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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... ... @@ -24,20 +24,290 @@ 24 24 Version 25 25 )))|=((( 26 26 Summary 27 +)))|=(% colspan="1" %)(% colspan="1" %) 28 +((( 29 + 27 27 ))) 31 +|(% colspan="4" %)(% colspan="4" %) 32 +((( 33 +== 4.00 == 34 +))) 35 +|((( 36 +Parameters 37 +)))|((( 38 +4.00 Beta 1 39 +)))|((( 40 +**requiresconstructionvessel** parameter moved 41 +)))|((( 42 + 43 +))) 44 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 45 +((( 46 +//The 'requiresconstructionvessel' attribute has been moved from the 'recycling' node itself, to the new 'station' subnode.// 47 +))) 48 +|(% colspan="4" %)(% colspan="4" %) 49 +((( 50 +== 3.30 == 51 +))) 52 +|((( 53 +UI extensions 54 +)))|((( 55 +3.30 Beta 3 56 +)))|((( 57 +**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()** 58 +)))|(% colspan="1" %)(% colspan="1" %) 59 +((( 60 + 61 +))) 62 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 63 +((( 64 +//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()// 65 +))) 66 +|(% colspan="4" %)(% colspan="4" %) 67 +((( 68 +== 3.20 == 69 +))) 70 +|((( 71 +Scripts 72 +)))|((( 73 +3.20 Beta 1 74 +)))|((( 75 +Parameters of **<event_player_attacked_object/>** and **<event_object_attacked_object/>** changed 76 +)))|(% colspan="1" %)(% colspan="1" %) 77 +((( 78 + 79 +))) 80 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 81 +((( 82 +//Old params: param = attacked object, param2 = attack method, param3 = attacked component// 83 +//New params: param = attacked object, param2 = attack method, param3 = attack component detail list: [attacked component, attacking weapon] 84 +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// 85 +))) 28 28 |(% colspan="1" %)(% colspan="1" %) 29 29 ((( 30 30 Scripts 31 31 )))|(% colspan="1" %)(% colspan="1" %) 32 32 ((( 91 +3.20 Beta 1 92 +)))|(% colspan="1" %)(% colspan="1" %) 93 +((( 94 +Removed script property $trade.**restriction.faction** 95 +)))|(% colspan="1" %)(% colspan="1" %) 96 +((( 97 + 98 +))) 99 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 100 +((( 101 +//$trade.restriction.faction has been replaced with $trade.restriction.factions, which returns a list of factions.// 102 +))) 103 +|((( 104 +UI extensions 105 +)))|((( 106 +3.20 Beta 1 107 +)))|((( 108 +**Lua**: **GetTradeRestrictions()**, **ToggleFactionTradeRestriction()** and **ToggleFactionTradeWareOverride()** are now obsolete! 109 +)))|(% colspan="1" %)(% colspan="1" %) 110 +((( 111 + 112 +))) 113 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 114 +((( 115 +//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.// 116 +))) 117 +|(% colspan="4" %)(% colspan="4" %) 118 +((( 119 +== 3.10 == 120 +))) 121 +|(% colspan="1" %)(% colspan="1" %) 122 +((( 123 +Scripts 124 +)))|(% colspan="1" %)(% colspan="1" %) 125 +((( 126 +3.10 Beta 1 127 +)))|(% colspan="1" %)(% colspan="1" %) 128 +((( 129 +Removed script action **<add_build/>** 130 +)))|(% colspan="1" %)(% colspan="1" %) 131 +((( 132 + 133 +))) 134 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 135 +((( 136 +//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.// 137 +))) 138 +|(% colspan="4" %)(% colspan="4" %) 139 +((( 140 +== 3.00 == 141 +))) 142 +|(% colspan="1" %)(% colspan="1" %) 143 +((( 144 +Scripts 145 +)))|(% colspan="1" %)(% colspan="1" %) 146 +((( 147 +3.0 Beta 6 148 +)))|(% colspan="1" %)(% colspan="1" %) 149 +((( 150 +Changed behaviour of script action **<get_suitable_job/>** 151 +)))|(% colspan="1" %)(% colspan="1" %) 152 +((( 153 + 154 +))) 155 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 156 +((( 157 +//<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.// 158 +))) 159 +|(% colspan="1" %)(% colspan="1" %) 160 +((( 161 +Scripts 162 +)))|(% colspan="1" %)(% colspan="1" %) 163 +((( 164 +3.0 Beta 6 165 +)))|(% colspan="1" %)(% colspan="1" %) 166 +((( 167 +Changed behaviour of script action **<get_ware_definition/>** 168 +)))|(% colspan="1" %)(% colspan="1" %) 169 +((( 170 + 171 +))) 172 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 173 +((( 174 +//<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.