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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... ... @@ -1,1 +1,1 @@ 1 -xwiki:XWiki.n ick1 +xwiki:XWiki.stefan - Content
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... ... @@ -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 ))) ... ... @@ -204,8 +204,11 @@ 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// ... ... @@ -217,8 +217,11 @@ 217 217 )))|((( 218 218 **<set_object_wing_name/>** removed, 219 219 **<set_object_fleet_name/>** added 560 +)))|(% colspan="1" %)(% colspan="1" %) 561 +((( 562 + 220 220 ))) 221 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)564 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 222 222 ((( 223 223 //The common action <set_object_wing_name/> has been replaced with <set_object_fleet_name/>// 224 224 ))) ... ... @@ -229,12 +229,15 @@ 229 229 )))|((( 230 230 **$controllable.wing.*** removed, 231 231 **$controllable.fleet.*** added 575 +)))|(% colspan="1" %)(% colspan="1" %) 576 +((( 577 + 232 232 ))) 233 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)579 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 234 234 ((( 235 235 $controllable.wing.name, $controllable.wing.iscommander, and $controllable.wing.commander have been replaced with $controllable.fleet.name, $controllable.fleet.iscommander, and $controllable.fleet.commander 236 236 ))) 237 -|(% colspan=" 3" %)(% colspan="3" %)583 +|(% colspan="4" %)(% colspan="4" %) 238 238 ((( 239 239 == 2.60 == 240 240 ))) ... ... @@ -244,8 +244,11 @@ 244 244 2.60 Beta 1 245 245 )))|((( 246 246 '**checkoperational**' filter behaviour changed 593 +)))|(% colspan="1" %)(% colspan="1" %) 594 +((( 595 + 247 247 ))) 248 -|(% 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" %) 249 249 ((( 250 250 //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.// 251 251 ... ... @@ -257,12 +257,15 @@ 257 257 2.60 Beta 1 258 258 )))|((( 259 259 $container.**supplyresources** behavior changed 609 +)))|(% colspan="1" %)(% colspan="1" %) 610 +((( 611 + 260 260 ))) 261 -|(% 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" %) 262 262 ((( 263 263 //The script keyword $container.supplyresources now includes reserved wares.// 264 264 ))) 265 -|(% colspan=" 3" %)(% colspan="3" %)617 +|(% colspan="4" %)(% colspan="4" %) 266 266 ((( 267 267 == 2.20 == 268 268 ))) ... ... @@ -275,8 +275,11 @@ 275 275 )))|(% colspan="1" %)(% colspan="1" %) 276 276 ((( 277 277 **Lua: GetControllerInfo()** returned mouseSteering/mouseCursor values are undefined. 630 +)))|(% colspan="1" %)(% colspan="1" %) 631 +((( 632 + 278 278 ))) 279 -|(% 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" %) 280 280 ((( 281 281 //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. 282 282 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.// ... ... @@ -293,12 +293,15 @@ 293 293 )))|(% colspan="1" %)(% colspan="1" %) 294 294 ((( 295 295 Attribute for build related conditions e.g. **<event_build_finished/>** renamed from 'buildmodule' to 'buildprocessor' 651 +)))|(% colspan="1" %)(% colspan="1" %) 652 +((( 653 + 296 296 ))) 297 -|(% 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" %) 298 298 ((( 299 299 //The underlying behaviour remains the same in that it involves the buildprocessor, not the buildmodule. The attribute name has simply been corrected.// 300 300 ))) 301 -|(% colspan=" 3" %)(% colspan="3" %)659 +|(% colspan="4" %)(% colspan="4" %) 302 302 ((( 303 303 == 2.00 == 304 304 ))) ... ... @@ -311,8 +311,11 @@ 311 311 )))|(% colspan="1" %)(% colspan="1" %) 312 312 ((( 313 313 **<event_build_finished/> **param2 now returns null instead of a construction sequence 672 +)))|(% colspan="1" %)(% colspan="1" %) 673 +((( 674 + 314 314 ))) 315 -|(% 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" %) 316 316 ((( 317 317 //The construction sequence which was finished should now be accessed via the buildtask provided via param3.