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 104.1
edited by Volodymyr Boichuk
on 2023/03/16 17:21
Change comment: There is no comment for this version

Summary

Details

Page properties
Parent
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1 +Modding Support
Author
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1 -xwiki:XWiki.nick
1 +xwiki:XWiki.Volodymyr
Content
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18 18  
19 19  = Breaking Changes =
20 20  
21 +(% class="wrapped" %)
21 21  |=(((
22 22  Type
23 23  )))|=(((
... ... @@ -25,19 +25,564 @@
25 25  )))|=(((
26 26  Summary
27 27  )))
29 +|(% colspan="3" %)(% colspan="3" %)
30 +(((
31 +== 6.00 ==
32 +)))
33 +|(((
34 +Libraries
35 +)))|(((
36 +6.00 Beta 7
37 +)))|(((
38 +Updated weights for ship groups in shipgroups.xml libraries of base game and all DLCs.
39 +)))
40 +|(% class="highlight-grey" title="Background colour : " colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" title="Background colour : " colspan="3" data-highlight-colour="grey" %)
41 +(((
42 +//Previously some entries were lacking "weight" parameter, causing it to default to "1", which prevent adding new ships to the group with appropriate/configurable granularity.
43 +//
44 +
45 +//All groups should now have "weight" parameter added and old "weights" were updated to not have single-digit numbers.//
46 +)))
28 28  |(% colspan="1" %)(% colspan="1" %)
29 29  (((
30 30  Scripts
31 31  )))|(% colspan="1" %)(% colspan="1" %)
32 32  (((
52 +6.00 Beta 4
53 +)))|(% colspan="1" %)(% colspan="1" %)
54 +(((
55 +Changed conditions for **<event_player_travelmode_started> <event_player_travelmode_stopped> <event_player_travelmode_charge_started> <event_player_travelmode_charge_aborted>** to be raised.
56 +)))
57 +|(% class="highlight-grey" title="Background colour : " colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" title="Background colour : " colspan="3" data-highlight-colour="grey" %)
58 +(((
59 +//The <event_player_travelmode_started>, <event_player_travelmode_stopped>, <event_player_travelmode_charge_started> and <event_player_travelmode_charge_aborted> events will no longer be raised if the player is a passenger on board a ship which enters or leaves travel mode. Previously these events would be raised whether the player was the pilot or a passenger. //
60 +
61 +//Scripts that need to check whether the player exits travel mode may also need to consider checking whether the player leaves the control seat using <event_player_stopped_control> since this will also result in travel mode stopping.//
62 +)))
63 +|(% colspan="1" %)(% colspan="1" %)
64 +(((
65 +Scripts
66 +)))|(% colspan="1" %)(% colspan="1" %)
67 +(((
68 +6.00 Beta 3
69 +)))|(% colspan="1" %)(% colspan="1" %)
70 +(((
71 +Changed result of **<find_object_surface>** action in the case of a failure
72 +)))
73 +|(% class="highlight-grey" title="Background colour : " colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" title="Background colour : " colspan="3" data-highlight-colour="grey" %)
74 +(((
75 +//The 'posname' and 'rotname' result attributes of <find_object_surface> will now return null in the case of no valid surface position being found.//
76 +
77 +//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.//
78 +
79 +//The action itself has been improved to increase the chance of finding suitable surface positions.//
80 +)))
81 +|(% colspan="1" %)(% colspan="1" %)
82 +(((
83 +Scripts
84 +)))|(% colspan="1" %)(% colspan="1" %)
85 +(((
86 +6.00 Beta 1
87 +)))|(% colspan="1" %)(% colspan="1" %)
88 +(((
89 +Behaviour change for **<match_dock>** script component filter
90 +)))
91 +|(% class="highlight-grey" title="Background colour : " colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" title="Background colour : " colspan="3" data-highlight-colour="grey" %)
92 +(((
93 +//<match_dock> nodes can now be used on container and walkablemodule classes without wrapping them in <match_content> nodes.
