Changes for page Breaking Changes

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

From version 41.1
edited by stefan
on 2019/10/07 18:29
Change comment: added mission board case
To version 71.1
edited by stefan
on 2021/01/09 02:24
Change comment: There is no comment for this version

Summary

Details

Page properties
Content
... ... @@ -24,25 +24,312 @@
24 24  Version
25 25  )))|=(((
26 26  Summary
27 +)))|=(% colspan="1" %)(% colspan="1" %)
28 +(((
29 +
27 27  )))
28 -|(% colspan="3" %)(% colspan="3" %)
31 +|(% colspan="4" %)(% colspan="4" %)
29 29  (((
33 +== 4.00 ==
34 +)))
35 +|(% colspan="1" %)(% colspan="1" %)
36 +(((
37 +UI core
38 +)))|(% colspan="1" %)(% colspan="1" %)
39 +(((
40 +4.00 Beta 5
41 +)))|(% colspan="1" %)(% colspan="1" %)
42 +(((
43 +**FFI:** GetRelationStatus()/GetRelationStatus2() handling for objects in ranges relation range [-25 - -10] changed
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 +//4.00 Beta 5// //introduces a new 'adversary' relation state. Previously objects within that relation range were categorized as 'enemy' and GetRelationStatus()/GetRelationStatus2() therefore returned 0 (enemy) for these objects.
51 +Since these objects are now visualized and therefore are distinguishable from enemies, several related changes were made for these objects to bring them more in line with how 'neutral' objects are handled (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.
52 +If you rely on a handling where they are treated like enemies, please use the new GetRelationStatus3() //FFI function which returns the new range for these objects: 1 (meaning 'adversary' here with following relations having been shifted up).
53 +)))|(% colspan="1" %)(% colspan="1" %)
54 +(((
55 +
56 +)))
57 +|(((
58 +Parameters
59 +)))|(((
60 +4.00 Beta 1
61 +)))|(((
62 +**requiresconstructionvessel** parameter moved
63 +)))|(((
64 +
65 +)))
66 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
67 +(((
68 +//The 'requiresconstructionvessel' attribute has been moved from the 'recycling' node itself, to the new 'station' subnode.//
69 +)))
70 +|(((
71 +Scripts
72 +)))|(((
73 +4.00 Beta 1
74 +)))|(((
75 +Changed behaviour of **gatedistance** script property
76 +)))|(((
77 +
78 +)))
79 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
80 +(((
81 +//The 'gatedistance' script property now minimizes the number of gate jumps instead of counting the number gate jumps in the fastest route.//
82 +)))|(% class="highlight-grey" data-highlight-colour="grey" %)(% class="highlight-grey" data-highlight-colour="grey" %)
83 +(((
84 +
85 +)))
86 +|(% colspan="4" %)(% colspan="4" %)
87 +(((
88 +== 3.30 ==
89 +)))
90 +|(((
91 +UI extensions
92 +)))|(((
93 +3.30 Beta 3
94 +)))|(((
95 +**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()**
96 +)))|(% colspan="1" %)(% colspan="1" %)
97 +(((
98 +
99 +)))
100 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
101 +(((
102 +//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()//
103 +)))
104 +|(% colspan="4" %)(% colspan="4" %)
105 +(((
106 +== 3.20 ==
107 +)))
108 +|(((
109 +Scripts
110 +)))|(((
111 +3.20 Beta 1
112 +)))|(((
113 +Parameters of **<event_player_attacked_object/>** and **<event_object_attacked_object/>** changed
114 +)))|(% colspan="1" %)(% colspan="1" %)
115 +(((
116 +
117 +)))
118 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
119 +(((
120 +//Old params: param = attacked object, param2 = attack method, param3 = attacked component//
121 +//New params: param = attacked object, param2 = attack method, param3 = attack component detail list: [attacked component, attacking weapon]
122 +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//
123 +)))
124 +|(% colspan="1" %)(% colspan="1" %)
125 +(((
126 +Scripts
127 +)))|(% colspan="1" %)(% colspan="1" %)
128 +(((
129 +3.20 Beta 1
130 +)))|(% colspan="1" %)(% colspan="1" %)
131 +(((
132 +Removed script property $trade.**restriction.faction**
133 +)))|(% colspan="1" %)(% colspan="1" %)
134 +(((
135 +
136 +)))
137 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
138 +(((
139 +//$trade.restriction.faction has been replaced with $trade.restriction.factions, which returns a list of factions.//
140 +)))
141 +|(((
142 +UI extensions
143 +)))|(((
144 +3.20 Beta 1
145 +)))|(((
146 +**Lua**: **GetTradeRestrictions()**, **ToggleFactionTradeRestriction()** and **ToggleFactionTradeWareOverride()** are now obsolete!
