Changes for page Breaking Changes

Last modified by Michael Baumgardt on 2026/04/17 12:03

From version 37.1
edited by nick
on 2019/09/02 12:03
Change comment: There is no comment for this version
To version 102.1
edited by owen
on 2023/02/07 12:57
Change comment: Added documentation for <find_object_surface> changes

Summary

Details

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1 -xwiki:XWiki.nick
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18 18  
19 19  = Breaking Changes =
20 20  
21 +(% class="wrapped" %)
21 21  |=(((
22 22  Type
23 23  )))|=(((
... ... @@ -25,19 +25,534 @@
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 3
39 +)))|(% colspan="1" %)(% colspan="1" %)
40 +(((
41 +Changed result of **<find_object_surface>** action in the case of a failure
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 'posname' and 'rotname' result attributes of <find_object_surface> will now return null in the case of no valid surface position being found.//
46 +
47 +//Previously, it returned null only if there was a physics error. It however returned a valid, somewhat-random, position if physics were fine but it was still unable to find a suitable surface position. This position was often unsuitable to use for gameplay purposes so it is now null so the caller can handle the situation.//
48 +
49 +//The action itself has been improved to increase the chance of finding suitable surface positions.//
50 +)))
51 +|(% colspan="1" %)(% colspan="1" %)
52 +(((
53 +Scripts
54 +)))|(% colspan="1" %)(% colspan="1" %)
55 +(((
56 +6.00 Beta 1
57 +)))|(% colspan="1" %)(% colspan="1" %)
58 +(((
59 +Behaviour change for **<match_dock>** script component filter
60 +)))
61 +|(% class="highlight-grey" title="Background colour : " colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" title="Background colour : " colspan="3" data-highlight-colour="grey" %)
62 +(((
63 +//<match_dock> nodes can now be used on container and walkablemodule classes without wrapping them in <match_content> nodes.
64 +This has introduced a new potential pitfall: If finding or counting contained components be wary that there may be multiple positive results, even if there is only one dockingbay. e.g. matching contents for a station will include the dockingbay but also its containing walkable module as that also contains the dockingbay. To only account for docking bays, also filter by dockingbay class.//
65 +)))
66 +|(% colspan="1" %)(% colspan="1" %)
67 +(((
68 +Scripts
69 +)))|(% colspan="1" %)(% colspan="1" %)
70 +(((
71 +6.00 Beta 1
72 +)))|(% colspan="1" %)(% colspan="1" %)
73 +(((
74 +Changed result attribute location for **<get_attackstrength>**
75 +)))
76 +|(% class="highlight-grey" title="Background colour : " colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" title="Background colour : " colspan="3" data-highlight-colour="grey" %)
77 +(((
78 +//The 'result' attribute of get_attackstrength has been moved into the new <result> subnode and renamed to 'total'.//
79 +)))
80 +|(((
81 +Assets
82 +)))|(((
83 +6.00 Beta 1
84 +)))|(((
85 +Surface element **connections** are incompatible by default unless tagged as "**standard**", and also "**combat**" for non-missile, non-mining weapons
86 +)))
87 +|(% 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" %)
88 +(((
89 +//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.
90 +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.//
91 +)))
92 +|(% colspan="1" %)(% colspan="1" %)
93 +(((
94 +Scripts
95 +)))|(% colspan="1" %)(% colspan="1" %)
96 +(((
97 +6.00 Beta 1
98 +)))|(% colspan="1" %)(% colspan="1" %)
99 +(((
100 +Changed behaviour of attribute **sortbygatedistanceto** when finding objects, discarding unreachable objects
101 +)))
102 +|(% 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" %)
103 +(((
104 +//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.//
105 +)))
106 +|(((
107 +Scripts
108 +)))|(((
109 +6.00 Beta 1
110 +)))|(((
111 +**<event_player_owned_killed_object>** and **<event_player_owned_destroyed>** are now triggered before the corresponding **<event_object_destroyed>**, instead of afterwards.
