Changes for page Breaking Changes
Last modified by Michael Baumgardt on 2026/04/17 12:03
Summary
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Page properties (2 modified, 0 added, 0 removed)
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Objects (1 modified, 0 added, 0 removed)
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... ... @@ -34,15 +34,54 @@ 34 34 Global 35 35 )))|(% colspan="1" %)(% colspan="1" %) 36 36 ((( 37 +3.0 Beta 2 38 +)))|(% colspan="1" %)(% colspan="1" %) 39 +((( 40 +Support for entity flag "**skillsvisible**" dropped 41 +))) 42 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 43 +((( 44 +//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().// 45 +))) 46 +|((( 47 +Scripts 48 +)))|((( 49 +3.0 Beta 2 50 +)))|((( 51 +Changes to **<event_object_changed_owner>** and added **<event_object_changed_true_owner>**. 52 +))) 53 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 54 +((( 55 +//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. 56 +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. 57 +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. 58 +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). 59 +))) 60 +|(% colspan="1" %)(% colspan="1" %) 61 +((( 62 +Global 63 +)))|(% colspan="1" %)(% colspan="1" %) 64 +((( 37 37 3.0 Beta 1 38 38 )))|(% colspan="1" %)(% colspan="1" %) 39 39 ((( 40 -MissionBoard support dropped .68 +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.// 72 +//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 ))) 74 +|((( 75 +Job/God 76 +)))|((( 77 +3.0 Beta 1 78 +)))|((( 79 +By default, job/god entries now only spawn objects in space added by the extension in which they are defined 80 +))) 81 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 82 +((( 83 +//To better support extensions which extend the 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.// 84 +))) 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 ((( 210 +UI extensions 211 +)))|(% colspan="1" %)(% colspan="1" %) 212 +((( 213 +3.0 Beta 1 214 +)))|(% colspan="1" %)(% colspan="1" %) 215 +((( 216 +**FFI: **UIWeaponMod returned by GetInstalledWeaponMod() now includes property SurfaceElementFactor 217 +))) 218 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 219 +((( 220 +//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.// 221 +))) 222 +|(% colspan="1" %)(% colspan="1" %) 223 +((( 171 171 Scripts 172 172 )))|(% colspan="1" %)(% colspan="1" %) 173 173 (((
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... ... @@ -1,1 +1,1 @@ 1 -https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/8 7917725/Breaking Changes1 +https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/89132386/Breaking Changes