147 +)))|(% colspan="1" %)(% colspan="1" %)
148 +(((
149 +
150 +)))
151 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
152 +(((
153 +//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.//
154 +)))
155 +|(% colspan="4" %)(% colspan="4" %)
156 +(((
157 +== 3.10 ==
158 +)))
159 +|(% colspan="1" %)(% colspan="1" %)
160 +(((
161 +Scripts
162 +)))|(% colspan="1" %)(% colspan="1" %)
163 +(((
164 +3.10 Beta 1
165 +)))|(% colspan="1" %)(% colspan="1" %)
166 +(((
167 +Removed script action **<add_build/>**
168 +)))|(% colspan="1" %)(% colspan="1" %)
169 +(((
170 +
171 +)))
172 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
173 +(((
174 +//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.//
175 +)))
176 +|(% colspan="4" %)(% colspan="4" %)
177 +(((
30 30  == 3.00 ==
31 31  )))
32 32  |(% colspan="1" %)(% colspan="1" %)
33 33  (((
182 +Scripts
183 +)))|(% colspan="1" %)(% colspan="1" %)
184 +(((
185 +3.0 Beta 6
186 +)))|(% colspan="1" %)(% colspan="1" %)
187 +(((
188 +Changed behaviour of script action **<get_suitable_job/>**
189 +)))|(% colspan="1" %)(% colspan="1" %)
190 +(((
191 +
192 +)))
193 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
194 +(((
195 +//<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.//
196 +)))
197 +|(% colspan="1" %)(% colspan="1" %)
198 +(((
199 +Scripts
200 +)))|(% colspan="1" %)(% colspan="1" %)
201 +(((
202 +3.0 Beta 6
203 +)))|(% colspan="1" %)(% colspan="1" %)
204 +(((
205 +Changed behaviour of script action **<get_ware_definition/>**
206 +)))|(% colspan="1" %)(% colspan="1" %)
207 +(((
208 +
209 +)))
210 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
211 +(((
212 +//<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.//
213 +)))
214 +|(% colspan="1" %)(% colspan="1" %)
215 +(((
34 34  Global
35 35  )))|(% colspan="1" %)(% colspan="1" %)
36 36  (((
219 +3.0 Beta 5
220 +)))|(% colspan="1" %)(% colspan="1" %)
221 +(((
222 +Renamed all files in the **md**, ui, and **cutscenes** folders to lower-case
223 +)))|(% colspan="1" %)(% colspan="1" %)
224 +(((
225 +
226 +)))
227 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
228 +(((
229 +//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.)\\
230 +
231 +//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).//
232 +)))
233 +|(% colspan="1" %)(% colspan="1" %)
234 +(((
235 +Scripts
236 +)))|(% colspan="1" %)(% colspan="1" %)
237 +(((
238 +3.0 Beta 5
239 +)))|(% colspan="1" %)(% colspan="1" %)
240 +(((
241 +Adjustments of some MD library cues in the base game to change their usage from **<include_actions>** to <run_actions>
242 +)))|(% colspan="1" %)(% colspan="1" %)
243 +(((
244 +
245 +)))
246 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
247 +(((
248 +//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.//
249 +)))
250 +|(% colspan="1" %)(% colspan="1" %)
251 +(((
252 +Scripts
253 +)))|(% colspan="1" %)(% colspan="1" %)
254 +(((
255 +3.0 Beta 5
256 +)))|(% colspan="1" %)(% colspan="1" %)
257 +(((
258 +Changes to $dockingbay.**todockpos** and $dockingbay.**launchpos**
259 +)))|(% colspan="1" %)(% colspan="1" %)
260 +(((
261 +
262 +)))
263 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
264 +(((
265 +//Before the change, positions are relative to $dockingbay.parent.