// 318 318 ))) ... ... @@ -325,8 +325,11 @@ 325 325 )))|(% colspan="1" %)(% colspan="1" %) 326 326 ((( 327 327 **param.boarding.{...}** strength parameters removed 689 +)))|(% colspan="1" %)(% colspan="1" %) 690 +((( 691 + 328 328 ))) 329 -|(% 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" %) 330 330 ((( 331 331 //The 'recruitstrength', 'veteranstrength' and 'elitestrength' script parameters were no longer required for balancing the boarding gameplay, and were removed.// 332 332 ))) ... ... @@ -339,8 +339,11 @@ 339 339 )))|(% colspan="1" %)(% colspan="1" %) 340 340 ((( 341 341 **$defensible.boardee/$defensible.boarder** and **<set_object_boarder/>/<remove_object_boarder/>** removed 706 +)))|(% colspan="1" %)(% colspan="1" %) 707 +((( 708 + 342 342 ))) 343 -|(% 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" %) 344 344 ((( 345 345 //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.// 346 346 ))) ... ... @@ -350,8 +350,11 @@ 350 350 2.00 Beta 1 351 351 )))|((( 352 352 **FFI: GetUpgradeSlotCurrentComponent()/GetUpgradeSlotGroup()** works on non-operationals 720 +)))|(% colspan="1" %)(% colspan="1" %) 721 +((( 722 + 353 353 ))) 354 -|(% 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" %) 355 355 ((( 356 356 //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.// 357 357 ))) ... ... @@ -361,8 +361,11 @@ 361 361 2.00 Beta 1 362 362 )))|((( 363 363 **FFI: SetFormationShape()** no longer indicates an error upon certain error cases 734 +)))|(% colspan="1" %)(% colspan="1" %) 735 +((( 736 + 364 364 ))) 365 -|(% 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" %) 366 366 ((( 367 367 //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.// 368 368 //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.// ... ... @@ -373,8 +373,11 @@ 373 373 2.00 Beta 1 374 374 )))|((( 375 375 **<create_formation/>** now requires the attributes: 'leader' and 'follower'. Attribute 'object' is now deprecated. 749 +)))|(% colspan="1" %)(% colspan="1" %) 750 +((( 751 + 376 376 ))) 377 -|(% 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" %) 378 378 ((( 379 379 //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.// 380 380 ))) ... ... @@ -384,8 +384,11 @@ 384 384 2.00 Beta 1 385 385 )))|((( 386 386 **<event_player_changed_target/>** now fires and returns null if the player deselects a target. 763 +)))|(% colspan="1" %)(% colspan="1" %) 764 +((( 765 + 387 387 ))) 388 -|(% 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" %) 389 389 ((( 390 390 //For prior behavior, check for event.param being non-null.// 391 391 ))) ... ... @@ -395,8 +395,11 @@ 395 395 2.00 Beta 1 396 396 )))|((( 397 397 **<shoot/>/<shoot_at/>** attribute changes. 777 +)))|(% colspan="1" %)(% colspan="1" %) 778 +((( 779 + 398 398 ))) 399 -|(% 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" %) 400 400 ((( 401 401 //Changed: Attribute "primary" is now optional and defines whether weapons from the ship's active primary weapon group will be fired. Defaults to true.// 402 402 //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.// ... ... @@ -410,8 +410,11 @@ 410 410 2.00 Beta 1 411 411 )))|((( 412 412 **FFI: GetBuildTask()/GetNumBuildTasks()** got a new "buildmoduleid" parameter.(% class="confluenceTd" %) 795 +)))|(% colspan="1" %)(% colspan="1" %) 796 +((( 797 + 413 413 ))) 414 -|(% 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" %) 415 415 ((( 416 416 //Added possibility to query build tasks of a certain buildmodule.// 417 417 ))) ... ... @@ -421,8 +421,11 @@ 421 421 2.00 Beta 1 422 422 )))|((( 423 423 **Lua:** **GetLibraryEntry()** retrieved a new "buildresources" field. 809 +)))|(% colspan="1" %)(% colspan="1" %) 810 +((( 811 + 424 424 ))) 425 -|(% 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" %) 426 426 ((( 427 427 //Added list of resources a buildmodule needs to build.// 428 428 ))) ... ... @@ -432,8 +432,11 @@ 432 432 2.00 Beta 1 433 433 )))|((( 434 434 (% 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 + 435 435 ))) 436 -|(% 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" %) 437 437 ((( 438 438 //Unused, derelict function from XR - use GetComponentData(..., "hullpercent") instead.