 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
549 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
109 109  (((
110 110  //Unused script action <hack_via_control_panel/> was removed.//
111 111  )))
... ... @@ -118,13 +118,47 @@
118 118  )))|(% colspan="1" %)(% colspan="1" %)
119 119  (((
120 120  **Lua: **GetMiniGameCursorPosition() removed
562 +)))|(% colspan="1" %)(% colspan="1" %)
563 +(((
564 +
121 121  )))
122 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
566 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
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  )))
570 +|(((
571 +UI core
572 +)))|(((
573 +3.0 Beta 1
574 +)))|(((
575 +**FFI: **GetLocalizedInteractiveNotificationKey can return icon placeholders
576 +)))|(% colspan="1" %)(% colspan="1" %)
577 +(((
578 +
579 +)))
580 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
581 +(((
582 +//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.//
583 +)))
126 126  |(% colspan="1" %)(% colspan="1" %)
127 127  (((
586 +UI extensions
587 +)))|(% colspan="1" %)(% colspan="1" %)
588 +(((
589 +3.0 Beta 1
590 +)))|(% colspan="1" %)(% colspan="1" %)
591 +(((
592 +**FFI: **UIWeaponMod returned by GetInstalledWeaponMod() now includes property SurfaceElementFactor
593 +)))|(% colspan="1" %)(% colspan="1" %)
594 +(((
595 +
596 +)))
597 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
598 +(((
599 +//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.//
600 +)))
601 +|(% colspan="1" %)(% colspan="1" %)
602 +(((
128 128  Scripts
129 129  )))|(% colspan="1" %)(% colspan="1" %)
130 130  (((
... ... @@ -132,11 +132,14 @@
132 132  )))|(% colspan="1" %)(% colspan="1" %)
133 133  (((
134 134  **$ware.illegal** updated
610 +)))|(% colspan="1" %)(% colspan="1" %)
611 +(((
612 +
135 135  )))
136 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
614 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" 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.//
617 +//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 +146,14 @@
146 146  3.0 Beta 1
147 147  )))|(% colspan="1" %)(% colspan="1" %)
148 148  (((
149 -'**checkoperational**' filter behaviour changed
627 +MD script **RML_Flight_Along_Path** removed
628 +)))|(% colspan="1" %)(% colspan="1" %)
629 +(((
630 +
150 150  )))
151 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
632 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" 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.//
634 +//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 +162,84 @@
162 162  3.0 Beta 1
163 163  )))|(% colspan="1" %)(% colspan="1" %)
164 164  (((
165 -MD script **RML_Flight_Along_Path** removed
644 +parameters of **<event_venture_mission_completed/>** changed
645 +)))|(% colspan="1" %)(% colspan="1" %)
646 +(((
647 +
166 166  )))
167 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
649 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
168 168  (((
169 -//The MD script RML_Flight_Along_Path was not referened and was removed.//
651 +//old params: param = venture details, param2 = ships involved, param3 = duration//
652 +//new params: param = venture detail list: [mission name, mission type], param2 = list of ships involved, param3 = duration//
170 170  )))
654 +|(((
655 +Scripts
656 +)))|(((
657 +3.0 Beta 1
658 +)))|(((
659 +**<set_object_wing_name/>** removed,
660 +**<set_object_fleet_name/>** added
661 +)))|(% colspan="1" %)(% colspan="1" %)
662 +(((
663 +
664 +)))
665 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
666 +(((
667 +//The common action <set_object_wing_name/> has been replaced with <set_object_fleet_name/>//
668 +)))
669 +|(((
670 +Scripts
671 +)))|(((
672 +3.0 Beta 1
673 +)))|(((
674 +**$controllable.wing.*** removed,
675 +**$controllable.fleet.*** added
676 +)))|(% colspan="1" %)(% colspan="1" %)
677 +(((
678 +
