Changes for page Breaking Changes

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

From version 39.1
edited by klaus
on 2019/09/11 11:23
Change comment: Moved checkoperational change to 2.60
To version 90.1
edited by florian
on 2021/06/24 11:24
Change comment: There is no comment for this version

Summary

Details

Page properties
Author
... ... @@ -1,1 +1,1 @@
1 -xwiki:XWiki.klaus
1 +xwiki:XWiki.florian
Content
... ... @@ -24,9 +24,308 @@
24 24  Version
25 25  )))|=(((
26 26  Summary
27 +)))|=(% colspan="1" %)(% colspan="1" %)
28 +(((
29 +
27 27  )))
31 +|(% colspan="4" %)(% colspan="4" %)
32 +(((
33 +== 4.10 ==
34 +)))
35 +|(% colspan="1" %)(% colspan="1" %)
36 +(((
37 +UI extensions
38 +)))|(% colspan="1" %)(% colspan="1" %)
39 +(((
40 +4.10 Beta 2
41 +)))|(% colspan="1" %)(% colspan="1" %)
42 +(((
43 +**FFI**: SetMacroMapPlayerSectorOffset() deprecated
44 +)))|(% colspan="1" %)(% colspan="1" %)
45 +(((
46 +
47 +)))
48 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
49 +(((
50 +The functionality represented by //SetMacroMapPlayerSectorOffset//() has been removed and the function was therefore stubbed. Setting the gamestart properties "sector" and "offset" will affect the universe macro map instead directly.
51 +)))|(% colspan="1" %)(% colspan="1" %)
52 +(((
53 +
54 +)))
55 +|(((
56 +UI extensions
57 +)))|(((
58 +4.10 Beta 2
59 +)))|(((
60 +**FFI**: (% style="color: rgb(0,0,0);" %)FilterComponentForMapMode(%%)() and (% style="color: rgb(0,0,0);" %)SetMapObjectFilter() changed
61 +)))|(% colspan="1" %)(% colspan="1" %)
62 +(((
63 +
64 +)))
28 28  |(% colspan="3" %)(% colspan="3" %)
29 29  (((
67 +//These functions were added in 4.10 Beta 1 and an additional boolean parameter allowentitydeliverymissionobject was added in Beta 2.//
68 +)))|(% colspan="1" %)(% colspan="1" %)
69 +(((
70 +
71 +)))
72 +|(((
73 +Scripts
74 +)))|(((
75 +4.10 Beta 1
76 +)))|(((
77 +People related attributes of mission** <delivery> **node moved
78 +)))|(((
79 +
80 +)))
81 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
82 +(((
83 +//The <delivery> node of <create_mission> and <update_mission> has been changed to support a new <wares> subnode. The people related attributes: 'people' and 'skills' have been moved from the <delivery> node itself to a <people> subnode.//
84 +)))
85 +|(% colspan="1" %)(% colspan="1" %)
86 +(((
87 +Scripts
88 +)))|(% colspan="1" %)(% colspan="1" %)
89 +(((
90 +4.10 Beta 1
91 +)))|(% colspan="1" %)(% colspan="1" %)
92 +(((
93 +**$destructible.productions** replaced with $defensible.productions
94 +)))|(% colspan="1" %)(% colspan="1" %)
95 +(((
96 +
97 +)))
98 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
99 +(((
100 +//The $destructible.productions script property was removed and reimplemented as $defensible.productions meaning some old uses may no longer work unless the destructible is also a defensible. The old implementation functioned by finding the containing object of the destructible (including itself) to query for the production modules.//
101 +)))|(% colspan="1" %)(% colspan="1" %)
102 +(((
103 +
104 +)))
105 +|(((
106 +Scripts
107 +)))|(((
108 +4.10 Beta 1
109 +)))|(((
110 +Removed script property **$object.spawnsourceseed**
111 +)))|(((
112 +
113 +)))
114 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
115 +(((
116 +//The spawnsource seed is no longer directly accessible by scripts. Use $component.seed, which will internally use the spawnsource seed if able. Note: An improvement is that .seed on objects without a spawnsource seed will now result in a value that differs between objects of the same macro, meaning it can now reliably be used for player property or job ships.//
117 +)))
118 +|(% colspan="4" %)(% colspan="4" %)
119 +(((
120 +== 4.00 ==
121 +)))
122 +|(% colspan="1" %)(% colspan="1" %)
123 +(((
124 +UI core
125 +)))|(% colspan="1" %)(% colspan="1" %)
126 +(((
127 +4.00 Beta 10
128 +)))|(% colspan="1" %)(% colspan="1" %)
129 +(((
130 +Controlled ship can change without a **gameplanchange-event** occurring.
