Changes for page Breaking Changes
Last modified by Michael Baumgardt on 2026/04/17 12:03
Summary
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Page properties (2 modified, 0 added, 0 removed)
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Objects (1 modified, 0 added, 0 removed)
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... ... @@ -1,1 +1,1 @@ 1 -xwiki:XWiki.o wen1 +xwiki:XWiki.florian - Content
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... ... @@ -24,20 +24,479 @@ 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 ((( 37 +UI extensions 38 +)))|(% colspan="1" %)(% colspan="1" %) 39 +((( 40 +4.10 Beta 2 41 +)))|(% colspan="1" %)(% colspan="1" %) 42 +((( 43 +**FFI**: SetMacroMapPlayerSectorOffset() deprecated 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 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. 51 +)))|(% colspan="1" %)(% colspan="1" %) 52 +((( 53 + 54 +))) 55 +|((( 56 +UI extensions 57 +)))|((( 58 +4.10 Beta 2 59 +)))|((( 60 +**FFI**: (% style="color: rgb(0,0,0);" %)FilterComponentForMapMode(%%)() and (% style="color: rgb(0,0,0);" %)SetMapObjectFilter() changed 61 +)))|(% colspan="1" %)(% colspan="1" %) 62 +((( 63 + 64 +))) 65 +|(% colspan="3" %)(% colspan="3" %) 66 +((( 67 +//These functions were added in 4.10 Beta 1 and an additional boolean parameter allowentitydeliverymissionobject was added in Beta 2.// 68 +)))|(% colspan="1" %)(% colspan="1" %) 69 +((( 70 + 71 +))) 72 +|((( 30 30 Scripts 74 +)))|((( 75 +4.10 Beta 1 76 +)))|((( 77 +People related attributes of mission** <delivery> **node moved 78 +)))|((( 79 + 80 +))) 81 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 82 +((( 83 +//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.// 84 +))) 85 +|(% colspan="1" %)(% colspan="1" %) 86 +((( 87 +Scripts 31 31 )))|(% colspan="1" %)(% colspan="1" %) 32 32 ((( 90 +4.10 Beta 1 91 +)))|(% colspan="1" %)(% colspan="1" %) 92 +((( 93 +**$destructible.productions** replaced with $defensible.productions 94 +)))|(% colspan="1" %)(% colspan="1" %) 95 +((( 96 + 97 +))) 98 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 99 +((( 100 +//The $destructible.productions script property was removed and reimplemented as $defensible.productions meaning some old uses may no longer work unless the destructible is also a defensible. The old implementation functioned by finding the containing object of the destructible (including itself) to query for the production modules.// 101 +)))|(% colspan="1" %)(% colspan="1" %) 102 +((( 103 + 104 +))) 105 +|((( 106 +Scripts 107 +)))|((( 108 +4.10 Beta 1 109 +)))|((( 110 +Removed script property **$object.spawnsourceseed** 111 +)))|((( 112 + 113 +))) 114 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 115 +((( 116 +//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.// 117 +))) 118 +|(% colspan="4" %)(% colspan="4" %) 119 +((( 120 +== 4.00 == 121 +))) 122 +|(% colspan="1" %)(% colspan="1" %) 123 +((( 124 +UI core 125 +)))|(% colspan="1" %)(% colspan="1" %) 126 +((( 127 +4.00 Beta 10 128 +)))|(% colspan="1" %)(% colspan="1" %) 129 +((( 130 +Controlled ship can change without a **gameplanchange-event** occurring. 131 +)))|(% colspan="1" %)(% colspan="1" %) 132 +((( 133 + 134 +))) 135 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 136 +((( 137 +//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). 138 +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. 139 +// 140 +)))|(% colspan="1" %)(% colspan="1" %) 141 +((( 142 + 143 +))) 144 +|((( 145 +Scripts 146 +)))|((( 147 +4.00 Beta 7 148 +)))|((( 149 +Parameters of **<event_terraforming_project_succeeded>** and **<event_terraforming_project_failed>** changed 150 +)))|((( 151 + 152 +))) 153 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 154 +((( 155 +//Old params: param = project ID, param2 = were there positive side-effects?, param3 = were there negative side-effects? 