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 78.1
edited by matthias
on 2021/02/05 17:00
Change comment: There is no comment for this version

Summary

Details

Page properties
Author
... ... @@ -1,1 +1,1 @@
1 -xwiki:XWiki.nick
1 +xwiki:XWiki.matthias
Content
... ... @@ -24,20 +24,370 @@
24 24  Version
25 25  )))|=(((
26 26  Summary
27 +)))|=(% colspan="1" %)(% colspan="1" %)
28 +(((
29 +
27 27  )))
31 +|(% colspan="4" %)(% colspan="4" %)
32 +(((
33 +== 4.00 ==
34 +)))
28 28  |(% colspan="1" %)(% colspan="1" %)
29 29  (((
37 +UI core
38 +)))|(% colspan="1" %)(% colspan="1" %)
39 +(((
40 +4.00 Beta 6
41 +)))|(% colspan="1" %)(% colspan="1" %)
42 +(((
43 +**FFI:** GetFactionRelationStatus() handling for faction relation range [-20,-10] changed
44 +)))|(% colspan="1" %)(% colspan="1" %)
45 +(((
46 +
47 +)))
48 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
49 +(((
50 +//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.
51 +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).//
52 +
53 +//If you rely on a handling where these factions are treated like enemies, please use the new GetFactionRelationStatus2() function instead.
54 +//
55 +)))|(% colspan="1" %)(% colspan="1" %)
56 +(((
57 +
58 +)))
59 +|(% colspan="1" %)(% colspan="1" %)
60 +(((
61 +UI core
62 +)))|(% colspan="1" %)(% colspan="1" %)
63 +(((
64 +4.00 Beta 5
65 +)))|(% colspan="1" %)(% colspan="1" %)
66 +(((
67 +**FFI:** GetRelationStatus()/GetRelationStatus2() handling for objects in relation range [-25,-10] changed
68 +)))|(% colspan="1" %)(% colspan="1" %)
69 +(((
70 +
71 +)))
72 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
73 +(((
74 +//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.//
75 +
76 +//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).
77 +)))|(% colspan="1" %)(% colspan="1" %)
78 +(((
79 +
80 +)))
81 +|(((
82 +Parameters
83 +)))|(((
84 +4.00 Beta 1
85 +)))|(((
86 +**requiresconstructionvessel** parameter moved
87 +)))|(((
88 +
89 +)))
90 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
91 +(((
92 +//The 'requiresconstructionvessel' attribute has been moved from the 'recycling' node itself, to the new 'station' subnode.//
93 +)))
94 +|(((
30 30  Scripts
96 +)))|(((
97 +4.00 Beta 1
98 +)))|(((
99 +Changed behaviour of **gatedistance** script property
100 +)))|(((
101 +
102 +)))
103 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
104 +(((
105 +//The 'gatedistance' script property now minimizes the number of gate jumps instead of counting the number gate jumps in the fastest route.//
106 +)))|(% class="highlight-grey" data-highlight-colour="grey" %)(% class="highlight-grey" data-highlight-colour="grey" %)
107 +(((
108 +
109 +)))
110 +|(((
111 +Scripts
112 +)))|(((
113 +4.00 Beta 7
114 +)))|(((
115 +Parameters of **<event_terraforming_project_succeeded>** and **<event_terraforming_project_failed>** changed
116 +)))|(((
117 +
118 +)))
119 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
120 +(((
121 +//Old params: param = project ID, param2 = were there positive side-effects?, param3 = were there negative side-effects?