131 +)))|(% colspan="1" %)(% colspan="1" %)
132 +(((
133 +
134 +)))
135 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
136 +(((
137 +//Before 4.00 Beta 10 it was ensured that there is no direct transition between the 'cockpit ui mode' of one ship to another. Instead, it was always ensured that the UI first transitions into the firstperson mode and then back into the cockpit mode (controlling then the other ship).
138 +In order to support the new emergency eject feature which was added in 4.00 Beta 7, this assurance was dropped. As of 4.00 Beta 10 it is now possible that the ship the player controls can swap without the gameplanchange-event being risen which one could rely upon in previous versions. If your addon relied on the fact that the ship would not change without first going into first person mode, you will have to adjust your addon accordingly.
139 +//
140 +)))|(% colspan="1" %)(% colspan="1" %)
141 +(((
142 +
143 +)))
144 +|(((
145 +Scripts
146 +)))|(((
147 +4.00 Beta 7
148 +)))|(((
149 +Parameters of **<event_terraforming_project_succeeded>** and **<event_terraforming_project_failed>** changed
150 +)))|(((
151 +
152 +)))
153 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
154 +(((
155 +//Old params: param = project ID, param2 = were there positive side-effects?, param3 = were there negative side-effects?
156 +New params: param = project ID, param2 = [were there positive side-effects?, were there negative side-effects?], param3 = payout in Credits
157 +Note: param3 only exists in <event_terraforming_project_succeeded> and not in <event_terraforming_project_failed>, but both now have the booleans in a list for consistency//
158 +)))|(% class="highlight-grey" data-highlight-colour="grey" %)(% class="highlight-grey" data-highlight-colour="grey" %)
159 +(((
160 +
161 +)))
162 +|(% colspan="1" %)(% colspan="1" %)
163 +(((
164 +UI core
165 +)))|(% colspan="1" %)(% colspan="1" %)
166 +(((
167 +4.00 Beta 6
168 +)))|(% colspan="1" %)(% colspan="1" %)
169 +(((
170 +**FFI:** GetFactionRelationStatus() handling for faction relation range [-20,-10] changed
171 +)))|(% colspan="1" %)(% colspan="1" %)
172 +(((
173 +
174 +)))
175 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
176 +(((
177 +//In order to keep consistency with regards to the new behvior 'hostile' relation state and the older (deprecated) UI functions, the behavior of the deprecated GetFactionRelationStatus() function was changed according to the behavior of the GetRelationStatus()/GetRelationStatus2() functions which was done in the previous beta.
178 +Factions with a relation rating between -20 and -10 will now report a relation status of 'neutral' (aka: 1) instead of 'hostile'/'enemy' (aka: 0).//
179 +
180 +//If you rely on a handling where these factions are treated like enemies, please use the new GetFactionRelationStatus2() function instead.
181 +//
182 +)))|(% colspan="1" %)(% colspan="1" %)
183 +(((
184 +
185 +)))
186 +|(% colspan="1" %)(% colspan="1" %)
187 +(((
188 +UI core
189 +)))|(% colspan="1" %)(% colspan="1" %)
190 +(((
191 +4.00 Beta 5
192 +)))|(% colspan="1" %)(% colspan="1" %)
193 +(((
194 +**FFI:** GetRelationStatus()/GetRelationStatus2() handling for objects in relation range [-25,-10] changed
195 +)))|(% colspan="1" %)(% colspan="1" %)
196 +(((
197 +
198 +)))
199 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
200 +(((
201 +//4.00 Beta 5// //introduces a new 'hostile' relation status and the game now distinguishes between hostile and enemy relation states. Objects not yet 'hostile' with the player are now visualized differently and therefore distinguishable from real hostile ones. Because of that, several related changes were made for these objects to bring them more in line with how 'neutral' objects behave (f.e. no automatic attacking of these objects by the player property anymore, no target selection when targeting the closest enemy, etc.). To reflect this, these objects are now returning 1 (neutral) as the relation status by the GetRelationStatus()/GetRelationStatus2() functions.//
202 +
203 +//If you rely on a handling where they are treated like enemies, please use the new GetRelationStatus3() //function which returns the new range for these objects: 1 (meaning 'enemy' (aka: not yet hostile) here with following relations having been shifted up).
