Changes for page Breaking Changes
Last modified by Michael Baumgardt on 2026/04/17 12:03
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... ... @@ -18,6 +18,7 @@ 18 18 19 19 = Breaking Changes = 20 20 21 +(% class="wrapped" %) 21 21 |=((( 22 22 Type 23 23 )))|=((( ... ... @@ -25,19 +25,515 @@ 25 25 )))|=((( 26 26 Summary 27 27 ))) 29 +|(% colspan="3" %)(% colspan="3" %) 30 +((( 31 +== 6.00 == 32 +))) 28 28 |(% colspan="1" %)(% colspan="1" %) 29 29 ((( 30 30 Scripts 31 31 )))|(% colspan="1" %)(% colspan="1" %) 32 32 ((( 38 +6.00 Beta 1 39 +)))|(% colspan="1" %)(% colspan="1" %) 40 +((( 41 +Changed result attribute location for **<get_attackstrength>** 42 +))) 43 +|(% class="highlight-grey" title="Background colour : " colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" title="Background colour : " colspan="3" data-highlight-colour="grey" %) 44 +((( 45 +//The 'result' attribute of get_attackstrength has been moved into the new <result> subnode and renamed to 'total'.// 46 +))) 47 +|((( 48 +Assets 49 +)))|((( 50 +6.00 Beta 1 51 +)))|((( 52 +Surface element **connections** are incompatible by default unless tagged as "**standard**", and also "**combat**" for non-missile, non-mining weapons 53 +))) 54 +|(% 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" %) 55 +((( 56 +//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. 57 +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.// 58 +))) 59 +|(% colspan="1" %)(% colspan="1" %) 60 +((( 61 +Scripts 62 +)))|(% colspan="1" %)(% colspan="1" %) 63 +((( 64 +6.00 Beta 1 65 +)))|(% colspan="1" %)(% colspan="1" %) 66 +((( 67 +Changed behaviour of attribute **sortbygatedistanceto** when finding objects, discarding unreachable objects 68 +))) 69 +|(% 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" %) 70 +((( 71 +//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.// 72 +))) 73 +|((( 74 +Scripts 75 +)))|((( 76 +6.00 Beta 1 77 +)))|((( 78 +**<event_player_owned_killed_object>** and **<event_player_owned_destroyed>** are now triggered before the corresponding **<event_object_destroyed>**, instead of afterwards. 79 +))) 80 +|(% 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" %) 81 +((( 82 +//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.// 83 +))) 84 +|((( 85 +Cutscenes 86 +)))|((( 87 +6.00 Beta 1 88 +)))|((( 89 +Changed behaviour of **<angles>** in cutscenes 90 +))) 91 +|(% colspan="3" %)(% colspan="3" %) 92 +((( 93 +The yaw and pitch nodes in <angles> are now correctly interpreted as values in degrees. 94 +))) 95 +|(% colspan="3" %)(% colspan="3" %) 96 +((( 97 +== 5.00 == 98 +))) 99 +|((( 100 +Parameters 101 +)))|((( 102 +5.00 Beta 1 103 +)))|((( 104 +**<controlpanel><entry>: minduration** removed, **maxduration** renamed to duration 105 +))) 106 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 107 +((( 108 +//'minduration' was unused in X4, maxduration was and still is taken as the actual duration of control panel hacks. No functionality change.// 109 +))) 110 +|(% colspan="3" %)(% colspan="3" %) 111 +((( 112 +== 4.10 == 113 +))) 114 +|(% colspan="1" %)(% colspan="1" %) 115 +((( 116 +UI extensions 117 +)))|(% colspan="1" %)(% colspan="1" %) 118 +((( 119 +4.10 Beta 7 120 +)))|(% colspan="1" %)(% colspan="1" %) 121 +((( 122 +**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 123 +))) 124 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 125 +((( 126 +//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.// 127 +))) 128 +|(% colspan="1" %)(% colspan="1" %) 129 +((( 130 +UI extensions 131 +)))|(% colspan="1" %)(% colspan="1" %) 132 +((( 133 +4.10 Beta 6 134 +)))|(% colspan="1" %)(% colspan="1" %) 135 +((( 136 +**FFI**: CustomGameStartPlayerProperty2 changed 137 +))) 138 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 139 +((( 140 +//This struct was added in 4.10 Beta 2 and an additional member count was added in Beta 6.// 141 +))) 142 +|(% colspan="1" %)(% colspan="1" %) 143 +((( 144 +Parameters 145 +)))|(% colspan="1" %)(% colspan="1" %) 146 +((( 147 +4.10 Beta 3 148 +)))|(% colspan="1" %)(% colspan="1" %) 149 +((( 150 +Renamed **<stationinfobox>** to **<infobox>** 151 +))) 152 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 153 +((( 154 +//Info box parameters are now shared across stations and ships. The node has a more generic name to reflect that.