122 +New params: param = project ID, param2 = [were there positive side-effects?, were there negative side-effects?], param3 = payout in Credits
123 +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//
124 +)))|(% class="highlight-grey" data-highlight-colour="grey" %)(% class="highlight-grey" data-highlight-colour="grey" %)
125 +(((
126 +
127 +)))
128 +|(% colspan="4" %)(% colspan="4" %)
129 +(((
130 +== 3.30 ==
131 +)))
132 +|(((
133 +UI extensions
134 +)))|(((
135 +3.30 Beta 3
136 +)))|(((
137 +**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()**
31 31  )))|(% colspan="1" %)(% colspan="1" %)
32 32  (((
140 +
141 +)))
142 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
143 +(((
144 +//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()//
145 +)))
146 +|(% colspan="4" %)(% colspan="4" %)
147 +(((
148 +== 3.20 ==
149 +)))
150 +|(((
151 +Scripts
152 +)))|(((
153 +3.20 Beta 1
154 +)))|(((
155 +Parameters of **<event_player_attacked_object/>** and **<event_object_attacked_object/>** changed
156 +)))|(% colspan="1" %)(% colspan="1" %)
157 +(((
158 +
159 +)))
160 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
161 +(((
162 +//Old params: param = attacked object, param2 = attack method, param3 = attacked component//
163 +//New params: param = attacked object, param2 = attack method, param3 = attack component detail list: [attacked component, attacking weapon]
164 +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//
165 +)))
166 +|(% colspan="1" %)(% colspan="1" %)
167 +(((
168 +Scripts
169 +)))|(% colspan="1" %)(% colspan="1" %)
170 +(((
171 +3.20 Beta 1
172 +)))|(% colspan="1" %)(% colspan="1" %)
173 +(((
174 +Removed script property $trade.**restriction.faction**
175 +)))|(% colspan="1" %)(% colspan="1" %)
176 +(((
177 +
178 +)))
179 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
180 +(((
181 +//$trade.restriction.faction has been replaced with $trade.restriction.factions, which returns a list of factions.//
182 +)))
183 +|(((
184 +UI extensions
185 +)))|(((
186 +3.20 Beta 1
187 +)))|(((
188 +**Lua**: **GetTradeRestrictions()**, **ToggleFactionTradeRestriction()** and **ToggleFactionTradeWareOverride()** are now obsolete!
189 +)))|(% colspan="1" %)(% colspan="1" %)
190 +(((
191 +
192 +)))
193 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
194 +(((
195 +//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.//
196 +)))
197 +|(% colspan="4" %)(% colspan="4" %)
198 +(((
199 +== 3.10 ==
200 +)))
201 +|(% colspan="1" %)(% colspan="1" %)
202 +(((
203 +Scripts
204 +)))|(% colspan="1" %)(% colspan="1" %)
205 +(((
206 +3.10 Beta 1
207 +)))|(% colspan="1" %)(% colspan="1" %)
208 +(((
209 +Removed script action **<add_build/>**
210 +)))|(% colspan="1" %)(% colspan="1" %)
211 +(((
212 +
213 +)))
214 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
215 +(((
216 +//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.//
217 +)))
218 +|(% colspan="4" %)(% colspan="4" %)
219 +(((
220 +== 3.00 ==
221 +)))
222 +|(% colspan="1" %)(% colspan="1" %)
223 +(((
224 +Scripts
225 +)))|(% colspan="1" %)(% colspan="1" %)
226 +(((
227 +3.0 Beta 6
228 +)))|(% colspan="1" %)(% colspan="1" %)
229 +(((
230 +Changed behaviour of script action **<get_suitable_job/>**
231 +)))|(% colspan="1" %)(% colspan="1" %)
232 +(((
233 +
234 +)))
235 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
236 +(((
237 +//<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.//
238 +)))
239 +|(% colspan="1" %)(% colspan="1" %)
240 +(((
241 +Scripts
242 +)))|(% colspan="1" %)(% colspan="1" %)
243 +(((
244 +3.0 Beta 6
245 +)))|(% colspan="1" %)(% colspan="1" %)
246 +(((
247 +Changed behaviour of script action **<get_ware_definition/>**
248 +)))|(% colspan="1" %)(% colspan="1" %)
249 +(((
250 +
251 +)))
252 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
253 +(((
254 +//<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.//
255 +)))
256 +|(% colspan="1" %)(% colspan="1" %)
257 +(((
258 +Global
259 +)))|(% colspan="1" %)(% colspan="1" %)
260 +(((
261 +3.0 Beta 5
262 +)))|(% colspan="1" %)(% colspan="1" %)
263 +(((
264 +Renamed all files in the **md**, ui, and **cutscenes** folders to lower-case
265 +)))|(% colspan="1" %)(% colspan="1" %)
266 +(((
267 +
268 +)))
269 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
270 +(((
271 +//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.)\\
272 +
273 +//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).//
274 +)))
275 +|(% colspan="1" %)(% colspan="1" %)
276 +(((
277 +Scripts
278 +)))|(% colspan="1" %)(% colspan="1" %)
279 +(((
280 +3.0 Beta 5
281 +)))|(% colspan="1" %)(% colspan="1" %)
282 +(((
283 +Adjustments of some MD library cues in the base game to change their usage from **<include_actions>** to <run_actions>
284 +)))|(% colspan="1" %)(% colspan="1" %)
285 +(((
286 +
287 +)))
288 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
289 +(((
290 +//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.//
291 +)))
292 +|(% colspan="1" %)(% colspan="1" %)
293 +(((
294 +Scripts
295 +)))|(% colspan="1" %)(% colspan="1" %)
296 +(((
297 +3.0 Beta 5
298 +)))|(% colspan="1" %)(% colspan="1" %)
299 +(((
300 +Changes to $dockingbay.**todockpos** and $dockingbay.**launchpos**
301 +)))|(% colspan="1" %)(% colspan="1" %)
302 +(((
303 +
304 +)))
305 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
306 +(((
307 +//Before the change, positions are relative to $dockingbay.parent.