266 +After the change, positions are relative to $dockingbay as specified in the documentation.//
267 +)))
268 +|(% colspan="1" %)(% colspan="1" %)
269 +(((
270 +Global
271 +)))|(% colspan="1" %)(% colspan="1" %)
272 +(((
273 +3.0 Beta 2
274 +)))|(% colspan="1" %)(% colspan="1" %)
275 +(((
276 +Support for entity flag "**skillsvisible**" dropped
277 +)))|(% colspan="1" %)(% colspan="1" %)
278 +(((
279 +
280 +)))
281 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
282 +(((
283 +//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().//
284 +)))
285 +|(((
286 +Scripts
287 +)))|(((
288 +3.0 Beta 2
289 +)))|(((
290 +Changes to **<event_object_changed_owner>** and added **<event_object_changed_true_owner>**.
291 +)))|(% colspan="1" %)(% colspan="1" %)
292 +(((
293 +
294 +)))
295 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
296 +(((
297 +//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.
298 +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.
299 +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.
300 +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).
301 +)))
302 +|(% colspan="1" %)(% colspan="1" %)
303 +(((
304 +Global
305 +)))|(% colspan="1" %)(% colspan="1" %)
306 +(((
37 37  3.0 Beta 1
38 38  )))|(% colspan="1" %)(% colspan="1" %)
39 39  (((
40 -MissionBoard support dropped.
310 +**MissionBoard** support dropped
311 +)))|(% colspan="1" %)(% colspan="1" %)
312 +(((
313 +
41 41  )))
42 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
315 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
43 43  (((
44 -//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 behavior would occur. Therefore we cleaned things up in 3.0 Beta 1 including deprecating/removing any related UI/script function.//
317 +//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.//
45 45  )))
319 +|(((
320 +Job/God
321 +)))|(((
322 +3.0 Beta 1
323 +)))|(((
324 +By default, **job/god entries** now only spawn objects in space added by the extension in which they are defined
325 +)))|(% colspan="1" %)(% colspan="1" %)
326 +(((
327 +
328 +)))
329 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
330 +(((
331 +//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.//
332 +)))
46 46  |(% colspan="1" %)(% colspan="1" %)
47 47  (((
48 48  Scripts
... ... @@ -52,8 +52,11 @@
52 52  )))|(% colspan="1" %)(% colspan="1" %)
53 53  (((
54 54  Script action **<add_actor_to_room/> **attribute **'room'** renamed to **'object'**
342 +)))|(% colspan="1" %)(% colspan="1" %)
343 +(((
344 +
55 55  )))
56 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
346 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
57 57  (((
58 58  //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.//
59 59  )))
... ... @@ -66,8 +66,11 @@
66 66  )))|(% colspan="1" %)(% colspan="1" %)
67 67  (((
68 68  Script action **<set_doors_locked/>** attribute **'group'** changed
359 +)))|(% colspan="1" %)(% colspan="1" %)
360 +(((
361 +
69 69  )))
70 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
363 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
71 71  (((
72 72  //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.//
73 73  )))
... ... @@ -80,8 +80,11 @@
80 80  )))|(% colspan="1" %)(% colspan="1" %)
81 81  (((
82 82  Script conditions **<event_hack_*/>** and **<event_controlpanel_hack_*/>** removed
376 +)))|(% colspan="1" %)(% colspan="1" %)
377 +(((
378 +
83 83  )))
84 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
380 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
85 85  (((
86 86  //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.//
87 87  )))
... ... @@ -94,8 +94,11 @@
94 94  )))|(% colspan="1" %)(% colspan="1" %)
95 95  (((
96 96  Script actions **<set_hack_target/>** and **<abort_hack/>** removed
393 +)))|(% colspan="1" %)(% colspan="1" %)
394 +(((
395 +
97 97  )))
98 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
397 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
99 99  (((
100 100  //These actions had no effect and were removed.//
101 101  )))
