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 72.1
edited by stefan
on 2021/01/09 02:44
Change comment: There is no comment for this version

Summary

Details

Page properties
Author
... ... @@ -1,1 +1,1 @@
1 -xwiki:XWiki.michael
1 +xwiki:XWiki.stefan
Content
... ... @@ -24,25 +24,312 @@
24 24  Version
25 25  )))|=(((
26 26  Summary
27 +)))|=(% colspan="1" %)(% colspan="1" %)
28 +(((
29 +
27 27  )))
28 -|(% colspan="3" %)(% colspan="3" %)
31 +|(% colspan="4" %)(% colspan="4" %)
29 29  (((
33 +== 4.00 ==
34 +)))
35 +|(% colspan="1" %)(% colspan="1" %)
36 +(((
37 +UI core
38 +)))|(% colspan="1" %)(% colspan="1" %)
39 +(((
40 +4.00 Beta 5
41 +)))|(% colspan="1" %)(% colspan="1" %)
42 +(((
43 +**FFI:** GetRelationStatus()/GetRelationStatus2() handling for objects in ranges relation range [-25,-10] changed
44 +)))|(% colspan="1" %)(% colspan="1" %)
45 +(((
46 +
47 +)))
48 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
49 +(((
50 +//4.00 Beta 5// //introduces a new 'adversary' relation state. Previously objects within that relation range were categorized as 'enemy' and GetRelationStatus()/GetRelationStatus2() therefore returned 0 (enemy) for these objects.
51 +Since these objects are now visualized and therefore are distinguishable from enemies, several related changes were made for these objects to bring them more in line with how 'neutral' objects are handled (f.e. no automatic attacking of these objects by the player property anymore, no target selection when targeting the closest enemy, etc.). To reflect this, these objects are now returning 1 (neutral) as the relation status by the GetRelationStatus()/GetRelationStatus2() functions.
52 +If you rely on a handling where they are treated like enemies, please use the new GetRelationStatus3() //FFI function which returns the new range for these objects: 1 (meaning 'adversary' here with following relations having been shifted up).
53 +)))|(% colspan="1" %)(% colspan="1" %)
54 +(((
55 +
56 +)))
57 +|(((
58 +Parameters
59 +)))|(((
60 +4.00 Beta 1
61 +)))|(((
62 +**requiresconstructionvessel** parameter moved
63 +)))|(((
64 +
65 +)))
66 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
67 +(((
68 +//The 'requiresconstructionvessel' attribute has been moved from the 'recycling' node itself, to the new 'station' subnode.//
69 +)))
70 +|(((
71 +Scripts
72 +)))|(((
73 +4.00 Beta 1
74 +)))|(((
75 +Changed behaviour of **gatedistance** script property
76 +)))|(((
77 +
78 +)))
79 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
80 +(((
81 +//The 'gatedistance' script property now minimizes the number of gate jumps instead of counting the number gate jumps in the fastest route.//
82 +)))|(% class="highlight-grey" data-highlight-colour="grey" %)(% class="highlight-grey" data-highlight-colour="grey" %)
83 +(((
84 +
85 +)))
86 +|(% colspan="4" %)(% colspan="4" %)
87 +(((
88 +== 3.30 ==
89 +)))
90 +|(((
91 +UI extensions
92 +)))|(((
93 +3.30 Beta 3
94 +)))|(((
95 +**FFI: **Removed** (% style="color: rgb(0,0,0);" %)GetMissionLimit() (%%)**(% style="color: rgb(0,0,0);" %)and** **(% style="color: rgb(0, 0, 0); color: rgb(0, 0, 0)" %)**IsMissionLimit**(%%)**Enabled()**
96 +)))|(% colspan="1" %)(% colspan="1" %)
97 +(((
98 +
99 +)))
100 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
101 +(((
102 +//These mission limit-related functions (added in 3.30 Beta 1 and 2) are replaced with FFI (% style="color: rgb(0,0,0);" %)IsMissionLimit(%%)Reach(% style="color: rgb(0,0,0);" %)ed()//
103 +)))
104 +|(% colspan="4" %)(% colspan="4" %)
105 +(((
106 +== 3.20 ==
107 +)))
108 +|(((
109 +Scripts
110 +)))|(((
111 +3.20 Beta 1
112 +)))|(((
113 +Parameters of **<event_player_attacked_object/>** and **<event_object_attacked_object/>** changed
114 +)))|(% colspan="1" %)(% colspan="1" %)
115 +(((
116 +
117 +)))
118 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
119 +(((