94 +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.//
95 +)))
96 +|(% colspan="1" %)(% colspan="1" %)
97 +(((
98 +Scripts
99 +)))|(% colspan="1" %)(% colspan="1" %)
100 +(((
101 +6.00 Beta 1
102 +)))|(% colspan="1" %)(% colspan="1" %)
103 +(((
104 +Changed result attribute location for **<get_attackstrength>**
105 +)))
106 +|(% class="highlight-grey" title="Background colour : " colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" title="Background colour : " colspan="3" data-highlight-colour="grey" %)
107 +(((
108 +//The 'result' attribute of get_attackstrength has been moved into the new <result> subnode and renamed to 'total'.//
109 +)))
110 +|(((
111 +Assets
112 +)))|(((
113 +6.00 Beta 1
114 +)))|(((
115 +Surface element **connections** are incompatible by default unless tagged as "**standard**", and also "**combat**" for non-missile, non-mining weapons
116 +)))
117 +|(% 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" %)
118 +(((
119 +//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.
120 +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.//
121 +)))
122 +|(% colspan="1" %)(% colspan="1" %)
123 +(((
124 +Scripts
125 +)))|(% colspan="1" %)(% colspan="1" %)
126 +(((
127 +6.00 Beta 1
128 +)))|(% colspan="1" %)(% colspan="1" %)
129 +(((
130 +Changed behaviour of attribute **sortbygatedistanceto** when finding objects, discarding unreachable objects
131 +)))
132 +|(% 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" %)
133 +(((
134 +//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.//
135 +)))
136 +|(((
137 +Scripts
138 +)))|(((
139 +6.00 Beta 1
140 +)))|(((
141 +**<event_player_owned_killed_object>** and **<event_player_owned_destroyed>** are now triggered before the corresponding **<event_object_destroyed>**, instead of afterwards.
142 +)))
143 +|(% 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" %)
144 +(((
145 +//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.//
146 +)))
147 +|(((
148 +Cutscenes
149 +)))|(((
150 +6.00 Beta 1
151 +)))|(((
152 +Changed behaviour of **<angles>** in cutscenes
153 +)))
154 +|(% 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" %)
155 +(((
156 +//The yaw and pitch nodes in <angles> are now correctly interpreted as values in degrees.//
157 +)))
158 +|(% colspan="3" %)(% colspan="3" %)
159 +(((
160 +== 5.00 ==
161 +)))
162 +|(((
163 +Parameters
164 +)))|(((
165 +5.00 Beta 1
166 +)))|(((
167 +**<controlpanel><entry>: minduration** removed, **maxduration** renamed to duration
168 +)))
169 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
170 +(((
171 +//'minduration' was unused in X4, maxduration was and still is taken as the actual duration of control panel hacks. No functionality change.//
172 +)))
173 +|(% colspan="3" %)(% colspan="3" %)
174 +(((
175 +== 4.10 ==
176 +)))
177 +|(% colspan="1" %)(% colspan="1" %)
178 +(((
179 +UI extensions
180 +)))|(% colspan="1" %)(% colspan="1" %)
181 +(((
182 +4.10 Beta 7
183 +)))|(% colspan="1" %)(% colspan="1" %)
184 +(((
185 +**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
186 +)))
187 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
188 +(((
189 +//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.//
190 +)))
191 +|(% colspan="1" %)(% colspan="1" %)
192 +(((
193 +UI extensions
194 +)))|(% colspan="1" %)(% colspan="1" %)
195 +(((
196 +4.10 Beta 6
197 +)))|(% colspan="1" %)(% colspan="1" %)
198 +(((
199 +**FFI**: CustomGameStartPlayerProperty2 changed
200 +)))
201 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
202 +(((
203 +//This struct was added in 4.10 Beta 2 and an additional member count was added in Beta 6.//
204 +)))
205 +|(% colspan="1" %)(% colspan="1" %)
206 +(((
207 +Parameters
208 +)))|(% colspan="1" %)(% colspan="1" %)
209 +(((
210 +4.10 Beta 3
211 +)))|(% colspan="1" %)(% colspan="1" %)
212 +(((
213 +Renamed **<stationinfobox>** to **<infobox>**