// 155 +))) 156 +|(% colspan="1" %)(% colspan="1" %) 157 +((( 158 +UI extensions 159 +)))|(% colspan="1" %)(% colspan="1" %) 160 +((( 161 +4.10 Beta 2 162 +)))|(% colspan="1" %)(% colspan="1" %) 163 +((( 164 +**FFI**: SetMacroMapPlayerSectorOffset() deprecated 165 +))) 166 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 167 +((( 168 +//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.// 169 +))) 170 +|((( 171 +UI extensions 172 +)))|((( 173 +4.10 Beta 2 174 +)))|((( 175 +**FFI**: (% style="color: rgb(0,0,0);" %)FilterComponentForMapMode(%%)() and (% style="color: rgb(0,0,0);" %)SetMapObjectFilter() changed 176 +))) 177 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 178 +((( 179 +//These functions were added in 4.10 Beta 1 and an additional boolean parameter allowentitydeliverymissionobject was added in Beta 2.// 180 +))) 181 +|((( 182 +Scripts 183 +)))|((( 184 +4.10 Beta 1 185 +)))|((( 186 +People related attributes of mission** <delivery> **node moved 187 +))) 188 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 189 +((( 190 +//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.// 191 +))) 192 +|(% colspan="1" %)(% colspan="1" %) 193 +((( 194 +Scripts 195 +)))|(% colspan="1" %)(% colspan="1" %) 196 +((( 197 +4.10 Beta 1 198 +)))|(% colspan="1" %)(% colspan="1" %) 199 +((( 200 +**$destructible.productions** replaced with $defensible.productions 201 +))) 202 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 203 +((( 204 +//The $destructible.productions script property was removed and reimplemented as $defensible.productions meaning some old uses may no longer work unless the destructible is also a defensible. The old implementation functioned by finding the containing object of the destructible (including itself) to query for the production modules.// 205 +))) 206 +|((( 207 +Scripts 208 +)))|((( 209 +4.10 Beta 1 210 +)))|((( 211 +Removed script property **$object.spawnsourceseed** 212 +))) 213 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 214 +((( 215 +//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.// 216 +))) 217 +|(% colspan="3" %)(% colspan="3" %) 218 +((( 219 +== 4.00 == 220 +))) 221 +|(% colspan="1" %)(% colspan="1" %) 222 +((( 223 +UI core 224 +)))|(% colspan="1" %)(% colspan="1" %) 225 +((( 226 +4.00 Beta 10 227 +)))|(% colspan="1" %)(% colspan="1" %) 228 +((( 229 +Controlled ship can change without a **gameplanchange-event** occurring. 230 +))) 231 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 232 +((( 233 +//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). 234 +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. 235 +// 236 +))) 237 +|((( 238 +Scripts 239 +)))|((( 240 +4.00 Beta 7 241 +)))|((( 242 +Parameters of **<event_terraforming_project_succeeded>** and **<event_terraforming_project_failed>** changed 243 +))) 244 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 245 +((( 246 +//Old params: param = project ID, param2 = were there positive side-effects?, param3 = were there negative side-effects? 247 +New params: param = project ID, param2 = [were there positive side-effects?, were there negative side-effects?], param3 = payout in Credits 248 +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// 249 +))) 250 +|(% colspan="1" %)(% colspan="1" %) 251 +((( 252 +UI core 253 +)))|(% colspan="1" %)(% colspan="1" %) 254 +((( 255 +4.00 Beta 6 256 +)))|(% colspan="1" %)(% colspan="1" %) 257 +((( 258 +**FFI:** GetFactionRelationStatus() handling for faction relation range [-20,-10] changed 259 +))) 260 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 261 +((( 262 +//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. 263 +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).// 264 + 265 +//If you rely on a handling where these factions are treated like enemies, please use the new GetFactionRelationStatus2() function instead. 266 +// 267 +))) 268 +|(% colspan="1" %)(% colspan="1" %) 269 +((( 270 +UI core 271 +)))|(% colspan="1" %)(% colspan="1" %) 272 +((( 273 +4.00 Beta 5 274 +)))|(% colspan="1" %)(% colspan="1" %) 275 +((( 276 +**FFI:** GetRelationStatus()/GetRelationStatus2() handling for objects in relation range [-25,-10] changed 277 +))) 278 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 279 +((( 280 +//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.