120 +//Old params: param = attacked object, param2 = attack method, param3 = attacked component//
121 +//New params: param = attacked object, param2 = attack method, param3 = attack component detail list: [attacked component, attacking weapon]
122 +Note that this also means the component attribute to the events is no longer available, so scripts checking the attacked component need to use event.param3.{1} instead//
123 +)))
124 +|(% colspan="1" %)(% colspan="1" %)
125 +(((
126 +Scripts
127 +)))|(% colspan="1" %)(% colspan="1" %)
128 +(((
129 +3.20 Beta 1
130 +)))|(% colspan="1" %)(% colspan="1" %)
131 +(((
132 +Removed script property $trade.**restriction.faction**
133 +)))|(% colspan="1" %)(% colspan="1" %)
134 +(((
135 +
136 +)))
137 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
138 +(((
139 +//$trade.restriction.faction has been replaced with $trade.restriction.factions, which returns a list of factions.//
140 +)))
141 +|(((
142 +UI extensions
143 +)))|(((
144 +3.20 Beta 1
145 +)))|(((
146 +**Lua**: **GetTradeRestrictions()**, **ToggleFactionTradeRestriction()** and **ToggleFactionTradeWareOverride()** are now obsolete!
147 +)))|(% colspan="1" %)(% colspan="1" %)
148 +(((
149 +
150 +)))
151 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
152 +(((
153 +//With the addition of the Trade Rule feature the given functions are obsolete and do not function anymore. This set of functions will return dummy values to avoid breaking scripts. Use GetAllTradeRules(), GetContainerTradeRuleID(), SetContainerTradeRule() and similar trade rule functions as replacement.//
154 +)))
155 +|(% colspan="4" %)(% colspan="4" %)
156 +(((
157 +== 3.10 ==
158 +)))
159 +|(% colspan="1" %)(% colspan="1" %)
160 +(((
161 +Scripts
162 +)))|(% colspan="1" %)(% colspan="1" %)
163 +(((
164 +3.10 Beta 1
165 +)))|(% colspan="1" %)(% colspan="1" %)
166 +(((
167 +Removed script action **<add_build/>**
168 +)))|(% colspan="1" %)(% colspan="1" %)
169 +(((
170 +
171 +)))
172 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
173 +(((
174 +//Removed <add_build/> action which was no longer needed and would result in builds being added in unsupported ways. Use other <add_build_xxx/> actions.//
175 +)))
176 +|(% colspan="4" %)(% colspan="4" %)
177 +(((
30 30  == 3.00 ==
31 31  )))
32 32  |(% colspan="1" %)(% colspan="1" %)
33 33  (((
182 +Scripts
183 +)))|(% colspan="1" %)(% colspan="1" %)
184 +(((
185 +3.0 Beta 6
186 +)))|(% colspan="1" %)(% colspan="1" %)
187 +(((
188 +Changed behaviour of script action **<get_suitable_job/>**
189 +)))|(% colspan="1" %)(% colspan="1" %)
190 +(((
191 +
192 +)))
193 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
194 +(((
195 +//<get_suitable_job/> previously did not respect job quotas or the current number of job ships. It now does, only returning job IDs which are not exceeding the maxgalaxy quota. Using 'exceedquota' allows the action to behave as before.//
196 +)))
197 +|(% colspan="1" %)(% colspan="1" %)
198 +(((
199 +Scripts
200 +)))|(% colspan="1" %)(% colspan="1" %)
201 +(((
202 +3.0 Beta 6
203 +)))|(% colspan="1" %)(% colspan="1" %)
204 +(((
205 +Changed behaviour of script action **<get_ware_definition/>**
206 +)))|(% colspan="1" %)(% colspan="1" %)
207 +(((
208 +
209 +)))
210 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
211 +(((
212 +//<get_ware_definition/> previously filtered for equipment wares by default. This is now not the case and existing cases now use flags="equipment". Additional filter attributes for group and tags has also been added.//
213 +)))
214 +|(% colspan="1" %)(% colspan="1" %)
215 +(((
34 34  Global
35 35  )))|(% colspan="1" %)(% colspan="1" %)
36 36  (((
219 +3.0 Beta 5
220 +)))|(% colspan="1" %)(% colspan="1" %)
221 +(((
222 +Renamed all files in the **md**, ui, and **cutscenes** folders to lower-case
223 +)))|(% colspan="1" %)(% colspan="1" %)
224 +(((
225 +
226 +)))
227 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
228 +(((