// 175 +))) 176 +|(% colspan="1" %)(% colspan="1" %) 177 +((( 178 +Global 179 +)))|(% colspan="1" %)(% colspan="1" %) 180 +((( 181 +3.0 Beta 5 182 +)))|(% colspan="1" %)(% colspan="1" %) 183 +((( 184 +Renamed all files in the **md**, ui, and **cutscenes** folders to lower-case 185 +)))|(% colspan="1" %)(% colspan="1" %) 186 +((( 187 + 188 +))) 189 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 190 +((( 191 +//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.)\\ 192 + 193 +//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).// 194 +))) 195 +|(% colspan="1" %)(% colspan="1" %) 196 +((( 197 +Scripts 198 +)))|(% colspan="1" %)(% colspan="1" %) 199 +((( 200 +3.0 Beta 5 201 +)))|(% colspan="1" %)(% colspan="1" %) 202 +((( 203 +Adjustments of some MD library cues in the base game to change their usage from **<include_actions>** to <run_actions> 204 +)))|(% colspan="1" %)(% colspan="1" %) 205 +((( 206 + 207 +))) 208 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 209 +((( 210 +//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.// 211 +))) 212 +|(% colspan="1" %)(% colspan="1" %) 213 +((( 214 +Scripts 215 +)))|(% colspan="1" %)(% colspan="1" %) 216 +((( 217 +3.0 Beta 5 218 +)))|(% colspan="1" %)(% colspan="1" %) 219 +((( 220 +Changes to $dockingbay.**todockpos** and $dockingbay.**launchpos** 221 +)))|(% colspan="1" %)(% colspan="1" %) 222 +((( 223 + 224 +))) 225 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 226 +((( 227 +//Before the change, positions are relative to $dockingbay.parent. 228 +After the change, positions are relative to $dockingbay as specified in the documentation.// 229 +))) 230 +|(% colspan="1" %)(% colspan="1" %) 231 +((( 232 +Global 233 +)))|(% colspan="1" %)(% colspan="1" %) 234 +((( 235 +3.0 Beta 2 236 +)))|(% colspan="1" %)(% colspan="1" %) 237 +((( 238 +Support for entity flag "**skillsvisible**" dropped 239 +)))|(% colspan="1" %)(% colspan="1" %) 240 +((( 241 + 242 +))) 243 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 244 +((( 245 +//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().// 246 +))) 247 +|((( 248 +Scripts 249 +)))|((( 250 +3.0 Beta 2 251 +)))|((( 252 +Changes to **<event_object_changed_owner>** and added **<event_object_changed_true_owner>**. 253 +)))|(% colspan="1" %)(% colspan="1" %) 254 +((( 255 + 256 +))) 257 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 258 +((( 259 +//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. 260 +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. 261 +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. 262 +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). 263 +))) 264 +|(% colspan="1" %)(% colspan="1" %) 265 +((( 266 +Global 267 +)))|(% colspan="1" %)(% colspan="1" %) 268 +((( 33 33 3.0 Beta 1 34 34 )))|(% colspan="1" %)(% colspan="1" %) 35 35 ((( 272 +**MissionBoard** support dropped 273 +)))|(% colspan="1" %)(% colspan="1" %) 274 +((( 275 + 276 +))) 277 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 278 +((( 279 +//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.// 280 +))) 281 +|((( 282 +Job/God 283 +)))|((( 284 +3.0 Beta 1 285 +)))|((( 286 +By default, **job/god entries** now only spawn objects in space added by the extension in which they are defined 287 +)))|(% colspan="1" %)(% colspan="1" %) 288 +((( 289 + 290 +))) 291 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 292 +((( 293 +//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.