// 281 + 282 +//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). 283 +))) 284 +|((( 285 +Parameters 286 +)))|((( 287 +4.00 Beta 1 288 +)))|((( 289 +**requiresconstructionvessel** parameter moved 290 +))) 291 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 292 +((( 293 +//The 'requiresconstructionvessel' attribute has been moved from the 'recycling' node itself, to the new 'station' subnode.// 294 +))) 295 +|((( 296 +Scripts 297 +)))|((( 298 +4.00 Beta 1 299 +)))|((( 300 +Changed behaviour of **gatedistance** script property 301 +))) 302 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 303 +((( 304 +//The 'gatedistance' script property now minimizes the number of gate jumps instead of counting the number gate jumps in the fastest route.// 305 +))) 306 +|(% colspan="3" %)(% colspan="3" %) 307 +((( 308 +== 3.30 == 309 +))) 310 +|((( 311 +UI extensions 312 +)))|((( 313 +3.30 Beta 3 314 +)))|((( 315 +**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()** 316 +))) 317 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 318 +((( 319 +//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()// 320 +))) 321 +|(% colspan="3" %)(% colspan="3" %) 322 +((( 323 +== 3.20 == 324 +))) 325 +|((( 326 +Scripts 327 +)))|((( 328 +3.20 Beta 1 329 +)))|((( 330 +Parameters of **<event_player_attacked_object/>** and **<event_object_attacked_object/>** changed 331 +))) 332 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 333 +((( 334 +//Old params: param = attacked object, param2 = attack method, param3 = attacked component// 335 +//New params: param = attacked object, param2 = attack method, param3 = attack component detail list: [attacked component, attacking weapon] 336 +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// 337 +))) 338 +|(% colspan="1" %)(% colspan="1" %) 339 +((( 340 +Scripts 341 +)))|(% colspan="1" %)(% colspan="1" %) 342 +((( 343 +3.20 Beta 1 344 +)))|(% colspan="1" %)(% colspan="1" %) 345 +((( 346 +Removed script property $trade.**restriction.faction** 347 +))) 348 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 349 +((( 350 +//$trade.restriction.faction has been replaced with $trade.restriction.factions, which returns a list of factions.// 351 +))) 352 +|((( 353 +UI extensions 354 +)))|((( 355 +3.20 Beta 1 356 +)))|((( 357 +**Lua**: **GetTradeRestrictions()**, **ToggleFactionTradeRestriction()** and **ToggleFactionTradeWareOverride()** are now obsolete! 358 +))) 359 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 360 +((( 361 +//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.// 362 +))) 363 +|(% colspan="3" %)(% colspan="3" %) 364 +((( 365 +== 3.10 == 366 +))) 367 +|(% colspan="1" %)(% colspan="1" %) 368 +((( 369 +Scripts 370 +)))|(% colspan="1" %)(% colspan="1" %) 371 +((( 372 +3.10 Beta 1 373 +)))|(% colspan="1" %)(% colspan="1" %) 374 +((( 375 +Removed script action **<add_build/>** 376 +))) 377 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 378 +((( 379 +//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.// 380 +))) 381 +|(% colspan="3" %)(% colspan="3" %) 382 +((( 383 +== 3.00 == 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_suitable_job/>** 394 +))) 395 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 396 +((( 397 +//<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.// 398 +))) 399 +|(% colspan="1" %)(% colspan="1" %) 400 +((( 401 +Scripts 402 +)))|(% colspan="1" %)(% colspan="1" %) 403 +((( 404 +3.0 Beta 6 405 +)))|(% colspan="1" %)(% colspan="1" %) 406 +((( 407 +Changed behaviour of script action **<get_ware_definition/>** 408 +))) 409 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 410 +((( 411 +//<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.// 412 +))) 413 +|(% colspan="1" %)(% colspan="1" %) 414 +((( 415 +Global 416 +)))|(% colspan="1" %)(% colspan="1" %) 417 +((( 418 +3.0 Beta 5 419 +)))|(% colspan="1" %)(% colspan="1" %) 420 +((( 421 +Renamed all files in the **md**, ui, and **cutscenes** folders to lower-case 422 +))) 423 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 424 +((( 425 +//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.)