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)
Details
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... ... @@ -1,1 +1,1 @@ 1 -xwiki:XWiki. klaus1 +xwiki:XWiki.matthias - Content
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... ... @@ -24,9 +24,135 @@ 24 24 Version 25 25 )))|=((( 26 26 Summary 27 +)))|=(% colspan="1" %)(% colspan="1" %) 28 +((( 29 + 27 27 ))) 28 -|(% colspan=" 3" %)(% colspan="3" %)31 +|(% colspan="4" %)(% colspan="4" %) 29 29 ((( 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 +|((( 49 +Scripts 50 +)))|((( 51 +4.00 Beta 1 52 +)))|((( 53 +Changed behaviour of **gatedistance** script property 54 +)))|((( 55 + 56 +))) 57 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 58 +((( 59 +//The 'gatedistance' script property now minimizes the number of gate jumps instead of counting the number gate jumps in the fastest route.// 60 +)))|(% class="highlight-grey" data-highlight-colour="grey" %)(% class="highlight-grey" data-highlight-colour="grey" %) 61 +((( 62 + 63 +))) 64 +|(% colspan="4" %)(% colspan="4" %) 65 +((( 66 +== 3.30 == 67 +))) 68 +|((( 69 +UI extensions 70 +)))|((( 71 +3.30 Beta 3 72 +)))|((( 73 +**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()** 74 +)))|(% colspan="1" %)(% colspan="1" %) 75 +((( 76 + 77 +))) 78 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 79 +((( 80 +//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()// 81 +))) 82 +|(% colspan="4" %)(% colspan="4" %) 83 +((( 84 +== 3.20 == 85 +))) 86 +|((( 87 +Scripts 88 +)))|((( 89 +3.20 Beta 1 90 +)))|((( 91 +Parameters of **<event_player_attacked_object/>** and **<event_object_attacked_object/>** changed 92 +)))|(% colspan="1" %)(% colspan="1" %) 93 +((( 94 + 95 +))) 96 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 97 +((( 98 +//Old params: param = attacked object, param2 = attack method, param3 = attacked component// 99 +//New params: param = attacked object, param2 = attack method, param3 = attack component detail list: [attacked component, attacking weapon] 100 +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// 101 +))) 102 +|(% colspan="1" %)(% colspan="1" %) 103 +((( 104 +Scripts 105 +)))|(% colspan="1" %)(% colspan="1" %) 106 +((( 107 +3.20 Beta 1 108 +)))|(% colspan="1" %)(% colspan="1" %) 109 +((( 110 +Removed script property $trade.**restriction.faction** 111 +)))|(% colspan="1" %)(% colspan="1" %) 112 +((( 113 + 114 +))) 115 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 116 +((( 117 +//$trade.restriction.faction has been replaced with $trade.restriction.factions, which returns a list of factions.// 118 +))) 119 +|((( 120 +UI extensions 121 +)))|((( 122 +3.20 Beta 1 123 +)))|((( 124 +**Lua**: **GetTradeRestrictions()**, **ToggleFactionTradeRestriction()** and **ToggleFactionTradeWareOverride()** are now obsolete! 125 +)))|(% colspan="1" %)(% colspan="1" %) 126 +((( 127 + 128 +))) 129 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 130 +((( 131 +//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.// 132 +))) 133 +|(% colspan="4" %)(% colspan="4" %) 134 +((( 135 +== 3.10 == 136 +))) 137 +|(% colspan="1" %)(% colspan="1" %) 138 +((( 139 +Scripts 140 +)))|(% colspan="1" %)(% colspan="1" %) 141 +((( 142 +3.10 Beta 1 143 +)))|(% colspan="1" %)(% colspan="1" %) 144 +((( 145 +Removed script action **<add_build/>** 146 +)))|(% colspan="1" %)(% colspan="1" %) 147 +((( 148 + 149 +))) 150 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 151 +((( 152 +//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.// 153 +))) 154 +|(% colspan="4" %)(% colspan="4" %) 155 +((( 30 30 == 3.00 == 31 31 ))) 32 32 |(% colspan="1" %)(% colspan="1" %) ... ... @@ -34,14 +34,170 @@ 34 34 Scripts 35 35 )))|(% colspan="1" %)(% colspan="1" %) 36 36 ((( 163 +3.0 Beta 6 164 +)))|(% colspan="1" %)(% colspan="1" %) 165 +((( 166 +Changed behaviour of script action **<get_suitable_job/>** 167 +)))|(% colspan="1" %)(% colspan="1" %) 168 +((( 169 + 170 +))) 171 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 172 +((( 173 +//<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.