Changes for page Breaking Changes

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

From version 38.1
edited by nick
on 2019/09/09 13:13
Change comment: added parameters of event_venture_mission_completed changed
To version 124.1
edited by Matthias Haan
on 2024/12/20 11:42
Change comment: There is no comment for this version

Summary

Details

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1 +X4 Foundations Wiki.Modding Support.WebHome
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1 -xwiki:XWiki.nick
1 +xwiki:XWiki.Matthias
Content
... ... @@ -4,13 +4,13 @@
4 4  The following table provides an overview about all breaking changes. This should help you to make any necessary changes to restore compatibility of older mods with new versions of X4.
5 5  Feel free to drop a note if a certain breaking change is breaking your mod and you have difficulties finding a way to work around the issue.
6 6  
7 -{{note}}
8 -The list of breaking changes does **NOT** cover changes in the provided/shipped scripts (for instance UI scripts like the ones located under ui/addons/XXX or ui/core/Lua). These scripts can change anytime without explicit notice. If you hook into one of these scripts or provide replacements for these, please check the script for possible breaking changes yourself.
7 +{{info}}
8 +The list of breaking changes does **NOT** cover changes in the provided/shipped scripts (for instance UI scripts like the ones located under ui/addons/XXX or ui/core/Lua). These scripts can change anytime without explicit notice. If you hook into one of these scripts or provide replacements for these, please check the script for possible breaking changes yourself.
9 9  
10 10  Further note that the list provides information about breaking changes which are in the pipeline of being released. This is meant merely as an informational heads up. Neither do mistake this as an announcement of that version becoming available soon nor take it for granted that such a change will go live. Any information provided for not yet released versions can change (and even be removed) prior to such version having seen the light of day.
11 11  
12 12  As a final note, please be aware that issues introduced during the beta phase might not be explicitly mentioned in the list below, if things would only be broken in-between two beta versions. While we still aim to document any (potential) breaking change here, there might be circumstances for which we divert from that procedure (especially in case of only minor issues which are considered merely bugfixes rather than an intended behavior change).
13 -{{/note}}
13 +{{/info}}
14 14  
15 15  {{warning title="UI modding considered unstable until further notice..."}}
16 16  Please note that UI modding must be considered **unstable** in the current version. While we are working hard to get the UI modding integration into a stable state, we might have to introduce larger backwards incompatibilities in the following patches. This means that you might have to modify any mod using UI modding capabilities to a larger extend to keep it compatible with certain patches. Still, we are doing our best not to unnecessarily break things for modders and certainly will announce such changes on this page here.
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18 18  
19 19  = Breaking Changes =
20 20  
21 -|=(((
22 -Type
23 -)))|=(((
24 -Version
25 -)))|=(((
26 -Summary
21 +{{toc scope="LOCAL" start="3"/}}
22 +
23 +=== Version 7.50 ===
24 +
25 +(% class="table-striped" %)
26 +|(% colspan="1" style="width:117px" %)Parameters|(% colspan="1" style="width:119px" %)7.50 Beta 4|(% colspan="2" style="width:1625px" %)**<holomap><radar>**:** complete change in structure**
27 +|(% colspan="7" style="width:117px" %)(((
28 +This section now contains sets of parameters for the different modes it can be in, each in its own <mode> child node. This list can be dynamically expanded to add more modes.
27 27  )))
30 +
31 +=== Version 7.00 ===
32 +
33 +
34 +(% class="table-striped" %)
35 +|(% colspan="1" style="width:117px" %)Gamestarts|(% colspan="1" style="width:119px" %)7.00 Beta 8|(% colspan="2" style="width:1625px" %)**Text references**
36 +|(% colspan="4" style="width:117px" %)//Fields containing text references in gamestarts.xml now have full text conversion applied, allowing texts to be constructed from multiple text entries, e.g. {1234,56}\n\n{1234,78}. As a result, raw text placed in the text fields needs to be formatted accordingly, e.g. "Test start (easy)" would need to be changed to "Test start \(easy\)" to avoid the text in brackets being treated as a comment.//
37 +|(% colspan="1" style="width:117px" %)Assets|(% colspan="1" style="width:119px" %)7.00 Beta 7|(% colspan="2" style="width:1625px" %)**\assets\textures\fx\highway_fx_electric_02** was deleted and replaced with **\assets\textures\fx\fx_p2_electric_01**
38 +|(% colspan="4" style="width:117px" %)highway_fx_electric_02 is still available in "legacy" folder if needed
39 +|(% colspan="1" style="width:117px" %)Parameters|(% colspan="1" style="width:119px" %)7.00 Beta 7|(% colspan="2" style="width:1625px" %)**<aiflight><skills>**: **strafespeed**, **strafeacc**, **steeringspeed**, **steeringacc** moved to separate nodes; added support for min and max values
40 +|(% colspan="4" style="width:117px" %)(((
41 +//The four parameters used to represent flat factors applied to ships' properties with respect to their respective pilots' skill levels. Parameters moved to separate nodes with support for min and max values which, if supplied, scales the factor linearly if the affected ship's unmodified property is within min and max. Factor does not affect the ship if that property is below min.//
42 +)))
43 +|(% colspan="1" style="width:117px" %)Scripts|(% colspan="1" style="width:119px" %)7.00 Beta 6|(% colspan="2" style="width:1625px" %)MD action **<set_holomap_target>** parameter change.
44 +|(% colspan="4" style="width:117px" %)(((
45 +//The **pantime** parameter has never actually done anything beyond turning panning on or making the transition instant. To make this clear it has been** **replaced with the boolean parameter **instant.**//
46 +)))
47 +|(% colspan="1" style="width:117px" %)Assets|(% colspan="1" style="width:119px" %)7.00 Beta 1|(% colspan="2" style="width:1625px" %)Renamed some material names and changed file paths for textures.
48 +|(% colspan="4" style="width:117px" %)(((
49 +(% style="color:#ffffff" %)//Some material names and texture paths were changed. Please DIFF the materiallibrary.xml from 6.20 with 7.0 to see the difference//
50 +)))
51 +|(% colspan="1" style="width:117px" %)(% colspan="1" %)
52 +(((
53 +Scripts
54 +)))|(% colspan="1" style="width:119px" %)(((
55 +7.00 Beta 1
56 +)))|(% colspan="2" style="width:1625px" %)(((
57 +MD action **<set_presentation_cluster_persistence/>** now requires the cluster to be a presentation cluster.
