Changes for page Breaking Changes

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

From version 40.1
edited by stefan
on 2019/09/19 13:06
Change comment: added GetLocalizedInteractiveNotificationKey() for 3.0 Beta 1
To version 92.1
edited by matthias
on 2021/06/30 12:44
Change comment: There is no comment for this version

Summary

Details

Page properties
Author
... ... @@ -1,1 +1,1 @@
1 -xwiki:XWiki.stefan
1 +xwiki:XWiki.matthias
Content
... ... @@ -24,9 +24,328 @@
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 +== 4.10 ==
34 +)))
35 +|(% colspan="1" %)(% colspan="1" %)
36 +(((
37 +Parameters
38 +)))|(% colspan="1" %)(% colspan="1" %)
39 +(((
40 +4.10 Beta 3
41 +)))|(% colspan="1" %)(% colspan="1" %)
42 +(((
43 +Renamed **<stationinfobox>** to **<infobox>**
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 +Info box parameters are now shared across stations and ships. The node has a more generic name to reflect that.
51 +)))|(% colspan="1" %)(% colspan="1" %)
52 +(((
53 +
54 +)))
55 +|(% colspan="1" %)(% colspan="1" %)
56 +(((
57 +UI extensions
58 +)))|(% colspan="1" %)(% colspan="1" %)
59 +(((
60 +4.10 Beta 2
61 +)))|(% colspan="1" %)(% colspan="1" %)
62 +(((
63 +**FFI**: SetMacroMapPlayerSectorOffset() deprecated
64 +)))|(% colspan="1" %)(% colspan="1" %)
65 +(((
66 +
67 +)))
68 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
69 +(((
70 +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.
71 +)))|(% colspan="1" %)(% colspan="1" %)
72 +(((
73 +
74 +)))
75 +|(((
76 +UI extensions
77 +)))|(((
78 +4.10 Beta 2
79 +)))|(((
80 +**FFI**: (% style="color: rgb(0,0,0);" %)FilterComponentForMapMode(%%)() and (% style="color: rgb(0,0,0);" %)SetMapObjectFilter() changed
81 +)))|(% colspan="1" %)(% colspan="1" %)
82 +(((
83 +
84 +)))
85 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
86 +(((
87 +//These functions were added in 4.10 Beta 1 and an additional boolean parameter allowentitydeliverymissionobject was added in Beta 2.//
88 +)))|(% colspan="1" %)(% colspan="1" %)
89 +(((
90 +
91 +)))
92 +|(((
93 +Scripts
94 +)))|(((
95 +4.10 Beta 1
96 +)))|(((
97 +People related attributes of mission** <delivery> **node moved
98 +)))|(((
99 +
100 +)))
101 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
102 +(((
103 +//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.//
104 +)))
105 +|(% colspan="1" %)(% colspan="1" %)
106 +(((
107 +Scripts
108 +)))|(% colspan="1" %)(% colspan="1" %)
109 +(((
110 +4.10 Beta 1
111 +)))|(% colspan="1" %)(% colspan="1" %)
112 +(((
113 +**$destructible.productions** replaced with $defensible.productions
114 +)))|(% colspan="1" %)(% colspan="1" %)
115 +(((
116 +
117 +)))
118 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
119 +(((
120 +//The $destructible.productions script property was removed and reimplemented as $defensible.productions meaning some old uses may no longer work unless the destructible is also a defensible. The old implementation functioned by finding the containing object of the destructible (including itself) to query for the production modules.//
121 +)))|(% colspan="1" %)(% colspan="1" %)
122 +(((
123 +
124 +)))
125 +|(((
126 +Scripts
127 +)))|(((
128 +4.10 Beta 1
129 +)))|(((
130 +Removed script property **$object.spawnsourceseed**
131 +)))|(((
132 +
133 +)))
134 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
135 +(((
136 +//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.//
137 +)))
138 +|(% colspan="4" %)(% colspan="4" %)
139 +(((
140 +== 4.00 ==
141 +)))
142 +|(% colspan="1" %)(% colspan="1" %)
143 +(((
144 +UI core
145 +)))|(% colspan="1" %)(% colspan="1" %)
146 +(((
147 +4.00 Beta 10
148 +)))|(% colspan="1" %)(% colspan="1" %)
149 +(((
150 +Controlled ship can change without a **gameplanchange-event** occurring.