// 294 +))) 295 +|(% colspan="1" %)(% colspan="1" %) 296 +((( 297 +Scripts 298 +)))|(% colspan="1" %)(% colspan="1" %) 299 +((( 300 +3.0 Beta 1 301 +)))|(% colspan="1" %)(% colspan="1" %) 302 +((( 36 36 Script action **<add_actor_to_room/> **attribute **'room'** renamed to **'object'** 304 +)))|(% colspan="1" %)(% colspan="1" %) 305 +((( 306 + 37 37 ))) 38 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)308 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 39 39 ((( 40 -Due to engine changes, script action <add_actor_to_room/> has had the attribute 'room' changed to 'object', which is more accurate. Most likely requires a 'position' if a slot is not provided. 310 +//Due to engine changes, script action <add_actor_to_room/> has had the attribute 'room' changed to 'object', which is more accurate. Most likely requires a 'position' if a slot is not provided.// 41 41 ))) 42 42 |(% colspan="1" %)(% colspan="1" %) 43 43 ((( ... ... @@ -48,8 +48,11 @@ 48 48 )))|(% colspan="1" %)(% colspan="1" %) 49 49 ((( 50 50 Script action **<set_doors_locked/>** attribute **'group'** changed 321 +)))|(% colspan="1" %)(% colspan="1" %) 322 +((( 323 + 51 51 ))) 52 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)325 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 53 53 ((( 54 54 //The 'group' attribute of <set_doors_locked/> can no longer be a list. It must be a single tag value. Previously, a list containing one tag was accepted, which was redundant.// 55 55 ))) ... ... @@ -62,8 +62,11 @@ 62 62 )))|(% colspan="1" %)(% colspan="1" %) 63 63 ((( 64 64 Script conditions **<event_hack_*/>** and **<event_controlpanel_hack_*/>** removed 338 +)))|(% colspan="1" %)(% colspan="1" %) 339 +((( 340 + 65 65 ))) 66 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)342 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 67 67 ((( 68 68 //These events were never triggered, with the exception of <event_hack_started/> on the player entity for instant control panel hacks. Use <event_player_hacked_object> instead.// 69 69 ))) ... ... @@ -76,8 +76,11 @@ 76 76 )))|(% colspan="1" %)(% colspan="1" %) 77 77 ((( 78 78 Script actions **<set_hack_target/>** and **<abort_hack/>** removed 355 +)))|(% colspan="1" %)(% colspan="1" %) 356 +((( 357 + 79 79 ))) 80 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)359 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 81 81 ((( 82 82 //These actions had no effect and were removed.// 83 83 ))) ... ... @@ -90,8 +90,11 @@ 90 90 )))|(% colspan="1" %)(% colspan="1" %) 91 91 ((( 92 92 **<setup_conversation_minigame/>** script action removed 372 +)))|(% colspan="1" %)(% colspan="1" %) 373 +((( 374 + 93 93 ))) 94 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)376 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 95 95 ((( 96 96 //The script action was a leftover from the XR era and was never supported in X4 and couldn't be used in a meaningful way. It was therefore decided to better drop it altogether as it's not expected having been used by any mods.// 97 97 ))) ... ... @@ -104,8 +104,11 @@ 104 104 )))|(% colspan="1" %)(% colspan="1" %) 105 105 ((( 106 106 <add_player_choice_*> **confidence** attribute removed 389 +)))|(% colspan="1" %)(% colspan="1" %) 390 +((( 391 + 107 107 ))) 108 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)393 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 109 109 ((( 110 110 //The default confidence of player options is another leftover from the XR era and had no effect in X4.// 111 111 ))) ... ... @@ -118,8 +118,11 @@ 118 118 )))|(% colspan="1" %)(% colspan="1" %) 119 119 ((( 120 120 **<hack_via_control_panel/>** script action removed 406 +)))|(% colspan="1" %)(% colspan="1" %) 407 +((( 408 + 121 121 ))) 122 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)410 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 123 123 ((( 124 124 //Unused script action <hack_via_control_panel/> was removed.// 125 125 ))) ... ... @@ -132,25 +132,44 @@ 132 132 )))|(% colspan="1" %)(% colspan="1" %) 133 133 ((( 134 134 **Lua: **GetMiniGameCursorPosition() removed 423 +)))|(% colspan="1" %)(% colspan="1" %) 424 +((( 425 + 135 135 ))) 136 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)427 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 137 137 ((( 138 138 //GetMiniGameCursorPosition() was a left over from the XR era and never supposed to be shipped with X4. The function practically always returned 0 and hence we don't expect the removal of this obsolete function causing any actual mod to break.