... ... @@ -108,8 +108,11 @@
108 108  )))|(% colspan="1" %)(% colspan="1" %)
109 109  (((
110 110  **<setup_conversation_minigame/>** script action removed
410 +)))|(% colspan="1" %)(% colspan="1" %)
411 +(((
412 +
111 111  )))
112 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
414 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
113 113  (((
114 114  //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.//
115 115  )))
... ... @@ -122,8 +122,11 @@
122 122  )))|(% colspan="1" %)(% colspan="1" %)
123 123  (((
124 124  <add_player_choice_*> **confidence** attribute removed
427 +)))|(% colspan="1" %)(% colspan="1" %)
428 +(((
429 +
125 125  )))
126 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
431 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
127 127  (((
128 128  //The default confidence of player options is another leftover from the XR era and had no effect in X4.//
129 129  )))
... ... @@ -136,8 +136,11 @@
136 136  )))|(% colspan="1" %)(% colspan="1" %)
137 137  (((
138 138  **<hack_via_control_panel/>** script action removed
444 +)))|(% colspan="1" %)(% colspan="1" %)
445 +(((
446 +
139 139  )))
140 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
448 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
141 141  (((
142 142  //Unused script action <hack_via_control_panel/> was removed.//
143 143  )))
... ... @@ -150,8 +150,11 @@
150 150  )))|(% colspan="1" %)(% colspan="1" %)
151 151  (((
152 152  **Lua: **GetMiniGameCursorPosition() removed
461 +)))|(% colspan="1" %)(% colspan="1" %)
462 +(((
463 +
153 153  )))
154 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
465 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
155 155  (((
156 156  //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.//
157 157  )))
... ... @@ -161,13 +161,33 @@
161 161  3.0 Beta 1
162 162  )))|(((
163 163  **FFI: **GetLocalizedInteractiveNotificationKey can return icon placeholders
475 +)))|(% colspan="1" %)(% colspan="1" %)
476 +(((
477 +
164 164  )))
165 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
479 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
166 166  (((
167 167  //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.//
168 168  )))
169 169  |(% colspan="1" %)(% colspan="1" %)
170 170  (((
485 +UI extensions
486 +)))|(% colspan="1" %)(% colspan="1" %)
487 +(((
488 +3.0 Beta 1
489 +)))|(% colspan="1" %)(% colspan="1" %)
490 +(((
491 +**FFI: **UIWeaponMod returned by GetInstalledWeaponMod() now includes property SurfaceElementFactor
492 +)))|(% colspan="1" %)(% colspan="1" %)
493 +(((
494 +
495 +)))
496 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
497 +(((
498 +//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.//
499 +)))
500 +|(% colspan="1" %)(% colspan="1" %)
501 +(((
171 171  Scripts
172 172  )))|(% colspan="1" %)(% colspan="1" %)
173 173  (((
... ... @@ -175,8 +175,11 @@
175 175  )))|(% colspan="1" %)(% colspan="1" %)
176 176  (((
177 177  **$ware.illegal** updated
509 +)))|(% colspan="1" %)(% colspan="1" %)
510 +(((
511 +
178 178  )))
179 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
513 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
180 180  (((
181 181  //$ware.illegal used to return true if the specified ware has the 'illegal' tag which is no longer used.//
182 182  //It now returns true if $ware is illegal to any faction in the game.//
... ... @@ -190,8 +190,11 @@
190 190  )))|(% colspan="1" %)(% colspan="1" %)
191 191  (((
192 192  MD script **RML_Flight_Along_Path** removed
527 +)))|(% colspan="1" %)(% colspan="1" %)
528 +(((
529 +
193 193  )))
194 -|(% 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" %)
195 195  (((
196 196  //The MD script RML_Flight_Along_Path was not referened and was removed.//
197 197  )))
... ... @@ -204,14 +204,47 @@
204 204  )))|(% colspan="1" %)(% colspan="1" %)
205 205  (((
206 206  parameters of **<event_venture_mission_completed/>** changed
544 +)))|(% colspan="1" %)(% colspan="1" %)
545 +(((
546 +
207 207  )))
208 -|(% 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" %)