229 +//All MD, UI, and cutscene files have been renamed as lower-case. For most users this should have no effect since files packed in catalogs are essentially case-insensitive. However, this change can affect users on Linux systems when running a mod that contains single files instead of a catalog, and/or when playing with unpacked base game files//. If your mod has XML patch files that are not packed in a catalog, the filenames must be lower-case to match the filenames in the base game. (For info on using mod catalogs, see the Readme of the X Catalog Tool.)\\
230 +
231 +//Note that this change has no effect on the actual content of scripts or cutscenes. The MD script/cutscene names are stored in the files, regardless of the filenames, so that references to them remain unchanged (e.g., "md.Setup.Start" references a cue in setup.xml).//
232 +)))
233 +|(% colspan="1" %)(% colspan="1" %)
234 +(((
235 +Scripts
236 +)))|(% colspan="1" %)(% colspan="1" %)
237 +(((
238 +3.0 Beta 5
239 +)))|(% colspan="1" %)(% colspan="1" %)
240 +(((
241 +Adjustments of some MD library cues in the base game to change their usage from **<include_actions>** to <run_actions>
242 +)))|(% colspan="1" %)(% colspan="1" %)
243 +(((
244 +
245 +)))
246 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
247 +(((
248 +//Some MD library cues in the base game that were previously used with <include_actions> have been adjusted, so they must now be used with the new MD action <run_actions> instead. Mods that use such a library with <include_actions> will have to switch to <run_actions> as well. A list of affected libraries is not provided here. Note: Additional library cues may be adjusted in future builds without further warning.//
249 +)))
250 +|(% colspan="1" %)(% colspan="1" %)
251 +(((
252 +Scripts
253 +)))|(% colspan="1" %)(% colspan="1" %)
254 +(((
255 +3.0 Beta 5
256 +)))|(% colspan="1" %)(% colspan="1" %)
257 +(((
258 +Changes to $dockingbay.**todockpos** and $dockingbay.**launchpos**
259 +)))|(% colspan="1" %)(% colspan="1" %)
260 +(((
261 +
262 +)))
263 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
264 +(((
265 +//Before the change, positions are relative to $dockingbay.parent.
266 +After the change, positions are relative to $dockingbay as specified in the documentation.//
267 +)))
268 +|(% colspan="1" %)(% colspan="1" %)
269 +(((
270 +Global
271 +)))|(% colspan="1" %)(% colspan="1" %)
272 +(((
273 +3.0 Beta 2
274 +)))|(% colspan="1" %)(% colspan="1" %)
275 +(((
276 +Support for entity flag "**skillsvisible**" dropped
277 +)))|(% colspan="1" %)(% colspan="1" %)
278 +(((
279 +
280 +)))
281 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
282 +(((
283 +//Entity skills are always visible; that flag was a leftover from XR. We removed support for the script property .skillsvisible, the attribute "skillsvisible" of <set_entity_traits> and <set_npc_template_traits>, and the parameter "skillsvisible" of Lua function GetComponentData().//
284 +)))
285 +|(((
286 +Scripts
287 +)))|(((
288 +3.0 Beta 2
289 +)))|(((
290 +Changes to **<event_object_changed_owner>** and added **<event_object_changed_true_owner>**.
291 +)))|(% colspan="1" %)(% colspan="1" %)
292 +(((
293 +
294 +)))
295 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
296 +(((
297 +//Before 3.0 Beta 2 there was just a single <event_object//_changed_owner> condition. This condition was triggered in multiple cases when an owner change occurred. However, the exact cases were inconsistent and also the event could have been triggered w/o an effective owner change having been applied.
298 +3.0 Beta 2 fixes these inconsistencies and ensures that the event is only fired, if the "effective" component owner of the object changed. To handle cases where the script actually needs to be informed if the "true" owner of a component was changed (i.e. not taking the cover faction into account) a new <event_object_changed_true_owner> was introduced.