308 +After the change, positions are relative to $dockingbay as specified in the documentation.//
309 +)))
310 +|(% colspan="1" %)(% colspan="1" %)
311 +(((
312 +Global
313 +)))|(% colspan="1" %)(% colspan="1" %)
314 +(((
315 +3.0 Beta 2
316 +)))|(% colspan="1" %)(% colspan="1" %)
317 +(((
318 +Support for entity flag "**skillsvisible**" dropped
319 +)))|(% colspan="1" %)(% colspan="1" %)
320 +(((
321 +
322 +)))
323 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
324 +(((
325 +//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().//
326 +)))
327 +|(((
328 +Scripts
329 +)))|(((
330 +3.0 Beta 2
331 +)))|(((
332 +Changes to **<event_object_changed_owner>** and added **<event_object_changed_true_owner>**.
333 +)))|(% colspan="1" %)(% colspan="1" %)
334 +(((
335 +
336 +)))
337 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
338 +(((
339 +//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.
340 +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.
341 +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.
342 +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).
343 +)))
344 +|(% colspan="1" %)(% colspan="1" %)
345 +(((
346 +Global
347 +)))|(% colspan="1" %)(% colspan="1" %)
348 +(((
33 33  3.0 Beta 1
34 34  )))|(% colspan="1" %)(% colspan="1" %)
35 35  (((
352 +**MissionBoard** support dropped
353 +)))|(% colspan="1" %)(% colspan="1" %)
354 +(((
355 +
356 +)))
357 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
358 +(((
359 +//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.//
360 +)))
361 +|(((
362 +Job/God
363 +)))|(((
364 +3.0 Beta 1
365 +)))|(((
366 +By default, **job/god entries** now only spawn objects in space added by the extension in which they are defined
367 +)))|(% colspan="1" %)(% colspan="1" %)
368 +(((
369 +
370 +)))
371 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
372 +(((
373 +//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.//
374 +)))
375 +|(% colspan="1" %)(% colspan="1" %)
376 +(((
377 +Scripts
378 +)))|(% colspan="1" %)(% colspan="1" %)
379 +(((
380 +3.0 Beta 1
381 +)))|(% colspan="1" %)(% colspan="1" %)
382 +(((
36 36  Script action **<add_actor_to_room/> **attribute **'room'** renamed to **'object'**
384 +)))|(% colspan="1" %)(% colspan="1" %)
385 +(((
386 +
37 37  )))
38 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
388 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
39 39  (((
40 -Due to engine changes, script action <add_actor_to_room/> has had the attribute 'room' changed to 'object', which is more accurate. Most likely requires a 'position' if a slot is not provided.