// 139 139 ))) 431 +|((( 432 +UI core 433 +)))|((( 434 +3.0 Beta 1 435 +)))|((( 436 +**FFI: **GetLocalizedInteractiveNotificationKey can return icon placeholders 437 +)))|(% colspan="1" %)(% colspan="1" %) 438 +((( 439 + 440 +))) 441 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 442 +((( 443 +//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.// 444 +))) 140 140 |(% colspan="1" %)(% colspan="1" %) 141 141 ((( 142 - Scripts447 +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** updated 453 +**FFI: **UIWeaponMod returned by GetInstalledWeaponMod() now includes property SurfaceElementFactor 454 +)))|(% colspan="1" %)(% colspan="1" %) 455 +((( 456 + 149 149 ))) 150 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)458 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" 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 $ware is illegal to any faction in the game.// 460 +//In 3.0 Beta 1 we added support for a new weapon mod property "SurfaceElementFactor" to allow weapons to deal increased damage to surface elements such as Shield Generators, Turrets or Engines.// 154 154 ))) 155 155 |(% colspan="1" %)(% colspan="1" %) 156 156 ((( ... ... @@ -160,13 +160,15 @@ 160 160 3.0 Beta 1 161 161 )))|(% colspan="1" %)(% colspan="1" %) 162 162 ((( 163 -'**checkoperational**' filter behaviour changed 470 +**$ware.illegal** updated 471 +)))|(% colspan="1" %)(% colspan="1" %) 472 +((( 473 + 164 164 ))) 165 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)475 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 166 166 ((( 167 -//Actions and conditions which use the 'checkoperational' filter now behave differently. Instead of changing how 'class' and 'exactclass' behave, checkoperational == true adds an additional filter for the components being of state operational, equivalent to state="componentstate.operational". This is implicitly enabled in action elements (e.g. <find_.../>) or condition elements (e.g. <count_...>), meaning that find_ship will only find operational ships. Using such actions/conditions with checkoperational="false" will include non-operational components such as wrecked and constructions. Existing uses may find that results now exclude non-operational components.// 168 - 169 -//Sub nodes such as match_child will have checkoperational default to false. Existing uses may find that results now include non-operational components.// 477 +//$ware.illegal used to return true if the specified ware has the 'illegal' tag which is no longer used.// 478 +//It now returns true if $ware is illegal to any faction in the game.// 170 170 ))) 171 171 |(% colspan="1" %)(% colspan="1" %) 172 172 ((( ... ... @@ -177,8 +177,11 @@ 177 177 )))|(% colspan="1" %)(% colspan="1" %) 178 178 ((( 179 179 MD script **RML_Flight_Along_Path** removed 489 +)))|(% colspan="1" %)(% colspan="1" %) 490 +((( 491 + 180 180 ))) 181 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)493 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 182 182 ((( 183 183 //The MD script RML_Flight_Along_Path was not referened and was removed.// 184 184 ))) ... ... @@ -190,24 +190,84 @@ 190 190 3.0 Beta 1 191 191 )))|(% colspan="1" %)(% colspan="1" %) 192 192 ((( 193 -parameters of event_venture_mission_completed changed 505 +parameters of **<event_venture_mission_completed/>** changed 506 +)))|(% colspan="1" %)(% colspan="1" %) 507 +((( 508 + 194 194 ))) 195 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)510 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" 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 512 +//old params: param = venture details, param2 = ships involved, param3 = duration// 513 +//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 )))|((( 518 +3.0 Beta 1 519 +)))|((( 520 +**<set_object_wing_name/>** removed, 521 +**<set_object_fleet_name/>** added 522 +)))|(% colspan="1" %)(% colspan="1" %) 523 +((( 524 + 525 +))) 526 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 527 +((( 528 +//The common action <set_object_wing_name/> has been replaced with <set_object_fleet_name/>// 529 +))) 530 +|((( 531 +Scripts 532 +)))|((( 533 +3.0 Beta 1 534 +)))|((( 535 +**$controllable.wing.