151 +)))|(% colspan="1" %)(% colspan="1" %)
152 +(((
153 +
154 +)))
155 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
156 +(((
157 +//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).
158 +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.
159 +//
160 +)))|(% colspan="1" %)(% colspan="1" %)
161 +(((
162 +
163 +)))
164 +|(((
165 +Scripts
166 +)))|(((
167 +4.00 Beta 7
168 +)))|(((
169 +Parameters of **<event_terraforming_project_succeeded>** and **<event_terraforming_project_failed>** changed
170 +)))|(((
171 +
172 +)))
173 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
174 +(((
175 +//Old params: param = project ID, param2 = were there positive side-effects?, param3 = were there negative side-effects?
176 +New params: param = project ID, param2 = [were there positive side-effects?, were there negative side-effects?], param3 = payout in Credits
177 +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//
178 +)))|(% class="highlight-grey" data-highlight-colour="grey" %)(% class="highlight-grey" data-highlight-colour="grey" %)
179 +(((
180 +
181 +)))
182 +|(% colspan="1" %)(% colspan="1" %)
183 +(((
184 +UI core
185 +)))|(% colspan="1" %)(% colspan="1" %)
186 +(((
187 +4.00 Beta 6
188 +)))|(% colspan="1" %)(% colspan="1" %)
189 +(((
190 +**FFI:** GetFactionRelationStatus() handling for faction relation range [-20,-10] changed
191 +)))|(% colspan="1" %)(% colspan="1" %)
192 +(((
193 +
194 +)))
195 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
196 +(((
197 +//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.
198 +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).//
199 +
200 +//If you rely on a handling where these factions are treated like enemies, please use the new GetFactionRelationStatus2() function instead.
201 +//
202 +)))|(% colspan="1" %)(% colspan="1" %)
203 +(((
204 +
205 +)))
206 +|(% colspan="1" %)(% colspan="1" %)
207 +(((
208 +UI core
209 +)))|(% colspan="1" %)(% colspan="1" %)
210 +(((
211 +4.00 Beta 5
212 +)))|(% colspan="1" %)(% colspan="1" %)
213 +(((
214 +**FFI:** GetRelationStatus()/GetRelationStatus2() handling for objects in relation range [-25,-10] changed
215 +)))|(% colspan="1" %)(% colspan="1" %)
216 +(((
217 +
218 +)))
219 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
220 +(((
221 +//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.//
222 +
223 +//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).
224 +)))|(% colspan="1" %)(% colspan="1" %)
225 +(((
226 +
227 +)))
228 +|(((
229 +Parameters
230 +)))|(((
231 +4.00 Beta 1
232 +)))|(((
233 +**requiresconstructionvessel** parameter moved
234 +)))|(((
235 +
236 +)))
237 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
238 +(((
239 +//The 'requiresconstructionvessel' attribute has been moved from the 'recycling' node itself, to the new 'station' subnode.//
240 +)))
241 +|(((
242 +Scripts
243 +)))|(((
244 +4.00 Beta 1
245 +)))|(((
246 +Changed behaviour of **gatedistance** script property
247 +)))|(((
248 +
249 +)))
250 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
251 +(((
252 +//The 'gatedistance' script property now minimizes the number of gate jumps instead of counting the number gate jumps in the fastest route.//
253 +)))|(% class="highlight-grey" data-highlight-colour="grey" %)(% class="highlight-grey" data-highlight-colour="grey" %)
254 +(((
255 +
256 +)))
257 +|(% colspan="4" %)(% colspan="4" %)
258 +(((
259 +== 3.30 ==
260 +)))
261 +|(((
262 +UI extensions
263 +)))|(((
264 +3.30 Beta 3
265 +)))|(((
266 +**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()**