58 +)))
59 +|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %)
60 +(((
61 +// Previously it was possible to set normal clusters to be persistent presentation clusters which was an invalid state.//
62 +)))
63 +|(% colspan="1" style="width:117px" %)(% colspan="1" %)
64 +(((
65 +UI extensions
66 +)))|(% colspan="1" style="width:119px" %)(((
67 +7.00 Beta 1
68 +)))|(% colspan="2" style="width:1625px" %)(((
69 +**FFI**: RemoveBuildPlot() changed
70 +)))
71 +|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %)
72 +(((
73 +// The build plot's buildstorage is no longer removed implicitly. The buildstorage will instead be cleaned-up once it is empty and no ships are docked.//
74 +)))
75 +|(% colspan="1" style="width:117px" %)(% colspan="1" %)
76 +(((
77 +Assets
78 +)))|(% colspan="1" style="width:119px" %)(((
79 +7.00 Beta 1
80 +)))|(% colspan="2" style="width:1625px" %)(((
81 +**Some Split DLC materials moved to base game**
82 +)))
83 +|(% colspan="7" title="Background colour :" %)(% colspan="3" title="Background colour :" %)
84 +(((
85 +// //"spl_p1_fx" AND "split_p1_hulltexture_01" were moved from Split DLC to base game
86 +)))
87 +
88 +=== Version 6.00 ===
89 +
90 +(% class="table-striped" %)
91 +|(((
92 +Libraries
93 +)))|(((
94 +6.00 Beta 7
95 +)))|(% colspan="2" %)(((
96 +Updated weights for ship groups in shipgroups.xml libraries of base game and all DLCs.
97 +)))
98 +|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %)
99 +(((
100 +//Previously some entries were lacking "weight" parameter, causing it to default to "1", which prevent adding new ships to the group with appropriate/configurable granularity.//
101 +
102 +//All groups should now have "weight" parameter added and old "weights" were updated to not have single-digit numbers.//
103 +)))
28 28  |(% colspan="1" %)(% colspan="1" %)
29 29  (((
30 30  Scripts
31 31  )))|(% colspan="1" %)(% colspan="1" %)
32 32  (((
109 +6.00 Beta 4
110 +)))|(% colspan="2" %)(% colspan="1" %)
111 +(((
112 +Changed conditions for **<event_player_travelmode_started> <event_player_travelmode_stopped> <event_player_travelmode_charge_started> <event_player_travelmode_charge_aborted>** to be raised.
113 +)))
114 +|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %)
115 +(((
116 +//The <event_player_travelmode_started>, <event_player_travelmode_stopped>, <event_player_travelmode_charge_started> and <event_player_travelmode_charge_aborted> events will no longer be raised if the player is a passenger on board a ship which enters or leaves travel mode. Previously these events would be raised whether the player was the pilot or a passenger. //
117 +
118 +//Scripts that need to check whether the player exits travel mode may also need to consider checking whether the player leaves the control seat using <event_player_stopped_control> since this will also result in travel mode stopping.//
119 +)))
120 +|(% colspan="1" %)(% colspan="1" %)
121 +(((
122 +Scripts
123 +)))|(% colspan="1" %)(% colspan="1" %)
124 +(((
125 +6.00 Beta 3
126 +)))|(% colspan="2" %)(% colspan="1" %)
127 +(((
128 +Changed result of **<find_object_surface>** action in the case of a failure
129 +)))
130 +|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %)
131 +(((
132 +//The 'posname' and 'rotname' result attributes of <find_object_surface> will now return null in the case of no valid surface position being found.//
133 +
134 +//Previously, it returned null only if there was a physics error. It however returned a valid, somewhat-random, position if physics were fine but it was still unable to find a suitable surface position. This position was often unsuitable to use for gameplay purposes so it is now null so the caller can handle the situation.//
135 +
136 +//The action itself has been improved to increase the chance of finding suitable surface positions.//
137 +)))
138 +|(% colspan="1" %)(% colspan="1" %)
139 +(((
140 +Scripts
141 +)))|(% colspan="1" %)(% colspan="1" %)
142 +(((
143 +6.00 Beta 1
144 +)))|(% colspan="2" %)(% colspan="1" %)
145 +(((
146 +Behaviour change for **<match_dock>** script component filter
147 +)))
148 +|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %)
149 +(((
150 +//<match_dock> nodes can now be used on container and walkablemodule classes without wrapping them in <match_content> nodes.
151 +This has introduced a new potential pitfall: If finding or counting contained components be wary that there may be multiple positive results, even if there is only one dockingbay. e.g. matching contents for a station will include the dockingbay but also its containing walkable module as that also contains the dockingbay. To only account for docking bays, also filter by dockingbay class.//
152 +)))
153 +|(% colspan="1" %)(% colspan="1" %)
154 +(((
155 +Scripts
156 +)))|(% colspan="1" %)(% colspan="1" %)
157 +(((
158 +6.00 Beta 1
159 +)))|(% colspan="2" %)(% colspan="1" %)
160 +(((
161 +Changed result attribute location for **<get_attackstrength>**
162 +)))
163 +|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %)
164 +(((
165 +//The 'result' attribute of get_attackstrength has been moved into the new <result> subnode and renamed to 'total'.//
166 +)))
167 +|(((
168 +Assets
169 +)))|(((
170 +6.00 Beta 1
171 +)))|(% colspan="2" %)(((
172 +Surface element **connections** are incompatible by default unless tagged as "**standard**", and also "**combat**" for non-missile, non-mining weapons
173 +)))
174 +|(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)
175 +(((
176 +//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.
177 +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.//
178 +)))
179 +|(% colspan="1" %)(% colspan="1" %)
180 +(((
181 +Scripts
182 +)))|(% colspan="1" %)(% colspan="1" %)
183 +(((
184 +6.00 Beta 1
185 +)))|(% colspan="2" %)(% colspan="1" %)
186 +(((
187 +Changed behaviour of attribute **sortbygatedistanceto** when finding objects, discarding unreachable objects
188 +)))
189 +|(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)
190 +(((
191 +//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.//
192 +)))
193 +|(((
194 +Scripts
195 +)))|(((
196 +6.00 Beta 1
197 +)))|(% colspan="2" %)(((
198 +**<event_player_owned_killed_object>** and **<event_player_owned_destroyed>** are now triggered before the corresponding **<event_object_destroyed>**, instead of afterwards.