209 209  (((
210 210  //old params: param = venture details, param2 = ships involved, param3 = duration//
211 211  //new params: param = venture detail list: [mission name, mission type], param2 = list of ships involved, param3 = duration//
212 212  )))
213 -|(% colspan="3" %)(% colspan="3" %)
553 +|(((
554 +Scripts
555 +)))|(((
556 +3.0 Beta 1
557 +)))|(((
558 +**<set_object_wing_name/>** removed,
559 +**<set_object_fleet_name/>** added
560 +)))|(% colspan="1" %)(% colspan="1" %)
214 214  (((
562 +
563 +)))
564 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
565 +(((
566 +//The common action <set_object_wing_name/> has been replaced with <set_object_fleet_name/>//
567 +)))
568 +|(((
569 +Scripts
570 +)))|(((
571 +3.0 Beta 1
572 +)))|(((
573 +**$controllable.wing.*** removed,
574 +**$controllable.fleet.*** added
575 +)))|(% colspan="1" %)(% colspan="1" %)
576 +(((
577 +
578 +)))
579 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
580 +(((
581 +$controllable.wing.name, $controllable.wing.iscommander, and $controllable.wing.commander have been replaced with $controllable.fleet.name, $controllable.fleet.iscommander, and $controllable.fleet.commander
582 +)))
583 +|(% colspan="4" %)(% colspan="4" %)
584 +(((
215 215  == 2.60 ==
216 216  )))
217 217  |(((
... ... @@ -220,8 +220,11 @@
220 220  2.60 Beta 1
221 221  )))|(((
222 222  '**checkoperational**' filter behaviour changed
593 +)))|(% colspan="1" %)(% colspan="1" %)
594 +(((
595 +
223 223  )))
224 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
597 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
225 225  (((
226 226  //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.//
227 227  
... ... @@ -233,12 +233,15 @@
233 233  2.60 Beta 1
234 234  )))|(((
235 235  $container.**supplyresources** behavior changed
609 +)))|(% colspan="1" %)(% colspan="1" %)
610 +(((
611 +
236 236  )))
237 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
613 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
238 238  (((
239 239  //The script keyword $container.supplyresources now includes reserved wares.//
240 240  )))
241 -|(% colspan="3" %)(% colspan="3" %)
617 +|(% colspan="4" %)(% colspan="4" %)
242 242  (((
243 243  == 2.20 ==
244 244  )))
... ... @@ -251,8 +251,11 @@
251 251  )))|(% colspan="1" %)(% colspan="1" %)
252 252  (((
253 253  **Lua: GetControllerInfo()** returned mouseSteering/mouseCursor values are undefined.
630 +)))|(% colspan="1" %)(% colspan="1" %)
631 +(((
632 +
254 254  )))
255 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
634 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
256 256  (((
257 257  //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.
258 258  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.//
... ... @@ -269,12 +269,15 @@
269 269  )))|(% colspan="1" %)(% colspan="1" %)
270 270  (((
271 271  Attribute for build related conditions e.g. **<event_build_finished/>** renamed from 'buildmodule' to 'buildprocessor'
651 +)))|(% colspan="1" %)(% colspan="1" %)
652 +(((
653 +
272 272  )))
273 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
655 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
274 274  (((
275 275  //The underlying behaviour remains the same in that it involves the buildprocessor, not the buildmodule. The attribute name has simply been corrected.//
276 276  )))
277 -|(% colspan="3" %)(% colspan="3" %)
659 +|(% colspan="4" %)(% colspan="4" %)
278 278  (((
279 279  == 2.00 ==
280 280  )))
... ... @@ -287,8 +287,11 @@
287 287  )))|(% colspan="1" %)(% colspan="1" %)
288 288  (((
289 289  **<event_build_finished/> **param2 now returns null instead of a construction sequence
672 +)))|(% colspan="1" %)(% colspan="1" %)
673 +(((
674 +
290 290  )))
291 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
676 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
292 292  (((
293 293  //The construction sequence which was finished should now be accessed via the buildtask provided via param3.//
294 294  )))
... ... @@ -301,8 +301,11 @@