267 +)))|(% colspan="1" %)(% colspan="1" %)
268 +(((
269 +
270 +)))
271 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
272 +(((
273 +//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()//
274 +)))
275 +|(% colspan="4" %)(% colspan="4" %)
276 +(((
277 +== 3.20 ==
278 +)))
279 +|(((
280 +Scripts
281 +)))|(((
282 +3.20 Beta 1
283 +)))|(((
284 +Parameters of **<event_player_attacked_object/>** and **<event_object_attacked_object/>** changed
285 +)))|(% colspan="1" %)(% colspan="1" %)
286 +(((
287 +
288 +)))
289 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
290 +(((
291 +//Old params: param = attacked object, param2 = attack method, param3 = attacked component//
292 +//New params: param = attacked object, param2 = attack method, param3 = attack component detail list: [attacked component, attacking weapon]
293 +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//
294 +)))
295 +|(% colspan="1" %)(% colspan="1" %)
296 +(((
297 +Scripts
298 +)))|(% colspan="1" %)(% colspan="1" %)
299 +(((
300 +3.20 Beta 1
301 +)))|(% colspan="1" %)(% colspan="1" %)
302 +(((
303 +Removed script property $trade.**restriction.faction**
304 +)))|(% colspan="1" %)(% colspan="1" %)
305 +(((
306 +
307 +)))
308 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
309 +(((
310 +//$trade.restriction.faction has been replaced with $trade.restriction.factions, which returns a list of factions.//
311 +)))
312 +|(((
313 +UI extensions
314 +)))|(((
315 +3.20 Beta 1
316 +)))|(((
317 +**Lua**: **GetTradeRestrictions()**, **ToggleFactionTradeRestriction()** and **ToggleFactionTradeWareOverride()** are now obsolete!
318 +)))|(% colspan="1" %)(% colspan="1" %)
319 +(((
320 +
321 +)))
322 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
323 +(((
324 +//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.//
325 +)))
326 +|(% colspan="4" %)(% colspan="4" %)
327 +(((
328 +== 3.10 ==
329 +)))
330 +|(% colspan="1" %)(% colspan="1" %)
331 +(((
332 +Scripts
333 +)))|(% colspan="1" %)(% colspan="1" %)
334 +(((
335 +3.10 Beta 1
336 +)))|(% colspan="1" %)(% colspan="1" %)
337 +(((
338 +Removed script action **<add_build/>**
339 +)))|(% colspan="1" %)(% colspan="1" %)
340 +(((
341 +
342 +)))
343 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
344 +(((
345 +//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.//
346 +)))
347 +|(% colspan="4" %)(% colspan="4" %)
348 +(((
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  (((
356 +3.0 Beta 6
357 +)))|(% colspan="1" %)(% colspan="1" %)
358 +(((
359 +Changed behaviour of script action **<get_suitable_job/>**
360 +)))|(% colspan="1" %)(% colspan="1" %)
361 +(((
362 +
363 +)))
364 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
365 +(((
366 +//<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.//
367 +)))
368 +|(% colspan="1" %)(% colspan="1" %)
369 +(((
370 +Scripts
371 +)))|(% colspan="1" %)(% colspan="1" %)
372 +(((
373 +3.0 Beta 6
374 +)))|(% colspan="1" %)(% colspan="1" %)
375 +(((
376 +Changed behaviour of script action **<get_ware_definition/>**
377 +)))|(% colspan="1" %)(% colspan="1" %)
378 +(((
379 +
380 +)))
381 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
382 +(((
383 +//<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.//
384 +)))
385 +|(% colspan="1" %)(% colspan="1" %)
386 +(((
387 +Global
388 +)))|(% colspan="1" %)(% colspan="1" %)
389 +(((
390 +3.0 Beta 5
391 +)))|(% colspan="1" %)(% colspan="1" %)
392 +(((
393 +Renamed all files in the **md**, ui, and **cutscenes** folders to lower-case
