Changes for page Breaking Changes

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

From version 42.1
edited by nick
on 2019/11/05 12:12
Change comment: There is no comment for this version
To version 100.1
edited by owen
on 2023/01/19 19:21
Change comment: There is no comment for this version

Summary

Details

Page properties
Author
... ... @@ -1,1 +1,1 @@
1 -xwiki:XWiki.nick
1 +xwiki:XWiki.owen
Content
... ... @@ -18,6 +18,7 @@
18 18  
19 19  = Breaking Changes =
20 20  
21 +(% class="wrapped" %)
21 21  |=(((
22 22  Type
23 23  )))|=(((
... ... @@ -27,22 +27,501 @@
27 27  )))
28 28  |(% colspan="3" %)(% colspan="3" %)
29 29  (((
31 +== 6.00 ==
32 +)))
33 +|(% colspan="1" %)(% colspan="1" %)
34 +(((
35 +Scripts
36 +)))|(% colspan="1" %)(% colspan="1" %)
37 +(((
38 +6.00 Beta 1
39 +)))|(% colspan="1" %)(% colspan="1" %)
40 +(((
41 +Behaviour change for **<match_dock>** script component filter
42 +)))
43 +|(% class="highlight-grey" title="Background colour : " colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" title="Background colour : " colspan="3" data-highlight-colour="grey" %)
44 +(((
45 +//<match_dock> nodes can now be used on container and walkablemodule classes without wrapping them in <match_content> nodes.
46 +This has introduced a new potential pitfall: If finding or counting contained components be wary that there may be multiple positive results, even if there is only one dockingbay. e.g. matching contents for a station will include the dockingbay but also its containing walkable module as that also contains the dockingbay. To only account for docking bays, also filter by dockingbay class.//
47 +)))
48 +|(% colspan="1" %)(% colspan="1" %)
49 +(((
50 +Scripts
51 +)))|(% colspan="1" %)(% colspan="1" %)
52 +(((
53 +6.00 Beta 1
54 +)))|(% colspan="1" %)(% colspan="1" %)
55 +(((
56 +Changed result attribute location for **<get_attackstrength>**
57 +)))
58 +|(% class="highlight-grey" title="Background colour : " colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" title="Background colour : " colspan="3" data-highlight-colour="grey" %)
59 +(((
60 +//The 'result' attribute of get_attackstrength has been moved into the new <result> subnode and renamed to 'total'.//
61 +)))
62 +|(((
63 +Assets
64 +)))|(((
65 +6.00 Beta 1
66 +)))|(((
67 +Surface element **connections** are incompatible by default unless tagged as "**standard**", and also "**combat**" for non-missile, non-mining weapons
68 +)))
69 +|(% class="highlight-#f4f5f7" title="Background color : Light grey 100%" colspan="3" data-highlight-colour="#f4f5f7" %)(% class="highlight-#f4f5f7" title="Background color : Light grey 100%" colspan="3" data-highlight-colour="#f4f5f7" %)
70 +(((
71 +//Connection tags used to specify compatibilities in component templates between a ship or station module and engines or shields now additionally require the use of the "standard" tag matching weapon or turret logic. For weapons that are neither Missile Launcher nor Mining Laser, the tag "combat" is also required.
72 +Exception: special equipment that is deliberately not compatible with the majority of slots may use another tag instead of "standard", e.g. "highpower" for certain Terran weapons.//
73 +)))
74 +|(% colspan="1" %)(% colspan="1" %)
75 +(((
76 +Scripts
77 +)))|(% colspan="1" %)(% colspan="1" %)
78 +(((
79 +6.00 Beta 1
80 +)))|(% colspan="1" %)(% colspan="1" %)
81 +(((
82 +Changed behaviour of attribute **sortbygatedistanceto** when finding objects, discarding unreachable objects
83 +)))
84 +|(% class="highlight-#f4f5f7" title="Background color : Light grey 100%" colspan="3" data-highlight-colour="#f4f5f7" %)(% class="highlight-#f4f5f7" title="Background color : Light grey 100%" colspan="3" data-highlight-colour="#f4f5f7" %)
85 +(((
86 +//When finding components with attribute "sortbygatedistanceto", e.g. in <find_object>, any objects with a negative gatedistance (i.e. unreachable objects) are automatically excluded from the result.//
87 +)))
88 +|(((
89 +Scripts
90 +)))|(((
91 +6.00 Beta 1
92 +)))|(((
93 +**<event_player_owned_killed_object>** and **<event_player_owned_destroyed>** are now triggered before the corresponding **<event_object_destroyed>**, instead of afterwards.