// 174 +))) 175 +|(% colspan="1" %)(% colspan="1" %) 176 +((( 177 +Scripts 178 +)))|(% colspan="1" %)(% colspan="1" %) 179 +((( 180 +3.0 Beta 6 181 +)))|(% colspan="1" %)(% colspan="1" %) 182 +((( 183 +Changed behaviour of script action **<get_ware_definition/>** 184 +)))|(% colspan="1" %)(% colspan="1" %) 185 +((( 186 + 187 +))) 188 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 189 +((( 190 +//<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.// 191 +))) 192 +|(% colspan="1" %)(% colspan="1" %) 193 +((( 194 +Global 195 +)))|(% colspan="1" %)(% colspan="1" %) 196 +((( 197 +3.0 Beta 5 198 +)))|(% colspan="1" %)(% colspan="1" %) 199 +((( 200 +Renamed all files in the **md**, ui, and **cutscenes** folders to lower-case 201 +)))|(% colspan="1" %)(% colspan="1" %) 202 +((( 203 + 204 +))) 205 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 206 +((( 207 +//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.)\\ 208 + 209 +//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).// 210 +))) 211 +|(% colspan="1" %)(% colspan="1" %) 212 +((( 213 +Scripts 214 +)))|(% colspan="1" %)(% colspan="1" %) 215 +((( 216 +3.0 Beta 5 217 +)))|(% colspan="1" %)(% colspan="1" %) 218 +((( 219 +Adjustments of some MD library cues in the base game to change their usage from **<include_actions>** to <run_actions> 220 +)))|(% colspan="1" %)(% colspan="1" %) 221 +((( 222 + 223 +))) 224 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 225 +((( 226 +//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.// 227 +))) 228 +|(% colspan="1" %)(% colspan="1" %) 229 +((( 230 +Scripts 231 +)))|(% colspan="1" %)(% colspan="1" %) 232 +((( 233 +3.0 Beta 5 234 +)))|(% colspan="1" %)(% colspan="1" %) 235 +((( 236 +Changes to $dockingbay.**todockpos** and $dockingbay.**launchpos** 237 +)))|(% colspan="1" %)(% colspan="1" %) 238 +((( 239 + 240 +))) 241 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 242 +((( 243 +//Before the change, positions are relative to $dockingbay.parent. 244 +After the change, positions are relative to $dockingbay as specified in the documentation.// 245 +))) 246 +|(% colspan="1" %)(% colspan="1" %) 247 +((( 248 +Global 249 +)))|(% colspan="1" %)(% colspan="1" %) 250 +((( 251 +3.0 Beta 2 252 +)))|(% colspan="1" %)(% colspan="1" %) 253 +((( 254 +Support for entity flag "**skillsvisible**" dropped 255 +)))|(% colspan="1" %)(% colspan="1" %) 256 +((( 257 + 258 +))) 259 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 260 +((( 261 +//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().// 262 +))) 263 +|((( 264 +Scripts 265 +)))|((( 266 +3.0 Beta 2 267 +)))|((( 268 +Changes to **<event_object_changed_owner>** and added **<event_object_changed_true_owner>**. 269 +)))|(% colspan="1" %)(% colspan="1" %) 270 +((( 271 + 272 +))) 273 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 274 +((( 275 +//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. 276 +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. 277 +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. 278 +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). 279 +))) 280 +|(% colspan="1" %)(% colspan="1" %) 281 +((( 282 +Global 283 +)))|(% colspan="1" %)(% colspan="1" %) 284 +((( 37 37 3.0 Beta 1 38 38 )))|(% colspan="1" %)(% colspan="1" %) 39 39 ((( 288 +**MissionBoard** support dropped 289 +)))|(% colspan="1" %)(% colspan="1" %) 290 +((( 291 + 292 +))) 293 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 294 +((( 295 +//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.