*** removed, 536 +**$controllable.fleet.*** added 537 +)))|(% colspan="1" %)(% colspan="1" %) 538 +((( 539 + 540 +))) 541 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 542 +((( 543 +$controllable.wing.name, $controllable.wing.iscommander, and $controllable.wing.commander have been replaced with $controllable.fleet.name, $controllable.fleet.iscommander, and $controllable.fleet.commander 544 +))) 545 +|(% colspan="4" %)(% colspan="4" %) 546 +((( 547 +== 2.60 == 548 +))) 549 +|((( 550 +Scripts 551 +)))|((( 203 203 2.60 Beta 1 204 204 )))|((( 205 -$container.supplyresources behavior changed 554 +'**checkoperational**' filter behaviour changed 555 +)))|(% colspan="1" %)(% colspan="1" %) 556 +((( 557 + 206 206 ))) 207 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)559 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 208 208 ((( 561 +//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.// 562 + 563 +//Sub nodes such as match_child will have checkoperational default to false. Existing uses may find that results now include non-operational components.// 564 +))) 565 +|((( 566 +Scripts 567 +)))|((( 568 +2.60 Beta 1 569 +)))|((( 570 +$container.**supplyresources** behavior changed 571 +)))|(% colspan="1" %)(% colspan="1" %) 572 +((( 573 + 574 +))) 575 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 576 +((( 209 209 //The script keyword $container.supplyresources now includes reserved wares.// 210 210 ))) 579 +|(% colspan="4" %)(% colspan="4" %) 580 +((( 581 +== 2.20 == 582 +))) 211 211 |(% colspan="1" %)(% colspan="1" %) 212 212 ((( 213 213 UI core ... ... @@ -217,8 +217,11 @@ 217 217 )))|(% colspan="1" %)(% colspan="1" %) 218 218 ((( 219 219 **Lua: GetControllerInfo()** returned mouseSteering/mouseCursor values are undefined. 592 +)))|(% colspan="1" %)(% colspan="1" %) 593 +((( 594 + 220 220 ))) 221 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)596 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 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.// ... ... @@ -235,11 +235,18 @@ 235 235 )))|(% colspan="1" %)(% colspan="1" %) 236 236 ((( 237 237 Attribute for build related conditions e.g. **<event_build_finished/>** renamed from 'buildmodule' to 'buildprocessor' 613 +)))|(% colspan="1" %)(% colspan="1" %) 614 +((( 615 + 238 238 ))) 239 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)617 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 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 ))) 621 +|(% colspan="4" %)(% colspan="4" %) 622 +((( 623 +== 2.00 == 624 +))) 243 243 |(% colspan="1" %)(% colspan="1" %) 244 244 ((( 245 245 Scripts ... ... @@ -249,8 +249,11 @@ 249 249 )))|(% colspan="1" %)(% colspan="1" %) 250 250 ((( 251 251 **<event_build_finished/> **param2 now returns null instead of a construction sequence 634 +)))|(% colspan="1" %)(% colspan="1" %) 635 +((( 636 + 252 252 ))) 253 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)638 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 254 254 ((( 255 255 //The construction sequence which was finished should now be accessed via the buildtask provided via param3.// 256 256 ))) ... ... @@ -263,8 +263,11 @@ 263 263 )))|(% colspan="1" %)(% colspan="1" %) 264 264 ((( 265 265 **param.boarding.{...