394 +)))|(% colspan="1" %)(% colspan="1" %)
395 +(((
396 +
397 +)))
398 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
399 +(((
400 +//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.)\\
401 +
402 +//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).//
403 +)))
404 +|(% colspan="1" %)(% colspan="1" %)
405 +(((
406 +Scripts
407 +)))|(% colspan="1" %)(% colspan="1" %)
408 +(((
409 +3.0 Beta 5
410 +)))|(% colspan="1" %)(% colspan="1" %)
411 +(((
412 +Adjustments of some MD library cues in the base game to change their usage from **<include_actions>** to <run_actions>
413 +)))|(% colspan="1" %)(% colspan="1" %)
414 +(((
415 +
416 +)))
417 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
418 +(((
419 +//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.//
420 +)))
421 +|(% colspan="1" %)(% colspan="1" %)
422 +(((
423 +Scripts
424 +)))|(% colspan="1" %)(% colspan="1" %)
425 +(((
426 +3.0 Beta 5
427 +)))|(% colspan="1" %)(% colspan="1" %)
428 +(((
429 +Changes to $dockingbay.**todockpos** and $dockingbay.**launchpos**
430 +)))|(% colspan="1" %)(% colspan="1" %)
431 +(((
432 +
433 +)))
434 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
435 +(((
436 +//Before the change, positions are relative to $dockingbay.parent.
437 +After the change, positions are relative to $dockingbay as specified in the documentation.//
438 +)))
439 +|(% colspan="1" %)(% colspan="1" %)
440 +(((
441 +Global
442 +)))|(% colspan="1" %)(% colspan="1" %)
443 +(((
444 +3.0 Beta 2
445 +)))|(% colspan="1" %)(% colspan="1" %)
446 +(((
447 +Support for entity flag "**skillsvisible**" dropped
448 +)))|(% colspan="1" %)(% colspan="1" %)
449 +(((
450 +
451 +)))
452 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
453 +(((
454 +//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().//
455 +)))
456 +|(((
457 +Scripts
458 +)))|(((
459 +3.0 Beta 2
460 +)))|(((
461 +Changes to **<event_object_changed_owner>** and added **<event_object_changed_true_owner>**.
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 +//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.
469 +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.
470 +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.
471 +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).
472 +)))
473 +|(% colspan="1" %)(% colspan="1" %)
474 +(((
475 +Global
476 +)))|(% colspan="1" %)(% colspan="1" %)
477 +(((
37 37  3.0 Beta 1
38 38  )))|(% colspan="1" %)(% colspan="1" %)
39 39  (((
481 +**MissionBoard** support dropped
482 +)))|(% colspan="1" %)(% colspan="1" %)
483 +(((
484 +
485 +)))
486 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
487 +(((
488 +//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.//
489 +)))
490 +|(((
491 +Job/God
492 +)))|(((
493 +3.0 Beta 1
494 +)))|(((
495 +By default, **job/god entries** now only spawn objects in space added by the extension in which they are defined
496 +)))|(% colspan="1" %)(% colspan="1" %)
497 +(((
498 +
499 +)))
500 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
501 +(((
502 +//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.//
503 +)))
504 +|(% colspan="1" %)(% colspan="1" %)
505 +(((
506 +Scripts
507 +)))|(% colspan="1" %)(% colspan="1" %)
508 +(((
509 +3.0 Beta 1
510 +)))|(% colspan="1" %)(% colspan="1" %)
511 +(((
40 40  Script action **<add_actor_to_room/> **attribute **'room'** renamed to **'object'**
513 +)))|(% colspan="1" %)(% colspan="1" %)
514 +(((
515 +
41 41  )))
42 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
517 +|(% 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.
