Changes for page Breaking Changes
Last modified by Michael Baumgardt on 2026/04/17 12:03
Summary
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Page properties (2 modified, 0 added, 0 removed)
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Objects (1 modified, 0 added, 0 removed)
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... ... @@ -18,6 +18,7 @@ 18 18 19 19 = Breaking Changes = 20 20 21 +(% class="wrapped" %) 21 21 |=((( 22 22 Type 23 23 )))|=((( ... ... @@ -25,19 +25,501 @@ 25 25 )))|=((( 26 26 Summary 27 27 ))) 29 +|(% colspan="3" %)(% colspan="3" %) 30 +((( 31 +== 6.00 == 32 +))) 28 28 |(% colspan="1" %)(% colspan="1" %) 29 29 ((( 30 30 Scripts 31 31 )))|(% colspan="1" %)(% colspan="1" %) 32 32 ((( 38 +6.00 Beta 1 39 +)))|(% colspan="1" %)(% colspan="1" %) 40 +((( 41 +Changed result attribute location for **<get_attackstrength>** 42 +))) 43 +|(% class="highlight-grey" title="Background colour : " colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" title="Background colour : " colspan="3" data-highlight-colour="grey" %) 44 +((( 45 +//The 'result' attribute of get_attackstrength has been moved into the new <result> subnode and renamed to 'total'.// 46 +))) 47 +|((( 48 +Assets 49 +)))|((( 50 +6.00 Beta 1 51 +)))|((( 52 +Surface element **connections** are incompatible by default unless tagged as "**standard**", and also "**combat**" for non-missile, non-mining weapons 53 +))) 54 +|(% 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" %) 55 +((( 56 +//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. 57 +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.// 58 +))) 59 +|(% colspan="1" %)(% colspan="1" %) 60 +((( 61 +Scripts 62 +)))|(% colspan="1" %)(% colspan="1" %) 63 +((( 64 +6.00 Beta 1 65 +)))|(% colspan="1" %)(% colspan="1" %) 66 +((( 67 +Changed behaviour of attribute **sortbygatedistanceto** when finding objects, discarding unreachable objects 68 +))) 69 +|(% 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" %) 70 +((( 71 +//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.// 72 +))) 73 +|((( 74 +Scripts 75 +)))|((( 76 +6.00 Beta 1 77 +)))|((( 78 +**<event_player_owned_killed_object>** and **<event_player_owned_destroyed>** are now triggered before the corresponding **<event_object_destroyed>**, instead of afterwards. 79 +))) 80 +|(% 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" %) 81 +((( 82 +//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.// 83 +))) 84 +|((( 85 +Cutscenes 86 +)))|((( 87 +6.00 Beta 1 88 +)))|((( 89 +Changed behaviour of **<angles>** in cutscenes 90 +))) 91 +|(% colspan="3" %)(% colspan="3" %) 92 +((( 93 +The yaw and pitch nodes in <angles> are now correctly interpreted as values in degrees. 94 +))) 95 +|(% colspan="3" %)(% colspan="3" %) 96 +((( 97 +== 5.00 == 98 +))) 99 +|((( 100 +Parameters 101 +)))|((( 102 +5.00 Beta 1 103 +)))|((( 104 +**<controlpanel><entry>: minduration** removed, **maxduration** renamed to duration 105 +))) 106 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 107 +((( 108 +//'minduration' was unused in X4, maxduration was and still is taken as the actual duration of control panel hacks. No functionality change.// 109 +))) 110 +|(% colspan="3" %)(% colspan="3" %) 111 +((( 112 +== 4.10 == 113 +))) 114 +|(% colspan="1" %)(% colspan="1" %) 115 +((( 116 +UI extensions 117 +)))|(% colspan="1" %)(% colspan="1" %) 118 +((( 119 +4.10 Beta 7 120 +)))|(% colspan="1" %)(% colspan="1" %) 121 +((( 122 +**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 123 +))) 124 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 125 +((( 126 +//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.// 127 +))) 128 +|(% colspan="1" %)(% colspan="1" %) 129 +((( 130 +UI extensions 131 +)))|(% colspan="1" %)(% colspan="1" %) 132 +((( 133 +4.10 Beta 6 134 +)))|(% colspan="1" %)(% colspan="1" %) 135 +((( 136 +**FFI**: CustomGameStartPlayerProperty2 changed 137 +))) 138 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 139 +((( 140 +//This struct was added in 4.10 Beta 2 and an additional member count was added in Beta 6.