112 +)))
113 +|(% 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" %)
114 +(((
115 +//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.//
116 +)))
117 +|(((
118 +Cutscenes
119 +)))|(((
120 +6.00 Beta 1
121 +)))|(((
122 +Changed behaviour of **<angles>** in cutscenes
123 +)))
124 +|(% 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" %)
125 +(((
126 +//The yaw and pitch nodes in <angles> are now correctly interpreted as values in degrees.//
127 +)))
128 +|(% colspan="3" %)(% colspan="3" %)
129 +(((
130 +== 5.00 ==
131 +)))
132 +|(((
133 +Parameters
134 +)))|(((
135 +5.00 Beta 1
136 +)))|(((
137 +**<controlpanel><entry>: minduration** removed, **maxduration** renamed to duration
138 +)))
139 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
140 +(((
141 +//'minduration' was unused in X4, maxduration was and still is taken as the actual duration of control panel hacks. No functionality change.//
142 +)))
143 +|(% colspan="3" %)(% colspan="3" %)
144 +(((
145 +== 4.10 ==
146 +)))
147 +|(% colspan="1" %)(% colspan="1" %)
148 +(((
149 +UI extensions
150 +)))|(% colspan="1" %)(% colspan="1" %)
151 +(((
152 +4.10 Beta 7
153 +)))|(% colspan="1" %)(% colspan="1" %)
154 +(((
155 +**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
156 +)))
157 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
158 +(((
159 +//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.//
160 +)))
161 +|(% colspan="1" %)(% colspan="1" %)
162 +(((
163 +UI extensions
164 +)))|(% colspan="1" %)(% colspan="1" %)
165 +(((
166 +4.10 Beta 6
167 +)))|(% colspan="1" %)(% colspan="1" %)
168 +(((
169 +**FFI**: CustomGameStartPlayerProperty2 changed
170 +)))
171 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
172 +(((
173 +//This struct was added in 4.10 Beta 2 and an additional member count was added in Beta 6.//
174 +)))
175 +|(% colspan="1" %)(% colspan="1" %)
176 +(((
177 +Parameters
178 +)))|(% colspan="1" %)(% colspan="1" %)
179 +(((
180 +4.10 Beta 3
181 +)))|(% colspan="1" %)(% colspan="1" %)
182 +(((
183 +Renamed **<stationinfobox>** to **<infobox>**
184 +)))
185 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
186 +(((
187 +//Info box parameters are now shared across stations and ships. The node has a more generic name to reflect that.//
188 +)))
189 +|(% colspan="1" %)(% colspan="1" %)
190 +(((
191 +UI extensions
192 +)))|(% colspan="1" %)(% colspan="1" %)
193 +(((
194 +4.10 Beta 2
195 +)))|(% colspan="1" %)(% colspan="1" %)
196 +(((
197 +**FFI**: SetMacroMapPlayerSectorOffset() deprecated
198 +)))
199 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
200 +(((
201 +//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.//
202 +)))
203 +|(((
204 +UI extensions
205 +)))|(((
206 +4.10 Beta 2
207 +)))|(((
208 +**FFI**: (% style="color: rgb(0,0,0);" %)FilterComponentForMapMode(%%)() and (% style="color: rgb(0,0,0);" %)SetMapObjectFilter() changed
209 +)))
210 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
211 +(((
212 +//These functions were added in 4.10 Beta 1 and an additional boolean parameter allowentitydeliverymissionobject was added in Beta 2.//
213 +)))
214 +|(((
215 +Scripts
216 +)))|(((
217 +4.10 Beta 1
218 +)))|(((
219 +People related attributes of mission** <delivery> **node moved
220 +)))
221 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
222 +(((
223 +//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.//
224 +)))
225 +|(% colspan="1" %)(% colspan="1" %)
226 +(((
227 +Scripts
228 +)))|(% colspan="1" %)(% colspan="1" %)
229 +(((
230 +4.10 Beta 1
231 +)))|(% colspan="1" %)(% colspan="1" %)
232 +(((
233 +**$destructible.productions** replaced with $defensible.productions
234 +)))
235 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
236 +(((
237 +//The $destructible.productions script property was removed and reimplemented as $defensible.productions meaning some old uses may no longer work unless the destructible is also a defensible. The old implementation functioned by finding the containing object of the destructible (including itself) to query for the production modules.//
238 +)))
239 +|(((
240 +Scripts
241 +)))|(((
242 +4.10 Beta 1
243 +)))|(((
244 +Removed script property **$object.spawnsourceseed**
245 +)))
246 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
247 +(((
248 +//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.//
249 +)))
250 +|(% colspan="3" %)(% colspan="3" %)
251 +(((
252 +== 4.00 ==
253 +)))
254 +|(% colspan="1" %)(% colspan="1" %)
255 +(((
256 +UI core
257 +)))|(% colspan="1" %)(% colspan="1" %)
258 +(((
259 +4.00 Beta 10
260 +)))|(% colspan="1" %)(% colspan="1" %)
261 +(((
262 +Controlled ship can change without a **gameplanchange-event** occurring.