214 +)))
215 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
216 +(((
217 +//Info box parameters are now shared across stations and ships. The node has a more generic name to reflect that.//
218 +)))
219 +|(% colspan="1" %)(% colspan="1" %)
220 +(((
221 +UI extensions
222 +)))|(% colspan="1" %)(% colspan="1" %)
223 +(((
224 +4.10 Beta 2
225 +)))|(% colspan="1" %)(% colspan="1" %)
226 +(((
227 +**FFI**: SetMacroMapPlayerSectorOffset() deprecated
228 +)))
229 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
230 +(((
231 +//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.//
232 +)))
233 +|(((
234 +UI extensions
235 +)))|(((
236 +4.10 Beta 2
237 +)))|(((
238 +**FFI**: (% style="color: rgb(0,0,0);" %)FilterComponentForMapMode(%%)() and (% style="color: rgb(0,0,0);" %)SetMapObjectFilter() changed
239 +)))
240 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
241 +(((
242 +//These functions were added in 4.10 Beta 1 and an additional boolean parameter allowentitydeliverymissionobject was added in Beta 2.//
243 +)))
244 +|(((
245 +Scripts
246 +)))|(((
247 +4.10 Beta 1
248 +)))|(((
249 +People related attributes of mission** <delivery> **node moved
250 +)))
251 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
252 +(((
253 +//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.//
254 +)))
255 +|(% colspan="1" %)(% colspan="1" %)
256 +(((
257 +Scripts
258 +)))|(% colspan="1" %)(% colspan="1" %)
259 +(((
260 +4.10 Beta 1
261 +)))|(% colspan="1" %)(% colspan="1" %)
262 +(((
263 +**$destructible.productions** replaced with $defensible.productions
264 +)))
265 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
266 +(((
267 +//The $destructible.productions script property was removed and reimplemented as $defensible.productions meaning some old uses may no longer work unless the destructible is also a defensible. The old implementation functioned by finding the containing object of the destructible (including itself) to query for the production modules.//
268 +)))
269 +|(((
270 +Scripts
271 +)))|(((
272 +4.10 Beta 1
273 +)))|(((
274 +Removed script property **$object.spawnsourceseed**
275 +)))
276 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
277 +(((
278 +//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.//
279 +)))
280 +|(% colspan="3" %)(% colspan="3" %)
281 +(((
282 +== 4.00 ==
283 +)))
284 +|(% colspan="1" %)(% colspan="1" %)
285 +(((
286 +UI core
287 +)))|(% colspan="1" %)(% colspan="1" %)
288 +(((
289 +4.00 Beta 10
290 +)))|(% colspan="1" %)(% colspan="1" %)
291 +(((
292 +Controlled ship can change without a **gameplanchange-event** occurring.
293 +)))
294 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
295 +(((
296 +//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).
297 +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.
298 +//
299 +)))
300 +|(((
301 +Scripts
302 +)))|(((
303 +4.00 Beta 7
304 +)))|(((
305 +Parameters of **<event_terraforming_project_succeeded>** and **<event_terraforming_project_failed>** changed
306 +)))
307 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
308 +(((
309 +//Old params: param = project ID, param2 = were there positive side-effects?, param3 = were there negative side-effects?
310 +New params: param = project ID, param2 = [were there positive side-effects?, were there negative side-effects?], param3 = payout in Credits
311 +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//
312 +)))
313 +|(% colspan="1" %)(% colspan="1" %)
314 +(((
315 +UI core
316 +)))|(% colspan="1" %)(% colspan="1" %)
317 +(((
318 +4.00 Beta 6
319 +)))|(% colspan="1" %)(% colspan="1" %)
320 +(((
321 +**FFI:** GetFactionRelationStatus() handling for faction relation range [-20,-10] changed
322 +)))
323 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
324 +(((
325 +//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.