156 +New params: param = project ID, param2 = [were there positive side-effects?, were there negative side-effects?], param3 = payout in Credits 157 +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// 158 +)))|(% class="highlight-grey" data-highlight-colour="grey" %)(% class="highlight-grey" data-highlight-colour="grey" %) 159 +((( 160 + 161 +))) 162 +|(% colspan="1" %)(% colspan="1" %) 163 +((( 164 +UI core 165 +)))|(% colspan="1" %)(% colspan="1" %) 166 +((( 167 +4.00 Beta 6 168 +)))|(% colspan="1" %)(% colspan="1" %) 169 +((( 170 +**FFI:** GetFactionRelationStatus() handling for faction relation range [-20,-10] changed 171 +)))|(% colspan="1" %)(% colspan="1" %) 172 +((( 173 + 174 +))) 175 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 176 +((( 177 +//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. 178 +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).// 179 + 180 +//If you rely on a handling where these factions are treated like enemies, please use the new GetFactionRelationStatus2() function instead. 181 +// 182 +)))|(% colspan="1" %)(% colspan="1" %) 183 +((( 184 + 185 +))) 186 +|(% colspan="1" %)(% colspan="1" %) 187 +((( 188 +UI core 189 +)))|(% colspan="1" %)(% colspan="1" %) 190 +((( 191 +4.00 Beta 5 192 +)))|(% colspan="1" %)(% colspan="1" %) 193 +((( 194 +**FFI:** GetRelationStatus()/GetRelationStatus2() handling for objects in relation range [-25,-10] changed 195 +)))|(% colspan="1" %)(% colspan="1" %) 196 +((( 197 + 198 +))) 199 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 200 +((( 201 +//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.// 202 + 203 +//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). 204 +)))|(% colspan="1" %)(% colspan="1" %) 205 +((( 206 + 207 +))) 208 +|((( 209 +Parameters 210 +)))|((( 211 +4.00 Beta 1 212 +)))|((( 213 +**requiresconstructionvessel** parameter moved 214 +)))|((( 215 + 216 +))) 217 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 218 +((( 219 +//The 'requiresconstructionvessel' attribute has been moved from the 'recycling' node itself, to the new 'station' subnode.// 220 +))) 221 +|((( 222 +Scripts 223 +)))|((( 224 +4.00 Beta 1 225 +)))|((( 226 +Changed behaviour of **gatedistance** script property 227 +)))|((( 228 + 229 +))) 230 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 231 +((( 232 +//The 'gatedistance' script property now minimizes the number of gate jumps instead of counting the number gate jumps in the fastest route.// 233 +)))|(% class="highlight-grey" data-highlight-colour="grey" %)(% class="highlight-grey" data-highlight-colour="grey" %) 234 +((( 235 + 236 +))) 237 +|(% colspan="4" %)(% colspan="4" %) 238 +((( 239 +== 3.30 == 240 +))) 241 +|((( 242 +UI extensions 243 +)))|((( 244 +3.30 Beta 3 245 +)))|((( 246 +**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()** 247 +)))|(% colspan="1" %)(% colspan="1" %) 248 +((( 249 + 250 +))) 251 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 252 +((( 253 +//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()// 254 +))) 255 +|(% colspan="4" %)(% colspan="4" %) 256 +((( 257 +== 3.20 == 258 +))) 259 +|((( 260 +Scripts 261 +)))|((( 262 +3.20 Beta 1 263 +)))|((( 264 +Parameters of **<event_player_attacked_object/>** and **<event_object_attacked_object/>** changed 265 +)))|(% colspan="1" %)(% colspan="1" %) 266 +((( 267 + 268 +))) 269 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 270 +((( 271 +//Old params: param = attacked object, param2 = attack method, param3 = attacked component// 272 +//New params: param = attacked object, param2 = attack method, param3 = attack component detail list: [attacked component, attacking weapon] 273 +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// 274 +))) 275 +|(% colspan="1" %)(% colspan="1" %) 276 +((( 277 +Scripts 278 +)))|(% colspan="1" %)(% colspan="1" %) 279 +((( 280 +3.20 Beta 1 281 +)))|(% colspan="1" %)(% colspan="1" %) 282 +((( 283 +Removed script property $trade.**restriction.faction** 284 +)))|(% colspan="1" %)(% colspan="1" %) 285 +((( 286 + 287 +))) 288 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 289 +((( 290 +//$trade.restriction.faction has been replaced with $trade.restriction.factions, which returns a list of factions.// 291 +))) 292 +|((( 293 +UI extensions 294 +)))|((( 295 +3.20 Beta 1 296 +)))|((( 297 +**Lua**: **GetTradeRestrictions()**, **ToggleFactionTradeRestriction()** and **ToggleFactionTradeWareOverride()** are now obsolete! 