94 +)))
95 +|(% class="highlight-#f4f5f7" title="Background color : Light grey 100%" colspan="3" data-highlight-colour="#f4f5f7" %)(% class="highlight-#f4f5f7" title="Background color : Light grey 100%" colspan="3" data-highlight-colour="#f4f5f7" %)
96 +(((
97 +//The order of events was adjusted, allowing handlers of <event_player_owned_killed_object> and <event_player_owned_destroyed> to access commander/subordinate relationship of the destroyed object.//
98 +)))
99 +|(((
100 +Cutscenes
101 +)))|(((
102 +6.00 Beta 1
103 +)))|(((
104 +Changed behaviour of **<angles>** in cutscenes
105 +)))
106 +|(% colspan="3" %)(% colspan="3" %)
107 +(((
108 +The yaw and pitch nodes in <angles> are now correctly interpreted as values in degrees.
109 +)))
110 +|(% colspan="3" %)(% colspan="3" %)
111 +(((
112 +== 5.00 ==
113 +)))
114 +|(((
115 +Parameters
116 +)))|(((
117 +5.00 Beta 1
118 +)))|(((
119 +**<controlpanel><entry>: minduration** removed, **maxduration** renamed to duration
120 +)))
121 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
122 +(((
123 +//'minduration' was unused in X4, maxduration was and still is taken as the actual duration of control panel hacks. No functionality change.//
124 +)))
125 +|(% colspan="3" %)(% colspan="3" %)
126 +(((
127 +== 4.10 ==
128 +)))
129 +|(% colspan="1" %)(% colspan="1" %)
130 +(((
131 +UI extensions
132 +)))|(% colspan="1" %)(% colspan="1" %)
133 +(((
134 +4.10 Beta 7
135 +)))|(% colspan="1" %)(% colspan="1" %)
136 +(((
137 +**FFI**: (% style="color: rgb(0,0,0);" %)SetMapRenderCargoContents(%%)(), (% style="color: rgb(0,0,0);" %)SetMapRenderWorkForceInfo(), (% style="color: rgb(0, 0, 0); color: rgb(0, 0, 0)" %)SetMapRenderCrewInfo() and (% style="color: rgb(0, 0, 0); color: rgb(0, 0, 0); color: rgb(0, 0, 0)" %)SetMapRenderDockedShipInfos()(%%) deprecated
138 +)))
139 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
140 +(((
141 +//The functionality represented by (% style="color: rgb(0,0,0);" %)SetMapRenderCargoContents(%%)(), (% style="color: rgb(0,0,0);" %)SetMapRenderWorkForceInfo(), SetMapRenderCrewInfo() and SetMapRenderDockedShipInfos()(%%) has been removed and the function was therefore stubbed.//
142 +)))
143 +|(% colspan="1" %)(% colspan="1" %)
144 +(((
145 +UI extensions
146 +)))|(% colspan="1" %)(% colspan="1" %)
147 +(((
148 +4.10 Beta 6
149 +)))|(% colspan="1" %)(% colspan="1" %)
150 +(((
151 +**FFI**: CustomGameStartPlayerProperty2 changed
152 +)))
153 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
154 +(((
155 +//This struct was added in 4.10 Beta 2 and an additional member count was added in Beta 6.//
156 +)))
157 +|(% colspan="1" %)(% colspan="1" %)
158 +(((
159 +Parameters
160 +)))|(% colspan="1" %)(% colspan="1" %)
161 +(((
162 +4.10 Beta 3
163 +)))|(% colspan="1" %)(% colspan="1" %)
164 +(((
165 +Renamed **<stationinfobox>** to **<infobox>**
166 +)))
167 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
168 +(((
169 +//Info box parameters are now shared across stations and ships. The node has a more generic name to reflect that.//
170 +)))
171 +|(% colspan="1" %)(% colspan="1" %)
172 +(((
173 +UI extensions
174 +)))|(% colspan="1" %)(% colspan="1" %)
175 +(((
176 +4.10 Beta 2
177 +)))|(% colspan="1" %)(% colspan="1" %)
178 +(((
179 +**FFI**: SetMacroMapPlayerSectorOffset() deprecated
180 +)))
181 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
182 +(((
183 +//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.//
184 +)))
185 +|(((
186 +UI extensions
187 +)))|(((
188 +4.10 Beta 2
189 +)))|(((
190 +**FFI**: (% style="color: rgb(0,0,0);" %)FilterComponentForMapMode(%%)() and (% style="color: rgb(0,0,0);" %)SetMapObjectFilter() changed
191 +)))
192 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