326 +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).//
327 +
328 +//If you rely on a handling where these factions are treated like enemies, please use the new GetFactionRelationStatus2() function instead.
329 +//
330 +)))
331 +|(% colspan="1" %)(% colspan="1" %)
332 +(((
333 +UI core
334 +)))|(% colspan="1" %)(% colspan="1" %)
335 +(((
336 +4.00 Beta 5
337 +)))|(% colspan="1" %)(% colspan="1" %)
338 +(((
339 +**FFI:** GetRelationStatus()/GetRelationStatus2() handling for objects in relation range [-25,-10] changed
340 +)))
341 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
342 +(((
343 +//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.//
344 +
345 +//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).
346 +)))
347 +|(((
348 +Parameters
349 +)))|(((
350 +4.00 Beta 1
351 +)))|(((
352 +**requiresconstructionvessel** parameter moved
353 +)))
354 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
355 +(((
356 +//The 'requiresconstructionvessel' attribute has been moved from the 'recycling' node itself, to the new 'station' subnode.//
357 +)))
358 +|(((
359 +Scripts
360 +)))|(((
361 +4.00 Beta 1
362 +)))|(((
363 +Changed behaviour of **gatedistance** script property
364 +)))
365 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
366 +(((
367 +//The 'gatedistance' script property now minimizes the number of gate jumps instead of counting the number gate jumps in the fastest route.//
368 +)))
369 +|(% colspan="3" %)(% colspan="3" %)
370 +(((
371 +== 3.30 ==
372 +)))
373 +|(((
374 +UI extensions
375 +)))|(((
376 +3.30 Beta 3
377 +)))|(((
378 +**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()**
379 +)))
380 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
381 +(((
382 +//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()//
383 +)))
384 +|(% colspan="3" %)(% colspan="3" %)
385 +(((
386 +== 3.20 ==
387 +)))
388 +|(((
389 +Scripts
390 +)))|(((
391 +3.20 Beta 1
392 +)))|(((
393 +Parameters of **<event_player_attacked_object/>** and **<event_object_attacked_object/>** changed
394 +)))
395 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
396 +(((
397 +//Old params: param = attacked object, param2 = attack method, param3 = attacked component//
398 +//New params: param = attacked object, param2 = attack method, param3 = attack component detail list: [attacked component, attacking weapon]
399 +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//
400 +)))
401 +|(% colspan="1" %)(% colspan="1" %)
402 +(((
403 +Scripts
404 +)))|(% colspan="1" %)(% colspan="1" %)
405 +(((
406 +3.20 Beta 1
407 +)))|(% colspan="1" %)(% colspan="1" %)
408 +(((
409 +Removed script property $trade.**restriction.faction**
410 +)))
411 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
412 +(((
413 +//$trade.restriction.faction has been replaced with $trade.restriction.factions, which returns a list of factions.//
414 +)))
415 +|(((
416 +UI extensions
417 +)))|(((
418 +3.20 Beta 1
419 +)))|(((
420 +**Lua**: **GetTradeRestrictions()**, **ToggleFactionTradeRestriction()** and **ToggleFactionTradeWareOverride()** are now obsolete!