298 +)))|(% colspan="1" %)(% colspan="1" %) 299 +((( 300 + 301 +))) 302 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 303 +((( 304 +//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.// 305 +))) 306 +|(% colspan="4" %)(% colspan="4" %) 307 +((( 308 +== 3.10 == 309 +))) 310 +|(% colspan="1" %)(% colspan="1" %) 311 +((( 312 +Scripts 313 +)))|(% colspan="1" %)(% colspan="1" %) 314 +((( 315 +3.10 Beta 1 316 +)))|(% colspan="1" %)(% colspan="1" %) 317 +((( 318 +Removed script action **<add_build/>** 319 +)))|(% colspan="1" %)(% colspan="1" %) 320 +((( 321 + 322 +))) 323 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 324 +((( 325 +//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.// 326 +))) 327 +|(% colspan="4" %)(% colspan="4" %) 328 +((( 329 +== 3.00 == 330 +))) 331 +|(% colspan="1" %)(% colspan="1" %) 332 +((( 333 +Scripts 334 +)))|(% colspan="1" %)(% colspan="1" %) 335 +((( 336 +3.0 Beta 6 337 +)))|(% colspan="1" %)(% colspan="1" %) 338 +((( 339 +Changed behaviour of script action **<get_suitable_job/>** 340 +)))|(% colspan="1" %)(% colspan="1" %) 341 +((( 342 + 343 +))) 344 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 345 +((( 346 +//<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.// 347 +))) 348 +|(% colspan="1" %)(% colspan="1" %) 349 +((( 350 +Scripts 351 +)))|(% colspan="1" %)(% colspan="1" %) 352 +((( 353 +3.0 Beta 6 354 +)))|(% colspan="1" %)(% colspan="1" %) 355 +((( 356 +Changed behaviour of script action **<get_ware_definition/>** 357 +)))|(% colspan="1" %)(% colspan="1" %) 358 +((( 359 + 360 +))) 361 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 362 +((( 363 +//<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.// 364 +))) 365 +|(% colspan="1" %)(% colspan="1" %) 366 +((( 367 +Global 368 +)))|(% colspan="1" %)(% colspan="1" %) 369 +((( 370 +3.0 Beta 5 371 +)))|(% colspan="1" %)(% colspan="1" %) 372 +((( 373 +Renamed all files in the **md**, ui, and **cutscenes** folders to lower-case 374 +)))|(% colspan="1" %)(% colspan="1" %) 375 +((( 376 + 377 +))) 378 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 379 +((( 380 +//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.)\\ 381 + 382 +//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).// 383 +))) 384 +|(% colspan="1" %)(% colspan="1" %) 385 +((( 386 +Scripts 387 +)))|(% colspan="1" %)(% colspan="1" %) 388 +((( 389 +3.0 Beta 5 390 +)))|(% colspan="1" %)(% colspan="1" %) 391 +((( 392 +Adjustments of some MD library cues in the base game to change their usage from **<include_actions>** to <run_actions> 393 +)))|(% colspan="1" %)(% colspan="1" %) 394 +((( 395 + 396 +))) 397 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 398 +((( 399 +//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.// 400 +))) 401 +|(% colspan="1" %)(% colspan="1" %) 402 +((( 403 +Scripts 404 +)))|(% colspan="1" %)(% colspan="1" %) 405 +((( 406 +3.0 Beta 5 407 +)))|(% colspan="1" %)(% colspan="1" %) 408 +((( 409 +Changes to $dockingbay.**todockpos** and $dockingbay.**launchpos** 410 +)))|(% colspan="1" %)(% colspan="1" %) 411 +((( 412 + 413 +))) 414 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 415 +((( 416 +//Before the change, positions are relative to $dockingbay.parent. 417 +After the change, positions are relative to $dockingbay as specified in the documentation.// 418 +))) 419 +|(% colspan="1" %)(% colspan="1" %) 420 +((( 421 +Global 422 +)))|(% colspan="1" %)(% colspan="1" %) 423 +((( 424 +3.0 Beta 2 425 +)))|(% colspan="1" %)(% colspan="1" %) 426 +((( 427 +Support for entity flag "**skillsvisible**" dropped 428 +)))|(% colspan="1" %)(% colspan="1" %) 429 +((( 430 + 431 +))) 432 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 433 +((( 434 +//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().// 435 +))) 436 +|((( 437 +Scripts 438 +)))|((( 439 +3.0 Beta 2 440 +)))|((( 441 +Changes to **<event_object_changed_owner>** and added **<event_object_changed_true_owner>**. 442 +)))|(% colspan="1" %)(% colspan="1" %) 443 +((( 444 + 445 +))) 446 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 447 +((( 448 +//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. 449 +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. 