390 +//Due to engine changes, script action <add_actor_to_room/> has had the attribute 'room' changed to 'object', which is more accurate. Most likely requires a 'position' if a slot is not provided.//
41 41  )))
42 42  |(% colspan="1" %)(% colspan="1" %)
43 43  (((
... ... @@ -48,8 +48,11 @@
48 48  )))|(% colspan="1" %)(% colspan="1" %)
49 49  (((
50 50  Script action **<set_doors_locked/>** attribute **'group'** changed
401 +)))|(% colspan="1" %)(% colspan="1" %)
402 +(((
403 +
51 51  )))
52 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
405 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
53 53  (((
54 54  //The 'group' attribute of <set_doors_locked/> can no longer be a list. It must be a single tag value. Previously, a list containing one tag was accepted, which was redundant.//
55 55  )))
... ... @@ -62,8 +62,11 @@
62 62  )))|(% colspan="1" %)(% colspan="1" %)
63 63  (((
64 64  Script conditions **<event_hack_*/>** and **<event_controlpanel_hack_*/>** removed
418 +)))|(% colspan="1" %)(% colspan="1" %)
419 +(((
420 +
65 65  )))
66 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
422 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
67 67  (((
68 68  //These events were never triggered, with the exception of <event_hack_started/> on the player entity for instant control panel hacks. Use <event_player_hacked_object> instead.//
69 69  )))
... ... @@ -76,8 +76,11 @@
76 76  )))|(% colspan="1" %)(% colspan="1" %)
77 77  (((
78 78  Script actions **<set_hack_target/>** and **<abort_hack/>** removed
435 +)))|(% colspan="1" %)(% colspan="1" %)
436 +(((
437 +
79 79  )))
80 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
439 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
81 81  (((
82 82  //These actions had no effect and were removed.//
83 83  )))
... ... @@ -90,8 +90,11 @@
90 90  )))|(% colspan="1" %)(% colspan="1" %)
91 91  (((
92 92  **<setup_conversation_minigame/>** script action removed
452 +)))|(% colspan="1" %)(% colspan="1" %)
453 +(((
454 +
93 93  )))
94 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
456 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
95 95  (((
96 96  //The script action was a leftover from the XR era and was never supported in X4 and couldn't be used in a meaningful way. It was therefore decided to better drop it altogether as it's not expected having been used by any mods.//
97 97  )))
... ... @@ -104,8 +104,11 @@
104 104  )))|(% colspan="1" %)(% colspan="1" %)
105 105  (((
106 106  <add_player_choice_*> **confidence** attribute removed
469 +)))|(% colspan="1" %)(% colspan="1" %)
470 +(((
471 +
107 107  )))
108 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
473 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
109 109  (((
110 110  //The default confidence of player options is another leftover from the XR era and had no effect in X4.//
111 111  )))
... ... @@ -118,8 +118,11 @@
118 118  )))|(% colspan="1" %)(% colspan="1" %)
119 119  (((
120 120  **<hack_via_control_panel/>** script action removed
486 +)))|(% colspan="1" %)(% colspan="1" %)
487 +(((
488 +
121 121  )))
122 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
490 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
123 123  (((
124 124  //Unused script action <hack_via_control_panel/> was removed.//
125 125  )))
... ... @@ -132,13 +132,47 @@
132 132  )))|(% colspan="1" %)(% colspan="1" %)
133 133  (((
134 134  **Lua: **GetMiniGameCursorPosition() removed
503 +)))|(% colspan="1" %)(% colspan="1" %)
504 +(((
505 +
135 135  )))
136 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
507 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
137 137  (((
138 138  //GetMiniGameCursorPosition() was a left over from the XR era and never supposed to be shipped with X4. The function practically always returned 0 and hence we don't expect the removal of this obsolete function causing any actual mod to break.//
139 139  )))
511 +|(((
512 +UI core
513 +)))|(((
514 +3.0 Beta 1
515 +)))|(((
516 +**FFI: **GetLocalizedInteractiveNotificationKey can return icon placeholders
517 +)))|(% colspan="1" %)(% colspan="1" %)
518 +(((
519 +
520 +)))
521 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
522 +(((
523 +//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.//
524 +)))
140 140  |(% colspan="1" %)(% colspan="1" %)
141 141  (((
527 +UI extensions
528 +)))|(% colspan="1" %)(% colspan="1" %)
529 +(((
530 +3.0 Beta 1
531 +)))|(% colspan="1" %)(% colspan="1" %)
532 +(((
533 +**FFI: **UIWeaponMod returned by GetInstalledWeaponMod() now includes property SurfaceElementFactor
534 +)))|(% colspan="1" %)(% colspan="1" %)
535 +(((
536 +
537 +)))
538 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
539 +(((
540 +//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.//
541 +)))
542 +|(% colspan="1" %)(% colspan="1" %)
543 +(((
142 142  Scripts
143 143  )))|(% colspan="1" %)(% colspan="1" %)
