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 98.1
edited by klaus
on 2023/01/06 16:59
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
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18 18  
19 19  = Breaking Changes =
20 20  
21 +(% class="wrapped" %)
21 21  |=(((
22 22  Type
23 23  )))|=(((
... ... @@ -25,19 +25,501 @@
25 25  )))|=(((
26 26  Summary
27 27  )))
29 +|(% colspan="3" %)(% colspan="3" %)
30 +(((
31 +== 6.00 ==
32 +)))
33 +|(((
34 +Assets
35 +)))|(((
36 +6.00 Beta 1
37 +)))|(((
38 +Surface element **connections** are incompatible by default unless tagged as "**standard**", and also "**combat**" for non-missile, non-mining weapons
39 +)))
40 +|(% class="highlight-#f4f5f7" title="Background color : Light grey 100%" colspan="3" data-highlight-colour="#f4f5f7" %)(% class="highlight-#f4f5f7" title="Background color : Light grey 100%" colspan="3" data-highlight-colour="#f4f5f7" %)
41 +(((
42 +//Connection tags used to specify compatibilities in component templates between a ship or station module and engines or shields now additionally require the use of the "standard" tag matching weapon or turret logic. For weapons that are neither Missile Launcher nor Mining Laser, the tag "combat" is also required.
43 +Exception: special equipment that is deliberately not compatible with the majority of slots may use another tag instead of "standard", e.g. "highpower" for certain Terran weapons.//
44 +)))
28 28  |(% colspan="1" %)(% colspan="1" %)
29 29  (((
30 30  Scripts
31 31  )))|(% colspan="1" %)(% colspan="1" %)
32 32  (((
50 +6.00 Beta 1
51 +)))|(% colspan="1" %)(% colspan="1" %)
52 +(((
53 +Changed behaviour of attribute **sortbygatedistanceto** when finding objects, discarding unreachable objects
54 +)))
55 +|(% class="highlight-#f4f5f7" title="Background color : Light grey 100%" colspan="3" data-highlight-colour="#f4f5f7" %)(% class="highlight-#f4f5f7" title="Background color : Light grey 100%" colspan="3" data-highlight-colour="#f4f5f7" %)
56 +(((
57 +//When finding components with attribute "sortbygatedistanceto", e.g. in <find_object>, any objects with a negative gatedistance (i.e. unreachable objects) are automatically excluded from the result.//
58 +)))
59 +|(((
60 +Scripts
61 +)))|(((
62 +6.00 Beta 1
63 +)))|(((
64 +**<event_player_owned_killed_object>** and **<event_player_owned_destroyed>** are now triggered before the corresponding **<event_object_destroyed>**, instead of afterwards.
65 +)))
66 +|(% class="highlight-#f4f5f7" title="Background color : Light grey 100%" colspan="3" data-highlight-colour="#f4f5f7" %)(% class="highlight-#f4f5f7" title="Background color : Light grey 100%" colspan="3" data-highlight-colour="#f4f5f7" %)
67 +(((
68 +//The order of events was adjusted, allowing handlers of <event_player_owned_killed_object> and <event_player_owned_destroyed> to access commander/subordinate relationship of the destroyed object.//
69 +)))
70 +|(((
71 +Cutscenes
72 +)))|(((
73 +6.00 Beta 1
74 +)))|(((
75 +Changed behaviour of **<angles>** in cutscenes
76 +)))
77 +|(% colspan="3" %)(% colspan="3" %)
78 +(((
79 +The yaw and pitch nodes in <angles> are now correctly interpreted as values in degrees.