// 141 +))) 142 +|(% colspan="1" %)(% colspan="1" %) 143 +((( 144 +Parameters 145 +)))|(% colspan="1" %)(% colspan="1" %) 146 +((( 147 +4.10 Beta 3 148 +)))|(% colspan="1" %)(% colspan="1" %) 149 +((( 150 +Renamed **<stationinfobox>** to **<infobox>** 151 +))) 152 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 153 +((( 154 +//Info box parameters are now shared across stations and ships. The node has a more generic name to reflect that.// 155 +))) 156 +|(% colspan="1" %)(% colspan="1" %) 157 +((( 158 +UI extensions 159 +)))|(% colspan="1" %)(% colspan="1" %) 160 +((( 161 +4.10 Beta 2 162 +)))|(% colspan="1" %)(% colspan="1" %) 163 +((( 164 +**FFI**: SetMacroMapPlayerSectorOffset() deprecated 165 +))) 166 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 167 +((( 168 +//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.// 169 +))) 170 +|((( 171 +UI extensions 172 +)))|((( 173 +4.10 Beta 2 174 +)))|((( 175 +**FFI**: (% style="color: rgb(0,0,0);" %)FilterComponentForMapMode(%%)() and (% style="color: rgb(0,0,0);" %)SetMapObjectFilter() changed 176 +))) 177 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 178 +((( 179 +//These functions were added in 4.10 Beta 1 and an additional boolean parameter allowentitydeliverymissionobject was added in Beta 2.// 180 +))) 181 +|((( 182 +Scripts 183 +)))|((( 184 +4.10 Beta 1 185 +)))|((( 186 +People related attributes of mission** <delivery> **node moved 187 +))) 188 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 189 +((( 190 +//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.// 191 +))) 192 +|(% colspan="1" %)(% colspan="1" %) 193 +((( 194 +Scripts 195 +)))|(% colspan="1" %)(% colspan="1" %) 196 +((( 197 +4.10 Beta 1 198 +)))|(% colspan="1" %)(% colspan="1" %) 199 +((( 200 +**$destructible.productions** replaced with $defensible.productions 201 +))) 202 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 203 +((( 204 +//The $destructible.productions script property was removed and reimplemented as $defensible.productions meaning some old uses may no longer work unless the destructible is also a defensible. The old implementation functioned by finding the containing object of the destructible (including itself) to query for the production modules.// 205 +))) 206 +|((( 207 +Scripts 208 +)))|((( 209 +4.10 Beta 1 210 +)))|((( 211 +Removed script property **$object.spawnsourceseed** 212 +))) 213 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 214 +((( 215 +//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.// 216 +))) 217 +|(% colspan="3" %)(% colspan="3" %) 218 +((( 219 +== 4.00 == 220 +))) 221 +|(% colspan="1" %)(% colspan="1" %) 222 +((( 223 +UI core 224 +)))|(% colspan="1" %)(% colspan="1" %) 225 +((( 226 +4.00 Beta 10 227 +)))|(% colspan="1" %)(% colspan="1" %) 228 +((( 229 +Controlled ship can change without a **gameplanchange-event** occurring. 230 +))) 231 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 232 +((( 233 +//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). 234 +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. 235 +// 236 +))) 237 +|((( 238 +Scripts 239 +)))|((( 240 +4.00 Beta 7 241 +)))|((( 242 +Parameters of **<event_terraforming_project_succeeded>** and **<event_terraforming_project_failed>** changed 243 +))) 244 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 245 +((( 246 +//Old params: param = project ID, param2 = were there positive side-effects?, param3 = were there negative side-effects? 247 +New params: param = project ID, param2 = [were there positive side-effects?, were there negative side-effects?], param3 = payout in Credits 248 +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// 249 +))) 250 +|(% colspan="1" %)(% colspan="1" %) 251 +((( 252 +UI core 253 +)))|(% colspan="1" %)(% colspan="1" %) 254 +((( 255 +4.00 Beta 6 256 +)))|(% colspan="1" %)(% colspan="1" %) 257 +((( 258 +**FFI:** GetFactionRelationStatus() handling for faction relation range [-20,-10] changed 259 +))) 260 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 261 +((( 262 +//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. 263 +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).// 264 + 265 +//If you rely on a handling where these factions are treated like enemies, please use the new GetFactionRelationStatus2() function instead. 