}** strength parameters removed 651 +)))|(% colspan="1" %)(% colspan="1" %) 652 +((( 653 + 266 266 ))) 267 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)655 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 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 ))) ... ... @@ -277,8 +277,11 @@ 277 277 )))|(% colspan="1" %)(% colspan="1" %) 278 278 ((( 279 279 **$defensible.boardee/$defensible.boarder** and **<set_object_boarder/>/<remove_object_boarder/>** removed 668 +)))|(% colspan="1" %)(% colspan="1" %) 669 +((( 670 + 280 280 ))) 281 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)672 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 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 ))) ... ... @@ -288,8 +288,11 @@ 288 288 2.00 Beta 1 289 289 )))|((( 290 290 **FFI: GetUpgradeSlotCurrentComponent()/GetUpgradeSlotGroup()** works on non-operationals 682 +)))|(% colspan="1" %)(% colspan="1" %) 683 +((( 684 + 291 291 ))) 292 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)686 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 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 ))) ... ... @@ -299,8 +299,11 @@ 299 299 2.00 Beta 1 300 300 )))|((( 301 301 **FFI: SetFormationShape()** no longer indicates an error upon certain error cases 696 +)))|(% colspan="1" %)(% colspan="1" %) 697 +((( 698 + 302 302 ))) 303 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)700 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 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.// ... ... @@ -311,8 +311,11 @@ 311 311 2.00 Beta 1 312 312 )))|((( 313 313 **<create_formation/>** now requires the attributes: 'leader' and 'follower'. Attribute 'object' is now deprecated. 711 +)))|(% colspan="1" %)(% colspan="1" %) 712 +((( 713 + 314 314 ))) 315 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)715 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 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 ))) ... ... @@ -322,8 +322,11 @@ 322 322 2.00 Beta 1 323 323 )))|((( 324 324 **<event_player_changed_target/>** now fires and returns null if the player deselects a target. 725 +)))|(% colspan="1" %)(% colspan="1" %) 726 +((( 727 + 325 325 ))) 326 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)729 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 327 327 ((( 328 328 //For prior behavior, check for event.param being non-null.// 329 329 ))) ... ... @@ -333,8 +333,11 @@ 333 333 2.00 Beta 1 334 334 )))|((( 335 335 **<shoot/>/<shoot_at/>** attribute changes. 739 +)))|(% colspan="1" %)(% colspan="1" %) 740 +((( 741 + 336 336 ))) 337 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)743 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 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.// ... ... @@ -348,8 +348,11 @@ 348 348 2.00 Beta 1 349 349 )))|((( 350 350 **FFI: GetBuildTask()/GetNumBuildTasks()** got a new "buildmoduleid" parameter.(% class="confluenceTd" %) 757 +)))|(% colspan="1" %)(% colspan="1" %) 758 +((( 759 + 351 351 ))) 352 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)761 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 353 353 ((( 354 354 //Added possibility to query build tasks of a certain buildmodule.// 355 355 ))) ... ... @@ -359,8 +359,11 @@ 359 359 2.00 Beta 1 360 360 )))|((( 361 361 **Lua:** **GetLibraryEntry()** retrieved a new "buildresources" field. 771 +)))|(% colspan="1" %)(% colspan="1" %) 772 +((( 773 + 362 362 ))) 363 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)775 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 364 364 ((( 365 365 //Added list of resources a buildmodule needs to build.// 366 366 ))) ... ... @@ -370,8 +370,11 @@ 370 370 2.00 Beta 1 371 371 )))|((( 372 372 (% 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);" %) 785 +)))|(% colspan="1" %)(% colspan="1" %) 786 +((( 787 + 373 373 ))) 374 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)789 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 375 375 ((( 376 376 //Unused, derelict function from XR - use GetComponentData(..., "hullpercent") instead.