199 +)))
200 +|(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)
201 +(((
202 +//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.//
203 +)))
204 +|(((
205 +Cutscenes
206 +)))|(((
207 +6.00 Beta 1
208 +)))|(% colspan="2" %)(((
209 +Changed behaviour of **<angles>** in cutscenes
210 +)))
211 +|(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)
212 +(((
213 +//The yaw and pitch nodes in <angles> are now correctly interpreted as values in degrees.//
214 +)))
215 +
216 +----
217 +
218 +=== Version 5.00 ===
219 +
220 +(% class="table-striped" %)
221 +|(((
222 +Parameters
223 +)))|(((
224 +5.00 Beta 1
225 +)))|(% colspan="2" %)(((
226 +**<controlpanel><entry>: minduration** removed, **maxduration** renamed to duration
227 +)))
228 +|(% colspan="7" %)(% colspan="3" %)
229 +(((
230 +//'minduration' was unused in X4, maxduration was and still is taken as the actual duration of control panel hacks. No functionality change.//
231 +)))
232 +
233 +----
234 +
235 +=== Version 4.10 ===
236 +
237 +(% class="table-striped" %)
238 +|(% colspan="1" %)(% colspan="1" %)
239 +(((
240 +UI extensions
241 +)))|(% colspan="1" %)(% colspan="1" %)
242 +(((
243 +4.10 Beta 7
244 +)))|(% colspan="2" %)(% colspan="1" %)
245 +(((
246 +**FFI**: SetMapRenderCargoContents(), SetMapRenderWorkForceInfo(), SetMapRenderCrewInfo() and SetMapRenderDockedShipInfos() deprecated
247 +)))
248 +|(% colspan="4" %)(% colspan="3" %)
249 +(((
250 +//The functionality represented by SetMapRenderCargoContents(), SetMapRenderWorkForceInfo(), SetMapRenderCrewInfo() and SetMapRenderDockedShipInfos() has been removed and the function was therefore stubbed.//
251 +)))
252 +|(% colspan="1" %)(% colspan="1" %)
253 +(((
254 +UI extensions
255 +)))|(% colspan="1" %)(% colspan="1" %)
256 +(((
257 +4.10 Beta 6
258 +)))|(% colspan="2" %)(% colspan="1" %)
259 +(((
260 +**FFI**: CustomGameStartPlayerProperty2 changed
261 +)))
262 +|(% colspan="4" %)(% colspan="3" %)
263 +(((
264 +//This struct was added in 4.10 Beta 2 and an additional member count was added in Beta 6.//
265 +)))
266 +|(% colspan="1" %)(% colspan="1" %)
267 +(((
268 +Parameters
269 +)))|(% colspan="1" %)(% colspan="1" %)
270 +(((
271 +4.10 Beta 3
272 +)))|(% colspan="2" %)(% colspan="1" %)
273 +(((
274 +Renamed **<stationinfobox>** to **<infobox>**
275 +)))
276 +|(% colspan="4" %)(% colspan="3" %)
277 +(((
278 +//Info box parameters are now shared across stations and ships. The node has a more generic name to reflect that.//
279 +)))
280 +|(% colspan="1" %)(% colspan="1" %)
281 +(((
282 +UI extensions
283 +)))|(% colspan="1" %)(% colspan="1" %)
284 +(((
285 +4.10 Beta 2
286 +)))|(% colspan="2" %)(% colspan="1" %)
287 +(((
288 +**FFI**: SetMacroMapPlayerSectorOffset() deprecated
289 +)))
290 +|(% colspan="4" %)(% colspan="3" %)
291 +(((
292 +//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.//
293 +)))
294 +|(((
295 +UI extensions
296 +)))|(((
297 +4.10 Beta 2
298 +)))|(% colspan="2" %)(((
299 +**FFI**: FilterComponentForMapMode() and SetMapObjectFilter() changed
300 +)))
301 +|(% colspan="4" %)(% colspan="3" %)
302 +(((
303 +//These functions were added in 4.10 Beta 1 and an additional boolean parameter allowentitydeliverymissionobject was added in Beta 2.//
304 +)))
305 +|(((
306 +Scripts
307 +)))|(((
308 +4.10 Beta 1
309 +)))|(% colspan="2" %)(((
310 +People related attributes of mission** <delivery> **node moved
311 +)))
312 +|(% colspan="4" %)(% colspan="3" %)
313 +(((
314 +//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.//
315 +)))
316 +|(% colspan="1" %)(% colspan="1" %)
317 +(((
318 +Scripts
319 +)))|(% colspan="1" %)(% colspan="1" %)
320 +(((
321 +4.10 Beta 1
322 +)))|(% colspan="2" %)(% colspan="1" %)
323 +(((
324 +**$destructible.productions** replaced with $defensible.productions
325 +)))
326 +|(% colspan="4" %)(% colspan="3" %)
327 +(((
328 +//The $destructible.productions script property was removed and reimplemented as $defensible.productions meaning some old uses may no longer work unless the destructible is also a defensible. The old implementation functioned by finding the containing object of the destructible (including itself) to query for the production modules.//
329 +)))
330 +|(((
331 +Scripts
332 +)))|(((
333 +4.10 Beta 1
334 +)))|(% colspan="2" %)(((
335 +Removed script property **$object.spawnsourceseed**
336 +)))
337 +|(% colspan="4" %)(% colspan="3" %)
338 +(((
339 +//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.//
340 +)))
341 +
342 +----
343 +
344 +=== Version 4.00 ===
345 +
346 +(% class="table-striped" %)
347 +|(% colspan="1" %)(% colspan="1" %)
348 +(((
349 +UI core
350 +)))|(% colspan="1" %)(% colspan="1" %)
351 +(((
352 +4.00 Beta 10
353 +)))|(% colspan="2" %)(% colspan="1" %)
354 +(((
355 +Controlled ship can change without a **gameplanchange-event** occurring.
356 +)))
357 +|(% colspan="4" %)(% colspan="3" %)
358 +(((
359 +//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).
360 +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.//
361 +)))
362 +|(((
363 +Scripts
364 +)))|(((
365 +4.00 Beta 7
366 +)))|(% colspan="2" %)(((
367 +Parameters of **<event_terraforming_project_succeeded>** and **<event_terraforming_project_failed>** changed
368 +)))
369 +|(% colspan="4" %)(% colspan="3" %)
370 +(((
371 +//Old params: param = project ID, param2 = were there positive side-effects?, param3 = were there negative side-effects?
372 +New params: param = project ID, param2 = [were there positive side-effects?, were there negative side-effects?], param3 = payout in Credits
373 +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//
374 +)))
375 +|(% colspan="1" %)(% colspan="1" %)
376 +(((
377 +UI core
378 +)))|(% colspan="1" %)(% colspan="1" %)
379 +(((
380 +4.00 Beta 6
381 +)))|(% colspan="2" %)(% colspan="1" %)
382 +(((
383 +**FFI:** GetFactionRelationStatus() handling for faction relation range [-20,-10] changed
384 +)))
385 +|(% colspan="4" %)(% colspan="3" %)
386 +(((
387 +//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.