80 +)))
81 +|(% colspan="3" %)(% colspan="3" %)
82 +(((
83 +== 5.00 ==
84 +)))
85 +|(((
86 +Parameters
87 +)))|(((
88 +5.00 Beta 1
89 +)))|(((
90 +**<controlpanel><entry>: minduration** removed, **maxduration** renamed to duration
91 +)))
92 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
93 +(((
94 +//'minduration' was unused in X4, maxduration was and still is taken as the actual duration of control panel hacks. No functionality change.//
95 +)))
96 +|(% colspan="3" %)(% colspan="3" %)
97 +(((
98 +== 4.10 ==
99 +)))
100 +|(% colspan="1" %)(% colspan="1" %)
101 +(((
102 +UI extensions
103 +)))|(% colspan="1" %)(% colspan="1" %)
104 +(((
105 +4.10 Beta 7
106 +)))|(% colspan="1" %)(% colspan="1" %)
107 +(((
108 +**FFI**: (% style="color: rgb(0,0,0);" %)SetMapRenderCargoContents(%%)(), (% style="color: rgb(0,0,0);" %)SetMapRenderWorkForceInfo(), (% style="color: rgb(0, 0, 0); color: rgb(0, 0, 0)" %)SetMapRenderCrewInfo() and (% style="color: rgb(0, 0, 0); color: rgb(0, 0, 0); color: rgb(0, 0, 0)" %)SetMapRenderDockedShipInfos()(%%) deprecated
109 +)))
110 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
111 +(((
112 +//The functionality represented by (% style="color: rgb(0,0,0);" %)SetMapRenderCargoContents(%%)(), (% style="color: rgb(0,0,0);" %)SetMapRenderWorkForceInfo(), SetMapRenderCrewInfo() and SetMapRenderDockedShipInfos()(%%) has been removed and the function was therefore stubbed.//
113 +)))
114 +|(% colspan="1" %)(% colspan="1" %)
115 +(((
116 +UI extensions
117 +)))|(% colspan="1" %)(% colspan="1" %)
118 +(((
119 +4.10 Beta 6
120 +)))|(% colspan="1" %)(% colspan="1" %)
121 +(((
122 +**FFI**: CustomGameStartPlayerProperty2 changed
123 +)))
124 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
125 +(((
126 +//This struct was added in 4.10 Beta 2 and an additional member count was added in Beta 6.//
127 +)))
128 +|(% colspan="1" %)(% colspan="1" %)
129 +(((
130 +Parameters
131 +)))|(% colspan="1" %)(% colspan="1" %)
132 +(((
133 +4.10 Beta 3
134 +)))|(% colspan="1" %)(% colspan="1" %)
135 +(((
136 +Renamed **<stationinfobox>** to **<infobox>**
137 +)))
138 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
139 +(((
140 +//Info box parameters are now shared across stations and ships. The node has a more generic name to reflect that.//
141 +)))
142 +|(% colspan="1" %)(% colspan="1" %)
143 +(((
144 +UI extensions
145 +)))|(% colspan="1" %)(% colspan="1" %)
146 +(((
147 +4.10 Beta 2
148 +)))|(% colspan="1" %)(% colspan="1" %)
149 +(((
150 +**FFI**: SetMacroMapPlayerSectorOffset() deprecated
151 +)))
152 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
153 +(((
154 +//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.//
155 +)))
156 +|(((
157 +UI extensions
158 +)))|(((
159 +4.10 Beta 2
160 +)))|(((
161 +**FFI**: (% style="color: rgb(0,0,0);" %)FilterComponentForMapMode(%%)() and (% style="color: rgb(0,0,0);" %)SetMapObjectFilter() changed
162 +)))
163 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
164 +(((
165 +//These functions were added in 4.10 Beta 1 and an additional boolean parameter allowentitydeliverymissionobject was added in Beta 2.//
166 +)))
167 +|(((
168 +Scripts
169 +)))|(((
170 +4.10 Beta 1
171 +)))|(((
172 +People related attributes of mission** <delivery> **node moved
173 +)))
174 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
175 +(((
176 +//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.//
177 +)))
178 +|(% colspan="1" %)(% colspan="1" %)
179 +(((
180 +Scripts
181 +)))|(% colspan="1" %)(% colspan="1" %)
182 +(((
183 +4.10 Beta 1
184 +)))|(% colspan="1" %)(% colspan="1" %)
185 +(((
186 +**$destructible.productions** replaced with $defensible.productions
187 +)))
188 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
189 +(((
190 +//The $destructible.productions script property was removed and reimplemented as $defensible.productions meaning some old uses may no longer work unless the destructible is also a defensible. The old implementation functioned by finding the containing object of the destructible (including itself) to query for the production modules.//
191 +)))
192 +|(((
193 +Scripts
194 +)))|(((
195 +4.10 Beta 1
196 +)))|(((
197 +Removed script property **$object.spawnsourceseed**
198 +)))
199 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
200 +(((
201 +//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.//
202 +)))
203 +|(% colspan="3" %)(% colspan="3" %)
204 +(((
205 +== 4.00 ==
206 +)))
207 +|(% colspan="1" %)(% colspan="1" %)
208 +(((
209 +UI core
210 +)))|(% colspan="1" %)(% colspan="1" %)
211 +(((
212 +4.00 Beta 10
213 +)))|(% colspan="1" %)(% colspan="1" %)
214 +(((
215 +Controlled ship can change without a **gameplanchange-event** occurring.