\\ 426 + 427 +//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).// 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 +Adjustments of some MD library cues in the base game to change their usage from **<include_actions>** to <run_actions> 438 +))) 439 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 440 +((( 441 +//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.// 442 +))) 443 +|(% colspan="1" %)(% colspan="1" %) 444 +((( 445 +Scripts 446 +)))|(% colspan="1" %)(% colspan="1" %) 447 +((( 448 +3.0 Beta 5 449 +)))|(% colspan="1" %)(% colspan="1" %) 450 +((( 451 +Changes to $dockingbay.**todockpos** and $dockingbay.**launchpos** 452 +))) 453 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 454 +((( 455 +//Before the change, positions are relative to $dockingbay.parent. 456 +After the change, positions are relative to $dockingbay as specified in the documentation.// 457 +))) 458 +|(% colspan="1" %)(% colspan="1" %) 459 +((( 460 +Global 461 +)))|(% colspan="1" %)(% colspan="1" %) 462 +((( 463 +3.0 Beta 2 464 +)))|(% colspan="1" %)(% colspan="1" %) 465 +((( 466 +Support for entity flag "**skillsvisible**" dropped 467 +))) 468 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 469 +((( 470 +//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().// 471 +))) 472 +|((( 473 +Scripts 474 +)))|((( 475 +3.0 Beta 2 476 +)))|((( 477 +Changes to **<event_object_changed_owner>** and added **<event_object_changed_true_owner>**. 478 +))) 479 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 480 +((( 481 +//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. 482 +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. 483 +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. 484 +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). 485 +))) 486 +|(% colspan="1" %)(% colspan="1" %) 487 +((( 488 +Global 489 +)))|(% colspan="1" %)(% colspan="1" %) 490 +((( 33 33 3.0 Beta 1 34 34 )))|(% colspan="1" %)(% colspan="1" %) 35 35 ((( 494 +**MissionBoard** support dropped 495 +))) 496 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 497 +((( 498 +//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.// 499 +))) 500 +|((( 501 +Job/God 502 +)))|((( 503 +3.0 Beta 1 504 +)))|((( 505 +By default, **job/god entries** now only spawn objects in space added by the extension in which they are defined 506 +))) 507 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 508 +((( 509 +//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.// 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 +((( 519 +Script action **<add_actor_to_room/> **attribute **'room'** renamed to **'object'** 520 +))) 521 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 522 +((( 523 +//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.// 524 +))) 525 +|(% colspan="1" %)(% colspan="1" %) 526 +((( 527 +Scripts 528 +)))|(% colspan="1" %)(% colspan="1" %) 529 +((( 530 +3.0 Beta 1 531 +)))|(% colspan="1" %)(% colspan="1" %) 532 +((( 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. 537 +//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 ))) 623 +|((( 624 +UI core 625 +)))|((( 626 +3.0 Beta 1 627 +)))|((( 628 +**FFI: **GetLocalizedInteractiveNotificationKey can return icon placeholders 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 to display icons for keyboard bindings, if an icon is available for the specified keys. This results in GetLocalizedInteractiveNotificationKey() potentially returning a different text now if such an icon is assigned to the mapped key/button.// 633 +))) 126 126 |(% colspan="1" %)(% colspan="1" %) 127 127 ((( 636 +UI extensions 637 +)))|(% colspan="1" %)(% colspan="1" %) 638 +((( 639 +3.0 Beta 1 640 +)))|(% colspan="1" %)(% colspan="1" %) 641 +((( 642 +**FFI: **UIWeaponMod returned by GetInstalledWeaponMod() now includes property SurfaceElementFactor 643 +))) 644 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 645 +((( 646 +//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.// 647 +))) 648 +|(% colspan="1" %)(% colspan="1" %) 649 +((( 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.//661 +//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**'filterbehaviour changed671 +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.