388 +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).//
389 +
390 +//If you rely on a handling where these factions are treated like enemies, please use the new GetFactionRelationStatus2() function instead.//
391 +)))
392 +|(% colspan="1" %)(% colspan="1" %)
393 +(((
394 +UI core
395 +)))|(% colspan="1" %)(% colspan="1" %)
396 +(((
397 +4.00 Beta 5
398 +)))|(% colspan="2" %)(% colspan="1" %)
399 +(((
400 +**FFI:** GetRelationStatus()/GetRelationStatus2() handling for objects in relation range [-25,-10] changed
401 +)))
402 +|(% colspan="4" %)(% colspan="3" %)
403 +(((
404 +//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.//
405 +
406 +//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).
407 +)))
408 +|(((
409 +Parameters
410 +)))|(((
411 +4.00 Beta 1
412 +)))|(% colspan="2" %)(((
413 +**requiresconstructionvessel** parameter moved
414 +)))
415 +|(% colspan="4" %)(% colspan="3" %)
416 +(((
417 +//The 'requiresconstructionvessel' attribute has been moved from the 'recycling' node itself, to the new 'station' subnode.//
418 +)))
419 +|(((
420 +Scripts
421 +)))|(((
422 +4.00 Beta 1
423 +)))|(% colspan="2" %)(((
424 +Changed behaviour of **gatedistance** script property
425 +)))
426 +|(% colspan="4" %)(% colspan="3" %)
427 +(((
428 +//The 'gatedistance' script property now minimizes the number of gate jumps instead of counting the number gate jumps in the fastest route.//
429 +)))
430 +
431 +----
432 +
433 +=== Version 3.30 ===
434 +
435 +(% class="table-striped" %)
436 +|(((
437 +UI extensions
438 +)))|(((
439 +3.30 Beta 3
440 +)))|(% colspan="2" %)(((
441 +**FFI: **Removed** GetMissionLimit() **and** IsMissionLimitEnabled()**
442 +)))
443 +|(% colspan="7" %)(% colspan="3" %)
444 +(((
445 +//These mission limit-related functions (added in 3.30 Beta 1 and 2) are replaced with FFI IsMissionLimitReached()//
446 +)))
447 +
448 +----
449 +
450 +=== Version 3.20 ===
451 +
452 +(% class="table-striped" %)
453 +|(((
454 +Scripts
455 +)))|(((
456 +3.20 Beta 1
457 +)))|(% colspan="2" %)(((
458 +Parameters of **<event_player_attacked_object/>** and **<event_object_attacked_object/>** changed
459 +)))
460 +|(% colspan="4" %)(% colspan="3" %)
461 +(((
462 +//Old params: param = attacked object, param2 = attack method, param3 = attacked component//
463 +//New params: param = attacked object, param2 = attack method, param3 = attack component detail list: [attacked component, attacking weapon]
464 +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//
465 +)))
466 +|(% colspan="1" %)(% colspan="1" %)
467 +(((
468 +Scripts
469 +)))|(% colspan="1" %)(% colspan="1" %)
470 +(((
471 +3.20 Beta 1
472 +)))|(% colspan="2" %)(% colspan="1" %)
473 +(((
474 +Removed script property $trade.**restriction.faction**
475 +)))
476 +|(% colspan="4" %)(% colspan="3" %)
477 +(((
478 +//$trade.restriction.faction has been replaced with $trade.restriction.factions, which returns a list of factions.//
479 +)))
480 +|(((
481 +UI extensions
482 +)))|(((
483 +3.20 Beta 1
484 +)))|(% colspan="2" %)(((
485 +**Lua**: **GetTradeRestrictions()**, **ToggleFactionTradeRestriction()** and **ToggleFactionTradeWareOverride()** are now obsolete!
486 +)))
487 +|(% colspan="4" %)(% colspan="3" %)
488 +(((
489 +//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.//
490 +)))
491 +
492 +----
493 +
494 +=== Version 3.10 ===
495 +
496 +(% class="table-striped" %)
497 +|(% colspan="1" %)(% colspan="1" %)
498 +(((
499 +Scripts
500 +)))|(% colspan="1" %)(% colspan="1" %)
501 +(((
502 +3.10 Beta 1
503 +)))|(% colspan="2" %)(% colspan="1" %)
504 +(((
505 +Removed script action **<add_build/>**
506 +)))
507 +|(% colspan="7" %)(% colspan="3" %)
508 +(((
509 +//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.//
510 +)))
511 +
512 +----
513 +
514 +=== Version 3.00 ===
515 +
516 +(% class="table-striped" %)
517 +|(% colspan="1" %)(% colspan="1" %)
518 +(((
519 +Scripts
520 +)))|(% colspan="1" %)(% colspan="1" %)
521 +(((
522 +3.0 Beta 6
523 +)))|(% colspan="2" %)(% colspan="1" %)
524 +(((
525 +Changed behaviour of script action **<get_suitable_job/>**
526 +)))
527 +|(% colspan="4" %)(% colspan="3" %)
528 +(((
529 +//<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.//
530 +)))
531 +|(% colspan="1" %)(% colspan="1" %)
532 +(((
533 +Scripts
534 +)))|(% colspan="1" %)(% colspan="1" %)
535 +(((
536 +3.0 Beta 6
537 +)))|(% colspan="2" %)(% colspan="1" %)
538 +(((
539 +Changed behaviour of script action **<get_ware_definition/>**
540 +)))
541 +|(% colspan="4" %)(% colspan="3" %)
542 +(((
543 +//<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.//
544 +)))
545 +|(% colspan="1" %)(% colspan="1" %)
546 +(((
547 +Global
548 +)))|(% colspan="1" %)(% colspan="1" %)
549 +(((
550 +3.0 Beta 5
551 +)))|(% colspan="2" %)(% colspan="1" %)
552 +(((
553 +Renamed all files in the **md**, ui, and **cutscenes** folders to lower-case
554 +)))
555 +|(% colspan="4" %)(% colspan="3" %)
556 +(((
557 +//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.)