// 296 +))) 297 +|((( 298 +Job/God 299 +)))|((( 300 +3.0 Beta 1 301 +)))|((( 302 +By default, **job/god entries** now only spawn objects in space added by the extension in which they are defined 303 +)))|(% colspan="1" %)(% colspan="1" %) 304 +((( 305 + 306 +))) 307 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 308 +((( 309 +//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.// 310 +))) 311 +|(% colspan="1" %)(% colspan="1" %) 312 +((( 313 +Scripts 314 +)))|(% colspan="1" %)(% colspan="1" %) 315 +((( 316 +3.0 Beta 1 317 +)))|(% colspan="1" %)(% colspan="1" %) 318 +((( 40 40 Script action **<add_actor_to_room/> **attribute **'room'** renamed to **'object'** 320 +)))|(% colspan="1" %)(% colspan="1" %) 321 +((( 322 + 41 41 ))) 42 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)324 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" 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. 326 +//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 ((( ... ... @@ -52,8 +52,11 @@ 52 52 )))|(% colspan="1" %)(% colspan="1" %) 53 53 ((( 54 54 Script action **<set_doors_locked/>** attribute **'group'** changed 337 +)))|(% colspan="1" %)(% colspan="1" %) 338 +((( 339 + 55 55 ))) 56 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)341 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 57 57 ((( 58 58 //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.// 59 59 ))) ... ... @@ -66,8 +66,11 @@ 66 66 )))|(% colspan="1" %)(% colspan="1" %) 67 67 ((( 68 68 Script conditions **<event_hack_*/>** and **<event_controlpanel_hack_*/>** removed 354 +)))|(% colspan="1" %)(% colspan="1" %) 355 +((( 356 + 69 69 ))) 70 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)358 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 71 71 ((( 72 72 //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.// 73 73 ))) ... ... @@ -80,8 +80,11 @@ 80 80 )))|(% colspan="1" %)(% colspan="1" %) 81 81 ((( 82 82 Script actions **<set_hack_target/>** and **<abort_hack/>** removed 371 +)))|(% colspan="1" %)(% colspan="1" %) 372 +((( 373 + 83 83 ))) 84 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)375 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 85 85 ((( 86 86 //These actions had no effect and were removed.// 87 87 ))) ... ... @@ -94,8 +94,11 @@ 94 94 )))|(% colspan="1" %)(% colspan="1" %) 95 95 ((( 96 96 **<setup_conversation_minigame/>** script action removed 388 +)))|(% colspan="1" %)(% colspan="1" %) 389 +((( 390 + 97 97 ))) 98 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)392 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 99 99 ((( 100 100 //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.// 101 101 ))) ... ... @@ -108,8 +108,11 @@ 108 108 )))|(% colspan="1" %)(% colspan="1" %) 109 109 ((( 110 110 <add_player_choice_*> **confidence** attribute removed 405 +)))|(% colspan="1" %)(% colspan="1" %) 406 +((( 407 + 111 111 ))) 112 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)409 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 113 113 ((( 114 114 //The default confidence of player options is another leftover from the XR era and had no effect in X4.// 115 115 ))) ... ... @@ -122,8 +122,11 @@ 122 122 )))|(% colspan="1" %)(% colspan="1" %) 123 123 ((( 124 124 **<hack_via_control_panel/>** script action removed 422 +)))|(% colspan="1" %)(% colspan="1" %) 423 +((( 424 + 125 125 ))) 126 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)426 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 127 127 ((( 128 128 //Unused script action <hack_via_control_panel/> was removed.