450 +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. 451 +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). 452 +))) 453 +|(% colspan="1" %)(% colspan="1" %) 454 +((( 455 +Global 456 +)))|(% colspan="1" %)(% colspan="1" %) 457 +((( 33 33 3.0 Beta 1 34 34 )))|(% colspan="1" %)(% colspan="1" %) 35 35 ((( 461 +**MissionBoard** support dropped 462 +)))|(% colspan="1" %)(% colspan="1" %) 463 +((( 464 + 465 +))) 466 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 467 +((( 468 +//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.// 469 +))) 470 +|((( 471 +Job/God 472 +)))|((( 473 +3.0 Beta 1 474 +)))|((( 475 +By default, **job/god entries** now only spawn objects in space added by the extension in which they are defined 476 +)))|(% colspan="1" %)(% colspan="1" %) 477 +((( 478 + 479 +))) 480 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 481 +((( 482 +//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.// 483 +))) 484 +|(% colspan="1" %)(% colspan="1" %) 485 +((( 486 +Scripts 487 +)))|(% colspan="1" %)(% colspan="1" %) 488 +((( 489 +3.0 Beta 1 490 +)))|(% colspan="1" %)(% colspan="1" %) 491 +((( 36 36 Script action **<add_actor_to_room/> **attribute **'room'** renamed to **'object'** 493 +)))|(% colspan="1" %)(% colspan="1" %) 494 +((( 495 + 37 37 ))) 38 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)497 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 39 39 ((( 40 -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. 499 +//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.// 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 action **<set_doors_locked/>** attribute **'group'** changed 510 +)))|(% colspan="1" %)(% colspan="1" %) 511 +((( 512 + 51 51 ))) 52 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)514 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 53 53 ((( 54 54 //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.// 55 55 ))) ... ... @@ -62,8 +62,11 @@ 62 62 )))|(% colspan="1" %)(% colspan="1" %) 63 63 ((( 64 64 Script conditions **<event_hack_*/>** and **<event_controlpanel_hack_*/>** removed 527 +)))|(% colspan="1" %)(% colspan="1" %) 528 +((( 529 + 65 65 ))) 66 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)531 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 67 67 ((( 68 68 //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.// 69 69 ))) ... ... @@ -76,8 +76,11 @@ 76 76 )))|(% colspan="1" %)(% colspan="1" %) 77 77 ((( 78 78 Script actions **<set_hack_target/>** and **<abort_hack/>** removed 544 +)))|(% colspan="1" %)(% colspan="1" %) 545 +((( 546 + 79 79 ))) 80 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)548 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 81 81 ((( 82 82 //These actions had no effect and were removed.// 83 83 ))) ... ... @@ -90,8 +90,11 @@ 90 90 )))|(% colspan="1" %)(% colspan="1" %) 91 91 ((( 92 92 **<setup_conversation_minigame/>** script action removed 561 +)))|(% colspan="1" %)(% colspan="1" %) 562 +((( 563 + 93 93 ))) 94 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)565 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 95 95 ((( 96 96 //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.// 97 97 ))) ... ... @@ -104,8 +104,11 @@ 104 104 )))|(% colspan="1" %)(% colspan="1" %) 105 105 ((( 106 106 <add_player_choice_*> **confidence** attribute removed 578 +)))|(% colspan="1" %)(% colspan="1" %) 579 +((( 580 + 107 107 ))) 108 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)582 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 109 109 ((( 110 110 //The default confidence of player options is another leftover from the XR era and had no effect in X4.// 111 111 ))) ... ... @@ -118,8 +118,11 @@ 118 118 )))|(% colspan="1" %)(% colspan="1" %) 119 119 ((( 120 120 **<hack_via_control_panel/>** script action removed 595 +)))|(% colspan="1" %)(% colspan="1" %) 596 +((( 597 + 121 121 ))) 122 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)599 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 123 123 ((( 124 124 //Unused script action <hack_via_control_panel/> was removed.