144 144  (((
... ... @@ -146,11 +146,14 @@
146 146  )))|(% colspan="1" %)(% colspan="1" %)
147 147  (((
148 148  **$ware.illegal** updated
551 +)))|(% colspan="1" %)(% colspan="1" %)
552 +(((
553 +
149 149  )))
150 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
555 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
151 151  (((
152 152  //$ware.illegal used to return true if the specified ware has the 'illegal' tag which is no longer used.//
153 -\\//It now returns true if $ware is illegal to any faction in the game.//
558 +//It now returns true if $ware is illegal to any faction in the game.//
154 154  )))
155 155  |(% colspan="1" %)(% colspan="1" %)
156 156  (((
... ... @@ -160,13 +160,14 @@
160 160  3.0 Beta 1
161 161  )))|(% colspan="1" %)(% colspan="1" %)
162 162  (((
163 -'**checkoperational**' filter behaviour changed
568 +MD script **RML_Flight_Along_Path** removed
569 +)))|(% colspan="1" %)(% colspan="1" %)
570 +(((
571 +
164 164  )))
165 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
573 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
166 166  (((
167 -//Actions and conditions which use the 'checkoperational' filter now behave differently. Instead of changing how 'class' and 'exactclass' behave, checkoperational == true adds an additional filter for the components being of state operational, equivalent to state="componentstate.operational". This is implicitly enabled in action elements (e.g. <find_.../>) or condition elements (e.g. <count_...>), meaning that find_ship will only find operational ships. Using such actions/conditions with checkoperational="false" will include non-operational components such as wrecked and constructions. Existing uses may find that results now exclude non-operational components.//
168 -
169 -//Sub nodes such as match_child will have checkoperational default to false. Existing uses may find that results now include non-operational components.//
575 +//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 +176,84 @@
176 176  3.0 Beta 1
177 177  )))|(% colspan="1" %)(% colspan="1" %)
178 178  (((
179 -MD script **RML_Flight_Along_Path** removed
585 +parameters of **<event_venture_mission_completed/>** changed
586 +)))|(% colspan="1" %)(% colspan="1" %)
587 +(((
588 +
180 180  )))
181 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
590 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
182 182  (((
183 -//The MD script RML_Flight_Along_Path was not referened and was removed.//
592 +//old params: param = venture details, param2 = ships involved, param3 = duration//
593 +//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  )))|(((
598 +3.0 Beta 1
599 +)))|(((
600 +**<set_object_wing_name/>** removed,
601 +**<set_object_fleet_name/>** added
602 +)))|(% colspan="1" %)(% colspan="1" %)
603 +(((
604 +
605 +)))
606 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
607 +(((
608 +//The common action <set_object_wing_name/> has been replaced with <set_object_fleet_name/>//
609 +)))
610 +|(((
611 +Scripts
612 +)))|(((
613 +3.0 Beta 1
614 +)))|(((
615 +**$controllable.wing.*** removed,
616 +**$controllable.fleet.*** added
617 +)))|(% colspan="1" %)(% colspan="1" %)
618 +(((
619 +
620 +)))
621 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
622 +(((
623 +$controllable.wing.name, $controllable.wing.iscommander, and $controllable.wing.commander have been replaced with $controllable.fleet.name, $controllable.fleet.iscommander, and $controllable.fleet.commander
624 +)))
625 +|(% colspan="4" %)(% colspan="4" %)
626 +(((
627 +== 2.60 ==
628 +)))
629 +|(((
630 +Scripts
631 +)))|(((
188 188  2.60 Beta 1
189 189  )))|(((
190 -$container.supplyresources behavior changed
634 +'**checkoperational**' filter behaviour changed
635 +)))|(% colspan="1" %)(% colspan="1" %)
636 +(((
637 +
191 191  )))
192 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
639 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
193 193  (((
641 +//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.//
642 +
643 +//Sub nodes such as match_child will have checkoperational default to false. Existing uses may find that results now include non-operational components.//
644 +)))
645 +|(((
646 +Scripts
647 +)))|(((
648 +2.60 Beta 1
649 +)))|(((
650 +$container.**supplyresources** behavior changed
651 +)))|(% colspan="1" %)(% colspan="1" %)
652 +(((
653 +
654 +)))
655 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
656 +(((
194 194  //The script keyword $container.supplyresources now includes reserved wares.//
195 195  )))
659 +|(% colspan="4" %)(% colspan="4" %)
660 +(((
661 +== 2.20 ==
662 +)))
196 196  |(% colspan="1" %)(% colspan="1" %)
197 197  (((
198 198  UI core
... ... @@ -202,8 +202,11 @@
202 202  )))|(% colspan="1" %)(% colspan="1" %)
203 203  (((
204 204  **Lua: GetControllerInfo()** returned mouseSteering/mouseCursor values are undefined.