204 +)))|(% colspan="1" %)(% colspan="1" %)
205 +(((
206 +
207 +)))
208 +|(((
209 +Parameters
210 +)))|(((
211 +4.00 Beta 1
212 +)))|(((
213 +**requiresconstructionvessel** parameter moved
214 +)))|(((
215 +
216 +)))
217 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
218 +(((
219 +//The 'requiresconstructionvessel' attribute has been moved from the 'recycling' node itself, to the new 'station' subnode.//
220 +)))
221 +|(((
222 +Scripts
223 +)))|(((
224 +4.00 Beta 1
225 +)))|(((
226 +Changed behaviour of **gatedistance** script property
227 +)))|(((
228 +
229 +)))
230 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
231 +(((
232 +//The 'gatedistance' script property now minimizes the number of gate jumps instead of counting the number gate jumps in the fastest route.//
233 +)))|(% class="highlight-grey" data-highlight-colour="grey" %)(% class="highlight-grey" data-highlight-colour="grey" %)
234 +(((
235 +
236 +)))
237 +|(% colspan="4" %)(% colspan="4" %)
238 +(((
239 +== 3.30 ==
240 +)))
241 +|(((
242 +UI extensions
243 +)))|(((
244 +3.30 Beta 3
245 +)))|(((
246 +**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()**
247 +)))|(% colspan="1" %)(% colspan="1" %)
248 +(((
249 +
250 +)))
251 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
252 +(((
253 +//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()//
254 +)))
255 +|(% colspan="4" %)(% colspan="4" %)
256 +(((
257 +== 3.20 ==
258 +)))
259 +|(((
260 +Scripts
261 +)))|(((
262 +3.20 Beta 1
263 +)))|(((
264 +Parameters of **<event_player_attacked_object/>** and **<event_object_attacked_object/>** changed
265 +)))|(% colspan="1" %)(% colspan="1" %)
266 +(((
267 +
268 +)))
269 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
270 +(((
271 +//Old params: param = attacked object, param2 = attack method, param3 = attacked component//
272 +//New params: param = attacked object, param2 = attack method, param3 = attack component detail list: [attacked component, attacking weapon]
273 +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//
274 +)))
275 +|(% colspan="1" %)(% colspan="1" %)
276 +(((
277 +Scripts
278 +)))|(% colspan="1" %)(% colspan="1" %)
279 +(((
280 +3.20 Beta 1
281 +)))|(% colspan="1" %)(% colspan="1" %)
282 +(((
283 +Removed script property $trade.**restriction.faction**
284 +)))|(% colspan="1" %)(% colspan="1" %)
285 +(((
286 +
287 +)))
288 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
289 +(((
290 +//$trade.restriction.faction has been replaced with $trade.restriction.factions, which returns a list of factions.//
291 +)))
292 +|(((
293 +UI extensions
294 +)))|(((
295 +3.20 Beta 1
296 +)))|(((
297 +**Lua**: **GetTradeRestrictions()**, **ToggleFactionTradeRestriction()** and **ToggleFactionTradeWareOverride()** are now obsolete!
