Changes for page Breaking Changes
Last modified by Michael Baumgardt on 2026/04/17 12:03
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Page properties (2 modified, 0 added, 0 removed)
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... ... @@ -1,1 +1,1 @@ 1 -xwiki:XWiki. nick1 +xwiki:XWiki.klaus - Content
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... ... @@ -25,19 +25,105 @@ 25 25 )))|=((( 26 26 Summary 27 27 ))) 28 +|(% colspan="3" %)(% colspan="3" %) 29 +((( 30 +== 3.00 == 31 +))) 28 28 |(% colspan="1" %)(% colspan="1" %) 29 29 ((( 30 30 Scripts 31 31 )))|(% colspan="1" %)(% colspan="1" %) 32 32 ((( 37 +3.0 Beta 5 38 +)))|(% colspan="1" %)(% colspan="1" %) 39 +((( 40 +Adjustments of some MD library cues in the base game to change their usage from **<include_actions>** to <run_actions> 41 +))) 42 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 43 +((( 44 +//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.// 45 +))) 46 +|(% colspan="1" %)(% colspan="1" %) 47 +((( 48 +Scripts 49 +)))|(% colspan="1" %)(% colspan="1" %) 50 +((( 51 +3.0 Beta 5 52 +)))|(% colspan="1" %)(% colspan="1" %) 53 +((( 54 +Changes to $dockingbay.**todockpos** and $dockingbay.**launchpos** 55 +))) 56 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 57 +((( 58 +//Before the change, positions are relative to $dockingbay.parent. 59 +After the change, positions are relative to $dockingbay as specified in the documentation.// 60 +))) 61 +|(% colspan="1" %)(% colspan="1" %) 62 +((( 63 +Global 64 +)))|(% colspan="1" %)(% colspan="1" %) 65 +((( 66 +3.0 Beta 2 67 +)))|(% colspan="1" %)(% colspan="1" %) 68 +((( 69 +Support for entity flag "**skillsvisible**" dropped 70 +))) 71 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 72 +((( 73 +//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().// 74 +))) 75 +|((( 76 +Scripts 77 +)))|((( 78 +3.0 Beta 2 79 +)))|((( 80 +Changes to **<event_object_changed_owner>** and added **<event_object_changed_true_owner>**. 81 +))) 82 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 83 +((( 84 +//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. 85 +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. 86 +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. 87 +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). 88 +))) 89 +|(% colspan="1" %)(% colspan="1" %) 90 +((( 91 +Global 92 +)))|(% colspan="1" %)(% colspan="1" %) 93 +((( 33 33 3.0 Beta 1 34 34 )))|(% colspan="1" %)(% colspan="1" %) 35 35 ((( 97 +**MissionBoard** support dropped 98 +))) 99 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 100 +((( 101 +//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.// 102 +))) 103 +|((( 104 +Job/God 105 +)))|((( 106 +3.0 Beta 1 107 +)))|((( 108 +By default, **job/god entries** now only spawn objects in space added by the extension in which they are defined 109 +))) 110 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 111 +((( 112 +//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.// 113 +))) 114 +|(% colspan="1" %)(% colspan="1" %) 115 +((( 116 +Scripts 117 +)))|(% colspan="1" %)(% colspan="1" %) 118 +((( 119 +3.0 Beta 1 120 +)))|(% colspan="1" %)(% colspan="1" %) 121 +((( 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. 126 +//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 ))) 226 +|((( 227 +UI core 228 +)))|((( 229 +3.0 Beta 1 230 +)))|((( 231 +**FFI: **GetLocalizedInteractiveNotificationKey can return icon placeholders 232 +))) 233 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 234 +((( 235 +//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.// 236 +))) 140 140 |(% colspan="1" %)(% colspan="1" %) 141 141 ((( 239 +UI extensions 240 +)))|(% colspan="1" %)(% colspan="1" %) 241 +((( 242 +3.0 Beta 1 243 +)))|(% colspan="1" %)(% colspan="1" %) 244 +((( 245 +**FFI: **UIWeaponMod returned by GetInstalledWeaponMod() now includes property SurfaceElementFactor 246 +))) 247 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 248 +((( 249 +//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.