519 +//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
530 +)))|(% colspan="1" %)(% colspan="1" %)
531 +(((
532 +
55 55  )))
56 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
534 +|(% 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
547 +)))|(% colspan="1" %)(% colspan="1" %)
548 +(((
549 +
69 69  )))
70 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
551 +|(% 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
564 +)))|(% colspan="1" %)(% colspan="1" %)
565 +(((
566 +
83 83  )))
84 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
568 +|(% 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
581 +)))|(% colspan="1" %)(% colspan="1" %)
582 +(((
583 +
97 97  )))
98 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
585 +|(% 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
598 +)))|(% colspan="1" %)(% colspan="1" %)
599 +(((
600 +
111 111  )))
112 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
602 +|(% 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
615 +)))|(% colspan="1" %)(% colspan="1" %)
616 +(((
617 +
125 125  )))
126 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
619 +|(% 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  )))
... ... @@ -136,8 +136,11 @@
136 136  )))|(% colspan="1" %)(% colspan="1" %)
137 137  (((
138 138  **Lua: **GetMiniGameCursorPosition() removed
632 +)))|(% colspan="1" %)(% colspan="1" %)
633 +(((
634 +
139 139  )))
140 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
636 +|(% 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  )))
... ... @@ -147,13 +147,33 @@
147 147  3.0 Beta 1
148 148  )))|(((
149 149  **FFI: **GetLocalizedInteractiveNotificationKey can return icon placeholders
646 +)))|(% colspan="1" %)(% colspan="1" %)
647 +(((
648 +
150 150  )))
151 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
650 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
152 152  (((
153 153  //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.//
154 154  )))
155 155  |(% colspan="1" %)(% colspan="1" %)
156 156  (((
656 +UI extensions
657 +)))|(% colspan="1" %)(% colspan="1" %)
658 +(((
659 +3.0 Beta 1
660 +)))|(% colspan="1" %)(% colspan="1" %)
661 +(((
662 +**FFI: **UIWeaponMod returned by GetInstalledWeaponMod() now includes property SurfaceElementFactor
663 +)))|(% colspan="1" %)(% colspan="1" %)
664 +(((
665 +
666 +)))
667 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
668 +(((
669 +//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.//
670 +)))
671 +|(% colspan="1" %)(% colspan="1" %)
672 +(((
157 157  Scripts
158 158  )))|(% colspan="1" %)(% colspan="1" %)
159 159  (((
... ... @@ -161,8 +161,11 @@
161 161  )))|(% colspan="1" %)(% colspan="1" %)
162 162  (((
163 163  **$ware.illegal** updated
680 +)))|(% colspan="1" %)(% colspan="1" %)
681 +(((
682 +
164 164  )))
165 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
684 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
166 166  (((
167 167  //$ware.illegal used to return true if the specified ware has the 'illegal' tag which is no longer used.//
168 168  //It now returns true if $ware is illegal to any faction in the game.//
... ... @@ -176,8 +176,11 @@
176 176  )))|(% colspan="1" %)(% colspan="1" %)
177 177  (((
178 178  MD script **RML_Flight_Along_Path** removed
698 +)))|(% colspan="1" %)(% colspan="1" %)
699 +(((
700 +
179 179  )))
180 -|(% 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" %)
181 181  (((
182 182  //The MD script RML_Flight_Along_Path was not referened and was removed.//
183 183  )))
... ... @@ -190,14 +190,47 @@
190 190  )))|(% colspan="1" %)(% colspan="1" %)
191 191  (((
192 192  parameters of **<event_venture_mission_completed/>** changed
715 +)))|(% colspan="1" %)(% colspan="1" %)
716 +(((
717 +
193 193  )))
194 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
719 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
195 195  (((
196 196  //old params: param = venture details, param2 = ships involved, param3 = duration//
197 197  //new params: param = venture detail list: [mission name, mission type], param2 = list of ships involved, param3 = duration//
198 198  )))
199 -|(% colspan="3" %)(% colspan="3" %)
724 +|(((
725 +Scripts
726 +)))|(((
727 +3.0 Beta 1
728 +)))|(((
729 +**<set_object_wing_name/>** removed,
730 +**<set_object_fleet_name/>** added
731 +)))|(% colspan="1" %)(% colspan="1" %)
200 200  (((
733 +
734 +)))
735 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
736 +(((
737 +//The common action <set_object_wing_name/> has been replaced with <set_object_fleet_name/>//
738 +)))
739 +|(((
740 +Scripts
741 +)))|(((
742 +3.0 Beta 1
743 +)))|(((
744 +**$controllable.wing.*** removed,
745 +**$controllable.fleet.*** added
746 +)))|(% colspan="1" %)(% colspan="1" %)
747 +(((
748 +
749 +)))
750 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
751 +(((
752 +$controllable.wing.name, $controllable.wing.iscommander, and $controllable.wing.commander have been replaced with $controllable.fleet.name, $controllable.fleet.iscommander, and $controllable.fleet.commander