558 +
559 +//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).//
560 +)))
561 +|(% colspan="1" %)(% colspan="1" %)
562 +(((
563 +Scripts
564 +)))|(% colspan="1" %)(% colspan="1" %)
565 +(((
566 +3.0 Beta 5
567 +)))|(% colspan="2" %)(% colspan="1" %)
568 +(((
569 +Adjustments of some MD library cues in the base game to change their usage from **<include_actions>** to <run_actions>
570 +)))
571 +|(% colspan="4" %)(% colspan="3" %)
572 +(((
573 +//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.//
574 +)))
575 +|(% colspan="1" %)(% colspan="1" %)
576 +(((
577 +Scripts
578 +)))|(% colspan="1" %)(% colspan="1" %)
579 +(((
580 +3.0 Beta 5
581 +)))|(% colspan="2" %)(% colspan="1" %)
582 +(((
583 +Changes to $dockingbay.**todockpos** and $dockingbay.**launchpos**
584 +)))
585 +|(% colspan="4" %)(% colspan="3" %)
586 +(((
587 +//Before the change, positions are relative to $dockingbay.parent.
588 +After the change, positions are relative to $dockingbay as specified in the documentation.//
589 +)))
590 +|(% colspan="1" %)(% colspan="1" %)
591 +(((
592 +Global
593 +)))|(% colspan="1" %)(% colspan="1" %)
594 +(((
595 +3.0 Beta 2
596 +)))|(% colspan="2" %)(% colspan="1" %)
597 +(((
598 +Support for entity flag "**skillsvisible**" dropped
599 +)))
600 +|(% colspan="4" %)(% colspan="3" %)
601 +(((
602 +//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().//
603 +)))
604 +|(((
605 +Scripts
606 +)))|(((
607 +3.0 Beta 2
608 +)))|(% colspan="2" %)(((
609 +Changes to **<event_object_changed_owner>** and added **<event_object_changed_true_owner>**.
610 +)))
611 +|(% colspan="4" %)(% colspan="3" %)
612 +(((
613 +//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.
614 +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.
615 +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.
616 +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).
617 +)))
618 +|(% colspan="1" %)(% colspan="1" %)
619 +(((
620 +Global
621 +)))|(% colspan="1" %)(% colspan="1" %)
622 +(((
33 33  3.0 Beta 1
624 +)))|(% colspan="2" %)(% colspan="1" %)
625 +(((
626 +**MissionBoard** support dropped
627 +)))
628 +|(% colspan="4" %)(% colspan="3" %)
629 +(((
630 +//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.//
631 +)))
632 +|(((
633 +Job/God
634 +)))|(((
635 +3.0 Beta 1
636 +)))|(% colspan="2" %)(((
637 +By default, **job/god entries** now only spawn objects in space added by the extension in which they are defined
638 +)))
639 +|(% colspan="4" %)(% colspan="3" %)
640 +(((
641 +//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.//
642 +)))
643 +|(% colspan="1" %)(% colspan="1" %)
644 +(((
645 +Scripts
34 34  )))|(% colspan="1" %)(% colspan="1" %)
35 35  (((
648 +3.0 Beta 1
649 +)))|(% colspan="2" %)(% colspan="1" %)
650 +(((
36 36  Script action **<add_actor_to_room/> **attribute **'room'** renamed to **'object'**
37 37  )))
38 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
653 +|(% colspan="4" %)(% colspan="3" %)
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.
655 +//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  (((
... ... @@ -45,11 +45,11 @@
45 45  )))|(% colspan="1" %)(% colspan="1" %)
46 46  (((
47 47  3.0 Beta 1
48 -)))|(% colspan="1" %)(% colspan="1" %)
663 +)))|(% colspan="2" %)(% colspan="1" %)
49 49  (((
50 50  Script action **<set_doors_locked/>** attribute **'group'** changed
51 51  )))
52 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
667 +|(% colspan="4" %)(% colspan="3" %)
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  )))
... ... @@ -59,11 +59,11 @@
59 59  )))|(% colspan="1" %)(% colspan="1" %)
60 60  (((
61 61  3.0 Beta 1
62 -)))|(% colspan="1" %)(% colspan="1" %)
677 +)))|(% colspan="2" %)(% colspan="1" %)
63 63  (((
64 64  Script conditions **<event_hack_*/>** and **<event_controlpanel_hack_*/>** removed
65 65  )))
66 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
681 +|(% colspan="4" %)(% colspan="3" %)
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  )))
... ... @@ -73,11 +73,11 @@
73 73  )))|(% colspan="1" %)(% colspan="1" %)
74 74  (((
75 75  3.0 Beta 1
76 -)))|(% colspan="1" %)(% colspan="1" %)
691 +)))|(% colspan="2" %)(% colspan="1" %)
77 77  (((
78 78  Script actions **<set_hack_target/>** and **<abort_hack/>** removed
79 79  )))
80 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
695 +|(% colspan="4" %)(% colspan="3" %)
81 81  (((
82 82  //These actions had no effect and were removed.//
83 83  )))
... ... @@ -87,11 +87,11 @@
87 87  )))|(% colspan="1" %)(% colspan="1" %)
88 88  (((
89 89  3.0 Beta 1
90 -)))|(% colspan="1" %)(% colspan="1" %)
705 +)))|(% colspan="2" %)(% colspan="1" %)
91 91  (((
92 92  **<setup_conversation_minigame/>** script action removed
93 93  )))
94 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
709 +|(% colspan="4" %)(% colspan="3" %)
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  )))
... ... @@ -101,11 +101,11 @@
101 101  )))|(% colspan="1" %)(% colspan="1" %)
102 102  (((
103 103  3.0 Beta 1
104 -)))|(% colspan="1" %)(% colspan="1" %)
719 +)))|(% colspan="2" %)(% colspan="1" %)
105 105  (((
106 106  <add_player_choice_*> **confidence** attribute removed
107 107  )))
108 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
723 +|(% colspan="4" %)(% colspan="3" %)
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  )))
... ... @@ -115,11 +115,11 @@
115 115  )))|(% colspan="1" %)(% colspan="1" %)
116 116  (((
117 117  3.0 Beta 1
118 -)))|(% colspan="1" %)(% colspan="1" %)
733 +)))|(% colspan="2" %)(% colspan="1" %)
119 119  (((
120 120  **<hack_via_control_panel/>** script action removed
121 121  )))
122 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
737 +|(% colspan="4" %)(% colspan="3" %)
123 123  (((
124 124  //Unused script action <hack_via_control_panel/> was removed.//
125 125  )))
... ... @@ -129,28 +129,38 @@
129 129  )))|(% colspan="1" %)(% colspan="1" %)
130 130  (((
131 131  3.0 Beta 1
132 -)))|(% colspan="1" %)(% colspan="1" %)
747 +)))|(% colspan="2" %)(% colspan="1" %)
133 133  (((
134 134  **Lua: **GetMiniGameCursorPosition() removed
135 135  )))
136 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
751 +|(% colspan="4" %)(% colspan="3" %)