// 125 125 ))) ... ... @@ -132,13 +132,47 @@ 132 132 )))|(% colspan="1" %)(% colspan="1" %) 133 133 ((( 134 134 **Lua: **GetMiniGameCursorPosition() removed 612 +)))|(% colspan="1" %)(% colspan="1" %) 613 +((( 614 + 135 135 ))) 136 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)616 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 137 137 ((( 138 138 //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.// 139 139 ))) 620 +|((( 621 +UI core 622 +)))|((( 623 +3.0 Beta 1 624 +)))|((( 625 +**FFI: **GetLocalizedInteractiveNotificationKey can return icon placeholders 626 +)))|(% colspan="1" %)(% colspan="1" %) 627 +((( 628 + 629 +))) 630 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" 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 +))) 140 140 |(% colspan="1" %)(% colspan="1" %) 141 141 ((( 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 +)))|(% colspan="1" %)(% colspan="1" %) 644 +((( 645 + 646 +))) 647 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 648 +((( 649 +//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.// 650 +))) 651 +|(% colspan="1" %)(% colspan="1" %) 652 +((( 142 142 Scripts 143 143 )))|(% colspan="1" %)(% colspan="1" %) 144 144 ((( ... ... @@ -146,11 +146,14 @@ 146 146 )))|(% colspan="1" %)(% colspan="1" %) 147 147 ((( 148 148 **$ware.illegal** updated 660 +)))|(% colspan="1" %)(% colspan="1" %) 661 +((( 662 + 149 149 ))) 150 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)664 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 151 151 ((( 152 152 //$ware.illegal used to return true if the specified ware has the 'illegal' tag which is no longer used.// 153 - \\//It now returns true if $ware is illegal to any faction in the game.//667 +//It now returns true if $ware is illegal to any faction in the game.// 154 154 ))) 155 155 |(% colspan="1" %)(% colspan="1" %) 156 156 ((( ... ... @@ -160,13 +160,14 @@ 160 160 3.0 Beta 1 161 161 )))|(% colspan="1" %)(% colspan="1" %) 162 162 ((( 163 -'**checkoperational**' filter behaviour changed 677 +MD script **RML_Flight_Along_Path** removed 678 +)))|(% colspan="1" %)(% colspan="1" %) 679 +((( 680 + 164 164 ))) 165 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)682 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 166 166 ((( 167 -//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.// 168 - 169 -//Sub nodes such as match_child will have checkoperational default to false. Existing uses may find that results now include non-operational components.// 684 +//The MD script RML_Flight_Along_Path was not referened and was removed.// 170 170 ))) 171 171 |(% colspan="1" %)(% colspan="1" %) 172 172 ((( ... ... @@ -176,12 +176,84 @@ 176 176 3.0 Beta 1 177 177 )))|(% colspan="1" %)(% colspan="1" %) 178 178 ((( 179 -MD script **RML_Flight_Along_Path** removed 694 +parameters of **<event_venture_mission_completed/>** changed 695 +)))|(% colspan="1" %)(% colspan="1" %) 696 +((( 697 + 180 180 ))) 181 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)699 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 182 182 ((( 183 -//The MD script RML_Flight_Along_Path was not referened and was removed.// 701 +//old params: param = venture details, param2 = ships involved, param3 = duration// 702 +//new params: param = venture detail list: [mission name, mission type], param2 = list of ships involved, param3 = duration// 184 184 ))) 704 +|((( 705 +Scripts 706 +)))|((( 707 +3.0 Beta 1 708 +)))|((( 709 +**<set_object_wing_name/>** removed, 710 +**<set_object_fleet_name/>** added 711 +)))|(% colspan="1" %)(% colspan="1" %) 712 +((( 713 + 714 +))) 715 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 716 +((( 717 +//The common action <set_object_wing_name/> has been replaced with <set_object_fleet_name/>// 718 +))) 719 +|((( 720 +Scripts 721 +)))|((( 722 +3.0 Beta 1 723 +)))|((( 724 +**$controllable.wing.*** removed, 725 +**$controllable.fleet.