672 +)))|(% colspan="1" %)(% colspan="1" %)
673 +(((
674 +
205 205  )))
206 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
676 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
207 207  (((
208 208  //2.20 Beta 3 introduced the new direct mouse steering mode. The mode was however not integrated as a first level mode and hence GetControllerInfo() returned the "gamepad" mode while direct mouse steering was active.
209 209  In 2.20 Beta 4 we improved the situation slightly so that a call to GetControllerInfo() will return either "mouseCursor" or "mouseSteering" in any of the 3 mouse modes.//
... ... @@ -220,11 +220,18 @@
220 220  )))|(% colspan="1" %)(% colspan="1" %)
221 221  (((
222 222  Attribute for build related conditions e.g. **<event_build_finished/>** renamed from 'buildmodule' to 'buildprocessor'
693 +)))|(% colspan="1" %)(% colspan="1" %)
694 +(((
695 +
223 223  )))
224 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
697 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
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  )))
701 +|(% colspan="4" %)(% colspan="4" %)
702 +(((
703 +== 2.00 ==
704 +)))
228 228  |(% colspan="1" %)(% colspan="1" %)
229 229  (((
230 230  Scripts
... ... @@ -234,8 +234,11 @@
234 234  )))|(% colspan="1" %)(% colspan="1" %)
235 235  (((
236 236  **<event_build_finished/> **param2 now returns null instead of a construction sequence
714 +)))|(% colspan="1" %)(% colspan="1" %)
715 +(((
716 +
237 237  )))
238 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
718 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
239 239  (((
240 240  //The construction sequence which was finished should now be accessed via the buildtask provided via param3.//
241 241  )))
... ... @@ -248,8 +248,11 @@
248 248  )))|(% colspan="1" %)(% colspan="1" %)
249 249  (((
250 250  **param.boarding.{...}** strength parameters removed
731 +)))|(% colspan="1" %)(% colspan="1" %)
732 +(((
733 +
251 251  )))
252 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
735 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
253 253  (((
254 254  //The 'recruitstrength', 'veteranstrength' and 'elitestrength' script parameters were no longer required for balancing the boarding gameplay, and were removed.//
255 255  )))
... ... @@ -262,8 +262,11 @@
262 262  )))|(% colspan="1" %)(% colspan="1" %)
263 263  (((
264 264  **$defensible.boardee/$defensible.boarder** and **<set_object_boarder/>/<remove_object_boarder/>** removed
748 +)))|(% colspan="1" %)(% colspan="1" %)
749 +(((
750 +
265 265  )))
266 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
752 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
267 267  (((
268 268  //Due to changes to boarding in X4, the boarding connections accessed by these script properties and actions became redundent and thus, removed. Any connections set by these actions in a savegame will not survive loading.//
269 269  )))
... ... @@ -273,8 +273,11 @@
273 273  2.00 Beta 1
274 274  )))|(((
275 275  **FFI: GetUpgradeSlotCurrentComponent()/GetUpgradeSlotGroup()** works on non-operationals
762 +)))|(% colspan="1" %)(% colspan="1" %)
763 +(((
764 +
276 276  )))
277 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
766 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
278 278  (((
279 279  //Before 2.0 Beta 1 using GetUpgradeSlotCurrentComponent() or GetUpgradeSlotGroup() only performed on operational objects (i.e. not wrecked objects or objects under construction). Since this is inconsistent with the rest of the UI functions, this was considered a bug and fixed in 2.0 Beta 1. If you require the old behavior, use the FFI function: IsComponentOperational() to check the passed object's state before making the call.//
280 280  )))
... ... @@ -284,8 +284,11 @@
284 284  2.00 Beta 1
285 285  )))|(((
286 286  **FFI: SetFormationShape()** no longer indicates an error upon certain error cases
776 +)))|(% colspan="1" %)(% colspan="1" %)
777 +(((
778 +
287 287  )))
288 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
780 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
289 289  (((
290 290  //Before 2.0 Beta 1 a call to SetFormationShape() indicated an error state to the caller in certain cases where setting a formation shape (potentially) failed. Due to a design flaw in the handling of formations, this however doesn't do any good, since the function by itself doesn't really set the formation shape in all cases. On top of that the call can fail at random. Hence, at the moment an indication of an error case that setting a formation potentially fails is no good to the caller and he has no means to distinguish that case from a real error case.//
291 291  //Therefore, in 2.0 Beta 1 we drop the error indication in case of an attempt to set the formation fails. We are currently working on a better solution to the underlying problem and hope to have it ready as part of a following beta.//
... ... @@ -296,8 +296,11 @@
296 296  2.00 Beta 1
297 297  )))|(((
298 298  **<create_formation/>** now requires the attributes: 'leader' and 'follower'. Attribute 'object' is now deprecated.