216 +)))
217 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
218 +(((
219 +//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).
220 +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.
221 +//
222 +)))
223 +|(((
224 +Scripts
225 +)))|(((
226 +4.00 Beta 7
227 +)))|(((
228 +Parameters of **<event_terraforming_project_succeeded>** and **<event_terraforming_project_failed>** changed
229 +)))
230 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
231 +(((
232 +//Old params: param = project ID, param2 = were there positive side-effects?, param3 = were there negative side-effects?
233 +New params: param = project ID, param2 = [were there positive side-effects?, were there negative side-effects?], param3 = payout in Credits
234 +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//
235 +)))
236 +|(% colspan="1" %)(% colspan="1" %)
237 +(((
238 +UI core
239 +)))|(% colspan="1" %)(% colspan="1" %)
240 +(((
241 +4.00 Beta 6
242 +)))|(% colspan="1" %)(% colspan="1" %)
243 +(((
244 +**FFI:** GetFactionRelationStatus() handling for faction relation range [-20,-10] changed
245 +)))
246 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
247 +(((
248 +//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.
249 +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).//
250 +
251 +//If you rely on a handling where these factions are treated like enemies, please use the new GetFactionRelationStatus2() function instead.
252 +//
253 +)))
254 +|(% colspan="1" %)(% colspan="1" %)
255 +(((
256 +UI core
257 +)))|(% colspan="1" %)(% colspan="1" %)
258 +(((
259 +4.00 Beta 5
260 +)))|(% colspan="1" %)(% colspan="1" %)
261 +(((
262 +**FFI:** GetRelationStatus()/GetRelationStatus2() handling for objects in relation range [-25,-10] changed
263 +)))
264 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
265 +(((
266 +//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.//
267 +
268 +//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).
269 +)))
270 +|(((
271 +Parameters
272 +)))|(((
273 +4.00 Beta 1
274 +)))|(((
275 +**requiresconstructionvessel** parameter moved
276 +)))
277 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
278 +(((
279 +//The 'requiresconstructionvessel' attribute has been moved from the 'recycling' node itself, to the new 'station' subnode.//
280 +)))
281 +|(((
282 +Scripts
283 +)))|(((
284 +4.00 Beta 1
285 +)))|(((
286 +Changed behaviour of **gatedistance** script property
287 +)))
288 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
289 +(((
290 +//The 'gatedistance' script property now minimizes the number of gate jumps instead of counting the number gate jumps in the fastest route.//
291 +)))
292 +|(% colspan="3" %)(% colspan="3" %)
293 +(((
294 +== 3.30 ==
295 +)))
296 +|(((
297 +UI extensions
298 +)))|(((
299 +3.30 Beta 3
300 +)))|(((
301 +**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()**
302 +)))
303 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
304 +(((
305 +//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()//
306 +)))
307 +|(% colspan="3" %)(% colspan="3" %)
308 +(((
309 +== 3.20 ==
310 +)))
311 +|(((
312 +Scripts
313 +)))|(((
314 +3.20 Beta 1
315 +)))|(((
316 +Parameters of **<event_player_attacked_object/>** and **<event_object_attacked_object/>** changed
317 +)))
318 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
319 +(((
320 +//Old params: param = attacked object, param2 = attack method, param3 = attacked component//
321 +//New params: param = attacked object, param2 = attack method, param3 = attack component detail list: [attacked component, attacking weapon]
322 +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//
323 +)))
324 +|(% colspan="1" %)(% colspan="1" %)
325 +(((
326 +Scripts
327 +)))|(% colspan="1" %)(% colspan="1" %)
328 +(((
329 +3.20 Beta 1
330 +)))|(% colspan="1" %)(% colspan="1" %)
331 +(((
332 +Removed script property $trade.**restriction.faction**
333 +)))
334 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
335 +(((
336 +//$trade.restriction.faction has been replaced with $trade.restriction.factions, which returns a list of factions.//
337 +)))
338 +|(((
339 +UI extensions
340 +)))|(((
341 +3.20 Beta 1
342 +)))|(((
343 +**Lua**: **GetTradeRestrictions()**, **ToggleFactionTradeRestriction()** and **ToggleFactionTradeWareOverride()** are now obsolete!