753 +)))
754 +|(% colspan="4" %)(% colspan="4" %)
755 +(((
201 201  == 2.60 ==
202 202  )))
203 203  |(((
... ... @@ -206,8 +206,11 @@
206 206  2.60 Beta 1
207 207  )))|(((
208 208  '**checkoperational**' filter behaviour changed
764 +)))|(% colspan="1" %)(% colspan="1" %)
765 +(((
766 +
209 209  )))
210 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
768 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
211 211  (((
212 212  //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.//
213 213  
... ... @@ -219,12 +219,15 @@
219 219  2.60 Beta 1
220 220  )))|(((
221 221  $container.**supplyresources** behavior changed
780 +)))|(% colspan="1" %)(% colspan="1" %)
781 +(((
782 +
222 222  )))
223 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
784 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
224 224  (((
225 225  //The script keyword $container.supplyresources now includes reserved wares.//
226 226  )))
227 -|(% colspan="3" %)(% colspan="3" %)
788 +|(% colspan="4" %)(% colspan="4" %)
228 228  (((
229 229  == 2.20 ==
230 230  )))
... ... @@ -237,8 +237,11 @@
237 237  )))|(% colspan="1" %)(% colspan="1" %)
238 238  (((
239 239  **Lua: GetControllerInfo()** returned mouseSteering/mouseCursor values are undefined.
801 +)))|(% colspan="1" %)(% colspan="1" %)
802 +(((
803 +
240 240  )))
241 -|(% 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" %)
242 242  (((
243 243  //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.
244 244  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.//
... ... @@ -255,12 +255,15 @@
255 255  )))|(% colspan="1" %)(% colspan="1" %)
256 256  (((
257 257  Attribute for build related conditions e.g. **<event_build_finished/>** renamed from 'buildmodule' to 'buildprocessor'
822 +)))|(% colspan="1" %)(% colspan="1" %)
823 +(((
824 +
258 258  )))
259 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
826 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
260 260  (((
261 261  //The underlying behaviour remains the same in that it involves the buildprocessor, not the buildmodule. The attribute name has simply been corrected.//
262 262  )))
263 -|(% colspan="3" %)(% colspan="3" %)
830 +|(% colspan="4" %)(% colspan="4" %)
264 264  (((
265 265  == 2.00 ==
266 266  )))
... ... @@ -273,8 +273,11 @@
273 273  )))|(% colspan="1" %)(% colspan="1" %)
274 274  (((
275 275  **<event_build_finished/> **param2 now returns null instead of a construction sequence
843 +)))|(% colspan="1" %)(% colspan="1" %)
844 +(((
845 +
276 276  )))
277 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
847 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
278 278  (((
279 279  //The construction sequence which was finished should now be accessed via the buildtask provided via param3.//
280 280  )))
... ... @@ -287,8 +287,11 @@
287 287  )))|(% colspan="1" %)(% colspan="1" %)
288 288  (((
289 289  **param.boarding.{...}** strength parameters removed
860 +)))|(% colspan="1" %)(% colspan="1" %)
861 +(((
862 +
290 290  )))
291 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
864 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
292 292  (((
293 293  //The 'recruitstrength', 'veteranstrength' and 'elitestrength' script parameters were no longer required for balancing the boarding gameplay, and were removed.//
294 294  )))
... ... @@ -301,8 +301,11 @@
301 301  )))|(% colspan="1" %)(% colspan="1" %)
302 302  (((
303 303  **$defensible.boardee/$defensible.boarder** and **<set_object_boarder/>/<remove_object_boarder/>** removed
877 +)))|(% colspan="1" %)(% colspan="1" %)
878 +(((
879 +
304 304  )))
305 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
881 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
306 306  (((
307 307  //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.//
308 308  )))
... ... @@ -312,8 +312,11 @@
312 312  2.00 Beta 1
313 313  )))|(((
314 314  **FFI: GetUpgradeSlotCurrentComponent()/GetUpgradeSlotGroup()** works on non-operationals
891 +)))|(% colspan="1" %)(% colspan="1" %)
892 +(((
893 +
315 315  )))
316 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
895 +|(% 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 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.//
319 319  )))
... ... @@ -323,8 +323,11 @@
323 323  2.00 Beta 1
324 324  )))|(((
325 325  **FFI: SetFormationShape()** no longer indicates an error upon certain error cases
905 +)))|(% colspan="1" %)(% colspan="1" %)
906 +(((
907 +
326 326  )))
327 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
909 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
328 328  (((
329 329  //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.//
330 330  //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.//
... ... @@ -335,8 +335,11 @@
335 335  2.00 Beta 1
336 336  )))|(((
337 337  **<create_formation/>** now requires the attributes: 'leader' and 'follower'. Attribute 'object' is now deprecated.