421 +)))
422 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
423 +(((
424 +//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.//
425 +)))
426 +|(% colspan="3" %)(% colspan="3" %)
427 +(((
428 +== 3.10 ==
429 +)))
430 +|(% colspan="1" %)(% colspan="1" %)
431 +(((
432 +Scripts
433 +)))|(% colspan="1" %)(% colspan="1" %)
434 +(((
435 +3.10 Beta 1
436 +)))|(% colspan="1" %)(% colspan="1" %)
437 +(((
438 +Removed script action **<add_build/>**
439 +)))
440 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
441 +(((
442 +//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.//
443 +)))
444 +|(% colspan="3" %)(% colspan="3" %)
445 +(((
446 +== 3.00 ==
447 +)))
448 +|(% colspan="1" %)(% colspan="1" %)
449 +(((
450 +Scripts
451 +)))|(% colspan="1" %)(% colspan="1" %)
452 +(((
453 +3.0 Beta 6
454 +)))|(% colspan="1" %)(% colspan="1" %)
455 +(((
456 +Changed behaviour of script action **<get_suitable_job/>**
457 +)))
458 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
459 +(((
460 +//<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.//
461 +)))
462 +|(% colspan="1" %)(% colspan="1" %)
463 +(((
464 +Scripts
465 +)))|(% colspan="1" %)(% colspan="1" %)
466 +(((
467 +3.0 Beta 6
468 +)))|(% colspan="1" %)(% colspan="1" %)
469 +(((
470 +Changed behaviour of script action **<get_ware_definition/>**
471 +)))
472 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
473 +(((
474 +//<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.//
475 +)))
476 +|(% colspan="1" %)(% colspan="1" %)
477 +(((
478 +Global
479 +)))|(% colspan="1" %)(% colspan="1" %)
480 +(((
481 +3.0 Beta 5
482 +)))|(% colspan="1" %)(% colspan="1" %)
483 +(((
484 +Renamed all files in the **md**, ui, and **cutscenes** folders to lower-case
485 +)))
486 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
487 +(((
488 +//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.)\\
489 +
490 +//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).//
491 +)))
492 +|(% colspan="1" %)(% colspan="1" %)
493 +(((
494 +Scripts
495 +)))|(% colspan="1" %)(% colspan="1" %)
496 +(((
497 +3.0 Beta 5
498 +)))|(% colspan="1" %)(% colspan="1" %)
499 +(((
500 +Adjustments of some MD library cues in the base game to change their usage from **<include_actions>** to <run_actions>
501 +)))
502 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
503 +(((
504 +//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.//
505 +)))
506 +|(% colspan="1" %)(% colspan="1" %)
507 +(((
508 +Scripts
509 +)))|(% colspan="1" %)(% colspan="1" %)
510 +(((
511 +3.0 Beta 5
512 +)))|(% colspan="1" %)(% colspan="1" %)
513 +(((
514 +Changes to $dockingbay.**todockpos** and $dockingbay.**launchpos**
515 +)))
516 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
517 +(((
518 +//Before the change, positions are relative to $dockingbay.parent.
519 +After the change, positions are relative to $dockingbay as specified in the documentation.//
520 +)))
521 +|(% colspan="1" %)(% colspan="1" %)
522 +(((
523 +Global
524 +)))|(% colspan="1" %)(% colspan="1" %)
525 +(((
526 +3.0 Beta 2
527 +)))|(% colspan="1" %)(% colspan="1" %)
528 +(((
529 +Support for entity flag "**skillsvisible**" dropped
530 +)))
531 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
532 +(((
533 +//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().//
534 +)))
535 +|(((
536 +Scripts
537 +)))|(((
538 +3.0 Beta 2
539 +)))|(((
540 +Changes to **<event_object_changed_owner>** and added **<event_object_changed_true_owner>**.
541 +)))
542 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
543 +(((
544 +//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.
545 +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.
546 +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.
547 +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).
548 +)))
549 +|(% colspan="1" %)(% colspan="1" %)
550 +(((
551 +Global
552 +)))|(% colspan="1" %)(% colspan="1" %)
553 +(((
33 33  3.0 Beta 1
34 34  )))|(% colspan="1" %)(% colspan="1" %)
35 35  (((
557 +**MissionBoard** support dropped
558 +)))
559 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
560 +(((
561 +//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.//
562 +)))
563 +|(((
564 +Job/God
565 +)))|(((
566 +3.0 Beta 1
567 +)))|(((
568 +By default, **job/god entries** now only spawn objects in space added by the extension in which they are defined
569 +)))
570 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
571 +(((
572 +//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.//
573 +)))
574 +|(% colspan="1" %)(% colspan="1" %)
575 +(((
576 +Scripts
577 +)))|(% colspan="1" %)(% colspan="1" %)
578 +(((
579 +3.0 Beta 1
580 +)))|(% colspan="1" %)(% colspan="1" %)
581 +(((
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.