299 +If in your scripts you make use of the <event_object_changed_owner> condition you need to verify that you indeed want to work with the "effective" component owner or whether your script code actually should work with the true owner of an object and update your code accordingly.
300 +On top of that the 3rd parameter of <event_object_changed_owner> (trueprevious) was dropped as the event is no longer triggered upon a change of the true owner alone (i.e. only if the change of the true owner has also an effect on the "effective" component owner).
301 +)))
302 +|(% colspan="1" %)(% colspan="1" %)
303 +(((
304 +Global
305 +)))|(% colspan="1" %)(% colspan="1" %)
306 +(((
37 37  3.0 Beta 1
38 38  )))|(% colspan="1" %)(% colspan="1" %)
39 39  (((
40 -MissionBoard support dropped.
310 +**MissionBoard** support dropped
311 +)))|(% colspan="1" %)(% colspan="1" %)
312 +(((
313 +
41 41  )))
42 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
315 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
43 43  (((
44 -//MissionBoards was a dummy asset type which was only used during early development and never meant to be shipped in the released version. If any mod tried to make use of this asset type, undefined behavior would occur. Therefore we cleaned things up in 3.0 Beta 1 including deprecating/removing any related UI/script function.//
317 +//MissionBoards was a dummy asset type which was only used during early development and never meant to be shipped in the released version. If any mod tried to make use of this asset type, undefined behaviour would occur. Therefore we cleaned things up in 3.0 Beta 1 including deprecating/removing any related UI/script function.//
45 45  )))
319 +|(((
320 +Job/God
321 +)))|(((
322 +3.0 Beta 1
323 +)))|(((
324 +By default, **job/god entries** now only spawn objects in space added by the extension in which they are defined
325 +)))|(% colspan="1" %)(% colspan="1" %)
326 +(((
327 +
328 +)))
329 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
330 +(((
331 +//To better support extensions which add to the base game map, a job/god entry now defaults to only spawning objects in areas of the map that are added by the extension in which that entry is defined. You can override this behaviour by adding a matchextension="false" attribute to the job/god entry definition. This allows the entry to spawn objects anywhere that matches the entry's other criteria.//
332 +)))
46 46  |(% colspan="1" %)(% colspan="1" %)
47 47  (((
48 48  Scripts
... ... @@ -52,8 +52,11 @@
52 52  )))|(% colspan="1" %)(% colspan="1" %)
53 53  (((
54 54  Script action **<add_actor_to_room/> **attribute **'room'** renamed to **'object'**
342 +)))|(% colspan="1" %)(% colspan="1" %)
343 +(((
344 +
55 55  )))
56 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
346 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
57 57  (((
58 58  //Due to engine changes, script action <add_actor_to_room/> has had the attribute 'room' changed to 'object', which is more accurate. Most likely requires a 'position' if a slot is not provided.//
59 59  )))
... ... @@ -66,8 +66,11 @@
66 66  )))|(% colspan="1" %)(% colspan="1" %)
67 67  (((
68 68  Script action **<set_doors_locked/>** attribute **'group'** changed
359 +)))|(% colspan="1" %)(% colspan="1" %)
360 +(((
361 +
69 69  )))
70 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
363 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
71 71  (((
72 72  //The 'group' attribute of <set_doors_locked/> can no longer be a list. It must be a single tag value. Previously, a list containing one tag was accepted, which was redundant.//
73 73  )))
... ... @@ -80,8 +80,11 @@
80 80  )))|(% colspan="1" %)(% colspan="1" %)
81 81  (((
82 82  Script conditions **<event_hack_*/>** and **<event_controlpanel_hack_*/>** removed
376 +)))|(% colspan="1" %)(% colspan="1" %)
377 +(((
378 +
83 83  )))
84 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
380 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
85 85  (((
86 86  //These events were never triggered, with the exception of <event_hack_started/> on the player entity for instant control panel hacks. Use <event_player_hacked_object> instead.//
87 87  )))
... ... @@ -94,8 +94,11 @@