679 +)))
680 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
681 +(((
682 +$controllable.wing.name, $controllable.wing.iscommander, and $controllable.wing.commander have been replaced with $controllable.fleet.name, $controllable.fleet.iscommander, and $controllable.fleet.commander
683 +)))
684 +|(% colspan="4" %)(% colspan="4" %)
685 +(((
686 +== 2.60 ==
687 +)))
688 +|(((
689 +Scripts
690 +)))|(((
691 +2.60 Beta 1
692 +)))|(((
693 +'**checkoperational**' filter behaviour changed
694 +)))|(% colspan="1" %)(% colspan="1" %)
695 +(((
696 +
697 +)))
698 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
699 +(((
700 +//Actions and conditions which use the 'checkoperational' filter now behave differently. Instead of changing how 'class' and 'exactclass' behave, checkoperational == true adds an additional filter for the components being of state operational, equivalent to state="componentstate.operational". This is implicitly enabled in action elements (e.g. <find_.../>) or condition elements (e.g. <count_...>), meaning that find_ship will only find operational ships. Using such actions/conditions with checkoperational="false" will include non-operational components such as wrecked and constructions. Existing uses may find that results now exclude non-operational components.//
701 +
702 +//Sub nodes such as match_child will have checkoperational default to false. Existing uses may find that results now include non-operational components.//
703 +)))
704 +|(((
705 +Scripts
706 +)))|(((
707 +2.60 Beta 1
708 +)))|(((
709 +$container.**supplyresources** behavior changed
710 +)))|(% colspan="1" %)(% colspan="1" %)
711 +(((
712 +
713 +)))
714 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
715 +(((
716 +//The script keyword $container.supplyresources now includes reserved wares.//
717 +)))
718 +|(% colspan="4" %)(% colspan="4" %)
719 +(((
720 +== 2.20 ==
721 +)))
171 171  |(% colspan="1" %)(% colspan="1" %)
172 172  (((
173 173  UI core
... ... @@ -177,8 +177,11 @@
177 177  )))|(% colspan="1" %)(% colspan="1" %)
178 178  (((
179 179  **Lua: GetControllerInfo()** returned mouseSteering/mouseCursor values are undefined.
731 +)))|(% colspan="1" %)(% colspan="1" %)
732 +(((
733 +
180 180  )))
181 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
735 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
182 182  (((
183 183  //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.
184 184  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.//
... ... @@ -195,11 +195,18 @@
195 195  )))|(% colspan="1" %)(% colspan="1" %)
196 196  (((
197 197  Attribute for build related conditions e.g. **<event_build_finished/>** renamed from 'buildmodule' to 'buildprocessor'
752 +)))|(% colspan="1" %)(% colspan="1" %)
753 +(((
754 +
198 198  )))
199 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
756 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
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  )))
760 +|(% colspan="4" %)(% colspan="4" %)
761 +(((
762 +== 2.00 ==
763 +)))
203 203  |(% colspan="1" %)(% colspan="1" %)
204 204  (((
205 205  Scripts
... ... @@ -209,8 +209,11 @@
209 209  )))|(% colspan="1" %)(% colspan="1" %)
210 210  (((
211 211  **<event_build_finished/> **param2 now returns null instead of a construction sequence
773 +)))|(% colspan="1" %)(% colspan="1" %)
774 +(((
775 +
212 212  )))
213 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
777 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
214 214  (((
215 215  //The construction sequence which was finished should now be accessed via the buildtask provided via param3.//
216 216  )))
... ... @@ -223,8 +223,11 @@
223 223  )))|(% colspan="1" %)(% colspan="1" %)
224 224  (((
225 225  **param.boarding.{...}** strength parameters removed
790 +)))|(% colspan="1" %)(% colspan="1" %)
791 +(((
792 +
226 226  )))