// 129 129 ))) ... ... @@ -136,13 +136,47 @@ 136 136 )))|(% colspan="1" %)(% colspan="1" %) 137 137 ((( 138 138 **Lua: **GetMiniGameCursorPosition() removed 439 +)))|(% colspan="1" %)(% colspan="1" %) 440 +((( 441 + 139 139 ))) 140 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)443 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 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 ))) 447 +|((( 448 +UI core 449 +)))|((( 450 +3.0 Beta 1 451 +)))|((( 452 +**FFI: **GetLocalizedInteractiveNotificationKey can return icon placeholders 453 +)))|(% colspan="1" %)(% colspan="1" %) 454 +((( 455 + 456 +))) 457 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 458 +((( 459 +//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.// 460 +))) 144 144 |(% colspan="1" %)(% colspan="1" %) 145 145 ((( 463 +UI extensions 464 +)))|(% colspan="1" %)(% colspan="1" %) 465 +((( 466 +3.0 Beta 1 467 +)))|(% colspan="1" %)(% colspan="1" %) 468 +((( 469 +**FFI: **UIWeaponMod returned by GetInstalledWeaponMod() now includes property SurfaceElementFactor 470 +)))|(% colspan="1" %)(% colspan="1" %) 471 +((( 472 + 473 +))) 474 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 475 +((( 476 +//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.// 477 +))) 478 +|(% colspan="1" %)(% colspan="1" %) 479 +((( 146 146 Scripts 147 147 )))|(% colspan="1" %)(% colspan="1" %) 148 148 ((( ... ... @@ -150,11 +150,14 @@ 150 150 )))|(% colspan="1" %)(% colspan="1" %) 151 151 ((( 152 152 **$ware.illegal** updated 487 +)))|(% colspan="1" %)(% colspan="1" %) 488 +((( 489 + 153 153 ))) 154 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)491 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" 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.//494 +//It now returns true if $ware is illegal to any faction in the game.// 158 158 ))) 159 159 |(% colspan="1" %)(% colspan="1" %) 160 160 ((( ... ... @@ -165,8 +165,11 @@ 165 165 )))|(% colspan="1" %)(% colspan="1" %) 166 166 ((( 167 167 MD script **RML_Flight_Along_Path** removed 505 +)))|(% colspan="1" %)(% colspan="1" %) 506 +((( 507 + 168 168 ))) 169 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)509 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 170 170 ((( 171 171 //The MD script RML_Flight_Along_Path was not referened and was removed.// 172 172 ))) ... ... @@ -179,14 +179,47 @@ 179 179 )))|(% colspan="1" %)(% colspan="1" %) 180 180 ((( 181 181 parameters of **<event_venture_mission_completed/>** changed 522 +)))|(% colspan="1" %)(% colspan="1" %) 523 +((( 524 + 182 182 ))) 183 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)526 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 184 184 ((( 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 ))) 188 -|(% colspan="3" %)(% colspan="3" %) 531 +|((( 532 +Scripts 533 +)))|((( 534 +3.0 Beta 1 535 +)))|((( 536 +**<set_object_wing_name/>** removed, 537 +**<set_object_fleet_name/>** added 538 +)))|(% colspan="1" %)(% colspan="1" %) 189 189 ((( 540 + 541 +))) 542 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 543 +((( 544 +//The common action <set_object_wing_name/> has been replaced with <set_object_fleet_name/>// 545 +))) 546 +|((( 547 +Scripts 548 +)))|((( 549 +3.0 Beta 1 550 +)))|((( 551 +**$controllable.wing.*** removed, 552 +**$controllable.fleet.*** added 553 +)))|(% colspan="1" %)(% colspan="1" %) 554 +((( 555 + 556 +))) 557 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 558 +((( 559 +$controllable.wing.name, $controllable.wing.iscommander, and $controllable.wing.commander have been replaced with $controllable.fleet.name, $controllable.fleet.iscommander, and $controllable.fleet.commander 560 +))) 561 +|(% colspan="4" %)(% colspan="4" %) 562 +((( 190 190 == 2.60 == 191 191 ))) 192 192 |((( ... ... @@ -195,8 +195,11 @@ 195 195 2.60 Beta 1 196 196 )))|((( 197 197 '**checkoperational**' filter behaviour changed 571 +)))|(% colspan="1" %)(% colspan="1" %) 572 +((( 573 + 198 198 ))) 199 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)575 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 200 200 ((( 201 201 //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.