// 377 377 ))) ... ... @@ -381,11 +381,18 @@ 381 381 2.00 Beta 1 382 382 )))|((( 383 383 **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" %) 799 +)))|(% colspan="1" %)(% colspan="1" %) 800 +((( 801 + 384 384 ))) 385 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)803 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 386 386 ((( 387 387 //Changed return value type to const char* to better identify failure reasons in Lua script.// 388 388 ))) 807 +|(% colspan="4" %)(% colspan="4" %) 808 +((( 809 +== 1.50 == 810 +))) 389 389 |((( 390 390 UI extensions 391 391 )))|((( ... ... @@ -392,8 +392,11 @@ 392 392 1.50 Beta 3 393 393 )))|((( 394 394 **Lua: GetComponentData() **changed behavior of "docksizes" propertly.(% class="confluenceTd" %) 817 +)))|(% colspan="1" %)(% colspan="1" %) 818 +((( 819 + 395 395 ))) 396 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)821 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 397 397 ((( 398 398 //The "docksizes" property no longer includes internal ship storage docks.// 399 399 ))) ... ... @@ -403,8 +403,11 @@ 403 403 1.50 Beta 2 404 404 )))|((( 405 405 **Meaning of "Shipyard"** was corrected throughout Lua/MD/AI scripts, so that Wharfs are not Shipyards (unlike in XR). 831 +)))|(% colspan="1" %)(% colspan="1" %) 832 +((( 833 + 406 406 ))) 407 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)835 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 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 ... ... @@ -418,8 +418,11 @@ 418 418 1.50 Beta 2 419 419 )))|((( 420 420 **FFI: UpgradeGroupInfo **datatype was changed.(% class="confluenceTd" %) 849 +)))|(% colspan="1" %)(% colspan="1" %) 850 +((( 851 + 421 421 ))) 422 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)853 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 423 423 ((( 424 424 //Added new "operational" field to retrieve information about number of operational upgrades in a group.// 425 425 ))) ... ... @@ -432,8 +432,11 @@ 432 432 )))|(% colspan="1" %)(% colspan="1" %) 433 433 ((( 434 434 **FFI: SetGuidance()** removed useinfopoint argument. 866 +)))|(% colspan="1" %)(% colspan="1" %) 867 +((( 868 + 435 435 ))) 436 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)870 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 437 437 ((( 438 438 //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. 439 439 // ... ... @@ -446,11 +446,18 @@ 446 446 1.50 Beta 1 447 447 )))|((( 448 448 **FFI: CancelConstruction() **changed its return value.(% class="confluenceTd" %) 883 +)))|(% colspan="1" %)(% colspan="1" %) 884 +((( 885 + 449 449 ))) 450 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)887 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 451 451 ((( 452 452 (% style="color: rgb(0,0,0);" %)//CancelConstruction() now returns if the cancellation was successful. // 453 453 ))) 891 +|(% colspan="4" %)(% colspan="4" %) 892 +((( 893 +== 1.32 == 894 +))) 454 454 |((( 455 455 UI extensions 456 456 )))|((( ... ... @@ -457,11 +457,18 @@ 457 457 1.32 458 458 )))|((( 459 459 **Lua: GetComponentData() **removed the "nextdestname" property. 901 +)))|(% colspan="1" %)(% colspan="1" %) 902 +((( 903 + 460 460 ))) 461 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)905 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 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 ))) 909 +|(% colspan="4" %)(% colspan="4" %) 910 +((( 911 +== 1.20 == 912 +))) 465 465 |((( 466 466 UI extensions 467 467 )))|((( ... ... @@ -468,8 +468,11 @@ 468 468 1.20 469 469 )))|((( 470 470 **FFI: GetAAOption()** got a new "useconfig" parameter.(% class="confluenceTd" %) 919 +)))|(% colspan="1" %)(% colspan="1" %) 920 +((( 921 + 471 471 ))) 472 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)923 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 473 473 ((( 474 474 //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.// 475 475 )))
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... ... @@ -1,1 +1,1 @@ 1 -8 56227931 +100040871 - 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/100040871/Breaking Changes