301 301  )))|(% colspan="1" %)(% colspan="1" %)
302 302  (((
303 303  **param.boarding.{...}** strength parameters removed
689 +)))|(% colspan="1" %)(% colspan="1" %)
690 +(((
691 +
304 304  )))
305 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
693 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
306 306  (((
307 307  //The 'recruitstrength', 'veteranstrength' and 'elitestrength' script parameters were no longer required for balancing the boarding gameplay, and were removed.//
308 308  )))
... ... @@ -315,8 +315,11 @@
315 315  )))|(% colspan="1" %)(% colspan="1" %)
316 316  (((
317 317  **$defensible.boardee/$defensible.boarder** and **<set_object_boarder/>/<remove_object_boarder/>** removed
706 +)))|(% colspan="1" %)(% colspan="1" %)
707 +(((
708 +
318 318  )))
319 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
710 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
320 320  (((
321 321  //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.//
322 322  )))
... ... @@ -326,8 +326,11 @@
326 326  2.00 Beta 1
327 327  )))|(((
328 328  **FFI: GetUpgradeSlotCurrentComponent()/GetUpgradeSlotGroup()** works on non-operationals
720 +)))|(% colspan="1" %)(% colspan="1" %)
721 +(((
722 +
329 329  )))
330 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
724 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
331 331  (((
332 332  //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.//
333 333  )))
... ... @@ -337,8 +337,11 @@
337 337  2.00 Beta 1
338 338  )))|(((
339 339  **FFI: SetFormationShape()** no longer indicates an error upon certain error cases
734 +)))|(% colspan="1" %)(% colspan="1" %)
735 +(((
736 +
340 340  )))
341 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
738 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
342 342  (((
343 343  //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.//
344 344  //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.//
... ... @@ -349,8 +349,11 @@
349 349  2.00 Beta 1
350 350  )))|(((
351 351  **<create_formation/>** now requires the attributes: 'leader' and 'follower'. Attribute 'object' is now deprecated.
749 +)))|(% colspan="1" %)(% colspan="1" %)
750 +(((
751 +
352 352  )))
353 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
753 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
354 354  (((
355 355  //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.//
356 356  )))
... ... @@ -360,8 +360,11 @@
360 360  2.00 Beta 1
361 361  )))|(((
362 362  **<event_player_changed_target/>** now fires and returns null if the player deselects a target.
763 +)))|(% colspan="1" %)(% colspan="1" %)
764 +(((
765 +
363 363  )))
364 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
767 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
365 365  (((
366 366  //For prior behavior, check for event.param being non-null.//
367 367  )))
... ... @@ -371,8 +371,11 @@
371 371  2.00 Beta 1
372 372  )))|(((
373 373  **<shoot/>/<shoot_at/>** attribute changes.
777 +)))|(% colspan="1" %)(% colspan="1" %)
778 +(((
779 +
374 374  )))
375 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
781 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
376 376  (((
377 377  //Changed: Attribute "primary" is now optional and defines whether weapons from the ship's active primary weapon group will be fired. Defaults to true.//
378 378  //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.//
... ... @@ -386,8 +386,11 @@
386 386  2.00 Beta 1
387 387  )))|(((
388 388  **FFI: GetBuildTask()/GetNumBuildTasks()** got a new "buildmoduleid" parameter.(% class="confluenceTd" %)
795 +)))|(% colspan="1" %)(% colspan="1" %)
796 +(((
797 +
389 389  )))
390 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
799 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
391 391  (((
392 392  //Added possibility to query build tasks of a certain buildmodule.//
393 393  )))
... ... @@ -397,8 +397,11 @@
397 397  2.00 Beta 1
398 398  )))|(((
399 399  **Lua:** **GetLibraryEntry()** retrieved a new "buildresources" field.