// 202 202 ... ... @@ -208,12 +208,15 @@ 208 208 2.60 Beta 1 209 209 )))|((( 210 210 $container.**supplyresources** behavior changed 587 +)))|(% colspan="1" %)(% colspan="1" %) 588 +((( 589 + 211 211 ))) 212 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)591 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 213 213 ((( 214 214 //The script keyword $container.supplyresources now includes reserved wares.// 215 215 ))) 216 -|(% colspan=" 3" %)(% colspan="3" %)595 +|(% colspan="4" %)(% colspan="4" %) 217 217 ((( 218 218 == 2.20 == 219 219 ))) ... ... @@ -226,8 +226,11 @@ 226 226 )))|(% colspan="1" %)(% colspan="1" %) 227 227 ((( 228 228 **Lua: GetControllerInfo()** returned mouseSteering/mouseCursor values are undefined. 608 +)))|(% colspan="1" %)(% colspan="1" %) 609 +((( 610 + 229 229 ))) 230 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)612 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 231 231 ((( 232 232 //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. 233 233 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.// ... ... @@ -244,12 +244,15 @@ 244 244 )))|(% colspan="1" %)(% colspan="1" %) 245 245 ((( 246 246 Attribute for build related conditions e.g. **<event_build_finished/>** renamed from 'buildmodule' to 'buildprocessor' 629 +)))|(% colspan="1" %)(% colspan="1" %) 630 +((( 631 + 247 247 ))) 248 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)633 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 249 249 ((( 250 250 //The underlying behaviour remains the same in that it involves the buildprocessor, not the buildmodule. The attribute name has simply been corrected.// 251 251 ))) 252 -|(% colspan=" 3" %)(% colspan="3" %)637 +|(% colspan="4" %)(% colspan="4" %) 253 253 ((( 254 254 == 2.00 == 255 255 ))) ... ... @@ -262,8 +262,11 @@ 262 262 )))|(% colspan="1" %)(% colspan="1" %) 263 263 ((( 264 264 **<event_build_finished/> **param2 now returns null instead of a construction sequence 650 +)))|(% colspan="1" %)(% colspan="1" %) 651 +((( 652 + 265 265 ))) 266 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)654 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 267 267 ((( 268 268 //The construction sequence which was finished should now be accessed via the buildtask provided via param3.// 269 269 ))) ... ... @@ -276,8 +276,11 @@ 276 276 )))|(% colspan="1" %)(% colspan="1" %) 277 277 ((( 278 278 **param.boarding.{...}** strength parameters removed 667 +)))|(% colspan="1" %)(% colspan="1" %) 668 +((( 669 + 279 279 ))) 280 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)671 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 281 281 ((( 282 282 //The 'recruitstrength', 'veteranstrength' and 'elitestrength' script parameters were no longer required for balancing the boarding gameplay, and were removed.// 283 283 ))) ... ... @@ -290,8 +290,11 @@ 290 290 )))|(% colspan="1" %)(% colspan="1" %) 291 291 ((( 292 292 **$defensible.boardee/$defensible.boarder** and **<set_object_boarder/>/<remove_object_boarder/>** removed 684 +)))|(% colspan="1" %)(% colspan="1" %) 685 +((( 686 + 293 293 ))) 294 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)688 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 295 295 ((( 296 296 //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.// 297 297 ))) ... ... @@ -301,8 +301,11 @@ 301 301 2.00 Beta 1 302 302 )))|((( 303 303 **FFI: GetUpgradeSlotCurrentComponent()/GetUpgradeSlotGroup()** works on non-operationals 698 +)))|(% colspan="1" %)(% colspan="1" %) 699 +((( 700 + 304 304 ))) 305 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)702 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 306 306 ((( 307 307 //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.