298 +)))|(% colspan="1" %)(% colspan="1" %)
299 +(((
300 +
301 +)))
302 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
303 +(((
304 +//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.//
305 +)))
306 +|(% colspan="4" %)(% colspan="4" %)
307 +(((
308 +== 3.10 ==
309 +)))
310 +|(% colspan="1" %)(% colspan="1" %)
311 +(((
312 +Scripts
313 +)))|(% colspan="1" %)(% colspan="1" %)
314 +(((
315 +3.10 Beta 1
316 +)))|(% colspan="1" %)(% colspan="1" %)
317 +(((
318 +Removed script action **<add_build/>**
319 +)))|(% colspan="1" %)(% colspan="1" %)
320 +(((
321 +
322 +)))
323 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
324 +(((
325 +//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.//
326 +)))
327 +|(% colspan="4" %)(% colspan="4" %)
328 +(((
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  (((
336 +3.0 Beta 6
337 +)))|(% colspan="1" %)(% colspan="1" %)
338 +(((
339 +Changed behaviour of script action **<get_suitable_job/>**
340 +)))|(% colspan="1" %)(% colspan="1" %)
341 +(((
342 +
343 +)))
344 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
345 +(((
346 +//<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.//
347 +)))
348 +|(% colspan="1" %)(% colspan="1" %)
349 +(((
350 +Scripts
351 +)))|(% colspan="1" %)(% colspan="1" %)
352 +(((
353 +3.0 Beta 6
354 +)))|(% colspan="1" %)(% colspan="1" %)
355 +(((
356 +Changed behaviour of script action **<get_ware_definition/>**
357 +)))|(% colspan="1" %)(% colspan="1" %)
358 +(((
359 +
360 +)))
361 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
362 +(((
363 +//<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.//
364 +)))
365 +|(% colspan="1" %)(% colspan="1" %)
366 +(((
367 +Global
368 +)))|(% colspan="1" %)(% colspan="1" %)
369 +(((
370 +3.0 Beta 5
371 +)))|(% colspan="1" %)(% colspan="1" %)
372 +(((
373 +Renamed all files in the **md**, ui, and **cutscenes** folders to lower-case
374 +)))|(% colspan="1" %)(% colspan="1" %)
375 +(((
376 +
377 +)))
378 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
379 +(((
380 +//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.)\\
381 +
382 +//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).//
383 +)))
384 +|(% colspan="1" %)(% colspan="1" %)
385 +(((
386 +Scripts
387 +)))|(% colspan="1" %)(% colspan="1" %)
388 +(((
389 +3.0 Beta 5
390 +)))|(% colspan="1" %)(% colspan="1" %)
391 +(((
392 +Adjustments of some MD library cues in the base game to change their usage from **<include_actions>** to <run_actions>
393 +)))|(% colspan="1" %)(% colspan="1" %)
394 +(((
395 +
396 +)))
397 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
398 +(((
399 +//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.//
400 +)))
401 +|(% colspan="1" %)(% colspan="1" %)
402 +(((
403 +Scripts
404 +)))|(% colspan="1" %)(% colspan="1" %)
405 +(((
406 +3.0 Beta 5
407 +)))|(% colspan="1" %)(% colspan="1" %)
408 +(((
409 +Changes to $dockingbay.**todockpos** and $dockingbay.**launchpos**
410 +)))|(% colspan="1" %)(% colspan="1" %)
411 +(((
412 +
413 +)))
414 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
415 +(((
416 +//Before the change, positions are relative to $dockingbay.parent.
417 +After the change, positions are relative to $dockingbay as specified in the documentation.//
418 +)))
419 +|(% colspan="1" %)(% colspan="1" %)
420 +(((
421 +Global
422 +)))|(% colspan="1" %)(% colspan="1" %)
423 +(((
424 +3.0 Beta 2
425 +)))|(% colspan="1" %)(% colspan="1" %)
426 +(((
427 +Support for entity flag "**skillsvisible**" dropped
428 +)))|(% colspan="1" %)(% colspan="1" %)
429 +(((
430 +
431 +)))
432 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
433 +(((
434 +//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().//
435 +)))
436 +|(((
437 +Scripts
438 +)))|(((
439 +3.0 Beta 2
440 +)))|(((
441 +Changes to **<event_object_changed_owner>** and added **<event_object_changed_true_owner>**.
442 +)))|(% colspan="1" %)(% colspan="1" %)
443 +(((
444 +
445 +)))
446 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
447 +(((
448 +//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.
449 +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.
450 +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.
451 +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).