// 250 +))) 251 +|(% colspan="1" %)(% colspan="1" %) 252 +((( 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.//264 +//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**'filterbehaviour changed274 +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.// 278 +//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**removed288 +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.// 292 +//old params: param = venture details, param2 = ships involved, param3 = duration// 293 +//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 )))|((( 298 +3.0 Beta 1 299 +)))|((( 300 +**<set_object_wing_name/>** removed, 301 +**<set_object_fleet_name/>** added 302 +))) 303 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 304 +((( 305 +//The common action <set_object_wing_name/> has been replaced with <set_object_fleet_name/>// 306 +))) 307 +|((( 308 +Scripts 309 +)))|((( 310 +3.0 Beta 1 311 +)))|((( 312 +**$controllable.wing.*** removed, 313 +**$controllable.fleet.*** added 314 +))) 315 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 316 +((( 317 +$controllable.wing.name, $controllable.wing.iscommander, and $controllable.wing.commander have been replaced with $controllable.fleet.name, $controllable.fleet.iscommander, and $controllable.fleet.commander 318 +))) 319 +|(% colspan="3" %)(% colspan="3" %) 320 +((( 321 +== 2.60 == 322 +))) 323 +|((( 324 +Scripts 325 +)))|((( 188 188 2.60 Beta 1 189 189 )))|((( 190 - $container.supplyresourcesbehavior changed328 +'**checkoperational**' filter behaviour changed 191 191 ))) 192 192 |(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 193 193 ((( 332 +//Actions and conditions which use the 'checkoperational' filter now behave differently. Instead of changing how 'class' and 'exactclass' behave, checkoperational == true adds an additional filter for the components being of state operational, equivalent to state="componentstate.operational". This is implicitly enabled in action elements (e.g. <find_.../>) or condition elements (e.g. <count_...>), meaning that find_ship will only find operational ships. Using such actions/conditions with checkoperational="false" will include non-operational components such as wrecked and constructions. Existing uses may find that results now exclude non-operational components.// 333 + 334 +//Sub nodes such as match_child will have checkoperational default to false. Existing uses may find that results now include non-operational components.// 335 +))) 336 +|((( 337 +Scripts 338 +)))|((( 339 +2.60 Beta 1 340 +)))|((( 341 +$container.**supplyresources** behavior changed 342 +))) 343 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 344 +((( 194 194 //The script keyword $container.supplyresources now includes reserved wares.// 195 195 ))) 347 +|(% colspan="3" %)(% colspan="3" %) 348 +((( 349 +== 2.20 == 350 +))) 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 ))) 383 +|(% colspan="3" %)(% colspan="3" %) 384 +((( 385 +== 2.00 == 386 +))) 228 228 |(% colspan="1" %)(% colspan="1" %) 229 229 ((( 230 230 Scripts ... ... @@ -371,6 +371,10 @@ 371 371 ((( 372 372 //Changed return value type to const char* to better identify failure reasons in Lua script.// 373 373 ))) 533 +|(% colspan="3" %)(% colspan="3" %) 534 +((( 535 +== 1.50 == 536 +))) 374 374 |((( 375 375 UI extensions 376 376 )))|((( ... ... @@ -436,6 +436,10 @@ 436 436 ((( 437 437 (% style="color: rgb(0,0,0);" %)//CancelConstruction() now returns if the cancellation was successful. // 438 438 ))) 602 +|(% colspan="3" %)(% colspan="3" %) 603 +((( 604 +== 1.32 == 605 +))) 439 439 |((( 440 440 UI extensions 441 441 )))|((( ... ... @@ -447,6 +447,10 @@ 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 ))) 617 +|(% colspan="3" %)(% colspan="3" %) 618 +((( 619 +== 1.20 == 620 +))) 450 450 |((( 451 451 UI extensions 452 452 )))|(((
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... ... @@ -1,1 +1,1 @@ 1 -https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/8 5132000/Breaking Changes1 +https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/89148312/Breaking Changes