// 439 439 ))) ... ... @@ -443,12 +443,15 @@ 443 443 2.00 Beta 1 444 444 )))|((( 445 445 **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" %) 837 +)))|(% colspan="1" %)(% colspan="1" %) 838 +((( 839 + 446 446 ))) 447 -|(% 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" %) 448 448 ((( 449 449 //Changed return value type to const char* to better identify failure reasons in Lua script.// 450 450 ))) 451 -|(% colspan=" 3" %)(% colspan="3" %)845 +|(% colspan="4" %)(% colspan="4" %) 452 452 ((( 453 453 == 1.50 == 454 454 ))) ... ... @@ -458,8 +458,11 @@ 458 458 1.50 Beta 3 459 459 )))|((( 460 460 **Lua: GetComponentData() **changed behavior of "docksizes" propertly.(% class="confluenceTd" %) 855 +)))|(% colspan="1" %)(% colspan="1" %) 856 +((( 857 + 461 461 ))) 462 -|(% 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" %) 463 463 ((( 464 464 //The "docksizes" property no longer includes internal ship storage docks.// 465 465 ))) ... ... @@ -469,8 +469,11 @@ 469 469 1.50 Beta 2 470 470 )))|((( 471 471 **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 + 472 472 ))) 473 -|(% 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" %) 474 474 ((( 475 475 //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".// 476 476 ... ... @@ -484,8 +484,11 @@ 484 484 1.50 Beta 2 485 485 )))|((( 486 486 **FFI: UpgradeGroupInfo **datatype was changed.(% class="confluenceTd" %) 887 +)))|(% colspan="1" %)(% colspan="1" %) 888 +((( 889 + 487 487 ))) 488 -|(% 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" %) 489 489 ((( 490 490 //Added new "operational" field to retrieve information about number of operational upgrades in a group.// 491 491 ))) ... ... @@ -498,8 +498,11 @@ 498 498 )))|(% colspan="1" %)(% colspan="1" %) 499 499 ((( 500 500 **FFI: SetGuidance()** removed useinfopoint argument. 904 +)))|(% colspan="1" %)(% colspan="1" %) 905 +((( 906 + 501 501 ))) 502 -|(% 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" %) 503 503 ((( 504 504 //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. 505 505 // ... ... @@ -512,12 +512,15 @@ 512 512 1.50 Beta 1 513 513 )))|((( 514 514 **FFI: CancelConstruction() **changed its return value.(% class="confluenceTd" %) 921 +)))|(% colspan="1" %)(% colspan="1" %) 922 +((( 923 + 515 515 ))) 516 -|(% 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" %) 517 517 ((( 518 518 (% style="color: rgb(0,0,0);" %)//CancelConstruction() now returns if the cancellation was successful. // 519 519 ))) 520 -|(% colspan=" 3" %)(% colspan="3" %)929 +|(% colspan="4" %)(% colspan="4" %) 521 521 ((( 522 522 == 1.32 == 523 523 ))) ... ... @@ -527,12 +527,15 @@ 527 527 1.32 528 528 )))|((( 529 529 **Lua: GetComponentData() **removed the "nextdestname" property. 939 +)))|(% colspan="1" %)(% colspan="1" %) 940 +((( 941 + 530 530 ))) 531 -|(% 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" %) 532 532 ((( 533 533 //Instead of "nextdestname", use the properties "destination" or "destinationsector" to retrieve a destination component, then retrieve its "name" property.// 534 534 ))) 535 -|(% colspan=" 3" %)(% colspan="3" %)947 +|(% colspan="4" %)(% colspan="4" %) 536 536 ((( 537 537 == 1.20 == 538 538 ))) ... ... @@ -542,8 +542,11 @@ 542 542 1.20 543 543 )))|((( 544 544 **FFI: GetAAOption()** got a new "useconfig" parameter.(% class="confluenceTd" %) 957 +)))|(% colspan="1" %)(% colspan="1" %) 958 +((( 959 + 545 545 ))) 546 -|(% 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" %) 547 547 ((( 548 548 //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.// 549 549 )))
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... ... @@ -1,1 +1,1 @@ 1 -https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/879 17725/Breaking Changes1 +https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/100860794/Breaking Changes