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  )))
755 +|(((
756 +UI core
757 +)))|(((
758 +3.0 Beta 1
759 +)))|(% colspan="2" %)(((
760 +**FFI: **GetLocalizedInteractiveNotificationKey can return icon placeholders
761 +)))
762 +|(% colspan="4" %)(% colspan="3" %)
763 +(((
764 +//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.//
765 +)))
140 140  |(% colspan="1" %)(% colspan="1" %)
141 141  (((
142 -Scripts
768 +UI extensions
143 143  )))|(% colspan="1" %)(% colspan="1" %)
144 144  (((
145 145  3.0 Beta 1
146 -)))|(% colspan="1" %)(% colspan="1" %)
772 +)))|(% colspan="2" %)(% colspan="1" %)
147 147  (((
148 -**$ware.illegal** updated
774 +**FFI: **UIWeaponMod returned by GetInstalledWeaponMod() now includes property SurfaceElementFactor
149 149  )))
150 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
776 +|(% colspan="4" %)(% colspan="3" %)
151 151  (((
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 $ware is illegal to any faction in the game.//
778 +//In 3.0 Beta 1 we added support for a new weapon mod property "SurfaceElementFactor" to allow weapons to deal increased damage to surface elements such as Shield Generators, Turrets or Engines.//
154 154  )))
155 155  |(% colspan="1" %)(% colspan="1" %)
156 156  (((
... ... @@ -158,15 +158,14 @@
158 158  )))|(% colspan="1" %)(% colspan="1" %)
159 159  (((
160 160  3.0 Beta 1
161 -)))|(% colspan="1" %)(% colspan="1" %)
786 +)))|(% colspan="2" %)(% colspan="1" %)
162 162  (((
163 -'**checkoperational**' filter behaviour changed
788 +**$ware.illegal** updated
164 164  )))
165 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
790 +|(% colspan="4" %)(% colspan="3" %)
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.//
792 +//$ware.illegal used to return true if the specified ware has the 'illegal' tag which is no longer used.//
793 +//It now returns true if $ware is illegal to any faction in the game.//
170 170  )))
171 171  |(% colspan="1" %)(% colspan="1" %)
172 172  (((
... ... @@ -174,11 +174,11 @@
174 174  )))|(% colspan="1" %)(% colspan="1" %)
175 175  (((
176 176  3.0 Beta 1
177 -)))|(% colspan="1" %)(% colspan="1" %)
801 +)))|(% colspan="2" %)(% colspan="1" %)
178 178  (((
179 179  MD script **RML_Flight_Along_Path** removed
180 180  )))
181 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
805 +|(% colspan="4" %)(% colspan="3" %)
182 182  (((
183 183  //The MD script RML_Flight_Along_Path was not referened and was removed.//
184 184  )))
... ... @@ -188,26 +188,75 @@
188 188  )))|(% colspan="1" %)(% colspan="1" %)
189 189  (((
190 190  3.0 Beta 1
191 -)))|(% colspan="1" %)(% colspan="1" %)
815 +)))|(% colspan="2" %)(% colspan="1" %)
192 192  (((
193 -parameters of event_venture_mission_completed changed
817 +parameters of **<event_venture_mission_completed/>** changed
194 194  )))
195 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
819 +|(% colspan="4" %)(% colspan="3" %)
196 196  (((
197 -old params: param = venture details, param2 = ships involved, param3 = duration
198 -new params: param = venture detail list: [mission name, mission type], param2 = list of ships involved, param3 = duration
821 +//old params: param = venture details, param2 = ships involved, param3 = duration//
822 +//new params: param = venture detail list: [mission name, mission type], param2 = list of ships involved, param3 = duration//
199 199  )))
200 200  |(((
201 201  Scripts
202 202  )))|(((
203 -2.60 Beta 1
827 +3.0 Beta 1
828 +)))|(% colspan="2" %)(((
829 +**<set_object_wing_name/>** removed,
830 +**<set_object_fleet_name/>** added
831 +)))
832 +|(% colspan="4" %)(% colspan="3" %)
833 +(((
834 +//The common action <set_object_wing_name/> has been replaced with <set_object_fleet_name/>//
835 +)))
836 +|(((
837 +Scripts
204 204  )))|(((
205 -$container.supplyresources behavior changed
839 +3.0 Beta 1
840 +)))|(% colspan="2" %)(((
841 +**$controllable.wing.*** removed,
842 +**$controllable.fleet.*** added
206 206  )))
207 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
844 +|(% colspan="4" %)(% colspan="3" %)
208 208  (((
846 +$controllable.wing.name, $controllable.wing.iscommander, and $controllable.wing.commander have been replaced with $controllable.fleet.name, $controllable.fleet.iscommander, and $controllable.fleet.commander
847 +)))
848 +
849 +----
850 +
851 +=== Version 2.60 ===
852 +
853 +(% class="table-striped" %)
854 +|(((
855 +Scripts
856 +)))|(((
857 +2.60 Beta 1
858 +)))|(% colspan="2" %)(((
859 +'**checkoperational**' filter behaviour changed
860 +)))
861 +|(% colspan="10" %)(% colspan="3" %)
862 +(((
863 +//Actions and conditions which use the 'checkoperational' filter now behave differently. Instead of changing how 'class' and 'exactclass' behave, checkoperational == true adds an additional filter for the components being of state operational, equivalent to state="componentstate.operational". This is implicitly enabled in action elements (e.g. <find_.../>) or condition elements (e.g. <count_...>), meaning that find_ship will only find operational ships. Using such actions/conditions with checkoperational="false" will include non-operational components such as wrecked and constructions. Existing uses may find that results now exclude non-operational components.//
864 +
865 +//Sub nodes such as match_child will have checkoperational default to false. Existing uses may find that results now include non-operational components.//
866 +)))
867 +|(((
868 +Scripts
869 +)))|(((
870 +2.60 Beta 1
871 +)))|(% colspan="2" %)(((
872 +$container.**supplyresources** behavior changed
873 +)))| | |
874 +|(% colspan="10" %)(% colspan="3" %)
875 +(((
209 209  //The script keyword $container.supplyresources now includes reserved wares.//
210 210  )))
878 +
879 +----
880 +
881 +=== Version 2.20 ===
882 +
883 +(% class="table-striped" %)
211 211  |(% colspan="1" %)(% colspan="1" %)
212 212  (((
213 213  UI core
... ... @@ -214,17 +214,16 @@
214 214  )))|(% colspan="1" %)(% colspan="1" %)
215 215  (((
216 216  2.20 Beta 3/4
217 -)))|(% colspan="1" %)(% colspan="1" %)
890 +)))|(% colspan="2" %)(% colspan="1" %)
218 218  (((
219 219  **Lua: GetControllerInfo()** returned mouseSteering/mouseCursor values are undefined.