94 94  )))|(% colspan="1" %)(% colspan="1" %)
95 95  (((
96 96  Script actions **<set_hack_target/>** and **<abort_hack/>** removed
393 +)))|(% colspan="1" %)(% colspan="1" %)
394 +(((
395 +
97 97  )))
98 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
397 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
99 99  (((
100 100  //These actions had no effect and were removed.//
101 101  )))
... ... @@ -108,8 +108,11 @@
108 108  )))|(% colspan="1" %)(% colspan="1" %)
109 109  (((
110 110  **<setup_conversation_minigame/>** script action removed
410 +)))|(% colspan="1" %)(% colspan="1" %)
411 +(((
412 +
111 111  )))
112 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
414 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
113 113  (((
114 114  //The script action was a leftover from the XR era and was never supported in X4 and couldn't be used in a meaningful way. It was therefore decided to better drop it altogether as it's not expected having been used by any mods.//
115 115  )))
... ... @@ -122,8 +122,11 @@
122 122  )))|(% colspan="1" %)(% colspan="1" %)
123 123  (((
124 124  <add_player_choice_*> **confidence** attribute removed
427 +)))|(% colspan="1" %)(% colspan="1" %)
428 +(((
429 +
125 125  )))
126 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
431 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
127 127  (((
128 128  //The default confidence of player options is another leftover from the XR era and had no effect in X4.//
129 129  )))
... ... @@ -136,8 +136,11 @@
136 136  )))|(% colspan="1" %)(% colspan="1" %)
137 137  (((
138 138  **<hack_via_control_panel/>** script action removed
444 +)))|(% colspan="1" %)(% colspan="1" %)
445 +(((
446 +
139 139  )))
140 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
448 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
141 141  (((
142 142  //Unused script action <hack_via_control_panel/> was removed.//
143 143  )))
... ... @@ -150,8 +150,11 @@
150 150  )))|(% colspan="1" %)(% colspan="1" %)
151 151  (((
152 152  **Lua: **GetMiniGameCursorPosition() removed
461 +)))|(% colspan="1" %)(% colspan="1" %)
462 +(((
463 +
153 153  )))
154 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
465 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
155 155  (((
156 156  //GetMiniGameCursorPosition() was a left over from the XR era and never supposed to be shipped with X4. The function practically always returned 0 and hence we don't expect the removal of this obsolete function causing any actual mod to break.//
157 157  )))
... ... @@ -161,8 +161,11 @@
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  )))
... ... @@ -175,8 +175,11 @@
175 175  )))|(% colspan="1" %)(% colspan="1" %)
176 176  (((
177 177  **FFI: **UIWeaponMod returned by GetInstalledWeaponMod() now includes property SurfaceElementFactor
492 +)))|(% colspan="1" %)(% colspan="1" %)
493 +(((
494 +
178 178  )))
179 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
496 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
180 180  (((
181 181  //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.//
182 182  )))
... ... @@ -189,8 +189,11 @@
189 189  )))|(% colspan="1" %)(% colspan="1" %)
190 190  (((
191 191  **$ware.illegal** updated
509 +)))|(% colspan="1" %)(% colspan="1" %)
510 +(((
511 +
192 192  )))
193 -|(% 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" %)
194 194  (((
195 195  //$ware.illegal used to return true if the specified ware has the 'illegal' tag which is no longer used.//
196 196  //It now returns true if $ware is illegal to any faction in the game.//
... ... @@ -204,8 +204,11 @@
204 204  )))|(% colspan="1" %)(% colspan="1" %)
205 205  (((
206 206  MD script **RML_Flight_Along_Path** removed
527 +)))|(% colspan="1" %)(% colspan="1" %)
528 +(((
529 +
207 207  )))
208 -|(% 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" %)
209 209  (((
210 210  //The MD script RML_Flight_Along_Path was not referened and was removed.//
211 211  )))
... ... @@ -218,8 +218,11 @@
218 218  )))|(% colspan="1" %)(% colspan="1" %)
219 219  (((
220 220  parameters of **<event_venture_mission_completed/>** changed
544 +)))|(% colspan="1" %)(% colspan="1" %)
545 +(((
546 +
221 221  )))