266 +// 267 +))) 268 +|(% colspan="1" %)(% colspan="1" %) 269 +((( 270 +UI core 271 +)))|(% colspan="1" %)(% colspan="1" %) 272 +((( 273 +4.00 Beta 5 274 +)))|(% colspan="1" %)(% colspan="1" %) 275 +((( 276 +**FFI:** GetRelationStatus()/GetRelationStatus2() handling for objects in relation range [-25,-10] changed 277 +))) 278 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 279 +((( 280 +//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.// 281 + 282 +//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). 283 +))) 284 +|((( 285 +Parameters 286 +)))|((( 287 +4.00 Beta 1 288 +)))|((( 289 +**requiresconstructionvessel** parameter moved 290 +))) 291 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 292 +((( 293 +//The 'requiresconstructionvessel' attribute has been moved from the 'recycling' node itself, to the new 'station' subnode.// 294 +))) 295 +|((( 296 +Scripts 297 +)))|((( 298 +4.00 Beta 1 299 +)))|((( 300 +Changed behaviour of **gatedistance** script property 301 +))) 302 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 303 +((( 304 +//The 'gatedistance' script property now minimizes the number of gate jumps instead of counting the number gate jumps in the fastest route.// 305 +))) 306 +|(% colspan="3" %)(% colspan="3" %) 307 +((( 308 +== 3.30 == 309 +))) 310 +|((( 311 +UI extensions 312 +)))|((( 313 +3.30 Beta 3 314 +)))|((( 315 +**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()** 316 +))) 317 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 318 +((( 319 +//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()// 320 +))) 321 +|(% colspan="3" %)(% colspan="3" %) 322 +((( 323 +== 3.20 == 324 +))) 325 +|((( 326 +Scripts 327 +)))|((( 328 +3.20 Beta 1 329 +)))|((( 330 +Parameters of **<event_player_attacked_object/>** and **<event_object_attacked_object/>** changed 331 +))) 332 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 333 +((( 334 +//Old params: param = attacked object, param2 = attack method, param3 = attacked component// 335 +//New params: param = attacked object, param2 = attack method, param3 = attack component detail list: [attacked component, attacking weapon] 336 +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// 337 +))) 338 +|(% colspan="1" %)(% colspan="1" %) 339 +((( 340 +Scripts 341 +)))|(% colspan="1" %)(% colspan="1" %) 342 +((( 343 +3.20 Beta 1 344 +)))|(% colspan="1" %)(% colspan="1" %) 345 +((( 346 +Removed script property $trade.**restriction.faction** 347 +))) 348 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 349 +((( 350 +//$trade.restriction.faction has been replaced with $trade.restriction.factions, which returns a list of factions.// 351 +))) 352 +|((( 353 +UI extensions 354 +)))|((( 355 +3.20 Beta 1 356 +)))|((( 357 +**Lua**: **GetTradeRestrictions()**, **ToggleFactionTradeRestriction()** and **ToggleFactionTradeWareOverride()** are now obsolete! 358 +))) 359 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 360 +((( 361 +//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.// 362 +))) 363 +|(% colspan="3" %)(% colspan="3" %) 364 +((( 365 +== 3.10 == 366 +))) 367 +|(% colspan="1" %)(% colspan="1" %) 368 +((( 369 +Scripts 370 +)))|(% colspan="1" %)(% colspan="1" %) 371 +((( 372 +3.10 Beta 1 373 +)))|(% colspan="1" %)(% colspan="1" %) 374 +((( 375 +Removed script action **<add_build/>** 376 +))) 377 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 378 +((( 379 +//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.// 380 +))) 381 +|(% colspan="3" %)(% colspan="3" %) 382 +((( 383 +== 3.00 == 384 +))) 385 +|(% colspan="1" %)(% colspan="1" %) 386 +((( 387 +Scripts 388 +)))|(% colspan="1" %)(% colspan="1" %) 389 +((( 390 +3.0 Beta 6 391 +)))|(% colspan="1" %)(% colspan="1" %) 392 +((( 393 +Changed behaviour of script action **<get_suitable_job/>** 394 +))) 395 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 396 +((( 397 +//<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.// 398 +))) 399 +|(% colspan="1" %)(% colspan="1" %) 400 +((( 401 +Scripts 402 +)))|(% colspan="1" %)(% colspan="1" %) 403 +((( 404 +3.0 Beta 6 405 +)))|(% colspan="1" %)(% colspan="1" %) 406 +((( 407 +Changed behaviour of script action **<get_ware_definition/>** 408 +))) 409 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 410 +((( 411 +//<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.