Changes for page Breaking Changes
Last modified by Michael Baumgardt on 2026/04/17 12:03
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Page properties (2 modified, 0 added, 0 removed)
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... ... @@ -1,1 +1,1 @@ 1 -xwiki:XWiki. nick1 +xwiki:XWiki.klaus - Content
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... ... @@ -25,19 +25,121 @@ 25 25 )))|=((( 26 26 Summary 27 27 ))) 28 +|(% colspan="3" %)(% colspan="3" %) 29 +((( 30 +== 3.00 == 31 +))) 28 28 |(% colspan="1" %)(% colspan="1" %) 29 29 ((( 34 +MD Scripts, Cutscenes 35 +)))|(% colspan="1" %)(% colspan="1" %) 36 +((( 37 +3.0 Beta 5 38 +)))|(% colspan="1" %)(% colspan="1" %) 39 +((( 40 +Renamed all files in the **md** and **cutscenes** folders to lower-case 41 +))) 42 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 43 +((( 44 +//All MD 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.)\\ 45 + 46 +//Note that this change has no effect on the actual content of scripts or cutscenes. The 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).// 47 +))) 48 +|(% colspan="1" %)(% colspan="1" %) 49 +((( 30 30 Scripts 31 31 )))|(% colspan="1" %)(% colspan="1" %) 32 32 ((( 53 +3.0 Beta 5 54 +)))|(% colspan="1" %)(% colspan="1" %) 55 +((( 56 +Adjustments of some MD library cues in the base game to change their usage from **<include_actions>** to <run_actions> 57 +))) 58 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 59 +((( 60 +//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.// 61 +))) 62 +|(% colspan="1" %)(% colspan="1" %) 63 +((( 64 +Scripts 65 +)))|(% colspan="1" %)(% colspan="1" %) 66 +((( 67 +3.0 Beta 5 68 +)))|(% colspan="1" %)(% colspan="1" %) 69 +((( 70 +Changes to $dockingbay.**todockpos** and $dockingbay.**launchpos** 71 +))) 72 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 73 +((( 74 +//Before the change, positions are relative to $dockingbay.parent. 75 +After the change, positions are relative to $dockingbay as specified in the documentation.// 76 +))) 77 +|(% colspan="1" %)(% colspan="1" %) 78 +((( 79 +Global 80 +)))|(% colspan="1" %)(% colspan="1" %) 81 +((( 82 +3.0 Beta 2 83 +)))|(% colspan="1" %)(% colspan="1" %) 84 +((( 85 +Support for entity flag "**skillsvisible**" dropped 86 +))) 87 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 88 +((( 89 +//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().// 90 +))) 91 +|((( 92 +Scripts 93 +)))|((( 94 +3.0 Beta 2 95 +)))|((( 96 +Changes to **<event_object_changed_owner>** and added **<event_object_changed_true_owner>**. 97 +))) 98 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 99 +((( 100 +//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. 101 +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. 102 +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. 103 +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). 104 +))) 105 +|(% colspan="1" %)(% colspan="1" %) 106 +((( 107 +Global 108 +)))|(% colspan="1" %)(% colspan="1" %) 109 +((( 33 33 3.0 Beta 1 34 34 )))|(% colspan="1" %)(% colspan="1" %) 35 35 ((( 113 +**MissionBoard** support dropped 114 +))) 115 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 116 +((( 117 +//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.// 118 +))) 119 +|((( 120 +Job/God 121 +)))|((( 122 +3.0 Beta 1 123 +)))|((( 124 +By default, **job/god entries** now only spawn objects in space added by the extension in which they are defined 125 +))) 126 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 127 +((( 128 +//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.// 129 +))) 130 +|(% colspan="1" %)(% colspan="1" %) 131 +((( 132 +Scripts 133 +)))|(% colspan="1" %)(% colspan="1" %) 134 +((( 135 +3.0 Beta 1 136 +)))|(% colspan="1" %)(% colspan="1" %) 137 +((( 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. 142 +//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 ((( ... ... @@ -137,20 +137,30 @@ 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 ))) 242 +|((( 243 +UI core 244 +)))|((( 245 +3.0 Beta 1 246 +)))|((( 247 +**FFI: **GetLocalizedInteractiveNotificationKey can return icon placeholders 248 +))) 249 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 250 +((( 251 +//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.// 252 +))) 140 140 |(% colspan="1" %)(% colspan="1" %) 141 141 ((( 142 - Scripts255 +UI extensions 143 143 )))|(% colspan="1" %)(% colspan="1" %) 144 144 ((( 145 145 3.0 Beta 1 146 146 )))|(% colspan="1" %)(% colspan="1" %) 147 147 ((( 148 -** $ware.illegal**updated261 +**FFI: **UIWeaponMod returned by GetInstalledWeaponMod() now includes property SurfaceElementFactor 149 149 ))) 150 150 |(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 151 151 ((( 152 -//$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 $ware is illegal to any faction in the game.// 265 +//In 3.0 Beta 1 we added support for a new weapon mod property "SurfaceElementFactor" to allow weapons to deal increased damage to surface elements such as Shield Generators, Turrets or Engines.