227 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
794 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
228 228  (((
229 229  //The 'recruitstrength', 'veteranstrength' and 'elitestrength' script parameters were no longer required for balancing the boarding gameplay, and were removed.//
230 230  )))
... ... @@ -237,8 +237,11 @@
237 237  )))|(% colspan="1" %)(% colspan="1" %)
238 238  (((
239 239  **$defensible.boardee/$defensible.boarder** and **<set_object_boarder/>/<remove_object_boarder/>** removed
807 +)))|(% colspan="1" %)(% colspan="1" %)
808 +(((
809 +
240 240  )))
241 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
811 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
242 242  (((
243 243  //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.//
244 244  )))
... ... @@ -248,8 +248,11 @@
248 248  2.00 Beta 1
249 249  )))|(((
250 250  **FFI: GetUpgradeSlotCurrentComponent()/GetUpgradeSlotGroup()** works on non-operationals
821 +)))|(% colspan="1" %)(% colspan="1" %)
822 +(((
823 +
251 251  )))
252 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
825 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
253 253  (((
254 254  //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.//
255 255  )))
... ... @@ -259,8 +259,11 @@
259 259  2.00 Beta 1
260 260  )))|(((
261 261  **FFI: SetFormationShape()** no longer indicates an error upon certain error cases
835 +)))|(% colspan="1" %)(% colspan="1" %)
836 +(((
837 +
262 262  )))
263 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
839 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
264 264  (((
265 265  //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.//
266 266  //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.//
... ... @@ -271,8 +271,11 @@
271 271  2.00 Beta 1
272 272  )))|(((
273 273  **<create_formation/>** now requires the attributes: 'leader' and 'follower'. Attribute 'object' is now deprecated.
850 +)))|(% colspan="1" %)(% colspan="1" %)
851 +(((
852 +
274 274  )))
275 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
854 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
276 276  (((
277 277  //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.//
278 278  )))
... ... @@ -282,8 +282,11 @@
282 282  2.00 Beta 1
283 283  )))|(((
284 284  **<event_player_changed_target/>** now fires and returns null if the player deselects a target.
864 +)))|(% colspan="1" %)(% colspan="1" %)
865 +(((
866 +
285 285  )))
286 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
868 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
287 287  (((
288 288  //For prior behavior, check for event.param being non-null.//
289 289  )))
... ... @@ -293,8 +293,11 @@
293 293  2.00 Beta 1
294 294  )))|(((
295 295  **<shoot/>/<shoot_at/>** attribute changes.
878 +)))|(% colspan="1" %)(% colspan="1" %)
879 +(((
880 +
296 296  )))
297 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
882 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
298 298  (((
299 299  //Changed: Attribute "primary" is now optional and defines whether weapons from the ship's active primary weapon group will be fired. Defaults to true.//
300 300  //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.//
... ... @@ -308,8 +308,11 @@
308 308  2.00 Beta 1
309 309  )))|(((
310 310  **FFI: GetBuildTask()/GetNumBuildTasks()** got a new "buildmoduleid" parameter.(% class="confluenceTd" %)
896 +)))|(% colspan="1" %)(% colspan="1" %)
897 +(((
898 +
311 311  )))
312 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
900 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
313 313  (((
314 314  //Added possibility to query build tasks of a certain buildmodule.//
315 315  )))
... ... @@ -319,8 +319,11 @@
319 319  2.00 Beta 1
320 320  )))|(((
321 321  **Lua:** **GetLibraryEntry()** retrieved a new "buildresources" field.