// 412 +))) 413 +|(% colspan="1" %)(% colspan="1" %) 414 +((( 415 +Global 416 +)))|(% colspan="1" %)(% colspan="1" %) 417 +((( 418 +3.0 Beta 5 419 +)))|(% colspan="1" %)(% colspan="1" %) 420 +((( 421 +Renamed all files in the **md**, ui, and **cutscenes** folders to lower-case 422 +))) 423 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 424 +((( 425 +//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.)\\ 426 + 427 +//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).// 428 +))) 429 +|(% colspan="1" %)(% colspan="1" %) 430 +((( 431 +Scripts 432 +)))|(% colspan="1" %)(% colspan="1" %) 433 +((( 434 +3.0 Beta 5 435 +)))|(% colspan="1" %)(% colspan="1" %) 436 +((( 437 +Adjustments of some MD library cues in the base game to change their usage from **<include_actions>** to <run_actions> 438 +))) 439 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 440 +((( 441 +//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.// 442 +))) 443 +|(% colspan="1" %)(% colspan="1" %) 444 +((( 445 +Scripts 446 +)))|(% colspan="1" %)(% colspan="1" %) 447 +((( 448 +3.0 Beta 5 449 +)))|(% colspan="1" %)(% colspan="1" %) 450 +((( 451 +Changes to $dockingbay.**todockpos** and $dockingbay.**launchpos** 452 +))) 453 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 454 +((( 455 +//Before the change, positions are relative to $dockingbay.parent. 456 +After the change, positions are relative to $dockingbay as specified in the documentation.// 457 +))) 458 +|(% colspan="1" %)(% colspan="1" %) 459 +((( 460 +Global 461 +)))|(% colspan="1" %)(% colspan="1" %) 462 +((( 463 +3.0 Beta 2 464 +)))|(% colspan="1" %)(% colspan="1" %) 465 +((( 466 +Support for entity flag "**skillsvisible**" dropped 467 +))) 468 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 469 +((( 470 +//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().// 471 +))) 472 +|((( 473 +Scripts 474 +)))|((( 475 +3.0 Beta 2 476 +)))|((( 477 +Changes to **<event_object_changed_owner>** and added **<event_object_changed_true_owner>**. 478 +))) 479 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 480 +((( 481 +//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. 482 +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. 483 +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. 484 +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). 485 +))) 486 +|(% colspan="1" %)(% colspan="1" %) 487 +((( 488 +Global 489 +)))|(% colspan="1" %)(% colspan="1" %) 490 +((( 33 33 3.0 Beta 1 34 34 )))|(% colspan="1" %)(% colspan="1" %) 35 35 ((( 494 +**MissionBoard** support dropped 495 +))) 496 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 497 +((( 498 +//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.// 499 +))) 500 +|((( 501 +Job/God 502 +)))|((( 503 +3.0 Beta 1 504 +)))|((( 505 +By default, **job/god entries** now only spawn objects in space added by the extension in which they are defined 506 +))) 507 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 508 +((( 509 +//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.// 510 +))) 511 +|(% colspan="1" %)(% colspan="1" %) 512 +((( 513 +Scripts 514 +)))|(% colspan="1" %)(% colspan="1" %) 515 +((( 516 +3.0 Beta 1 517 +)))|(% colspan="1" %)(% colspan="1" %) 518 +((( 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. 523 +//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 ))) 623 +|((( 624 +UI core 625 +)))|((( 626 +3.0 Beta 1 627 +)))|((( 628 +**FFI: **GetLocalizedInteractiveNotificationKey can return icon placeholders 629 +))) 630 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 631 +((( 632 +//In 3.0 Beta 1 we added support to display icons for keyboard bindings, if an icon is available for the specified keys. This results in GetLocalizedInteractiveNotificationKey() potentially returning a different text now if such an icon is assigned to the mapped key/button.// 633 +))) 140 140 |(% colspan="1" %)(% colspan="1" %) 141 141 ((( 636 +UI extensions 637 +)))|(% colspan="1" %)(% colspan="1" %) 638 +((( 639 +3.0 Beta 1 640 +)))|(% colspan="1" %)(% colspan="1" %) 641 +((( 642 +**FFI: **UIWeaponMod returned by GetInstalledWeaponMod() now includes property SurfaceElementFactor 643 +))) 644 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 645 +((( 646 +//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.// 647 +))) 648 +|(% colspan="1" %)(% colspan="1" %) 649 +((( 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.