344 +)))
345 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
346 +(((
347 +//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.//
348 +)))
349 +|(% colspan="3" %)(% colspan="3" %)
350 +(((
351 +== 3.10 ==
352 +)))
353 +|(% colspan="1" %)(% colspan="1" %)
354 +(((
355 +Scripts
356 +)))|(% colspan="1" %)(% colspan="1" %)
357 +(((
358 +3.10 Beta 1
359 +)))|(% colspan="1" %)(% colspan="1" %)
360 +(((
361 +Removed script action **<add_build/>**
362 +)))
363 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
364 +(((
365 +//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.//
366 +)))
367 +|(% colspan="3" %)(% colspan="3" %)
368 +(((
369 +== 3.00 ==
370 +)))
371 +|(% colspan="1" %)(% colspan="1" %)
372 +(((
373 +Scripts
374 +)))|(% colspan="1" %)(% colspan="1" %)
375 +(((
376 +3.0 Beta 6
377 +)))|(% colspan="1" %)(% colspan="1" %)
378 +(((
379 +Changed behaviour of script action **<get_suitable_job/>**
380 +)))
381 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
382 +(((
383 +//<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.//
384 +)))
385 +|(% colspan="1" %)(% colspan="1" %)
386 +(((
387 +Scripts
388 +)))|(% colspan="1" %)(% colspan="1" %)
389 +(((
390 +3.0 Beta 6
391 +)))|(% colspan="1" %)(% colspan="1" %)
392 +(((
393 +Changed behaviour of script action **<get_ware_definition/>**
394 +)))
395 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
396 +(((
397 +//<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.//
398 +)))
399 +|(% colspan="1" %)(% colspan="1" %)
400 +(((
401 +Global
402 +)))|(% colspan="1" %)(% colspan="1" %)
403 +(((
404 +3.0 Beta 5
405 +)))|(% colspan="1" %)(% colspan="1" %)
406 +(((
407 +Renamed all files in the **md**, ui, and **cutscenes** folders to lower-case
408 +)))
409 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
410 +(((
411 +//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.)\\
412 +
413 +//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).//
414 +)))
415 +|(% colspan="1" %)(% colspan="1" %)
416 +(((
417 +Scripts
418 +)))|(% colspan="1" %)(% colspan="1" %)
419 +(((
420 +3.0 Beta 5
421 +)))|(% colspan="1" %)(% colspan="1" %)
422 +(((
423 +Adjustments of some MD library cues in the base game to change their usage from **<include_actions>** to <run_actions>
424 +)))
425 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
426 +(((
427 +//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.//
428 +)))
429 +|(% colspan="1" %)(% colspan="1" %)
430 +(((
431 +Scripts
432 +)))|(% colspan="1" %)(% colspan="1" %)
433 +(((
434 +3.0 Beta 5
435 +)))|(% colspan="1" %)(% colspan="1" %)
436 +(((
437 +Changes to $dockingbay.**todockpos** and $dockingbay.**launchpos**
438 +)))
439 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
440 +(((
441 +//Before the change, positions are relative to $dockingbay.parent.
442 +After the change, positions are relative to $dockingbay as specified in the documentation.//
443 +)))
444 +|(% colspan="1" %)(% colspan="1" %)
445 +(((
446 +Global
447 +)))|(% colspan="1" %)(% colspan="1" %)
448 +(((
449 +3.0 Beta 2
450 +)))|(% colspan="1" %)(% colspan="1" %)
451 +(((
452 +Support for entity flag "**skillsvisible**" dropped
453 +)))
454 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
455 +(((
456 +//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().//
457 +)))
458 +|(((
459 +Scripts
460 +)))|(((
461 +3.0 Beta 2
462 +)))|(((
463 +Changes to **<event_object_changed_owner>** and added **<event_object_changed_true_owner>**.