*** added 726 +)))|(% colspan="1" %)(% colspan="1" %) 727 +((( 728 + 729 +))) 730 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 731 +((( 732 +$controllable.wing.name, $controllable.wing.iscommander, and $controllable.wing.commander have been replaced with $controllable.fleet.name, $controllable.fleet.iscommander, and $controllable.fleet.commander 733 +))) 734 +|(% colspan="4" %)(% colspan="4" %) 735 +((( 736 +== 2.60 == 737 +))) 738 +|((( 739 +Scripts 740 +)))|((( 741 +2.60 Beta 1 742 +)))|((( 743 +'**checkoperational**' filter behaviour changed 744 +)))|(% colspan="1" %)(% colspan="1" %) 745 +((( 746 + 747 +))) 748 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 749 +((( 750 +//Actions and conditions which use the 'checkoperational' filter now behave differently. Instead of changing how 'class' and 'exactclass' behave, checkoperational == true adds an additional filter for the components being of state operational, equivalent to state="componentstate.operational". This is implicitly enabled in action elements (e.g. <find_.../>) or condition elements (e.g. <count_...>), meaning that find_ship will only find operational ships. Using such actions/conditions with checkoperational="false" will include non-operational components such as wrecked and constructions. Existing uses may find that results now exclude non-operational components.// 751 + 752 +//Sub nodes such as match_child will have checkoperational default to false. Existing uses may find that results now include non-operational components.// 753 +))) 754 +|((( 755 +Scripts 756 +)))|((( 757 +2.60 Beta 1 758 +)))|((( 759 +$container.**supplyresources** behavior changed 760 +)))|(% colspan="1" %)(% colspan="1" %) 761 +((( 762 + 763 +))) 764 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 765 +((( 766 +//The script keyword $container.supplyresources now includes reserved wares.// 767 +))) 768 +|(% colspan="4" %)(% colspan="4" %) 769 +((( 770 +== 2.20 == 771 +))) 185 185 |(% colspan="1" %)(% colspan="1" %) 186 186 ((( 187 187 UI core ... ... @@ -191,8 +191,11 @@ 191 191 )))|(% colspan="1" %)(% colspan="1" %) 192 192 ((( 193 193 **Lua: GetControllerInfo()** returned mouseSteering/mouseCursor values are undefined. 781 +)))|(% colspan="1" %)(% colspan="1" %) 782 +((( 783 + 194 194 ))) 195 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)785 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 196 196 ((( 197 197 //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. 198 198 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.// ... ... @@ -209,11 +209,18 @@ 209 209 )))|(% colspan="1" %)(% colspan="1" %) 210 210 ((( 211 211 Attribute for build related conditions e.g. **<event_build_finished/>** renamed from 'buildmodule' to 'buildprocessor' 802 +)))|(% colspan="1" %)(% colspan="1" %) 803 +((( 804 + 212 212 ))) 213 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)806 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 214 214 ((( 215 215 //The underlying behaviour remains the same in that it involves the buildprocessor, not the buildmodule. The attribute name has simply been corrected.// 216 216 ))) 810 +|(% colspan="4" %)(% colspan="4" %) 811 +((( 812 +== 2.00 == 813 +))) 217 217 |(% colspan="1" %)(% colspan="1" %) 218 218 ((( 219 219 Scripts ... ... @@ -223,8 +223,11 @@ 223 223 )))|(% colspan="1" %)(% colspan="1" %) 224 224 ((( 225 225 **<event_build_finished/> **param2 now returns null instead of a construction sequence 823 +)))|(% colspan="1" %)(% colspan="1" %) 824 +((( 825 + 226 226 ))) 227 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)827 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 228 228 ((( 229 229 //The construction sequence which was finished should now be accessed via the buildtask provided via param3.// 230 230 ))) ... ... @@ -237,8 +237,11 @@ 237 237 )))|(% colspan="1" %)(% colspan="1" %) 238 238 ((( 239 239 **param.boarding.{...}** strength parameters removed 840 +)))|(% colspan="1" %)(% colspan="1" %) 841 +((( 842 + 240 240 ))) 241 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)844 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 242 242 ((( 243 243 //The 'recruitstrength', 'veteranstrength' and 'elitestrength' script parameters were no longer required for balancing the boarding gameplay, and were removed.// 244 244 ))) ... ... @@ -251,8 +251,11 @@ 251 251 )))|(% colspan="1" %)(% colspan="1" %) 252 252 ((( 253 253 **$defensible.boardee/$defensible.boarder** and **<set_object_boarder/>/<remove_object_boarder/>** removed 857 +)))|(% colspan="1" %)(% colspan="1" %) 858 +((( 859 + 254 254 ))) 255 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)861 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 256 256 ((( 257 257 //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.