// 308 308 ))) ... ... @@ -312,8 +312,11 @@ 312 312 2.00 Beta 1 313 313 )))|((( 314 314 **FFI: SetFormationShape()** no longer indicates an error upon certain error cases 712 +)))|(% colspan="1" %)(% colspan="1" %) 713 +((( 714 + 315 315 ))) 316 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)716 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 317 317 ((( 318 318 //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.// 319 319 //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.// ... ... @@ -324,8 +324,11 @@ 324 324 2.00 Beta 1 325 325 )))|((( 326 326 **<create_formation/>** now requires the attributes: 'leader' and 'follower'. Attribute 'object' is now deprecated. 727 +)))|(% colspan="1" %)(% colspan="1" %) 728 +((( 729 + 327 327 ))) 328 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)731 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 329 329 ((( 330 330 //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.// 331 331 ))) ... ... @@ -335,8 +335,11 @@ 335 335 2.00 Beta 1 336 336 )))|((( 337 337 **<event_player_changed_target/>** now fires and returns null if the player deselects a target. 741 +)))|(% colspan="1" %)(% colspan="1" %) 742 +((( 743 + 338 338 ))) 339 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)745 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 340 340 ((( 341 341 //For prior behavior, check for event.param being non-null.// 342 342 ))) ... ... @@ -346,8 +346,11 @@ 346 346 2.00 Beta 1 347 347 )))|((( 348 348 **<shoot/>/<shoot_at/>** attribute changes. 755 +)))|(% colspan="1" %)(% colspan="1" %) 756 +((( 757 + 349 349 ))) 350 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)759 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 351 351 ((( 352 352 //Changed: Attribute "primary" is now optional and defines whether weapons from the ship's active primary weapon group will be fired. Defaults to true.// 353 353 //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.// ... ... @@ -361,8 +361,11 @@ 361 361 2.00 Beta 1 362 362 )))|((( 363 363 **FFI: GetBuildTask()/GetNumBuildTasks()** got a new "buildmoduleid" parameter.(% class="confluenceTd" %) 773 +)))|(% colspan="1" %)(% colspan="1" %) 774 +((( 775 + 364 364 ))) 365 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)777 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 366 366 ((( 367 367 //Added possibility to query build tasks of a certain buildmodule.// 368 368 ))) ... ... @@ -372,8 +372,11 @@ 372 372 2.00 Beta 1 373 373 )))|((( 374 374 **Lua:** **GetLibraryEntry()** retrieved a new "buildresources" field. 787 +)))|(% colspan="1" %)(% colspan="1" %) 788 +((( 789 + 375 375 ))) 376 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)791 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 377 377 ((( 378 378 //Added list of resources a buildmodule needs to build.// 379 379 ))) ... ... @@ -383,8 +383,11 @@ 383 383 2.00 Beta 1 384 384 )))|((( 385 385 (% 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);" %) 801 +)))|(% colspan="1" %)(% colspan="1" %) 802 +((( 803 + 386 386 ))) 387 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)805 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 388 388 ((( 389 389 //Unused, derelict function from XR - use GetComponentData(..., "hullpercent") instead.// 390 390 ))) ... ... @@ -394,12 +394,15 @@ 394 394 2.00 Beta 1 395 395 )))|((( 396 396 **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" %) 815 +)))|(% colspan="1" %)(% colspan="1" %) 816 +((( 817 + 397 397 ))) 398 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)819 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 399 399 ((( 400 400 //Changed return value type to const char* to better identify failure reasons in Lua script.