Changes for page Breaking Changes

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

From version 43.1
edited by michael
on 2019/11/08 14:57
Change comment: added SurfaceElementFactor to UIWeaponMod
To version 33.1
edited by stefan
on 2019/06/26 12:02
Change comment: added setup_conversation_minigame note

Summary

Details

Page properties
Author
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1 -xwiki:XWiki.michael
1 +xwiki:XWiki.stefan
Content
... ... @@ -25,26 +25,8 @@
25 25  )))|=(((
26 26  Summary
27 27  )))
28 -|(% colspan="3" %)(% colspan="3" %)
29 -(((
30 -== 3.00 ==
31 -)))
32 32  |(% colspan="1" %)(% colspan="1" %)
33 33  (((
34 -Global
35 -)))|(% colspan="1" %)(% colspan="1" %)
36 -(((
37 -3.0 Beta 1
38 -)))|(% colspan="1" %)(% colspan="1" %)
39 -(((
40 -MissionBoard support dropped.
41 -)))
42 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
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.//
45 -)))
46 -|(% colspan="1" %)(% colspan="1" %)
47 -(((
48 48  Scripts
49 49  )))|(% colspan="1" %)(% colspan="1" %)
50 50  (((
... ... @@ -51,11 +51,11 @@
51 51  3.0 Beta 1
52 52  )))|(% colspan="1" %)(% colspan="1" %)
53 53  (((
54 -Script action **<add_actor_to_room/> **attribute **'room'** renamed to **'object'**
36 +<setup_conversation_minigame/> script action removed
55 55  )))
56 56  |(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
57 57  (((
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.//
40 +//The script action was a left over 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.//
59 59  )))
60 60  |(% colspan="1" %)(% colspan="1" %)
61 61  (((
... ... @@ -65,80 +65,10 @@
65 65  3.0 Beta 1
66 66  )))|(% colspan="1" %)(% colspan="1" %)
67 67  (((
68 -Script action **<set_doors_locked/>** attribute **'group'** changed
50 +<hack_via_control_panel/> script action removed
69 69  )))
70 70  |(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
71 71  (((
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 -)))
74 -|(% colspan="1" %)(% colspan="1" %)
75 -(((
76 -Scripts
77 -)))|(% colspan="1" %)(% colspan="1" %)
78 -(((
79 -3.0 Beta 1
80 -)))|(% colspan="1" %)(% colspan="1" %)
81 -(((
82 -Script conditions **<event_hack_*/>** and **<event_controlpanel_hack_*/>** removed
83 -)))
84 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
85 -(((
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 -)))
88 -|(% colspan="1" %)(% colspan="1" %)
89 -(((
90 -Scripts
91 -)))|(% colspan="1" %)(% colspan="1" %)
92 -(((
93 -3.0 Beta 1
94 -)))|(% colspan="1" %)(% colspan="1" %)
95 -(((
96 -Script actions **<set_hack_target/>** and **<abort_hack/>** removed
97 -)))
98 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
99 -(((
100 -//These actions had no effect and were removed.//
101 -)))
102 -|(% colspan="1" %)(% colspan="1" %)
103 -(((
104 -Scripts
105 -)))|(% colspan="1" %)(% colspan="1" %)
106 -(((
107 -3.0 Beta 1
108 -)))|(% colspan="1" %)(% colspan="1" %)
109 -(((
110 -**<setup_conversation_minigame/>** script action removed
111 -)))
112 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
113 -(((
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 -)))
116 -|(% colspan="1" %)(% colspan="1" %)
117 -(((
118 -Scripts
119 -)))|(% colspan="1" %)(% colspan="1" %)
120 -(((
121 -3.0 Beta 1
122 -)))|(% colspan="1" %)(% colspan="1" %)
123 -(((
124 -<add_player_choice_*> **confidence** attribute removed
125 -)))
126 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
127 -(((
128 -//The default confidence of player options is another leftover from the XR era and had no effect in X4.//
129 -)))
130 -|(% colspan="1" %)(% colspan="1" %)
131 -(((
132 -Scripts
133 -)))|(% colspan="1" %)(% colspan="1" %)
134 -(((
135 -3.0 Beta 1
136 -)))|(% colspan="1" %)(% colspan="1" %)
137 -(((
138 -**<hack_via_control_panel/>** script action removed
139 -)))
140 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
141 -(((
142 142  //Unused script action <hack_via_control_panel/> was removed.//
143 143  )))
144 144  |(% colspan="1" %)(% colspan="1" %)
... ... @@ -155,30 +155,20 @@
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  )))
158 -|(((
159 -UI core
160 -)))|(((
161 -3.0 Beta 1
162 -)))|(((
163 -**FFI: **GetLocalizedInteractiveNotificationKey can return icon placeholders
164 -)))
165 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
166 -(((
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 -)))
169 169  |(% colspan="1" %)(% colspan="1" %)
170 170  (((
171 -UI extensions
72 +Scripts
172 172  )))|(% colspan="1" %)(% colspan="1" %)
173 173  (((
174 174  3.0 Beta 1
175 175  )))|(% colspan="1" %)(% colspan="1" %)
176 176  (((
177 -**FFI: **UIWeaponMod returned by GetInstalledWeaponMod() now includes property SurfaceElementFactor
78 +$ware.illegal updated
178 178  )))
179 179  |(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
180 180  (((
181 -//In 3.0 Beta 1 we added support for a new weapon mod property "SurfaceElementFactor" to allow weapons to deal increased damage to surface elements such as Shield Generators, Turrets or Engines.//
82 +$ware.illegal used to return true if the specified ware has the 'illegal' tag which is no longer used.
83 +\\It now returns true if $ware is illegal to any faction in the game.
182 182  )))
183 183  |(% colspan="1" %)(% colspan="1" %)
184 184  (((
... ... @@ -188,12 +188,13 @@