910 +)))|(% colspan="1" %)(% colspan="1" %)
911 +(((
912 +
322 322  )))
323 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
914 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
324 324  (((
325 325  //Added list of resources a buildmodule needs to build.//
326 326  )))
... ... @@ -330,8 +330,11 @@
330 330  2.00 Beta 1
331 331  )))|(((
332 332  (% 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);" %)
924 +)))|(% colspan="1" %)(% colspan="1" %)
925 +(((
926 +
333 333  )))
334 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
928 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
335 335  (((
336 336  //Unused, derelict function from XR - use GetComponentData(..., "hullpercent") instead.//
337 337  )))
... ... @@ -341,11 +341,18 @@
341 341  2.00 Beta 1
342 342  )))|(((
343 343  **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" %)
938 +)))|(% colspan="1" %)(% colspan="1" %)
939 +(((
940 +
344 344  )))
345 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
942 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
346 346  (((
347 347  //Changed return value type to const char* to better identify failure reasons in Lua script.//
348 348  )))
946 +|(% colspan="4" %)(% colspan="4" %)
947 +(((
948 +== 1.50 ==
949 +)))
349 349  |(((
350 350  UI extensions
351 351  )))|(((
... ... @@ -352,8 +352,11 @@
352 352  1.50 Beta 3
353 353  )))|(((
354 354  **Lua: GetComponentData() **changed behavior of "docksizes" propertly.(% class="confluenceTd" %)
956 +)))|(% colspan="1" %)(% colspan="1" %)
957 +(((
958 +
355 355  )))
356 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
960 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
357 357  (((
358 358  //The "docksizes" property no longer includes internal ship storage docks.//
359 359  )))
... ... @@ -363,8 +363,11 @@
363 363  1.50 Beta 2
364 364  )))|(((
365 365  **Meaning of "Shipyard"** was corrected throughout Lua/MD/AI scripts, so that Wharfs are not Shipyards (unlike in XR).
970 +)))|(% colspan="1" %)(% colspan="1" %)
971 +(((
972 +
366 366  )))
367 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
974 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
368 368  (((
369 369  //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".//
370 370  
... ... @@ -378,8 +378,11 @@
378 378  1.50 Beta 2
379 379  )))|(((
380 380  **FFI: UpgradeGroupInfo **datatype was changed.(% class="confluenceTd" %)
988 +)))|(% colspan="1" %)(% colspan="1" %)
989 +(((
990 +
381 381  )))
382 -|(% 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" %)
383 383  (((
384 384  //Added new "operational" field to retrieve information about number of operational upgrades in a group.//
385 385  )))
... ... @@ -392,8 +392,11 @@
392 392  )))|(% colspan="1" %)(% colspan="1" %)
393 393  (((
394 394  **FFI: SetGuidance()** removed useinfopoint argument.
1005 +)))|(% colspan="1" %)(% colspan="1" %)
1006 +(((
1007 +
395 395  )))
396 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
1009 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
397 397  (((
398 398  //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.
399 399  //
... ... @@ -406,11 +406,18 @@
406 406  1.50 Beta 1
407 407  )))|(((
408 408  **FFI: CancelConstruction() **changed its return value.(% class="confluenceTd" %)
1022 +)))|(% colspan="1" %)(% colspan="1" %)
1023 +(((
1024 +
409 409  )))
410 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
1026 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
411 411  (((
412 412  (% style="color: rgb(0,0,0);" %)//CancelConstruction() now returns if the cancellation was successful. //
413 413  )))
1030 +|(% colspan="4" %)(% colspan="4" %)
1031 +(((
1032 +== 1.32 ==
1033 +)))
414 414  |(((
415 415  UI extensions
416 416  )))|(((
... ... @@ -417,11 +417,18 @@
417 417  1.32
418 418  )))|(((
419 419  **Lua: GetComponentData() **removed the "nextdestname" property.
1040 +)))|(% colspan="1" %)(% colspan="1" %)
1041 +(((
1042 +
420 420  )))
421 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
1044 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
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  )))
1048 +|(% colspan="4" %)(% colspan="4" %)
1049 +(((
1050 +== 1.20 ==
1051 +)))
425 425  |(((
426 426  UI extensions
427 427  )))|(((
... ... @@ -428,8 +428,11 @@
428 428  1.20
429 429  )))|(((
430 430  **FFI: GetAAOption()** got a new "useconfig" parameter.(% class="confluenceTd" %)
1058 +)))|(% colspan="1" %)(% colspan="1" %)
1059 +(((
1060 +
431 431  )))
432 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
1062 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
433 433  (((
434 434  //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.//
435 435  )))
Confluence.Code.ConfluencePageClass[0]
id
... ... @@ -1,1 +1,1 @@
1 -85131714
1 +102924788
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/102924788/Breaking Changes