193 +(((
194 +//These functions were added in 4.10 Beta 1 and an additional boolean parameter allowentitydeliverymissionobject was added in Beta 2.//
195 +)))
196 +|(((
197 +Scripts
198 +)))|(((
199 +4.10 Beta 1
200 +)))|(((
201 +People related attributes of mission** <delivery> **node moved
202 +)))
203 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
204 +(((
205 +//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.//
206 +)))
207 +|(% colspan="1" %)(% colspan="1" %)
208 +(((
209 +Scripts
210 +)))|(% colspan="1" %)(% colspan="1" %)
211 +(((
212 +4.10 Beta 1
213 +)))|(% colspan="1" %)(% colspan="1" %)
214 +(((
215 +**$destructible.productions** replaced with $defensible.productions
216 +)))
217 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
218 +(((
219 +//The $destructible.productions script property was removed and reimplemented as $defensible.productions meaning some old uses may no longer work unless the destructible is also a defensible. The old implementation functioned by finding the containing object of the destructible (including itself) to query for the production modules.//
220 +)))
221 +|(((
222 +Scripts
223 +)))|(((
224 +4.10 Beta 1
225 +)))|(((
226 +Removed script property **$object.spawnsourceseed**
227 +)))
228 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
229 +(((
230 +//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.//
231 +)))
232 +|(% colspan="3" %)(% colspan="3" %)
233 +(((
234 +== 4.00 ==
235 +)))
236 +|(% colspan="1" %)(% colspan="1" %)
237 +(((
238 +UI core
239 +)))|(% colspan="1" %)(% colspan="1" %)
240 +(((
241 +4.00 Beta 10
242 +)))|(% colspan="1" %)(% colspan="1" %)
243 +(((
244 +Controlled ship can change without a **gameplanchange-event** occurring.
245 +)))
246 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
247 +(((
248 +//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).
249 +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.
250 +//
251 +)))
252 +|(((
253 +Scripts
254 +)))|(((
255 +4.00 Beta 7
256 +)))|(((
257 +Parameters of **<event_terraforming_project_succeeded>** and **<event_terraforming_project_failed>** changed
258 +)))
259 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
260 +(((
261 +//Old params: param = project ID, param2 = were there positive side-effects?, param3 = were there negative side-effects?
262 +New params: param = project ID, param2 = [were there positive side-effects?, were there negative side-effects?], param3 = payout in Credits
263 +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//
264 +)))
265 +|(% colspan="1" %)(% colspan="1" %)
266 +(((
267 +UI core
268 +)))|(% colspan="1" %)(% colspan="1" %)
269 +(((
270 +4.00 Beta 6
271 +)))|(% colspan="1" %)(% colspan="1" %)
272 +(((
273 +**FFI:** GetFactionRelationStatus() handling for faction relation range [-20,-10] changed
274 +)))
275 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
276 +(((
277 +//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.
278 +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).//
279 +
280 +//If you rely on a handling where these factions are treated like enemies, please use the new GetFactionRelationStatus2() function instead.
281 +//
282 +)))
283 +|(% colspan="1" %)(% colspan="1" %)
284 +(((
285 +UI core
286 +)))|(% colspan="1" %)(% colspan="1" %)
287 +(((
288 +4.00 Beta 5
289 +)))|(% colspan="1" %)(% colspan="1" %)
290 +(((
291 +**FFI:** GetRelationStatus()/GetRelationStatus2() handling for objects in relation range [-25,-10] changed
292 +)))
293 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
294 +(((
295 +//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.//
296 +
297 +//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).