263 +)))
264 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
265 +(((
266 +//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).
267 +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.
268 +//
269 +)))
270 +|(((
271 +Scripts
272 +)))|(((
273 +4.00 Beta 7
274 +)))|(((
275 +Parameters of **<event_terraforming_project_succeeded>** and **<event_terraforming_project_failed>** changed
276 +)))
277 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
278 +(((
279 +//Old params: param = project ID, param2 = were there positive side-effects?, param3 = were there negative side-effects?
280 +New params: param = project ID, param2 = [were there positive side-effects?, were there negative side-effects?], param3 = payout in Credits
281 +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//
282 +)))
283 +|(% colspan="1" %)(% colspan="1" %)
284 +(((
285 +UI core
286 +)))|(% colspan="1" %)(% colspan="1" %)
287 +(((
288 +4.00 Beta 6
289 +)))|(% colspan="1" %)(% colspan="1" %)
290 +(((
291 +**FFI:** GetFactionRelationStatus() handling for faction relation range [-20,-10] changed
292 +)))
293 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
294 +(((
295 +//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.
296 +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).//
297 +
298 +//If you rely on a handling where these factions are treated like enemies, please use the new GetFactionRelationStatus2() function instead.
299 +//
300 +)))
301 +|(% colspan="1" %)(% colspan="1" %)
302 +(((
303 +UI core
304 +)))|(% colspan="1" %)(% colspan="1" %)
305 +(((
306 +4.00 Beta 5
307 +)))|(% colspan="1" %)(% colspan="1" %)
308 +(((
309 +**FFI:** GetRelationStatus()/GetRelationStatus2() handling for objects in relation range [-25,-10] changed
310 +)))
311 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
312 +(((
313 +//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.//
314 +
315 +//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).
316 +)))
317 +|(((
318 +Parameters
319 +)))|(((
320 +4.00 Beta 1
321 +)))|(((
322 +**requiresconstructionvessel** parameter moved
323 +)))
324 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
325 +(((
326 +//The 'requiresconstructionvessel' attribute has been moved from the 'recycling' node itself, to the new 'station' subnode.//
327 +)))
328 +|(((
329 +Scripts
330 +)))|(((
331 +4.00 Beta 1
332 +)))|(((
333 +Changed behaviour of **gatedistance** script property
334 +)))
335 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
336 +(((
337 +//The 'gatedistance' script property now minimizes the number of gate jumps instead of counting the number gate jumps in the fastest route.//
338 +)))
339 +|(% colspan="3" %)(% colspan="3" %)
340 +(((
341 +== 3.30 ==
342 +)))
343 +|(((
344 +UI extensions
345 +)))|(((
346 +3.30 Beta 3
347 +)))|(((
348 +**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()**
349 +)))
350 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
351 +(((
352 +//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()//
353 +)))
354 +|(% colspan="3" %)(% colspan="3" %)
355 +(((
356 +== 3.20 ==
357 +)))
358 +|(((
359 +Scripts
360 +)))|(((
361 +3.20 Beta 1
362 +)))|(((
363 +Parameters of **<event_player_attacked_object/>** and **<event_object_attacked_object/>** changed
364 +)))
365 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
366 +(((
367 +//Old params: param = attacked object, param2 = attack method, param3 = attacked component//
368 +//New params: param = attacked object, param2 = attack method, param3 = attack component detail list: [attacked component, attacking weapon]
369 +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//
370 +)))
371 +|(% colspan="1" %)(% colspan="1" %)
372 +(((
373 +Scripts
374 +)))|(% colspan="1" %)(% colspan="1" %)
375 +(((
376 +3.20 Beta 1
377 +)))|(% colspan="1" %)(% colspan="1" %)
378 +(((
379 +Removed script property $trade.**restriction.faction**
380 +)))
381 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
382 +(((
383 +//$trade.restriction.faction has been replaced with $trade.restriction.factions, which returns a list of factions.//
384 +)))
385 +|(((
386 +UI extensions
387 +)))|(((
388 +3.20 Beta 1
389 +)))|(((
390 +**Lua**: **GetTradeRestrictions()**, **ToggleFactionTradeRestriction()** and **ToggleFactionTradeWareOverride()** are now obsolete!