//661 +//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 changed671 +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.// 675 +//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**removed685 +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.// 689 +//old params: param = venture details, param2 = ships involved, param3 = duration// 690 +//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 )))|((( 695 +3.0 Beta 1 696 +)))|((( 697 +**<set_object_wing_name/>** removed, 698 +**<set_object_fleet_name/>** added 699 +))) 700 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 701 +((( 702 +//The common action <set_object_wing_name/> has been replaced with <set_object_fleet_name/>// 703 +))) 704 +|((( 705 +Scripts 706 +)))|((( 707 +3.0 Beta 1 708 +)))|((( 709 +**$controllable.wing.*** removed, 710 +**$controllable.fleet.*** added 711 +))) 712 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 713 +((( 714 +$controllable.wing.name, $controllable.wing.iscommander, and $controllable.wing.commander have been replaced with $controllable.fleet.name, $controllable.fleet.iscommander, and $controllable.fleet.commander 715 +))) 716 +|(% colspan="3" %)(% colspan="3" %) 717 +((( 718 +== 2.60 == 719 +))) 720 +|((( 721 +Scripts 722 +)))|((( 188 188 2.60 Beta 1 189 189 )))|((( 190 - $container.supplyresourcesbehavior changed725 +'**checkoperational**' filter behaviour changed 191 191 ))) 192 192 |(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 193 193 ((( 729 +//Actions and conditions which use the 'checkoperational' filter now behave differently. Instead of changing how 'class' and 'exactclass' behave, checkoperational == true adds an additional filter for the components being of state operational, equivalent to state="componentstate.operational". This is implicitly enabled in action elements (e.g. <find_.../>) or condition elements (e.g. <count_...>), meaning that find_ship will only find operational ships. Using such actions/conditions with checkoperational="false" will include non-operational components such as wrecked and constructions. Existing uses may find that results now exclude non-operational components.// 730 + 731 +//Sub nodes such as match_child will have checkoperational default to false. Existing uses may find that results now include non-operational components.// 732 +))) 733 +|((( 734 +Scripts 735 +)))|((( 736 +2.60 Beta 1 737 +)))|((( 738 +$container.**supplyresources** behavior changed 739 +))) 740 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 741 +((( 194 194 //The script keyword $container.supplyresources now includes reserved wares.// 195 195 ))) 744 +|(% colspan="3" %)(% colspan="3" %) 745 +((( 746 +== 2.20 == 747 +))) 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 ))) 780 +|(% colspan="3" %)(% colspan="3" %) 781 +((( 782 +== 2.00 == 783 +))) 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" %)891 +**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" %)924 +**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 ))) 930 +|(% colspan="3" %)(% colspan="3" %) 931 +((( 932 +== 1.50 == 933 +))) 374 374 |((( 375 375 UI extensions 376 376 )))|((( 377 377 1.50 Beta 3 378 378 )))|((( 379 -**Lua: GetComponentData() **changed behavior of "docksizes" propert ly.(% class="confluenceTd" %)939 +**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" %)965 +**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" %)993 +**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 ))) 999 +|(% colspan="3" %)(% colspan="3" %) 1000 +((( 1001 +== 1.32 == 1002 +))) 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 ))) 1014 +|(% colspan="3" %)(% colspan="3" %) 1015 +((( 1016 +== 1.20 == 1017 +))) 450 450 |((( 451 451 UI extensions 452 452 )))|((( 453 453 1.20 454 454 )))|((( 455 -**FFI: GetAAOption()** got a new "useconfig" parameter. (% class="confluenceTd" %)1023 +**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 (((
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... ... @@ -1,1 +1,1 @@ 1 - 851320001 +135862012 - url
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... ... @@ -1,1 +1,1 @@ 1 -https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/ 85132000/Breaking Changes1 +https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/135862012/Breaking Changes