298 +)))
299 +|(((
300 +Parameters
301 +)))|(((
302 +4.00 Beta 1
303 +)))|(((
304 +**requiresconstructionvessel** parameter moved
305 +)))
306 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
307 +(((
308 +//The 'requiresconstructionvessel' attribute has been moved from the 'recycling' node itself, to the new 'station' subnode.//
309 +)))
310 +|(((
311 +Scripts
312 +)))|(((
313 +4.00 Beta 1
314 +)))|(((
315 +Changed behaviour of **gatedistance** script property
316 +)))
317 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
318 +(((
319 +//The 'gatedistance' script property now minimizes the number of gate jumps instead of counting the number gate jumps in the fastest route.//
320 +)))
321 +|(% colspan="3" %)(% colspan="3" %)
322 +(((
323 +== 3.30 ==
324 +)))
325 +|(((
326 +UI extensions
327 +)))|(((
328 +3.30 Beta 3
329 +)))|(((
330 +**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()**
331 +)))
332 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
333 +(((
334 +//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()//
335 +)))
336 +|(% colspan="3" %)(% colspan="3" %)
337 +(((
338 +== 3.20 ==
339 +)))
340 +|(((
341 +Scripts
342 +)))|(((
343 +3.20 Beta 1
344 +)))|(((
345 +Parameters of **<event_player_attacked_object/>** and **<event_object_attacked_object/>** changed
346 +)))
347 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
348 +(((
349 +//Old params: param = attacked object, param2 = attack method, param3 = attacked component//
350 +//New params: param = attacked object, param2 = attack method, param3 = attack component detail list: [attacked component, attacking weapon]
351 +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//
352 +)))
353 +|(% colspan="1" %)(% colspan="1" %)
354 +(((
355 +Scripts
356 +)))|(% colspan="1" %)(% colspan="1" %)
357 +(((
358 +3.20 Beta 1
359 +)))|(% colspan="1" %)(% colspan="1" %)
360 +(((
361 +Removed script property $trade.**restriction.faction**
362 +)))
363 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
364 +(((
365 +//$trade.restriction.faction has been replaced with $trade.restriction.factions, which returns a list of factions.//
366 +)))
367 +|(((
368 +UI extensions
369 +)))|(((
370 +3.20 Beta 1
371 +)))|(((
372 +**Lua**: **GetTradeRestrictions()**, **ToggleFactionTradeRestriction()** and **ToggleFactionTradeWareOverride()** are now obsolete!
373 +)))
374 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
375 +(((
376 +//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.//
377 +)))
378 +|(% colspan="3" %)(% colspan="3" %)
379 +(((
380 +== 3.10 ==
381 +)))
382 +|(% colspan="1" %)(% colspan="1" %)
383 +(((
384 +Scripts
385 +)))|(% colspan="1" %)(% colspan="1" %)
386 +(((
387 +3.10 Beta 1
388 +)))|(% colspan="1" %)(% colspan="1" %)
389 +(((
390 +Removed script action **<add_build/>**
391 +)))
392 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
393 +(((
394 +//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.//
395 +)))
396 +|(% colspan="3" %)(% colspan="3" %)
397 +(((
30 30  == 3.00 ==
31 31  )))
32 32  |(% colspan="1" %)(% colspan="1" %)
33 33  (((
402 +Scripts
403 +)))|(% colspan="1" %)(% colspan="1" %)
404 +(((
405 +3.0 Beta 6
406 +)))|(% colspan="1" %)(% colspan="1" %)
407 +(((
408 +Changed behaviour of script action **<get_suitable_job/>**
409 +)))
410 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
411 +(((
412 +//<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.//
413 +)))
414 +|(% colspan="1" %)(% colspan="1" %)
415 +(((
416 +Scripts
417 +)))|(% colspan="1" %)(% colspan="1" %)
418 +(((
419 +3.0 Beta 6
420 +)))|(% colspan="1" %)(% colspan="1" %)
421 +(((
422 +Changed behaviour of script action **<get_ware_definition/>**
423 +)))
424 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
425 +(((
426 +//<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.//
427 +)))
428 +|(% colspan="1" %)(% colspan="1" %)
429 +(((
34 34  Global
35 35  )))|(% colspan="1" %)(% colspan="1" %)
36 36  (((
433 +3.0 Beta 5
434 +)))|(% colspan="1" %)(% colspan="1" %)
435 +(((
436 +Renamed all files in the **md**, ui, and **cutscenes** folders to lower-case
437 +)))
438 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
439 +(((
440 +//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.)\\
441 +
442 +//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).//
443 +)))
444 +|(% colspan="1" %)(% colspan="1" %)
445 +(((
446 +Scripts
447 +)))|(% colspan="1" %)(% colspan="1" %)
448 +(((
449 +3.0 Beta 5
450 +)))|(% colspan="1" %)(% colspan="1" %)
451 +(((
452 +Adjustments of some MD library cues in the base game to change their usage from **<include_actions>** to <run_actions>
453 +)))
454 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
455 +(((
456 +//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.//
457 +)))
458 +|(% colspan="1" %)(% colspan="1" %)
459 +(((
460 +Scripts
461 +)))|(% colspan="1" %)(% colspan="1" %)
462 +(((
463 +3.0 Beta 5
464 +)))|(% colspan="1" %)(% colspan="1" %)
465 +(((
466 +Changes to $dockingbay.**todockpos** and $dockingbay.**launchpos**
467 +)))
468 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
469 +(((
470 +//Before the change, positions are relative to $dockingbay.parent.