809 +)))|(% colspan="1" %)(% colspan="1" %)
810 +(((
811 +
400 400  )))
401 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
813 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
402 402  (((
403 403  //Added list of resources a buildmodule needs to build.//
404 404  )))
... ... @@ -408,8 +408,11 @@
408 408  2.00 Beta 1
409 409  )))|(((
410 410  (% 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);" %)
823 +)))|(% colspan="1" %)(% colspan="1" %)
824 +(((
825 +
411 411  )))
412 -|(% 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" %)
413 413  (((
414 414  //Unused, derelict function from XR - use GetComponentData(..., "hullpercent") instead.//
415 415  )))
... ... @@ -419,12 +419,15 @@
419 419  2.00 Beta 1
420 420  )))|(((
421 421  **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" %)
837 +)))|(% colspan="1" %)(% colspan="1" %)
838 +(((
839 +
422 422  )))
423 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
841 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
424 424  (((
425 425  //Changed return value type to const char* to better identify failure reasons in Lua script.//
426 426  )))
427 -|(% colspan="3" %)(% colspan="3" %)
845 +|(% colspan="4" %)(% colspan="4" %)
428 428  (((
429 429  == 1.50 ==
430 430  )))
... ... @@ -434,8 +434,11 @@
434 434  1.50 Beta 3
435 435  )))|(((
436 436  **Lua: GetComponentData() **changed behavior of "docksizes" propertly.(% class="confluenceTd" %)
855 +)))|(% colspan="1" %)(% colspan="1" %)
856 +(((
857 +
437 437  )))
438 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
859 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
439 439  (((
440 440  //The "docksizes" property no longer includes internal ship storage docks.//
441 441  )))
... ... @@ -445,8 +445,11 @@
445 445  1.50 Beta 2
446 446  )))|(((
447 447  **Meaning of "Shipyard"** was corrected throughout Lua/MD/AI scripts, so that Wharfs are not Shipyards (unlike in XR).
869 +)))|(% colspan="1" %)(% colspan="1" %)
870 +(((
871 +
448 448  )))
449 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
873 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
450 450  (((
451 451  //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".//
452 452  
... ... @@ -460,8 +460,11 @@
460 460  1.50 Beta 2
461 461  )))|(((
462 462  **FFI: UpgradeGroupInfo **datatype was changed.(% class="confluenceTd" %)
887 +)))|(% colspan="1" %)(% colspan="1" %)
888 +(((
889 +
463 463  )))
464 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
891 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
465 465  (((
466 466  //Added new "operational" field to retrieve information about number of operational upgrades in a group.//
467 467  )))
... ... @@ -474,8 +474,11 @@
474 474  )))|(% colspan="1" %)(% colspan="1" %)
475 475  (((
476 476  **FFI: SetGuidance()** removed useinfopoint argument.
904 +)))|(% colspan="1" %)(% colspan="1" %)
905 +(((
906 +
477 477  )))
478 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
908 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
479 479  (((
480 480  //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.
481 481  //
... ... @@ -488,12 +488,15 @@
488 488  1.50 Beta 1
489 489  )))|(((
490 490  **FFI: CancelConstruction() **changed its return value.(% class="confluenceTd" %)
921 +)))|(% colspan="1" %)(% colspan="1" %)
922 +(((
923 +
491 491  )))
492 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
925 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
493 493  (((
494 494  (% style="color: rgb(0,0,0);" %)//CancelConstruction() now returns if the cancellation was successful. //
495 495  )))
496 -|(% colspan="3" %)(% colspan="3" %)
929 +|(% colspan="4" %)(% colspan="4" %)
497 497  (((
498 498  == 1.32 ==
499 499  )))
... ... @@ -503,12 +503,15 @@
503 503  1.32
504 504  )))|(((
505 505  **Lua: GetComponentData() **removed the "nextdestname" property.
939 +)))|(% colspan="1" %)(% colspan="1" %)
940 +(((
941 +
506 506  )))
507 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
943 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
508 508  (((
509 509  //Instead of "nextdestname", use the properties "destination" or "destinationsector" to retrieve a destination component, then retrieve its "name" property.//
510 510  )))
511 -|(% colspan="3" %)(% colspan="3" %)
947 +|(% colspan="4" %)(% colspan="4" %)
512 512  (((
513 513  == 1.20 ==
514 514  )))
... ... @@ -518,8 +518,11 @@
518 518  1.20
519 519  )))|(((
520 520  **FFI: GetAAOption()** got a new "useconfig" parameter.(% class="confluenceTd" %)
957 +)))|(% colspan="1" %)(% colspan="1" %)
958 +(((
959 +
521 521  )))
522 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
961 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
523 523  (((
524 524  //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.//
525 525  )))
Confluence.Code.ConfluencePageClass[0]
id
... ... @@ -1,1 +1,1 @@
1 -87916742
1 +100860793
url
... ... @@ -1,1 +1,1 @@
1 -https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/87916742/Breaking Changes
1 +https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/100860793/Breaking Changes