220 220  )))
221 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
894 +|(% colspan="4" %)(% colspan="3" %)
222 222  (((
223 223  //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.
224 224  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.//
225 225  
226 -//It's a pending change to ensure that the returned mode is more reasonable in an upcoming patch. So be aware that another breaking change might be introduced at some point.
227 -//
899 +//It's a pending change to ensure that the returned mode is more reasonable in an upcoming patch. So be aware that another breaking change might be introduced at some point.//
228 228  )))
229 229  |(% colspan="1" %)(% colspan="1" %)
230 230  (((
... ... @@ -232,14 +232,20 @@
232 232  )))|(% colspan="1" %)(% colspan="1" %)
233 233  (((
234 234  2.20 Beta 3
235 -)))|(% colspan="1" %)(% colspan="1" %)
907 +)))|(% colspan="2" %)(% colspan="1" %)
236 236  (((
237 237  Attribute for build related conditions e.g. **<event_build_finished/>** renamed from 'buildmodule' to 'buildprocessor'
238 238  )))
239 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
911 +|(% colspan="4" %)(% colspan="3" %)
240 240  (((
241 241  //The underlying behaviour remains the same in that it involves the buildprocessor, not the buildmodule. The attribute name has simply been corrected.//
242 242  )))
915 +
916 +----
917 +
918 +=== Version 2.00 ===
919 +
920 +(% class="table-striped" %)
243 243  |(% colspan="1" %)(% colspan="1" %)
244 244  (((
245 245  Scripts
... ... @@ -246,11 +246,11 @@
246 246  )))|(% colspan="1" %)(% colspan="1" %)
247 247  (((
248 248  2.00 Beta 1
249 -)))|(% colspan="1" %)(% colspan="1" %)
927 +)))|(% colspan="2" %)(% colspan="1" %)
250 250  (((
251 251  **<event_build_finished/> **param2 now returns null instead of a construction sequence
252 252  )))
253 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
931 +|(% colspan="4" %)(% colspan="3" %)
254 254  (((
255 255  //The construction sequence which was finished should now be accessed via the buildtask provided via param3.//
256 256  )))
... ... @@ -260,11 +260,11 @@
260 260  )))|(% colspan="1" %)(% colspan="1" %)
261 261  (((
262 262  2.00 Beta 1
263 -)))|(% colspan="1" %)(% colspan="1" %)
941 +)))|(% colspan="2" %)(% colspan="1" %)
264 264  (((
265 265  **param.boarding.{...}** strength parameters removed
266 266  )))
267 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
945 +|(% colspan="4" %)(% colspan="3" %)
268 268  (((
269 269  //The 'recruitstrength', 'veteranstrength' and 'elitestrength' script parameters were no longer required for balancing the boarding gameplay, and were removed.//
270 270  )))
... ... @@ -274,11 +274,11 @@
274 274  )))|(% colspan="1" %)(% colspan="1" %)
275 275  (((
276 276  2.00 Beta 1
277 -)))|(% colspan="1" %)(% colspan="1" %)
955 +)))|(% colspan="2" %)(% colspan="1" %)
278 278  (((
279 279  **$defensible.boardee/$defensible.boarder** and **<set_object_boarder/>/<remove_object_boarder/>** removed
280 280  )))
281 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
959 +|(% colspan="4" %)(% colspan="3" %)
282 282  (((
283 283  //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.//
284 284  )))
... ... @@ -286,10 +286,10 @@
286 286  UI extensions
287 287  )))|(((
288 288  2.00 Beta 1
289 -)))|(((
967 +)))|(% colspan="2" %)(((
290 290  **FFI: GetUpgradeSlotCurrentComponent()/GetUpgradeSlotGroup()** works on non-operationals
291 291  )))
292 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
970 +|(% colspan="4" %)(% colspan="3" %)
293 293  (((
294 294  //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.//
295 295  )))
... ... @@ -297,10 +297,10 @@
297 297  UI extensions
298 298  )))|(((
299 299  2.00 Beta 1
300 -)))|(((
978 +)))|(% colspan="2" %)(((
301 301  **FFI: SetFormationShape()** no longer indicates an error upon certain error cases
302 302  )))
303 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
981 +|(% colspan="4" %)(% colspan="3" %)
304 304  (((
305 305  //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.//
306 306  //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.//
... ... @@ -309,10 +309,10 @@
309 309  Scripts
310 310  )))|(((
311 311  2.00 Beta 1
312 -)))|(((
990 +)))|(% colspan="2" %)(((
313 313  **<create_formation/>** now requires the attributes: 'leader' and 'follower'. Attribute 'object' is now deprecated.
314 314  )))
315 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
993 +|(% colspan="4" %)(% colspan="3" %)
316 316  (((
317 317  //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.//
318 318  )))
... ... @@ -320,10 +320,10 @@
320 320  Scripts
321 321  )))|(((
322 322  2.00 Beta 1
323 -)))|(((
1001 +)))|(% colspan="2" %)(((
324 324  **<event_player_changed_target/>** now fires and returns null if the player deselects a target.
325 325  )))
326 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
1004 +|(% colspan="4" %)(% colspan="3" %)
327 327  (((
328 328  //For prior behavior, check for event.param being non-null.//
329 329  )))
... ... @@ -331,10 +331,10 @@
331 331  AI Scripts
332 332  )))|(((
333 333  2.00 Beta 1
334 -)))|(((
1012 +)))|(% colspan="2" %)(((
335 335  **<shoot/>/<shoot_at/>** attribute changes.
336 336  )))
337 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
1015 +|(% colspan="4" %)(% colspan="3" %)
338 338  (((
339 339  //Changed: Attribute "primary" is now optional and defines whether weapons from the ship's active primary weapon group will be fired. Defaults to true.//
340 340  //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.//
... ... @@ -346,10 +346,10 @@
346 346  UI extensions
347 347  )))|(((
348 348  2.00 Beta 1
349 -)))|(((
350 -**FFI: GetBuildTask()/GetNumBuildTasks()** got a new "buildmoduleid" parameter.(% class="confluenceTd" %)
1027 +)))|(% colspan="2" %)(((
1028 +**FFI: GetBuildTask()/GetNumBuildTasks()** got a new "buildmoduleid" parameter.