188 188  3.0 Beta 1
189 189  )))|(% colspan="1" %)(% colspan="1" %)
190 190  (((
191 -**$ware.illegal** updated
93 +'checkoperational' filter behaviour changed
192 192  )))
193 193  |(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
194 194  (((
195 -//$ware.illegal used to return true if the specified ware has the 'illegal' tag which is no longer used.//
196 -//It now returns true if $ware is illegal to any faction in the game.//
97 +//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.//
98 +
99 +//Sub nodes such as match_child will have checkoperational default to false. Existing uses may find that results now include non-operational components.//
197 197  )))
198 198  |(% colspan="1" %)(% colspan="1" %)
199 199  (((
... ... @@ -211,77 +211,6 @@
211 211  )))
212 212  |(% colspan="1" %)(% colspan="1" %)
213 213  (((
214 -Scripts
215 -)))|(% colspan="1" %)(% colspan="1" %)
216 -(((
217 -3.0 Beta 1
218 -)))|(% colspan="1" %)(% colspan="1" %)
219 -(((
220 -parameters of **<event_venture_mission_completed/>** changed
221 -)))
222 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
223 -(((
224 -//old params: param = venture details, param2 = ships involved, param3 = duration//
225 -//new params: param = venture detail list: [mission name, mission type], param2 = list of ships involved, param3 = duration//
226 -)))
227 -|(((
228 -Scripts
229 -)))|(((
230 -3.0 Beta 1
231 -)))|(((
232 -**<set_object_wing_name/>** removed,
233 -**<set_object_fleet_name/>** added
234 -)))
235 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
236 -(((
237 -//The common action <set_object_wing_name/> has been replaced with <set_object_fleet_name/>//
238 -)))
239 -|(((
240 -Scripts
241 -)))|(((
242 -3.0 Beta 1
243 -)))|(((
244 -**$controllable.wing.*** removed,
245 -**$controllable.fleet.*** added
246 -)))
247 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
248 -(((
249 -$controllable.wing.name, $controllable.wing.iscommander, and $controllable.wing.commander have been replaced with $controllable.fleet.name, $controllable.fleet.iscommander, and $controllable.fleet.commander
250 -)))
251 -|(% colspan="3" %)(% colspan="3" %)
252 -(((
253 -== 2.60 ==
254 -)))
255 -|(((
256 -Scripts
257 -)))|(((
258 -2.60 Beta 1
259 -)))|(((
260 -'**checkoperational**' filter behaviour changed
261 -)))
262 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
263 -(((
264 -//Actions and conditions which use the 'checkoperational' filter now behave differently. Instead of changing how 'class' and 'exactclass' behave, checkoperational == true adds an additional filter for the components being of state operational, equivalent to state="componentstate.operational". This is implicitly enabled in action elements (e.g. <find_.../>) or condition elements (e.g. <count_...>), meaning that find_ship will only find operational ships. Using such actions/conditions with checkoperational="false" will include non-operational components such as wrecked and constructions. Existing uses may find that results now exclude non-operational components.//
265 -
266 -//Sub nodes such as match_child will have checkoperational default to false. Existing uses may find that results now include non-operational components.//
267 -)))
268 -|(((
269 -Scripts
270 -)))|(((
271 -2.60 Beta 1
272 -)))|(((
273 -$container.**supplyresources** behavior changed
274 -)))
275 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
276 -(((
277 -//The script keyword $container.supplyresources now includes reserved wares.//
278 -)))
279 -|(% colspan="3" %)(% colspan="3" %)
280 -(((
281 -== 2.20 ==
282 -)))
283 -|(% colspan="1" %)(% colspan="1" %)
284 -(((
285 285  UI core
286 286  )))|(% colspan="1" %)(% colspan="1" %)
287 287  (((
... ... @@ -312,10 +312,6 @@
312 312  (((
313 313  //The underlying behaviour remains the same in that it involves the buildprocessor, not the buildmodule. The attribute name has simply been corrected.//
314 314  )))
315 -|(% colspan="3" %)(% colspan="3" %)
316 -(((
317 -== 2.00 ==
318 -)))
319 319  |(% colspan="1" %)(% colspan="1" %)
320 320  (((
321 321  Scripts
... ... @@ -462,10 +462,6 @@
462 462  (((
463 463  //Changed return value type to const char* to better identify failure reasons in Lua script.//
464 464  )))
465 -|(% colspan="3" %)(% colspan="3" %)
466 -(((
467 -== 1.50 ==
468 -)))
469 469  |(((
470 470  UI extensions
471 471  )))|(((
... ... @@ -531,10 +531,6 @@
531 531  (((
532 532  (% style="color: rgb(0,0,0);" %)//CancelConstruction() now returns if the cancellation was successful. //
533 533  )))
534 -|(% colspan="3" %)(% colspan="3" %)
535 -(((
536 -== 1.32 ==
537 -)))
538 538  |(((
539 539  UI extensions
540 540  )))|(((
... ... @@ -546,10 +546,6 @@
546 546  (((
547 547  //Instead of "nextdestname", use the properties "destination" or "destinationsector" to retrieve a destination component, then retrieve its "name" property.//
548 548  )))
549 -|(% colspan="3" %)(% colspan="3" %)
550 -(((
551 -== 1.20 ==
552 -)))
553 553  |(((
554 554  UI extensions
555 555  )))|(((
Confluence.Code.ConfluencePageClass[0]
id
... ... @@ -1,1 +1,1 @@
1 -88345150
1 +83460874
url
... ... @@ -1,1 +1,1 @@
1 -https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/88345150/Breaking Changes
1 +https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/83460874/Breaking Changes