// 675 +//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**removed685 +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.// 689 +//old params: param = venture details, param2 = ships involved, param3 = duration// 690 +//new params: param = venture detail list: [mission name, mission type], param2 = list of ships involved, param3 = duration// 170 170 ))) 692 +|((( 693 +Scripts 694 +)))|((( 695 +3.0 Beta 1 696 +)))|((( 697 +**<set_object_wing_name/>** removed, 698 +**<set_object_fleet_name/>** added 699 +))) 700 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 701 +((( 702 +//The common action <set_object_wing_name/> has been replaced with <set_object_fleet_name/>// 703 +))) 704 +|((( 705 +Scripts 706 +)))|((( 707 +3.0 Beta 1 708 +)))|((( 709 +**$controllable.wing.*** removed, 710 +**$controllable.fleet.*** added 711 +))) 712 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 713 +((( 714 +$controllable.wing.name, $controllable.wing.iscommander, and $controllable.wing.commander have been replaced with $controllable.fleet.name, $controllable.fleet.iscommander, and $controllable.fleet.commander 715 +))) 716 +|(% colspan="3" %)(% colspan="3" %) 717 +((( 718 +== 2.60 == 719 +))) 720 +|((( 721 +Scripts 722 +)))|((( 723 +2.60 Beta 1 724 +)))|((( 725 +'**checkoperational**' filter behaviour changed 726 +))) 727 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 728 +((( 729 +//Actions and conditions which use the 'checkoperational' filter now behave differently. Instead of changing how 'class' and 'exactclass' behave, checkoperational == true adds an additional filter for the components being of state operational, equivalent to state="componentstate.operational". This is implicitly enabled in action elements (e.g. <find_.../>) or condition elements (e.g. <count_...>), meaning that find_ship will only find operational ships. Using such actions/conditions with checkoperational="false" will include non-operational components such as wrecked and constructions. Existing uses may find that results now exclude non-operational components.// 730 + 731 +//Sub nodes such as match_child will have checkoperational default to false. Existing uses may find that results now include non-operational components.// 732 +))) 733 +|((( 734 +Scripts 735 +)))|((( 736 +2.60 Beta 1 737 +)))|((( 738 +$container.**supplyresources** behavior changed 739 +))) 740 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 741 +((( 742 +//The script keyword $container.supplyresources now includes reserved wares.// 743 +))) 744 +|(% colspan="3" %)(% colspan="3" %) 745 +((( 746 +== 2.20 == 747 +))) 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 ))) 780 +|(% colspan="3" %)(% colspan="3" %) 781 +((( 782 +== 2.00 == 783 +))) 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" %)891 +**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" %)924 +**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 ))) 930 +|(% colspan="3" %)(% colspan="3" %) 931 +((( 932 +== 1.50 == 933 +))) 349 349 |((( 350 350 UI extensions 351 351 )))|((( 352 352 1.50 Beta 3 353 353 )))|((( 354 -**Lua: GetComponentData() **changed behavior of "docksizes" propert ly.(% class="confluenceTd" %)939 +**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" %)965 +**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" %)993 +**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 ))) 999 +|(% colspan="3" %)(% colspan="3" %) 1000 +((( 1001 +== 1.32 == 1002 +))) 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 ))) 1014 +|(% colspan="3" %)(% colspan="3" %) 1015 +((( 1016 +== 1.20 == 1017 +))) 425 425 |((( 426 426 UI extensions 427 427 )))|((( 428 428 1.20 429 429 )))|((( 430 -**FFI: GetAAOption()** got a new "useconfig" parameter. (% class="confluenceTd" %)1023 +**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 (((
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... ... @@ -1,1 +1,1 @@ 1 - 851317141 +135862012 - url
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... ... @@ -1,1 +1,1 @@ 1 -https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/ 85131714/Breaking Changes1 +https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/135862012/Breaking Changes