464 +)))
465 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
466 +(((
467 +//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.
468 +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.
469 +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.
470 +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).
471 +)))
472 +|(% colspan="1" %)(% colspan="1" %)
473 +(((
474 +Global
475 +)))|(% colspan="1" %)(% colspan="1" %)
476 +(((
33 33  3.0 Beta 1
34 34  )))|(% colspan="1" %)(% colspan="1" %)
35 35  (((
480 +**MissionBoard** support dropped
481 +)))
482 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
483 +(((
484 +//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.//
485 +)))
486 +|(((
487 +Job/God
488 +)))|(((
489 +3.0 Beta 1
490 +)))|(((
491 +By default, **job/god entries** now only spawn objects in space added by the extension in which they are defined
492 +)))
493 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
494 +(((
495 +//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.//
496 +)))
497 +|(% colspan="1" %)(% colspan="1" %)
498 +(((
499 +Scripts
500 +)))|(% colspan="1" %)(% colspan="1" %)
501 +(((
502 +3.0 Beta 1
503 +)))|(% colspan="1" %)(% colspan="1" %)
504 +(((
505 +Script action **<add_actor_to_room/> **attribute **'room'** renamed to **'object'**
506 +)))
507 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
508 +(((
509 +//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.//
510 +)))
511 +|(% colspan="1" %)(% colspan="1" %)
512 +(((
513 +Scripts
514 +)))|(% colspan="1" %)(% colspan="1" %)
515 +(((
516 +3.0 Beta 1
517 +)))|(% colspan="1" %)(% colspan="1" %)
518 +(((
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.
523 +//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  )))
609 +|(((
610 +UI core
611 +)))|(((
612 +3.0 Beta 1
613 +)))|(((
614 +**FFI: **GetLocalizedInteractiveNotificationKey can return icon placeholders
615 +)))
616 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
617 +(((
618 +//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.//
619 +)))
126 126  |(% colspan="1" %)(% colspan="1" %)
127 127  (((
622 +UI extensions
623 +)))|(% colspan="1" %)(% colspan="1" %)
624 +(((
625 +3.0 Beta 1
626 +)))|(% colspan="1" %)(% colspan="1" %)
627 +(((
628 +**FFI: **UIWeaponMod returned by GetInstalledWeaponMod() now includes property SurfaceElementFactor
629 +)))
630 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
631 +(((
632 +//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.//
633 +)))
634 +|(% colspan="1" %)(% colspan="1" %)
635 +(((
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.//
647 +//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
657 +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.//
661 +//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
671 +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.//
675 +//old params: param = venture details, param2 = ships involved, param3 = duration//
676 +//new params: param = venture detail list: [mission name, mission type], param2 = list of ships involved, param3 = duration//
170 170  )))
678 +|(((
679 +Scripts
680 +)))|(((
681 +3.0 Beta 1
682 +)))|(((
683 +**<set_object_wing_name/>** removed,
684 +**<set_object_fleet_name/>** added
685 +)))
686 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
687 +(((
688 +//The common action <set_object_wing_name/> has been replaced with <set_object_fleet_name/>//
689 +)))
690 +|(((
691 +Scripts
692 +)))|(((
693 +3.0 Beta 1
694 +)))|(((
695 +**$controllable.wing.*** removed,
696 +**$controllable.fleet.*** added
697 +)))
698 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
699 +(((
700 +$controllable.wing.name, $controllable.wing.iscommander, and $controllable.wing.commander have been replaced with $controllable.fleet.name, $controllable.fleet.iscommander, and $controllable.fleet.commander
701 +)))
702 +|(% colspan="3" %)(% colspan="3" %)
703 +(((
704 +== 2.60 ==
705 +)))
706 +|(((
707 +Scripts
708 +)))|(((
709 +2.60 Beta 1
710 +)))|(((
711 +'**checkoperational**' filter behaviour changed
712 +)))
713 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