791 +)))|(% colspan="1" %)(% colspan="1" %)
792 +(((
793 +
299 299  )))
300 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
795 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
301 301  (((
302 302  //This now enforces a leader and at least one follower in order to create or change a formation.  Former implementation made it possible to create formations without any followers which led to issues.//
303 303  )))
... ... @@ -307,8 +307,11 @@
307 307  2.00 Beta 1
308 308  )))|(((
309 309  **<event_player_changed_target/>** now fires and returns null if the player deselects a target.
805 +)))|(% colspan="1" %)(% colspan="1" %)
806 +(((
807 +
310 310  )))
311 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
809 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
312 312  (((
313 313  //For prior behavior, check for event.param being non-null.//
314 314  )))
... ... @@ -318,8 +318,11 @@
318 318  2.00 Beta 1
319 319  )))|(((
320 320  **<shoot/>/<shoot_at/>** attribute changes.
819 +)))|(% colspan="1" %)(% colspan="1" %)
820 +(((
821 +
321 321  )))
322 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
823 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
323 323  (((
324 324  //Changed: Attribute "primary" is now optional and defines whether weapons from the ship's active primary weapon group will be fired. Defaults to true.//
325 325  //New attribute: "secondary" is an optional attribute that defines whether weapons from the ship's active secondary weapon group will be fired. Defaults to true.//
... ... @@ -333,8 +333,11 @@
333 333  2.00 Beta 1
334 334  )))|(((
335 335  **FFI: GetBuildTask()/GetNumBuildTasks()** got a new "buildmoduleid" parameter.(% class="confluenceTd" %)
837 +)))|(% colspan="1" %)(% colspan="1" %)
838 +(((
839 +
336 336  )))
337 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
841 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
338 338  (((
339 339  //Added possibility to query build tasks of a certain buildmodule.//
340 340  )))
... ... @@ -344,8 +344,11 @@
344 344  2.00 Beta 1
345 345  )))|(((
346 346  **Lua:** **GetLibraryEntry()** retrieved a new "buildresources" field.
851 +)))|(% colspan="1" %)(% colspan="1" %)
852 +(((
853 +
347 347  )))
348 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
855 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
349 349  (((
350 350  //Added list of resources a buildmodule needs to build.//
351 351  )))
... ... @@ -355,8 +355,11 @@
355 355  2.00 Beta 1
356 356  )))|(((
357 357  (% style="color: rgb(0,0,0);" %)**Lua:**(% style="color: rgb(0, 0, 0); color: rgb(0, 0, 0)" %)** CalculateTotalHullFraction()**(% style="color: rgb(0,0,0);" %)** **(%%)was removed.(% style="color: rgb(0,0,0);" %)
865 +)))|(% colspan="1" %)(% colspan="1" %)
866 +(((
867 +
358 358  )))
359 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
869 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
360 360  (((
361 361  //Unused, derelict function from XR - use GetComponentData(..., "hullpercent") instead.//
362 362  )))
... ... @@ -366,11 +366,18 @@
366 366  2.00 Beta 1
367 367  )))|(((
368 368  **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" %)
879 +)))|(% colspan="1" %)(% colspan="1" %)
880 +(((
881 +
369 369  )))
370 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
883 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" 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  )))
887 +|(% colspan="4" %)(% colspan="4" %)
888 +(((
889 +== 1.50 ==
890 +)))
374 374  |(((
375 375  UI extensions
376 376  )))|(((
... ... @@ -377,8 +377,11 @@
377 377  1.50 Beta 3
378 378  )))|(((
379 379  **Lua: GetComponentData() **changed behavior of "docksizes" propertly.(% class="confluenceTd" %)
897 +)))|(% colspan="1" %)(% colspan="1" %)
898 +(((
899 +
380 380  )))
381 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
901 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
382 382  (((
383 383  //The "docksizes" property no longer includes internal ship storage docks.//
384 384  )))
... ... @@ -388,8 +388,11 @@
388 388  1.50 Beta 2
389 389  )))|(((
390 390  **Meaning of "Shipyard"** was corrected throughout Lua/MD/AI scripts, so that Wharfs are not Shipyards (unlike in XR).