222 -|(% 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" %)
223 223  (((
224 224  //old params: param = venture details, param2 = ships involved, param3 = duration//
225 225  //new params: param = venture detail list: [mission name, mission type], param2 = list of ships involved, param3 = duration//
... ... @@ -231,8 +231,11 @@
231 231  )))|(((
232 232  **<set_object_wing_name/>** removed,
233 233  **<set_object_fleet_name/>** added
560 +)))|(% colspan="1" %)(% colspan="1" %)
561 +(((
562 +
234 234  )))
235 -|(% 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" %)
236 236  (((
237 237  //The common action <set_object_wing_name/> has been replaced with <set_object_fleet_name/>//
238 238  )))
... ... @@ -243,12 +243,15 @@
243 243  )))|(((
244 244  **$controllable.wing.*** removed,
245 245  **$controllable.fleet.*** added
575 +)))|(% colspan="1" %)(% colspan="1" %)
576 +(((
577 +
246 246  )))
247 -|(% 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" %)
248 248  (((
249 249  $controllable.wing.name, $controllable.wing.iscommander, and $controllable.wing.commander have been replaced with $controllable.fleet.name, $controllable.fleet.iscommander, and $controllable.fleet.commander
250 250  )))
251 -|(% colspan="3" %)(% colspan="3" %)
583 +|(% colspan="4" %)(% colspan="4" %)
252 252  (((
253 253  == 2.60 ==
254 254  )))
... ... @@ -258,8 +258,11 @@
258 258  2.60 Beta 1
259 259  )))|(((
260 260  '**checkoperational**' filter behaviour changed
593 +)))|(% colspan="1" %)(% colspan="1" %)
594 +(((
595 +
261 261  )))
262 -|(% 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" %)
263 263  (((
264 264  //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.//
265 265  
... ... @@ -271,12 +271,15 @@
271 271  2.60 Beta 1
272 272  )))|(((
273 273  $container.**supplyresources** behavior changed
609 +)))|(% colspan="1" %)(% colspan="1" %)
610 +(((
611 +
274 274  )))
275 -|(% 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" %)
276 276  (((
277 277  //The script keyword $container.supplyresources now includes reserved wares.//
278 278  )))
279 -|(% colspan="3" %)(% colspan="3" %)
617 +|(% colspan="4" %)(% colspan="4" %)
280 280  (((
281 281  == 2.20 ==
282 282  )))
... ... @@ -289,8 +289,11 @@
289 289  )))|(% colspan="1" %)(% colspan="1" %)
290 290  (((
291 291  **Lua: GetControllerInfo()** returned mouseSteering/mouseCursor values are undefined.
630 +)))|(% colspan="1" %)(% colspan="1" %)
631 +(((
632 +
292 292  )))
293 -|(% 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" %)
294 294  (((
295 295  //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.
296 296  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.//
... ... @@ -307,12 +307,15 @@
307 307  )))|(% colspan="1" %)(% colspan="1" %)
308 308  (((
309 309  Attribute for build related conditions e.g. **<event_build_finished/>** renamed from 'buildmodule' to 'buildprocessor'
651 +)))|(% colspan="1" %)(% colspan="1" %)
652 +(((
653 +
310 310  )))
311 -|(% 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" %)
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" %)
659 +|(% colspan="4" %)(% colspan="4" %)
316 316  (((
317 317  == 2.00 ==
318 318  )))
... ... @@ -325,8 +325,11 @@
325 325  )))|(% colspan="1" %)(% colspan="1" %)
326 326  (((
327 327  **<event_build_finished/> **param2 now returns null instead of a construction sequence
672 +)))|(% colspan="1" %)(% colspan="1" %)
673 +(((
674 +
328 328  )))
329 -|(% 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" %)
330 330  (((
331 331  //The construction sequence which was finished should now be accessed via the buildtask provided via param3.//
332 332  )))
... ... @@ -339,8 +339,11 @@
339 339  )))|(% colspan="1" %)(% colspan="1" %)
340 340  (((
341 341  **param.boarding.{...}** strength parameters removed
689 +)))|(% colspan="1" %)(% colspan="1" %)
690 +(((
691 +
342 342  )))
343 -|(% 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" %)
344 344  (((
345 345  //The 'recruitstrength', 'veteranstrength' and 'elitestrength' script parameters were no longer required for balancing the boarding gameplay, and were removed.//
346 346  )))
... ... @@ -353,8 +353,11 @@
353 353  )))|(% colspan="1" %)(% colspan="1" %)
354 354  (((