// 401 401 ))) 402 -|(% colspan=" 3" %)(% colspan="3" %)823 +|(% colspan="4" %)(% colspan="4" %) 403 403 ((( 404 404 == 1.50 == 405 405 ))) ... ... @@ -409,8 +409,11 @@ 409 409 1.50 Beta 3 410 410 )))|((( 411 411 **Lua: GetComponentData() **changed behavior of "docksizes" propertly.(% class="confluenceTd" %) 833 +)))|(% colspan="1" %)(% colspan="1" %) 834 +((( 835 + 412 412 ))) 413 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)837 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 414 414 ((( 415 415 //The "docksizes" property no longer includes internal ship storage docks.// 416 416 ))) ... ... @@ -420,8 +420,11 @@ 420 420 1.50 Beta 2 421 421 )))|((( 422 422 **Meaning of "Shipyard"** was corrected throughout Lua/MD/AI scripts, so that Wharfs are not Shipyards (unlike in XR). 847 +)))|(% colspan="1" %)(% colspan="1" %) 848 +((( 849 + 423 423 ))) 424 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)851 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 425 425 ((( 426 426 //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".// 427 427 ... ... @@ -435,8 +435,11 @@ 435 435 1.50 Beta 2 436 436 )))|((( 437 437 **FFI: UpgradeGroupInfo **datatype was changed.(% class="confluenceTd" %) 865 +)))|(% colspan="1" %)(% colspan="1" %) 866 +((( 867 + 438 438 ))) 439 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)869 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 440 440 ((( 441 441 //Added new "operational" field to retrieve information about number of operational upgrades in a group.// 442 442 ))) ... ... @@ -449,8 +449,11 @@ 449 449 )))|(% colspan="1" %)(% colspan="1" %) 450 450 ((( 451 451 **FFI: SetGuidance()** removed useinfopoint argument. 882 +)))|(% colspan="1" %)(% colspan="1" %) 883 +((( 884 + 452 452 ))) 453 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)886 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 454 454 ((( 455 455 //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. 456 456 // ... ... @@ -463,12 +463,15 @@ 463 463 1.50 Beta 1 464 464 )))|((( 465 465 **FFI: CancelConstruction() **changed its return value.(% class="confluenceTd" %) 899 +)))|(% colspan="1" %)(% colspan="1" %) 900 +((( 901 + 466 466 ))) 467 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)903 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 468 468 ((( 469 469 (% style="color: rgb(0,0,0);" %)//CancelConstruction() now returns if the cancellation was successful. // 470 470 ))) 471 -|(% colspan=" 3" %)(% colspan="3" %)907 +|(% colspan="4" %)(% colspan="4" %) 472 472 ((( 473 473 == 1.32 == 474 474 ))) ... ... @@ -478,12 +478,15 @@ 478 478 1.32 479 479 )))|((( 480 480 **Lua: GetComponentData() **removed the "nextdestname" property. 917 +)))|(% colspan="1" %)(% colspan="1" %) 918 +((( 919 + 481 481 ))) 482 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)921 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 483 483 ((( 484 484 //Instead of "nextdestname", use the properties "destination" or "destinationsector" to retrieve a destination component, then retrieve its "name" property.// 485 485 ))) 486 -|(% colspan=" 3" %)(% colspan="3" %)925 +|(% colspan="4" %)(% colspan="4" %) 487 487 ((( 488 488 == 1.20 == 489 489 ))) ... ... @@ -493,8 +493,11 @@ 493 493 1.20 494 494 )))|((( 495 495 **FFI: GetAAOption()** got a new "useconfig" parameter.(% class="confluenceTd" %) 935 +)))|(% colspan="1" %)(% colspan="1" %) 936 +((( 937 + 496 496 ))) 497 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)939 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 498 498 ((( 499 499 //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.// 500 500 )))
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... ... @@ -1,1 +1,1 @@ 1 -https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/860 48772/Breaking Changes1 +https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/100860788/Breaking Changes