391 +)))
392 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
393 +(((
394 +//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.//
395 +)))
396 +|(% colspan="3" %)(% colspan="3" %)
397 +(((
398 +== 3.10 ==
399 +)))
400 +|(% colspan="1" %)(% colspan="1" %)
401 +(((
402 +Scripts
403 +)))|(% colspan="1" %)(% colspan="1" %)
404 +(((
405 +3.10 Beta 1
406 +)))|(% colspan="1" %)(% colspan="1" %)
407 +(((
408 +Removed script action **<add_build/>**
409 +)))
410 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
411 +(((
412 +//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.//
413 +)))
414 +|(% colspan="3" %)(% colspan="3" %)
415 +(((
416 +== 3.00 ==
417 +)))
418 +|(% colspan="1" %)(% colspan="1" %)
419 +(((
420 +Scripts
421 +)))|(% colspan="1" %)(% colspan="1" %)
422 +(((
423 +3.0 Beta 6
424 +)))|(% colspan="1" %)(% colspan="1" %)
425 +(((
426 +Changed behaviour of script action **<get_suitable_job/>**
427 +)))
428 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
429 +(((
430 +//<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.//
431 +)))
432 +|(% colspan="1" %)(% colspan="1" %)
433 +(((
434 +Scripts
435 +)))|(% colspan="1" %)(% colspan="1" %)
436 +(((
437 +3.0 Beta 6
438 +)))|(% colspan="1" %)(% colspan="1" %)
439 +(((
440 +Changed behaviour of script action **<get_ware_definition/>**
441 +)))
442 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
443 +(((
444 +//<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.//
445 +)))
446 +|(% colspan="1" %)(% colspan="1" %)
447 +(((
448 +Global
449 +)))|(% colspan="1" %)(% colspan="1" %)
450 +(((
451 +3.0 Beta 5
452 +)))|(% colspan="1" %)(% colspan="1" %)
453 +(((
454 +Renamed all files in the **md**, ui, and **cutscenes** folders to lower-case
455 +)))
456 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
457 +(((
458 +//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.)\\
459 +
460 +//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).//
461 +)))
462 +|(% colspan="1" %)(% colspan="1" %)
463 +(((
464 +Scripts
465 +)))|(% colspan="1" %)(% colspan="1" %)
466 +(((
467 +3.0 Beta 5
468 +)))|(% colspan="1" %)(% colspan="1" %)
469 +(((
470 +Adjustments of some MD library cues in the base game to change their usage from **<include_actions>** to <run_actions>
471 +)))
472 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
473 +(((
474 +//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.//
475 +)))
476 +|(% colspan="1" %)(% colspan="1" %)
477 +(((
478 +Scripts
479 +)))|(% colspan="1" %)(% colspan="1" %)
480 +(((
481 +3.0 Beta 5
482 +)))|(% colspan="1" %)(% colspan="1" %)
483 +(((
484 +Changes to $dockingbay.**todockpos** and $dockingbay.**launchpos**
485 +)))
486 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
487 +(((
488 +//Before the change, positions are relative to $dockingbay.parent.
489 +After the change, positions are relative to $dockingbay as specified in the documentation.//
490 +)))
491 +|(% colspan="1" %)(% colspan="1" %)
492 +(((
493 +Global
494 +)))|(% colspan="1" %)(% colspan="1" %)
495 +(((
496 +3.0 Beta 2
497 +)))|(% colspan="1" %)(% colspan="1" %)
498 +(((
499 +Support for entity flag "**skillsvisible**" dropped
500 +)))
501 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
502 +(((
503 +//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().//
504 +)))
505 +|(((
506 +Scripts
507 +)))|(((
508 +3.0 Beta 2
509 +)))|(((
510 +Changes to **<event_object_changed_owner>** and added **<event_object_changed_true_owner>**.
511 +)))
512 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
513 +(((
514 +//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.
515 +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.
516 +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.
517 +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).