920 +)))|(% colspan="1" %)(% colspan="1" %)
921 +(((
922 +
338 338  )))
339 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
924 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
340 340  (((
341 341  //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.//
342 342  )))
... ... @@ -346,8 +346,11 @@
346 346  2.00 Beta 1
347 347  )))|(((
348 348  **<event_player_changed_target/>** now fires and returns null if the player deselects a target.
934 +)))|(% colspan="1" %)(% colspan="1" %)
935 +(((
936 +
349 349  )))
350 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
938 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
351 351  (((
352 352  //For prior behavior, check for event.param being non-null.//
353 353  )))
... ... @@ -357,8 +357,11 @@
357 357  2.00 Beta 1
358 358  )))|(((
359 359  **<shoot/>/<shoot_at/>** attribute changes.
948 +)))|(% colspan="1" %)(% colspan="1" %)
949 +(((
950 +
360 360  )))
361 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
952 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
362 362  (((
363 363  //Changed: Attribute "primary" is now optional and defines whether weapons from the ship's active primary weapon group will be fired. Defaults to true.//
364 364  //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.//
... ... @@ -372,8 +372,11 @@
372 372  2.00 Beta 1
373 373  )))|(((
374 374  **FFI: GetBuildTask()/GetNumBuildTasks()** got a new "buildmoduleid" parameter.(% class="confluenceTd" %)
966 +)))|(% colspan="1" %)(% colspan="1" %)
967 +(((
968 +
375 375  )))
376 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
970 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
377 377  (((
378 378  //Added possibility to query build tasks of a certain buildmodule.//
379 379  )))
... ... @@ -383,8 +383,11 @@
383 383  2.00 Beta 1
384 384  )))|(((
385 385  **Lua:** **GetLibraryEntry()** retrieved a new "buildresources" field.
980 +)))|(% colspan="1" %)(% colspan="1" %)
981 +(((
982 +
386 386  )))
387 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
984 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
388 388  (((
389 389  //Added list of resources a buildmodule needs to build.//
390 390  )))
... ... @@ -394,8 +394,11 @@
394 394  2.00 Beta 1
395 395  )))|(((
396 396  (% 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);" %)
994 +)))|(% colspan="1" %)(% colspan="1" %)
995 +(((
996 +
397 397  )))
398 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
998 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
399 399  (((
400 400  //Unused, derelict function from XR - use GetComponentData(..., "hullpercent") instead.//
401 401  )))
... ... @@ -405,12 +405,15 @@
405 405  2.00 Beta 1
406 406  )))|(((
407 407  **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" %)
1008 +)))|(% colspan="1" %)(% colspan="1" %)
1009 +(((
1010 +
408 408  )))
409 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
1012 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
410 410  (((
411 411  //Changed return value type to const char* to better identify failure reasons in Lua script.//
412 412  )))
413 -|(% colspan="3" %)(% colspan="3" %)
1016 +|(% colspan="4" %)(% colspan="4" %)
414 414  (((
415 415  == 1.50 ==
416 416  )))
... ... @@ -420,8 +420,11 @@
420 420  1.50 Beta 3
421 421  )))|(((
422 422  **Lua: GetComponentData() **changed behavior of "docksizes" propertly.(% class="confluenceTd" %)
1026 +)))|(% colspan="1" %)(% colspan="1" %)
1027 +(((
1028 +
423 423  )))
424 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
1030 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
425 425  (((
426 426  //The "docksizes" property no longer includes internal ship storage docks.//
427 427  )))
... ... @@ -431,8 +431,11 @@
431 431  1.50 Beta 2
432 432  )))|(((
433 433  **Meaning of "Shipyard"** was corrected throughout Lua/MD/AI scripts, so that Wharfs are not Shipyards (unlike in XR).