586 +//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  )))
686 +|(((
687 +UI core
688 +)))|(((
689 +3.0 Beta 1
690 +)))|(((
691 +**FFI: **GetLocalizedInteractiveNotificationKey can return icon placeholders
692 +)))
693 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
694 +(((
695 +//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.//
696 +)))
140 140  |(% colspan="1" %)(% colspan="1" %)
141 141  (((
699 +UI extensions
700 +)))|(% colspan="1" %)(% colspan="1" %)
701 +(((
702 +3.0 Beta 1
703 +)))|(% colspan="1" %)(% colspan="1" %)
704 +(((
705 +**FFI: **UIWeaponMod returned by GetInstalledWeaponMod() now includes property SurfaceElementFactor
706 +)))
707 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
708 +(((
709 +//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.//
710 +)))
711 +|(% colspan="1" %)(% colspan="1" %)
712 +(((
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.//
724 +//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
734 +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.//
738 +//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
748 +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.//
752 +//old params: param = venture details, param2 = ships involved, param3 = duration//
753 +//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  )))|(((
758 +3.0 Beta 1
759 +)))|(((
760 +**<set_object_wing_name/>** removed,
761 +**<set_object_fleet_name/>** added
762 +)))
763 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
764 +(((
765 +//The common action <set_object_wing_name/> has been replaced with <set_object_fleet_name/>//
766 +)))
767 +|(((
768 +Scripts
769 +)))|(((
770 +3.0 Beta 1
771 +)))|(((
772 +**$controllable.wing.*** removed,
773 +**$controllable.fleet.*** added
774 +)))
775 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
776 +(((
777 +$controllable.wing.name, $controllable.wing.iscommander, and $controllable.wing.commander have been replaced with $controllable.fleet.name, $controllable.fleet.iscommander, and $controllable.fleet.commander
778 +)))
779 +|(% colspan="3" %)(% colspan="3" %)
780 +(((
781 +== 2.60 ==
782 +)))
783 +|(((
784 +Scripts
785 +)))|(((
188 188  2.60 Beta 1
189 189  )))|(((
190 -$container.supplyresources behavior changed
788 +'**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  (((
792 +//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.//
793 +
794 +//Sub nodes such as match_child will have checkoperational default to false. Existing uses may find that results now include non-operational components.//
795 +)))
796 +|(((
797 +Scripts
798 +)))|(((
799 +2.60 Beta 1
800 +)))|(((
801 +$container.**supplyresources** behavior changed
802 +)))
803 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
804 +(((
194 194  //The script keyword $container.supplyresources now includes reserved wares.//
195 195  )))
807 +|(% colspan="3" %)(% colspan="3" %)
808 +(((
809 +== 2.20 ==
810 +)))
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  )))
843 +|(% colspan="3" %)(% colspan="3" %)
844 +(((
845 +== 2.00 ==
846 +)))
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" %)
954 +**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" %)
987 +**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  )))
993 +|(% colspan="3" %)(% colspan="3" %)
994 +(((
995 +== 1.50 ==
996 +)))
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" %)
1002 +**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" %)
1028 +**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" %)
1056 +**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  )))
1062 +|(% colspan="3" %)(% colspan="3" %)
1063 +(((
1064 +== 1.32 ==
1065 +)))
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  )))
1077 +|(% colspan="3" %)(% colspan="3" %)
1078 +(((
1079 +== 1.20 ==
1080 +)))
450 450  |(((
451 451  UI extensions
452 452  )))|(((
453 453  1.20
454 454  )))|(((
455 -**FFI: GetAAOption()** got a new "useconfig" parameter.(% class="confluenceTd" %)
1086 +**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 +78577854
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/78577854/Breaking Changes