518 +)))
519 +|(% colspan="1" %)(% colspan="1" %)
520 +(((
521 +Global
522 +)))|(% colspan="1" %)(% colspan="1" %)
523 +(((
33 33  3.0 Beta 1
34 34  )))|(% colspan="1" %)(% colspan="1" %)
35 35  (((
527 +**MissionBoard** support dropped
528 +)))
529 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
530 +(((
531 +//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.//
532 +)))
533 +|(((
534 +Job/God
535 +)))|(((
536 +3.0 Beta 1
537 +)))|(((
538 +By default, **job/god entries** now only spawn objects in space added by the extension in which they are defined
539 +)))
540 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
541 +(((
542 +//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.//
543 +)))
544 +|(% colspan="1" %)(% colspan="1" %)
545 +(((
546 +Scripts
547 +)))|(% colspan="1" %)(% colspan="1" %)
548 +(((
549 +3.0 Beta 1
550 +)))|(% colspan="1" %)(% colspan="1" %)
551 +(((
36 36  Script action **<add_actor_to_room/> **attribute **'room'** renamed to **'object'**
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 -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.
556 +//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  (((
... ... @@ -137,8 +137,33 @@
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  )))
656 +|(((
657 +UI core
658 +)))|(((
659 +3.0 Beta 1
660 +)))|(((
661 +**FFI: **GetLocalizedInteractiveNotificationKey can return icon placeholders
662 +)))
663 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
664 +(((
665 +//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.//
666 +)))
140 140  |(% colspan="1" %)(% colspan="1" %)
141 141  (((
669 +UI extensions
670 +)))|(% colspan="1" %)(% colspan="1" %)
671 +(((
672 +3.0 Beta 1
673 +)))|(% colspan="1" %)(% colspan="1" %)
674 +(((
675 +**FFI: **UIWeaponMod returned by GetInstalledWeaponMod() now includes property SurfaceElementFactor
676 +)))
677 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
678 +(((
679 +//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.//
680 +)))
681 +|(% colspan="1" %)(% colspan="1" %)
682 +(((
142 142  Scripts
143 143  )))|(% colspan="1" %)(% colspan="1" %)
144 144  (((
... ... @@ -150,7 +150,7 @@
150 150  |(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" 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.//
694 +//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 +160,11 @@
160 160  3.0 Beta 1
161 161  )))|(% colspan="1" %)(% colspan="1" %)
162 162  (((
163 -'**checkoperational**' filter behaviour changed
704 +MD script **RML_Flight_Along_Path** removed
164 164  )))
165 165  |(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" 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.//
708 +//The MD script RML_Flight_Along_Path was not referened and was removed.//
170 170  )))
171 171  |(% colspan="1" %)(% colspan="1" %)
172 172  (((
... ... @@ -176,23 +176,69 @@
176 176  3.0 Beta 1
177 177  )))|(% colspan="1" %)(% colspan="1" %)
178 178  (((
179 -MD script **RML_Flight_Along_Path** removed
718 +parameters of **<event_venture_mission_completed/>** changed
180 180  )))
181 181  |(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
182 182  (((
183 -//The MD script RML_Flight_Along_Path was not referened and was removed.//
722 +//old params: param = venture details, param2 = ships involved, param3 = duration//
723 +//new params: param = venture detail list: [mission name, mission type], param2 = list of ships involved, param3 = duration//
184 184  )))
185 185  |(((
186 186  Scripts
187 187  )))|(((
728 +3.0 Beta 1
729 +)))|(((
730 +**<set_object_wing_name/>** removed,
731 +**<set_object_fleet_name/>** added
732 +)))
733 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
734 +(((
735 +//The common action <set_object_wing_name/> has been replaced with <set_object_fleet_name/>//
736 +)))
737 +|(((
738 +Scripts
739 +)))|(((
740 +3.0 Beta 1
741 +)))|(((
742 +**$controllable.wing.*** removed,
743 +**$controllable.fleet.*** added
744 +)))
745 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
746 +(((
747 +$controllable.wing.name, $controllable.wing.iscommander, and $controllable.wing.commander have been replaced with $controllable.fleet.name, $controllable.fleet.iscommander, and $controllable.fleet.commander
748 +)))
749 +|(% colspan="3" %)(% colspan="3" %)
750 +(((
751 +== 2.60 ==
752 +)))
753 +|(((
754 +Scripts