452 +)))
453 +|(% colspan="1" %)(% colspan="1" %)
454 +(((
455 +Global
456 +)))|(% colspan="1" %)(% colspan="1" %)
457 +(((
37 37  3.0 Beta 1
38 38  )))|(% colspan="1" %)(% colspan="1" %)
39 39  (((
461 +**MissionBoard** support dropped
462 +)))|(% colspan="1" %)(% colspan="1" %)
463 +(((
464 +
465 +)))
466 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
467 +(((
468 +//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.//
469 +)))
470 +|(((
471 +Job/God
472 +)))|(((
473 +3.0 Beta 1
474 +)))|(((
475 +By default, **job/god entries** now only spawn objects in space added by the extension in which they are defined
476 +)))|(% colspan="1" %)(% colspan="1" %)
477 +(((
478 +
479 +)))
480 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
481 +(((
482 +//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.//
483 +)))
484 +|(% colspan="1" %)(% colspan="1" %)
485 +(((
486 +Scripts
487 +)))|(% colspan="1" %)(% colspan="1" %)
488 +(((
489 +3.0 Beta 1
490 +)))|(% colspan="1" %)(% colspan="1" %)
491 +(((
40 40  Script action **<add_actor_to_room/> **attribute **'room'** renamed to **'object'**
493 +)))|(% colspan="1" %)(% colspan="1" %)
494 +(((
495 +
41 41  )))
42 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
497 +|(% 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.
499 +//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
510 +)))|(% colspan="1" %)(% colspan="1" %)
511 +(((
512 +
55 55  )))
56 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
514 +|(% 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
527 +)))|(% colspan="1" %)(% colspan="1" %)
528 +(((
529 +
69 69  )))
70 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
531 +|(% 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
544 +)))|(% colspan="1" %)(% colspan="1" %)
545 +(((
546 +
83 83  )))
84 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
548 +|(% 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
561 +)))|(% colspan="1" %)(% colspan="1" %)
562 +(((
563 +
97 97  )))
98 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
565 +|(% 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
578 +)))|(% colspan="1" %)(% colspan="1" %)
579 +(((
580 +
111 111  )))
112 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
582 +|(% 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
595 +)))|(% colspan="1" %)(% colspan="1" %)
596 +(((
597 +
125 125  )))
126 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
599 +|(% 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
612 +)))|(% colspan="1" %)(% colspan="1" %)
613 +(((
614 +
139 139  )))
140 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
616 +|(% 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  )))
620 +|(((
621 +UI core
622 +)))|(((
623 +3.0 Beta 1
624 +)))|(((
625 +**FFI: **GetLocalizedInteractiveNotificationKey can return icon placeholders
626 +)))|(% colspan="1" %)(% colspan="1" %)
627 +(((
628 +
629 +)))
630 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
631 +(((
632 +//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.//
633 +)))
144 144  |(% colspan="1" %)(% colspan="1" %)
145 145  (((
636 +UI extensions
637 +)))|(% colspan="1" %)(% colspan="1" %)
638 +(((
639 +3.0 Beta 1
640 +)))|(% colspan="1" %)(% colspan="1" %)
641 +(((
642 +**FFI: **UIWeaponMod returned by GetInstalledWeaponMod() now includes property SurfaceElementFactor
643 +)))|(% colspan="1" %)(% colspan="1" %)
644 +(((
645 +
646 +)))
647 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
648 +(((
649 +//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.//
650 +)))
651 +|(% colspan="1" %)(% colspan="1" %)
652 +(((
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
660 +)))|(% colspan="1" %)(% colspan="1" %)
661 +(((
662 +
153 153  )))
154 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
664 +|(% 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.//
667 +//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
678 +)))|(% colspan="1" %)(% colspan="1" %)
679 +(((
680 +
168 168  )))
169 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
682 +|(% 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
695 +)))|(% colspan="1" %)(% colspan="1" %)
696 +(((
697 +
182 182  )))
183 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
699 +|(% 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" %)
704 +|(((
705 +Scripts
706 +)))|(((
707 +3.0 Beta 1
708 +)))|(((
709 +**<set_object_wing_name/>** removed,
710 +**<set_object_fleet_name/>** added
711 +)))|(% colspan="1" %)(% colspan="1" %)
189 189  (((
713 +
714 +)))
715 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
716 +(((
717 +//The common action <set_object_wing_name/> has been replaced with <set_object_fleet_name/>//
718 +)))
719 +|(((
720 +Scripts
721 +)))|(((
722 +3.0 Beta 1
723 +)))|(((
724 +**$controllable.wing.*** removed,
725 +**$controllable.fleet.*** added
726 +)))|(% colspan="1" %)(% colspan="1" %)
727 +(((
728 +
729 +)))
730 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
731 +(((
732 +$controllable.wing.name, $controllable.wing.iscommander, and $controllable.wing.commander have been replaced with $controllable.fleet.name, $controllable.fleet.iscommander, and $controllable.fleet.commander
733 +)))
734 +|(% colspan="4" %)(% colspan="4" %)
735 +(((
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
744 +)))|(% colspan="1" %)(% colspan="1" %)
745 +(((
746 +
198 198  )))
199 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
748 +|(% 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
760 +)))|(% colspan="1" %)(% colspan="1" %)
761 +(((
762 +
211 211  )))
212 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
764 +|(% 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" %)
768 +|(% 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.