1040 +)))|(% colspan="1" %)(% colspan="1" %)
1041 +(((
1042 +
434 434  )))
435 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
1044 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
436 436  (((
437 437  //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".//
438 438  
... ... @@ -446,8 +446,11 @@
446 446  1.50 Beta 2
447 447  )))|(((
448 448  **FFI: UpgradeGroupInfo **datatype was changed.(% class="confluenceTd" %)
1058 +)))|(% colspan="1" %)(% colspan="1" %)
1059 +(((
1060 +
449 449  )))
450 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
1062 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
451 451  (((
452 452  //Added new "operational" field to retrieve information about number of operational upgrades in a group.//
453 453  )))
... ... @@ -460,8 +460,11 @@
460 460  )))|(% colspan="1" %)(% colspan="1" %)
461 461  (((
462 462  **FFI: SetGuidance()** removed useinfopoint argument.
1075 +)))|(% colspan="1" %)(% colspan="1" %)
1076 +(((
1077 +
463 463  )))
464 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
1079 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
465 465  (((
466 466  //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.
467 467  //
... ... @@ -474,12 +474,15 @@
474 474  1.50 Beta 1
475 475  )))|(((
476 476  **FFI: CancelConstruction() **changed its return value.(% class="confluenceTd" %)
1092 +)))|(% colspan="1" %)(% colspan="1" %)
1093 +(((
1094 +
477 477  )))
478 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
1096 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
479 479  (((
480 480  (% style="color: rgb(0,0,0);" %)//CancelConstruction() now returns if the cancellation was successful. //
481 481  )))
482 -|(% colspan="3" %)(% colspan="3" %)
1100 +|(% colspan="4" %)(% colspan="4" %)
483 483  (((
484 484  == 1.32 ==
485 485  )))
... ... @@ -489,12 +489,15 @@
489 489  1.32
490 490  )))|(((
491 491  **Lua: GetComponentData() **removed the "nextdestname" property.
1110 +)))|(% colspan="1" %)(% colspan="1" %)
1111 +(((
1112 +
492 492  )))
493 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
1114 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
494 494  (((
495 495  //Instead of "nextdestname", use the properties "destination" or "destinationsector" to retrieve a destination component, then retrieve its "name" property.//
496 496  )))
497 -|(% colspan="3" %)(% colspan="3" %)
1118 +|(% colspan="4" %)(% colspan="4" %)
498 498  (((
499 499  == 1.20 ==
500 500  )))
... ... @@ -504,8 +504,11 @@
504 504  1.20
505 505  )))|(((
506 506  **FFI: GetAAOption()** got a new "useconfig" parameter.(% class="confluenceTd" %)
1128 +)))|(% colspan="1" %)(% colspan="1" %)
1129 +(((
1130 +
507 507  )))
508 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
1132 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
509 509  (((
510 510  //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.//
511 511  )))
Confluence.Code.ConfluencePageClass[0]
id
... ... @@ -1,1 +1,1 @@
1 -86835243
1 +104596046
url
... ... @@ -1,1 +1,1 @@
1 -https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/86835243/Breaking Changes
1 +https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/104596046/Breaking Changes