714 +(((
715 +//Actions and conditions which use the 'checkoperational' filter now behave differently. Instead of changing how 'class' and 'exactclass' behave, checkoperational == true adds an additional filter for the components being of state operational, equivalent to state="componentstate.operational". This is implicitly enabled in action elements (e.g. <find_.../>) or condition elements (e.g. <count_...>), meaning that find_ship will only find operational ships. Using such actions/conditions with checkoperational="false" will include non-operational components such as wrecked and constructions. Existing uses may find that results now exclude non-operational components.//
716 +
717 +//Sub nodes such as match_child will have checkoperational default to false. Existing uses may find that results now include non-operational components.//
718 +)))
719 +|(((
720 +Scripts
721 +)))|(((
722 +2.60 Beta 1
723 +)))|(((
724 +$container.**supplyresources** behavior changed
725 +)))
726 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
727 +(((
728 +//The script keyword $container.supplyresources now includes reserved wares.//
729 +)))
730 +|(% colspan="3" %)(% colspan="3" %)
731 +(((
732 +== 2.20 ==
733 +)))
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  )))
766 +|(% colspan="3" %)(% colspan="3" %)
767 +(((
768 +== 2.00 ==
769 +)))
203 203  |(% colspan="1" %)(% colspan="1" %)
204 204  (((
205 205  Scripts
... ... @@ -307,7 +307,7 @@
307 307  )))|(((
308 308  2.00 Beta 1
309 309  )))|(((
310 -**FFI: GetBuildTask()/GetNumBuildTasks()** got a new "buildmoduleid" parameter.(% class="confluenceTd" %)
877 +**FFI: GetBuildTask()/GetNumBuildTasks()** got a new "buildmoduleid" parameter.
311 311  )))
312 312  |(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
313 313  (((
... ... @@ -340,18 +340,22 @@
340 340  )))|(((
341 341  2.00 Beta 1
342 342  )))|(((
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" %)
910 +**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.
344 344  )))
345 345  |(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" 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  )))
916 +|(% colspan="3" %)(% colspan="3" %)
917 +(((
918 +== 1.50 ==
919 +)))
349 349  |(((
350 350  UI extensions
351 351  )))|(((
352 352  1.50 Beta 3
353 353  )))|(((
354 -**Lua: GetComponentData() **changed behavior of "docksizes" propertly.(% class="confluenceTd" %)
925 +**Lua: GetComponentData() **changed behavior of "docksizes" property.
355 355  )))
356 356  |(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
357 357  (((
... ... @@ -377,7 +377,7 @@
377 377  )))|(((
378 378  1.50 Beta 2
379 379  )))|(((
380 -**FFI: UpgradeGroupInfo **datatype was changed.(% class="confluenceTd" %)
951 +**FFI: UpgradeGroupInfo **datatype was changed.
381 381  )))
382 382  |(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
383 383  (((
... ... @@ -405,12 +405,16 @@
405 405  )))|(((
406 406  1.50 Beta 1
407 407  )))|(((
408 -**FFI: CancelConstruction() **changed its return value.(% class="confluenceTd" %)
979 +**FFI: CancelConstruction() **changed its return value.
409 409  )))
410 410  |(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
411 411  (((
412 412  (% style="color: rgb(0,0,0);" %)//CancelConstruction() now returns if the cancellation was successful. //
413 413  )))
985 +|(% colspan="3" %)(% colspan="3" %)
986 +(((
987 +== 1.32 ==
988 +)))
414 414  |(((
415 415  UI extensions
416 416  )))|(((
... ... @@ -422,12 +422,16 @@
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  )))
1000 +|(% colspan="3" %)(% colspan="3" %)
1001 +(((
1002 +== 1.20 ==
1003 +)))
425 425  |(((
426 426  UI extensions
427 427  )))|(((
428 428  1.20
429 429  )))|(((
430 -**FFI: GetAAOption()** got a new "useconfig" parameter.(% class="confluenceTd" %)
1009 +**FFI: GetAAOption()** got a new "useconfig" parameter.
431 431  )))
432 432  |(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
433 433  (((
Confluence.Code.ConfluencePageClass[0]
id
... ... @@ -1,1 +1,1 @@
1 -85131714
1 +135862009
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/135862009/Breaking Changes