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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... ... @@ -1,1 +1,1 @@ 1 -xwiki:XWiki. klaus1 +xwiki:XWiki.owen - Content
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... ... @@ -34,14 +34,140 @@ 34 34 Scripts 35 35 )))|(% colspan="1" %)(% colspan="1" %) 36 36 ((( 37 +3.0 Beta 6 38 +)))|(% colspan="1" %)(% colspan="1" %) 39 +((( 40 +Changed behaviour of script action <get_suitable_job/> 41 +))) 42 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 43 +((( 44 +<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. 45 +))) 46 +|(% colspan="1" %)(% colspan="1" %) 47 +((( 48 +Scripts 49 +)))|(% colspan="1" %)(% colspan="1" %) 50 +((( 51 +3.0 Beta 6 52 +)))|(% colspan="1" %)(% colspan="1" %) 53 +((( 54 +Changed behaviour of script action <get_ware_definition/> 55 +))) 56 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 57 +((( 58 +//<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.// 59 +))) 60 +|(% colspan="1" %)(% colspan="1" %) 61 +((( 62 +Global 63 +)))|(% colspan="1" %)(% colspan="1" %) 64 +((( 65 +3.0 Beta 5 66 +)))|(% colspan="1" %)(% colspan="1" %) 67 +((( 68 +Renamed all files in the **md**, ui, and **cutscenes** folders to lower-case 69 +))) 70 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 71 +((( 72 +//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.)\\ 73 + 74 +//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).// 75 +))) 76 +|(% colspan="1" %)(% colspan="1" %) 77 +((( 78 +Scripts 79 +)))|(% colspan="1" %)(% colspan="1" %) 80 +((( 81 +3.0 Beta 5 82 +)))|(% colspan="1" %)(% colspan="1" %) 83 +((( 84 +Adjustments of some MD library cues in the base game to change their usage from **<include_actions>** to <run_actions> 85 +))) 86 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 87 +((( 88 +//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.// 89 +))) 90 +|(% colspan="1" %)(% colspan="1" %) 91 +((( 92 +Scripts 93 +)))|(% colspan="1" %)(% colspan="1" %) 94 +((( 95 +3.0 Beta 5 96 +)))|(% colspan="1" %)(% colspan="1" %) 97 +((( 98 +Changes to $dockingbay.**todockpos** and $dockingbay.**launchpos** 99 +))) 100 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 101 +((( 102 +//Before the change, positions are relative to $dockingbay.parent. 103 +After the change, positions are relative to $dockingbay as specified in the documentation.// 104 +))) 105 +|(% colspan="1" %)(% colspan="1" %) 106 +((( 107 +Global 108 +)))|(% colspan="1" %)(% colspan="1" %) 109 +((( 110 +3.0 Beta 2 111 +)))|(% colspan="1" %)(% colspan="1" %) 112 +((( 113 +Support for entity flag "**skillsvisible**" dropped 114 +))) 115 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 116 +((( 117 +//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().// 118 +))) 119 +|((( 120 +Scripts 121 +)))|((( 122 +3.0 Beta 2 123 +)))|((( 124 +Changes to **<event_object_changed_owner>** and added **<event_object_changed_true_owner>**. 125 +))) 126 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 127 +((( 128 +//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. 129 +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. 130 +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. 131 +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). 132 +))) 133 +|(% colspan="1" %)(% colspan="1" %) 134 +((( 135 +Global 136 +)))|(% colspan="1" %)(% colspan="1" %) 137 +((( 37 37 3.0 Beta 1 38 38 )))|(% colspan="1" %)(% colspan="1" %) 39 39 ((( 141 +**MissionBoard** support dropped 142 +))) 143 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 144 +((( 145 +//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.// 146 +))) 147 +|((( 148 +Job/God 149 +)))|((( 150 +3.0 Beta 1 151 +)))|((( 152 +By default, **job/god entries** now only spawn objects in space added by the extension in which they are defined 153 +))) 154 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 155 +((( 156 +//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.// 157 +))) 158 +|(% colspan="1" %)(% colspan="1" %) 159 +((( 160 +Scripts 161 +)))|(% colspan="1" %)(% colspan="1" %) 162 +((( 163 +3.0 Beta 1 164 +)))|(% colspan="1" %)(% colspan="1" %) 165 +((( 40 40 Script action **<add_actor_to_room/> **attribute **'room'** renamed to **'object'** 41 41 ))) 42 42 |(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 43 43 ((( 44 -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. 170 +//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.// 45 45 ))) 46 46 |(% colspan="1" %)(% colspan="1" %) 47 47 ((( ... ... @@ -141,8 +141,33 @@ 141 141 ((( 142 142 //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.// 143 143 ))) 270 +|((( 271 +UI core 272 +)))|((( 273 +3.0 Beta 1 274 +)))|((( 275 +**FFI: **GetLocalizedInteractiveNotificationKey can return icon placeholders 276 +))) 277 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 278 +((( 279 +//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.// 280 +))) 144 144 |(% colspan="1" %)(% colspan="1" %) 145 145 ((( 283 +UI extensions 284 +)))|(% colspan="1" %)(% colspan="1" %) 285 +((( 286 +3.0 Beta 1 287 +)))|(% colspan="1" %)(% colspan="1" %) 288 +((( 289 +**FFI: **UIWeaponMod returned by GetInstalledWeaponMod() now includes property SurfaceElementFactor 290 +))) 291 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 292 +((( 293 +//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.// 294 +))) 295 +|(% colspan="1" %)(% colspan="1" %) 296 +((( 146 146 Scripts 147 147 )))|(% colspan="1" %)(% colspan="1" %) 148 148 ((( ... ... @@ -154,7 +154,7 @@ 154 154 |(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 155 155 ((( 156 156 //$ware.illegal used to return true if the specified ware has the 'illegal' tag which is no longer used.// 157 - \\//It now returns true if $ware is illegal to any faction in the game.//308 +//It now returns true if $ware is illegal to any faction in the game.// 158 158 ))) 159 159 |(% colspan="1" %)(% colspan="1" %) 160 160 ((( ... ... @@ -185,6 +185,30 @@ 185 185 //old params: param = venture details, param2 = ships involved, param3 = duration// 186 186 //new params: param = venture detail list: [mission name, mission type], param2 = list of ships involved, param3 = duration// 187 187 ))) 339 +|((( 340 +Scripts 341 +)))|((( 342 +3.0 Beta 1 343 +)))|((( 344 +**<set_object_wing_name/>** removed, 345 +**<set_object_fleet_name/>** added 346 +))) 347 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 348 +((( 349 +//The common action <set_object_wing_name/> has been replaced with <set_object_fleet_name/>// 350 +))) 351 +|((( 352 +Scripts 353 +)))|((( 354 +3.0 Beta 1 355 +)))|((( 356 +**$controllable.wing.*** removed, 357 +**$controllable.fleet.*** added 358 +))) 359 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 360 +((( 361 +$controllable.wing.name, $controllable.wing.iscommander, and $controllable.wing.commander have been replaced with $controllable.fleet.name, $controllable.fleet.iscommander, and $controllable.fleet.commander 362 +))) 188 188 |(% colspan="3" %)(% colspan="3" %) 189 189 ((( 190 190 == 2.60 ==
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... ... @@ -1,1 +1,1 @@ 1 -https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/ 86048772/Breaking Changes1 +https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/91030334/Breaking Changes