911 +)))|(% colspan="1" %)(% colspan="1" %)
912 +(((
913 +
391 391  )))
392 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
915 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
393 393  (((
394 394  //Shipyards (formerly also known as Capital Shipyards) can build capital ships, while Wharfs only build non-capital ships. To check whether a station is a Shipyard or a Wharf, check whether the station "can build ships".//
395 395  
... ... @@ -403,8 +403,11 @@
403 403  1.50 Beta 2
404 404  )))|(((
405 405  **FFI: UpgradeGroupInfo **datatype was changed.(% class="confluenceTd" %)
929 +)))|(% colspan="1" %)(% colspan="1" %)
930 +(((
931 +
406 406  )))
407 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
933 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
408 408  (((
409 409  //Added new "operational" field to retrieve information about number of operational upgrades in a group.//
410 410  )))
... ... @@ -417,8 +417,11 @@
417 417  )))|(% colspan="1" %)(% colspan="1" %)
418 418  (((
419 419  **FFI: SetGuidance()** removed useinfopoint argument.
946 +)))|(% colspan="1" %)(% colspan="1" %)
947 +(((
948 +
420 420  )))
421 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
950 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
422 422  (((
423 423  //In X Rebirth "info points" existed (which were mainly used as interaction points to scan stations/access information about modules). These were removed in X4 but this left-over property here was missed to be removed in-time for release. It was therefore removed now in order to move towards a stable/clean UI API.
424 424  //
... ... @@ -431,11 +431,18 @@
431 431  1.50 Beta 1
432 432  )))|(((
433 433  **FFI: CancelConstruction() **changed its return value.(% class="confluenceTd" %)
963 +)))|(% colspan="1" %)(% colspan="1" %)
964 +(((
965 +
434 434  )))
435 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
967 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
436 436  (((
437 437  (% style="color: rgb(0,0,0);" %)//CancelConstruction() now returns if the cancellation was successful. //
438 438  )))
971 +|(% colspan="4" %)(% colspan="4" %)
972 +(((
973 +== 1.32 ==
974 +)))
439 439  |(((
440 440  UI extensions
441 441  )))|(((
... ... @@ -442,11 +442,18 @@
442 442  1.32
443 443  )))|(((
444 444  **Lua: GetComponentData() **removed the "nextdestname" property.
981 +)))|(% colspan="1" %)(% colspan="1" %)
982 +(((
983 +
445 445  )))
446 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
985 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
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  )))
989 +|(% colspan="4" %)(% colspan="4" %)
990 +(((
991 +== 1.20 ==
992 +)))
450 450  |(((
451 451  UI extensions
452 452  )))|(((
... ... @@ -453,8 +453,11 @@
453 453  1.20
454 454  )))|(((
455 455  **FFI: GetAAOption()** got a new "useconfig" parameter.(% class="confluenceTd" %)
999 +)))|(% colspan="1" %)(% colspan="1" %)
1000 +(((
1001 +
456 456  )))
457 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
1003 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
458 458  (((
459 459  //The AA setting was changed to check the new setting with the user. In order to restore the old setting (% style="color: rgb(0,0,0);" %)GetAAOption() gets the option to retrieve the config settings.//
460 460  )))
Confluence.Code.ConfluencePageClass[0]
id
... ... @@ -1,1 +1,1 @@
1 -85132000
1 +101548222
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/101548222/Breaking Changes