781 +)))|(% colspan="1" %)(% colspan="1" %)
782 +(((
783 +
229 229  )))
230 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
785 +|(% 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'
802 +)))|(% colspan="1" %)(% colspan="1" %)
803 +(((
804 +
247 247  )))
248 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
806 +|(% 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" %)
810 +|(% 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
823 +)))|(% colspan="1" %)(% colspan="1" %)
824 +(((
825 +
265 265  )))
266 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
827 +|(% 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
840 +)))|(% colspan="1" %)(% colspan="1" %)
841 +(((
842 +
279 279  )))
280 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
844 +|(% 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
857 +)))|(% colspan="1" %)(% colspan="1" %)
858 +(((
859 +
293 293  )))
294 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
861 +|(% 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
871 +)))|(% colspan="1" %)(% colspan="1" %)
872 +(((
873 +
304 304  )))
305 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
875 +|(% 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
885 +)))|(% colspan="1" %)(% colspan="1" %)
886 +(((
887 +
315 315  )))
316 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
889 +|(% 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.
900 +)))|(% colspan="1" %)(% colspan="1" %)
901 +(((
902 +
327 327  )))
328 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
904 +|(% 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.
914 +)))|(% colspan="1" %)(% colspan="1" %)
915 +(((
916 +
338 338  )))
339 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
918 +|(% 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.
928 +)))|(% colspan="1" %)(% colspan="1" %)
929 +(((
930 +
349 349  )))
350 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
932 +|(% 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" %)
946 +)))|(% colspan="1" %)(% colspan="1" %)
947 +(((
948 +
364 364  )))
365 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
950 +|(% 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.
960 +)))|(% colspan="1" %)(% colspan="1" %)
961 +(((
962 +
375 375  )))
376 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
964 +|(% 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);" %)
974 +)))|(% colspan="1" %)(% colspan="1" %)
975 +(((
976 +
386 386  )))
387 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
978 +|(% 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" %)
988 +)))|(% colspan="1" %)(% colspan="1" %)
989 +(((
990 +
397 397  )))
398 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
992 +|(% 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" %)
996 +|(% 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" %)
1006 +)))|(% colspan="1" %)(% colspan="1" %)
1007 +(((
1008 +
412 412  )))
413 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
1010 +|(% 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).
1020 +)))|(% colspan="1" %)(% colspan="1" %)
1021 +(((
1022 +
423 423  )))
424 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
1024 +|(% 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" %)
1038 +)))|(% colspan="1" %)(% colspan="1" %)
1039 +(((
1040 +
438 438  )))
439 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
1042 +|(% 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.
1055 +)))|(% colspan="1" %)(% colspan="1" %)
1056 +(((
1057 +
452 452  )))
453 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
1059 +|(% 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" %)
1072 +)))|(% colspan="1" %)(% colspan="1" %)
1073 +(((
1074 +
466 466  )))
467 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
1076 +|(% 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" %)
1080 +|(% 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.
1090 +)))|(% colspan="1" %)(% colspan="1" %)
1091 +(((
1092 +
481 481  )))
482 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
1094 +|(% 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" %)
1098 +|(% 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" %)
1108 +)))|(% colspan="1" %)(% colspan="1" %)
1109 +(((
1110 +
496 496  )))
497 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
1112 +|(% 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  )))
Confluence.Code.ConfluencePageClass[0]
id
... ... @@ -1,1 +1,1 @@
1 -86048772
1 +103612682
url
... ... @@ -1,1 +1,1 @@
1 -https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/86048772/Breaking Changes
1 +https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/103612682/Breaking Changes