// 258 258 ))) ... ... @@ -262,8 +262,11 @@ 262 262 2.00 Beta 1 263 263 )))|((( 264 264 **FFI: GetUpgradeSlotCurrentComponent()/GetUpgradeSlotGroup()** works on non-operationals 871 +)))|(% colspan="1" %)(% colspan="1" %) 872 +((( 873 + 265 265 ))) 266 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)875 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 267 267 ((( 268 268 //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.// 269 269 ))) ... ... @@ -273,8 +273,11 @@ 273 273 2.00 Beta 1 274 274 )))|((( 275 275 **FFI: SetFormationShape()** no longer indicates an error upon certain error cases 885 +)))|(% colspan="1" %)(% colspan="1" %) 886 +((( 887 + 276 276 ))) 277 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)889 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 278 278 ((( 279 279 //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.// 280 280 //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.// ... ... @@ -285,8 +285,11 @@ 285 285 2.00 Beta 1 286 286 )))|((( 287 287 **<create_formation/>** now requires the attributes: 'leader' and 'follower'. Attribute 'object' is now deprecated. 900 +)))|(% colspan="1" %)(% colspan="1" %) 901 +((( 902 + 288 288 ))) 289 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)904 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 290 290 ((( 291 291 //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.// 292 292 ))) ... ... @@ -296,8 +296,11 @@ 296 296 2.00 Beta 1 297 297 )))|((( 298 298 **<event_player_changed_target/>** now fires and returns null if the player deselects a target. 914 +)))|(% colspan="1" %)(% colspan="1" %) 915 +((( 916 + 299 299 ))) 300 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)918 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 301 301 ((( 302 302 //For prior behavior, check for event.param being non-null.// 303 303 ))) ... ... @@ -307,8 +307,11 @@ 307 307 2.00 Beta 1 308 308 )))|((( 309 309 **<shoot/>/<shoot_at/>** attribute changes. 928 +)))|(% colspan="1" %)(% colspan="1" %) 929 +((( 930 + 310 310 ))) 311 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)932 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 312 312 ((( 313 313 //Changed: Attribute "primary" is now optional and defines whether weapons from the ship's active primary weapon group will be fired. Defaults to true.// 314 314 //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.// ... ... @@ -322,8 +322,11 @@ 322 322 2.00 Beta 1 323 323 )))|((( 324 324 **FFI: GetBuildTask()/GetNumBuildTasks()** got a new "buildmoduleid" parameter.(% class="confluenceTd" %) 946 +)))|(% colspan="1" %)(% colspan="1" %) 947 +((( 948 + 325 325 ))) 326 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)950 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 327 327 ((( 328 328 //Added possibility to query build tasks of a certain buildmodule.// 329 329 ))) ... ... @@ -333,8 +333,11 @@ 333 333 2.00 Beta 1 334 334 )))|((( 335 335 **Lua:** **GetLibraryEntry()** retrieved a new "buildresources" field. 960 +)))|(% colspan="1" %)(% colspan="1" %) 961 +((( 962 + 336 336 ))) 337 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)964 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 338 338 ((( 339 339 //Added list of resources a buildmodule needs to build.// 340 340 ))) ... ... @@ -344,8 +344,11 @@ 344 344 2.00 Beta 1 345 345 )))|((( 346 346 (% 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);" %) 974 +)))|(% colspan="1" %)(% colspan="1" %) 975 +((( 976 + 347 347 ))) 348 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)978 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 349 349 ((( 350 350 //Unused, derelict function from XR - use GetComponentData(..., "hullpercent") instead.// 351 351 ))) ... ... @@ -355,11 +355,18 @@ 355 355 2.00 Beta 1 356 356 )))|((( 357 357 **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" %) 988 +)))|(% colspan="1" %)(% colspan="1" %) 989 +((( 990 + 358 358 ))) 359 -|(% 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" %) 360 360 ((( 361 361 //Changed return value type to const char* to better identify failure reasons in Lua script.