755 +)))|(((
188 188  2.60 Beta 1
189 189  )))|(((
190 -$container.supplyresources behavior changed
758 +'**checkoperational**' filter behaviour changed
191 191  )))
192 192  |(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
193 193  (((
762 +//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.//
763 +
764 +//Sub nodes such as match_child will have checkoperational default to false. Existing uses may find that results now include non-operational components.//
765 +)))
766 +|(((
767 +Scripts
768 +)))|(((
769 +2.60 Beta 1
770 +)))|(((
771 +$container.**supplyresources** behavior changed
772 +)))
773 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
774 +(((
194 194  //The script keyword $container.supplyresources now includes reserved wares.//
195 195  )))
777 +|(% colspan="3" %)(% colspan="3" %)
778 +(((
779 +== 2.20 ==
780 +)))
196 196  |(% colspan="1" %)(% colspan="1" %)
197 197  (((
198 198  UI core
... ... @@ -225,6 +225,10 @@
225 225  (((
226 226  //The underlying behaviour remains the same in that it involves the buildprocessor, not the buildmodule. The attribute name has simply been corrected.//
227 227  )))
813 +|(% colspan="3" %)(% colspan="3" %)
814 +(((
815 +== 2.00 ==
816 +)))
228 228  |(% colspan="1" %)(% colspan="1" %)
229 229  (((
230 230  Scripts
... ... @@ -332,7 +332,7 @@
332 332  )))|(((
333 333  2.00 Beta 1
334 334  )))|(((
335 -**FFI: GetBuildTask()/GetNumBuildTasks()** got a new "buildmoduleid" parameter.(% class="confluenceTd" %)
924 +**FFI: GetBuildTask()/GetNumBuildTasks()** got a new "buildmoduleid" parameter.
336 336  )))
337 337  |(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
338 338  (((
... ... @@ -365,18 +365,22 @@
365 365  )))|(((
366 366  2.00 Beta 1
367 367  )))|(((
368 -**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" %)
957 +**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.
369 369  )))
370 370  |(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
371 371  (((
372 372  //Changed return value type to const char* to better identify failure reasons in Lua script.//
373 373  )))
963 +|(% colspan="3" %)(% colspan="3" %)
964 +(((
965 +== 1.50 ==
966 +)))
374 374  |(((
375 375  UI extensions
376 376  )))|(((
377 377  1.50 Beta 3
378 378  )))|(((
379 -**Lua: GetComponentData() **changed behavior of "docksizes" propertly.(% class="confluenceTd" %)
972 +**Lua: GetComponentData() **changed behavior of "docksizes" property.
380 380  )))
381 381  |(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
382 382  (((
... ... @@ -402,7 +402,7 @@
402 402  )))|(((
403 403  1.50 Beta 2
404 404  )))|(((
405 -**FFI: UpgradeGroupInfo **datatype was changed.(% class="confluenceTd" %)
998 +**FFI: UpgradeGroupInfo **datatype was changed.
406 406  )))
407 407  |(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
408 408  (((
... ... @@ -430,12 +430,16 @@
430 430  )))|(((
431 431  1.50 Beta 1
432 432  )))|(((
433 -**FFI: CancelConstruction() **changed its return value.(% class="confluenceTd" %)
1026 +**FFI: CancelConstruction() **changed its return value.
434 434  )))
435 435  |(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
436 436  (((
437 437  (% style="color: rgb(0,0,0);" %)//CancelConstruction() now returns if the cancellation was successful. //
438 438  )))
1032 +|(% colspan="3" %)(% colspan="3" %)
1033 +(((
1034 +== 1.32 ==
1035 +)))
439 439  |(((
440 440  UI extensions
441 441  )))|(((
... ... @@ -447,12 +447,16 @@
447 447  (((
448 448  //Instead of "nextdestname", use the properties "destination" or "destinationsector" to retrieve a destination component, then retrieve its "name" property.//
449 449  )))
1047 +|(% colspan="3" %)(% colspan="3" %)
1048 +(((
1049 +== 1.20 ==
1050 +)))
450 450  |(((
451 451  UI extensions
452 452  )))|(((
453 453  1.20
454 454  )))|(((
455 -**FFI: GetAAOption()** got a new "useconfig" parameter.(% class="confluenceTd" %)
1056 +**FFI: GetAAOption()** got a new "useconfig" parameter.
456 456  )))
457 457  |(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
458 458  (((
Confluence.Code.ConfluencePageClass[0]
id
... ... @@ -1,1 +1,1 @@
1 -85132000
1 +138872528
url
... ... @@ -1,1 +1,1 @@
1 -https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/85132000/Breaking Changes
1 +https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/138872528/Breaking Changes