// 154 154 ))) 155 155 |(% colspan="1" %)(% colspan="1" %) 156 156 ((( ... ... @@ -160,13 +160,12 @@ 160 160 3.0 Beta 1 161 161 )))|(% colspan="1" %)(% colspan="1" %) 162 162 ((( 163 - '**checkoperational**'filter behaviour changed275 +**$ware.illegal** updated 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.// 279 +//$ware.illegal used to return true if the specified ware has the 'illegal' tag which is no longer used.// 280 +//It now returns true if $ware is illegal to any faction in the game.// 170 170 ))) 171 171 |(% colspan="1" %)(% colspan="1" %) 172 172 ((( ... ... @@ -190,24 +190,69 @@ 190 190 3.0 Beta 1 191 191 )))|(% colspan="1" %)(% colspan="1" %) 192 192 ((( 193 -parameters of event_venture_mission_completed changed 304 +parameters of **<event_venture_mission_completed/>** changed 194 194 ))) 195 195 |(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 196 196 ((( 197 -old params: param = venture details, param2 = ships involved, param3 = duration 198 -new params: param = venture detail list: [mission name, mission type], param2 = list of ships involved, param3 = duration 308 +//old params: param = venture details, param2 = ships involved, param3 = duration// 309 +//new params: param = venture detail list: [mission name, mission type], param2 = list of ships involved, param3 = duration// 199 199 ))) 200 200 |((( 201 201 Scripts 202 202 )))|((( 314 +3.0 Beta 1 315 +)))|((( 316 +**<set_object_wing_name/>** removed, 317 +**<set_object_fleet_name/>** added 318 +))) 319 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 320 +((( 321 +//The common action <set_object_wing_name/> has been replaced with <set_object_fleet_name/>// 322 +))) 323 +|((( 324 +Scripts 325 +)))|((( 326 +3.0 Beta 1 327 +)))|((( 328 +**$controllable.wing.*** removed, 329 +**$controllable.fleet.*** added 330 +))) 331 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 332 +((( 333 +$controllable.wing.name, $controllable.wing.iscommander, and $controllable.wing.commander have been replaced with $controllable.fleet.name, $controllable.fleet.iscommander, and $controllable.fleet.commander 334 +))) 335 +|(% colspan="3" %)(% colspan="3" %) 336 +((( 337 +== 2.60 == 338 +))) 339 +|((( 340 +Scripts 341 +)))|((( 203 203 2.60 Beta 1 204 204 )))|((( 205 - $container.supplyresourcesbehavior changed344 +'**checkoperational**' filter behaviour changed 206 206 ))) 207 207 |(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 208 208 ((( 348 +//Actions and conditions which use the 'checkoperational' filter now behave differently. Instead of changing how 'class' and 'exactclass' behave, checkoperational == true adds an additional filter for the components being of state operational, equivalent to state="componentstate.operational". This is implicitly enabled in action elements (e.g. <find_.../>) or condition elements (e.g. <count_...>), meaning that find_ship will only find operational ships. Using such actions/conditions with checkoperational="false" will include non-operational components such as wrecked and constructions. Existing uses may find that results now exclude non-operational components.// 349 + 350 +//Sub nodes such as match_child will have checkoperational default to false. Existing uses may find that results now include non-operational components.// 351 +))) 352 +|((( 353 +Scripts 354 +)))|((( 355 +2.60 Beta 1 356 +)))|((( 357 +$container.**supplyresources** behavior changed 358 +))) 359 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 360 +((( 209 209 //The script keyword $container.supplyresources now includes reserved wares.// 210 210 ))) 363 +|(% colspan="3" %)(% colspan="3" %) 364 +((( 365 +== 2.20 == 366 +))) 211 211 |(% colspan="1" %)(% colspan="1" %) 212 212 ((( 213 213 UI core ... ... @@ -240,6 +240,10 @@ 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 ))) 399 +|(% colspan="3" %)(% colspan="3" %) 400 +((( 401 +== 2.00 == 402 +))) 243 243 |(% colspan="1" %)(% colspan="1" %) 244 244 ((( 245 245 Scripts ... ... @@ -386,6 +386,10 @@ 386 386 ((( 387 387 //Changed return value type to const char* to better identify failure reasons in Lua script.// 388 388 ))) 549 +|(% colspan="3" %)(% colspan="3" %) 550 +((( 551 +== 1.50 == 552 +))) 389 389 |((( 390 390 UI extensions 391 391 )))|((( ... ... @@ -451,6 +451,10 @@ 451 451 ((( 452 452 (% style="color: rgb(0,0,0);" %)//CancelConstruction() now returns if the cancellation was successful. // 453 453 ))) 618 +|(% colspan="3" %)(% colspan="3" %) 619 +((( 620 +== 1.32 == 621 +))) 454 454 |((( 455 455 UI extensions 456 456 )))|((( ... ... @@ -462,6 +462,10 @@ 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 ))) 633 +|(% colspan="3" %)(% colspan="3" %) 634 +((( 635 +== 1.20 == 636 +))) 465 465 |((( 466 466 UI extensions 467 467 )))|(((
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... ... @@ -1,1 +1,1 @@ 1 -8 56227931 +89818026 - url
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... ... @@ -1,1 +1,1 @@ 1 -https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/8 5622793/Breaking Changes1 +https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/89818026/Breaking Changes