351 351  )))
352 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
1030 +|(% colspan="4" %)(% colspan="3" %)
353 353  (((
354 354  //Added possibility to query build tasks of a certain buildmodule.//
355 355  )))
... ... @@ -357,10 +357,10 @@
357 357  UI extensions
358 358  )))|(((
359 359  2.00 Beta 1
360 -)))|(((
1038 +)))|(% colspan="2" %)(((
361 361  **Lua:** **GetLibraryEntry()** retrieved a new "buildresources" field.
362 362  )))
363 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
1041 +|(% colspan="4" %)(% colspan="3" %)
364 364  (((
365 365  //Added list of resources a buildmodule needs to build.//
366 366  )))
... ... @@ -368,10 +368,10 @@
368 368  UI extensions
369 369  )))|(((
370 370  2.00 Beta 1
371 -)))|(((
372 -(% 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);" %)
1049 +)))|(% colspan="2" %)(((
1050 +**Lua: CalculateTotalHullFraction() **was removed.
373 373  )))
374 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
1052 +|(% colspan="4" %)(% colspan="3" %)
375 375  (((
376 376  //Unused, derelict function from XR - use GetComponentData(..., "hullpercent") instead.//
377 377  )))
... ... @@ -379,21 +379,27 @@
379 379  UI extensions
380 380  )))|(((
381 381  2.00 Beta 1
382 -)))|(((
383 -**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" %)
1060 +)))|(% colspan="2" %)(((
1061 +**FFI: RequestDockAtReason()/UndockPlayerShip() **changed their return values.
384 384  )))
385 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
1063 +|(% colspan="4" %)(% colspan="3" %)
386 386  (((
387 387  //Changed return value type to const char* to better identify failure reasons in Lua script.//
388 388  )))
1067 +
1068 +----
1069 +
1070 +=== Version 1.50 ===
1071 +
1072 +(% class="table-striped" %)
389 389  |(((
390 390  UI extensions
391 391  )))|(((
392 392  1.50 Beta 3
393 -)))|(((
394 -**Lua: GetComponentData() **changed behavior of "docksizes" propertly.(% class="confluenceTd" %)
1077 +)))|(% colspan="2" %)(((
1078 +**Lua: GetComponentData() **changed behavior of "docksizes" property.
395 395  )))
396 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
1080 +|(% colspan="4" %)(% colspan="3" %)
397 397  (((
398 398  //The "docksizes" property no longer includes internal ship storage docks.//
399 399  )))
... ... @@ -401,10 +401,10 @@
401 401  All
402 402  )))|(((
403 403  1.50 Beta 2
404 -)))|(((
1088 +)))|(% colspan="2" %)(((
405 405  **Meaning of "Shipyard"** was corrected throughout Lua/MD/AI scripts, so that Wharfs are not Shipyards (unlike in XR).
406 406  )))
407 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
1091 +|(% colspan="4" %)(% colspan="3" %)
408 408  (((
409 409  //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".//
410 410  
... ... @@ -416,10 +416,10 @@
416 416  UI extensions
417 417  )))|(((
418 418  1.50 Beta 2
419 -)))|(((
420 -**FFI: UpgradeGroupInfo **datatype was changed.(% class="confluenceTd" %)
1103 +)))|(% colspan="2" %)(((
1104 +**FFI: UpgradeGroupInfo **datatype was changed.
421 421  )))
422 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
1106 +|(% colspan="4" %)(% colspan="3" %)
423 423  (((
424 424  //Added new "operational" field to retrieve information about number of operational upgrades in a group.//
425 425  )))
... ... @@ -429,14 +429,13 @@
429 429  )))|(% colspan="1" %)(% colspan="1" %)
430 430  (((
431 431  1.50 Beta 1
432 -)))|(% colspan="1" %)(% colspan="1" %)
1116 +)))|(% colspan="2" %)(% colspan="1" %)
433 433  (((
434 434  **FFI: SetGuidance()** removed useinfopoint argument.
435 435  )))
436 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
1120 +|(% colspan="4" %)(% colspan="3" %)
437 437  (((
438 -//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.
439 -//
1122 +//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.//
440 440  
441 441  //The new function declaration is: void SetGuidance(UniverseID componentid, UIPosRot offset)//
442 442  )))
... ... @@ -444,32 +444,44 @@
444 444  UI extensions
445 445  )))|(((
446 446  1.50 Beta 1
447 -)))|(((
448 -**FFI: CancelConstruction() **changed its return value.(% class="confluenceTd" %)
1130 +)))|(% colspan="2" %)(((
1131 +**FFI: CancelConstruction() **changed its return value.
449 449  )))
450 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
1133 +|(% colspan="4" %)(% colspan="3" %)
451 451  (((
452 -(% style="color: rgb(0,0,0);" %)//CancelConstruction() now returns if the cancellation was successful. //
1135 +//CancelConstruction() now returns if the cancellation was successful. //
453 453  )))
1137 +
1138 +----
1139 +
1140 +=== Version 1.32 ===
1141 +
1142 +(% class="table-striped" %)
454 454  |(((
455 455  UI extensions
456 456  )))|(((
457 457  1.32
458 -)))|(((
1147 +)))|(% colspan="2" %)(((
459 459  **Lua: GetComponentData() **removed the "nextdestname" property.
460 460  )))
461 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
1150 +|(% colspan="4" %)(% colspan="3" %)
462 462  (((
463 463  //Instead of "nextdestname", use the properties "destination" or "destinationsector" to retrieve a destination component, then retrieve its "name" property.//
464 464  )))
1154 +
1155 +----
1156 +
1157 +=== Version 1.20 ===
1158 +
1159 +(% class="table-striped" %)
465 465  |(((
466 466  UI extensions
467 467  )))|(((
468 468  1.20
469 -)))|(((
470 -**FFI: GetAAOption()** got a new "useconfig" parameter.(% class="confluenceTd" %)
1164 +)))|(% colspan="2" %)(((
1165 +**FFI: GetAAOption()** got a new "useconfig" parameter.
471 471  )))
472 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
1167 +|(% colspan="4" %)(% colspan="3" %)
473 473  (((
474 -//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.//
1169 +//The AA setting was changed to check the new setting with the user. In order to restore the old setting GetAAOption() gets the option to retrieve the config settings.//
475 475  )))
Confluence.Code.ConfluencePageClass[0]
id
... ... @@ -1,1 +1,0 @@
1 -85622793
space
... ... @@ -1,1 +1,0 @@
1 -X4WIKI
url
... ... @@ -1,1 +1,0 @@
1 -https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/85622793/Breaking Changes