// 362 362 ))) 996 +|(% colspan="4" %)(% colspan="4" %) 997 +((( 998 +== 1.50 == 999 +))) 363 363 |((( 364 364 UI extensions 365 365 )))|((( ... ... @@ -366,8 +366,11 @@ 366 366 1.50 Beta 3 367 367 )))|((( 368 368 **Lua: GetComponentData() **changed behavior of "docksizes" propertly.(% class="confluenceTd" %) 1006 +)))|(% colspan="1" %)(% colspan="1" %) 1007 +((( 1008 + 369 369 ))) 370 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)1010 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 371 371 ((( 372 372 //The "docksizes" property no longer includes internal ship storage docks.// 373 373 ))) ... ... @@ -377,8 +377,11 @@ 377 377 1.50 Beta 2 378 378 )))|((( 379 379 **Meaning of "Shipyard"** was corrected throughout Lua/MD/AI scripts, so that Wharfs are not Shipyards (unlike in XR). 1020 +)))|(% colspan="1" %)(% colspan="1" %) 1021 +((( 1022 + 380 380 ))) 381 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)1024 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 382 382 ((( 383 383 //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".// 384 384 ... ... @@ -392,8 +392,11 @@ 392 392 1.50 Beta 2 393 393 )))|((( 394 394 **FFI: UpgradeGroupInfo **datatype was changed.(% class="confluenceTd" %) 1038 +)))|(% colspan="1" %)(% colspan="1" %) 1039 +((( 1040 + 395 395 ))) 396 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)1042 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 397 397 ((( 398 398 //Added new "operational" field to retrieve information about number of operational upgrades in a group.// 399 399 ))) ... ... @@ -406,8 +406,11 @@ 406 406 )))|(% colspan="1" %)(% colspan="1" %) 407 407 ((( 408 408 **FFI: SetGuidance()** removed useinfopoint argument. 1055 +)))|(% colspan="1" %)(% colspan="1" %) 1056 +((( 1057 + 409 409 ))) 410 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)1059 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 411 411 ((( 412 412 //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. 413 413 // ... ... @@ -420,11 +420,18 @@ 420 420 1.50 Beta 1 421 421 )))|((( 422 422 **FFI: CancelConstruction() **changed its return value.(% class="confluenceTd" %) 1072 +)))|(% colspan="1" %)(% colspan="1" %) 1073 +((( 1074 + 423 423 ))) 424 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)1076 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 425 425 ((( 426 426 (% style="color: rgb(0,0,0);" %)//CancelConstruction() now returns if the cancellation was successful. // 427 427 ))) 1080 +|(% colspan="4" %)(% colspan="4" %) 1081 +((( 1082 +== 1.32 == 1083 +))) 428 428 |((( 429 429 UI extensions 430 430 )))|((( ... ... @@ -431,11 +431,18 @@ 431 431 1.32 432 432 )))|((( 433 433 **Lua: GetComponentData() **removed the "nextdestname" property. 1090 +)))|(% colspan="1" %)(% colspan="1" %) 1091 +((( 1092 + 434 434 ))) 435 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)1094 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 436 436 ((( 437 437 //Instead of "nextdestname", use the properties "destination" or "destinationsector" to retrieve a destination component, then retrieve its "name" property.// 438 438 ))) 1098 +|(% colspan="4" %)(% colspan="4" %) 1099 +((( 1100 +== 1.20 == 1101 +))) 439 439 |((( 440 440 UI extensions 441 441 )))|((( ... ... @@ -442,8 +442,11 @@ 442 442 1.20 443 443 )))|((( 444 444 **FFI: GetAAOption()** got a new "useconfig" parameter.(% class="confluenceTd" %) 1108 +)))|(% colspan="1" %)(% colspan="1" %) 1109 +((( 1110 + 445 445 ))) 446 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)1112 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 447 447 ((( 448 448 //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.// 449 449 )))
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... ... @@ -1,1 +1,1 @@ 1 - 851318561 +103612682 - url
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... ... @@ -1,1 +1,1 @@ 1 -https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/ 85131856/Breaking Changes1 +https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/103612682/Breaking Changes