471 +After the change, positions are relative to $dockingbay as specified in the documentation.//
472 +)))
473 +|(% colspan="1" %)(% colspan="1" %)
474 +(((
475 +Global
476 +)))|(% colspan="1" %)(% colspan="1" %)
477 +(((
478 +3.0 Beta 2
479 +)))|(% colspan="1" %)(% colspan="1" %)
480 +(((
481 +Support for entity flag "**skillsvisible**" dropped
482 +)))
483 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
484 +(((
485 +//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().//
486 +)))
487 +|(((
488 +Scripts
489 +)))|(((
490 +3.0 Beta 2
491 +)))|(((
492 +Changes to **<event_object_changed_owner>** and added **<event_object_changed_true_owner>**.
493 +)))
494 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
495 +(((
496 +//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.
497 +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.
498 +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.
499 +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).
500 +)))
501 +|(% colspan="1" %)(% colspan="1" %)
502 +(((
503 +Global
504 +)))|(% colspan="1" %)(% colspan="1" %)
505 +(((
37 37  3.0 Beta 1
38 38  )))|(% colspan="1" %)(% colspan="1" %)
39 39  (((
40 -MissionBoard support dropped.
509 +**MissionBoard** support dropped
41 41  )))
42 42  |(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
43 43  (((
44 -//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.//
513 +//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  )))
515 +|(((
516 +Job/God
517 +)))|(((
518 +3.0 Beta 1
519 +)))|(((
520 +By default, **job/god entries** now only spawn objects in space added by the extension in which they are defined
521 +)))
522 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
523 +(((
524 +//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.//
525 +)))
46 46  |(% colspan="1" %)(% colspan="1" %)
47 47  (((
48 48  Scripts
... ... @@ -168,6 +168,20 @@
168 168  )))
169 169  |(% colspan="1" %)(% colspan="1" %)
170 170  (((
651 +UI extensions
652 +)))|(% colspan="1" %)(% colspan="1" %)
653 +(((
654 +3.0 Beta 1
655 +)))|(% colspan="1" %)(% colspan="1" %)
656 +(((
657 +**FFI: **UIWeaponMod returned by GetInstalledWeaponMod() now includes property SurfaceElementFactor
658 +)))
659 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
660 +(((
661 +//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.//
662 +)))
663 +|(% colspan="1" %)(% colspan="1" %)
664 +(((
171 171  Scripts
172 172  )))|(% colspan="1" %)(% colspan="1" %)
173 173  (((
... ... @@ -409,7 +409,7 @@
409 409  )))|(((
410 410  2.00 Beta 1
411 411  )))|(((
412 -**FFI: GetBuildTask()/GetNumBuildTasks()** got a new "buildmoduleid" parameter.(% class="confluenceTd" %)
906 +**FFI: GetBuildTask()/GetNumBuildTasks()** got a new "buildmoduleid" parameter.
413 413  )))
414 414  |(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
415 415  (((
... ... @@ -442,7 +442,7 @@
442 442  )))|(((
443 443  2.00 Beta 1
444 444  )))|(((
445 -**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" %)
939 +**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.
446 446  )))
447 447  |(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
448 448  (((
... ... @@ -457,7 +457,7 @@
457 457  )))|(((
458 458  1.50 Beta 3
459 459  )))|(((
460 -**Lua: GetComponentData() **changed behavior of "docksizes" propertly.(% class="confluenceTd" %)
954 +**Lua: GetComponentData() **changed behavior of "docksizes" property.
461 461  )))
462 462  |(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
463 463  (((
... ... @@ -483,7 +483,7 @@
483 483  )))|(((
484 484  1.50 Beta 2
485 485  )))|(((
486 -**FFI: UpgradeGroupInfo **datatype was changed.(% class="confluenceTd" %)
980 +**FFI: UpgradeGroupInfo **datatype was changed.
487 487  )))
488 488  |(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
489 489  (((
... ... @@ -511,7 +511,7 @@
511 511  )))|(((
512 512  1.50 Beta 1
513 513  )))|(((
514 -**FFI: CancelConstruction() **changed its return value.(% class="confluenceTd" %)
1008 +**FFI: CancelConstruction() **changed its return value.
515 515  )))
516 516  |(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
517 517  (((
... ... @@ -541,7 +541,7 @@
541 541  )))|(((
542 542  1.20
543 543  )))|(((
544 -**FFI: GetAAOption()** got a new "useconfig" parameter.(% class="confluenceTd" %)
1038 +**FFI: GetAAOption()** got a new "useconfig" parameter.
545 545  )))
546 546  |(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
547 547  (((
Confluence.Code.ConfluencePageClass[0]
id
... ... @@ -1,1 +1,1 @@
1 -87917725
1 +135862105
url
... ... @@ -1,1 +1,1 @@
1 -https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/87917725/Breaking Changes
1 +https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/135862105/Breaking Changes