355 355  **$defensible.boardee/$defensible.boarder** and **<set_object_boarder/>/<remove_object_boarder/>** removed
706 +)))|(% colspan="1" %)(% colspan="1" %)
707 +(((
708 +
356 356  )))
357 -|(% 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" %)
358 358  (((
359 359  //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.//
360 360  )))
... ... @@ -364,8 +364,11 @@
364 364  2.00 Beta 1
365 365  )))|(((
366 366  **FFI: GetUpgradeSlotCurrentComponent()/GetUpgradeSlotGroup()** works on non-operationals
720 +)))|(% colspan="1" %)(% colspan="1" %)
721 +(((
722 +
367 367  )))
368 -|(% 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" %)
369 369  (((
370 370  //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.//
371 371  )))
... ... @@ -375,8 +375,11 @@
375 375  2.00 Beta 1
376 376  )))|(((
377 377  **FFI: SetFormationShape()** no longer indicates an error upon certain error cases
734 +)))|(% colspan="1" %)(% colspan="1" %)
735 +(((
736 +
378 378  )))
379 -|(% 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" %)
380 380  (((
381 381  //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.//
382 382  //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.//
... ... @@ -387,8 +387,11 @@
387 387  2.00 Beta 1
388 388  )))|(((
389 389  **<create_formation/>** now requires the attributes: 'leader' and 'follower'. Attribute 'object' is now deprecated.
749 +)))|(% colspan="1" %)(% colspan="1" %)
750 +(((
751 +
390 390  )))
391 -|(% 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" %)
392 392  (((
393 393  //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.//
394 394  )))
... ... @@ -398,8 +398,11 @@
398 398  2.00 Beta 1
399 399  )))|(((
400 400  **<event_player_changed_target/>** now fires and returns null if the player deselects a target.
763 +)))|(% colspan="1" %)(% colspan="1" %)
764 +(((
765 +
401 401  )))
402 -|(% 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" %)
403 403  (((
404 404  //For prior behavior, check for event.param being non-null.//
405 405  )))
... ... @@ -409,8 +409,11 @@
409 409  2.00 Beta 1
410 410  )))|(((
411 411  **<shoot/>/<shoot_at/>** attribute changes.
777 +)))|(% colspan="1" %)(% colspan="1" %)
778 +(((
779 +
412 412  )))
413 -|(% 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" %)
414 414  (((
415 415  //Changed: Attribute "primary" is now optional and defines whether weapons from the ship's active primary weapon group will be fired. Defaults to true.//
416 416  //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.//
... ... @@ -424,8 +424,11 @@
424 424  2.00 Beta 1
425 425  )))|(((
426 426  **FFI: GetBuildTask()/GetNumBuildTasks()** got a new "buildmoduleid" parameter.(% class="confluenceTd" %)
795 +)))|(% colspan="1" %)(% colspan="1" %)
796 +(((
797 +
427 427  )))
428 -|(% 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" %)
429 429  (((
430 430  //Added possibility to query build tasks of a certain buildmodule.//
431 431  )))
... ... @@ -435,8 +435,11 @@
435 435  2.00 Beta 1
436 436  )))|(((
437 437  **Lua:** **GetLibraryEntry()** retrieved a new "buildresources" field.
809 +)))|(% colspan="1" %)(% colspan="1" %)
810 +(((
811 +
438 438  )))
439 -|(% 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" %)
440 440  (((
441 441  //Added list of resources a buildmodule needs to build.//
442 442  )))
... ... @@ -446,8 +446,11 @@
446 446  2.00 Beta 1
447 447  )))|(((
448 448  (% 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 +
449 449  )))
450 -|(% 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" %)
451 451  (((
452 452  //Unused, derelict function from XR - use GetComponentData(..., "hullpercent") instead.//
453 453  )))
... ... @@ -457,12 +457,15 @@
457 457  2.00 Beta 1
458 458  )))|(((
459 459  **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 +
460 460  )))
461 -|(% 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" %)
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" %)
845 +|(% colspan="4" %)(% colspan="4" %)
466 466  (((
467 467  == 1.50 ==
468 468  )))
... ... @@ -472,8 +472,11 @@
472 472  1.50 Beta 3
473 473  )))|(((
474 474  **Lua: GetComponentData() **changed behavior of "docksizes" propertly.(% class="confluenceTd" %)
855 +)))|(% colspan="1" %)(% colspan="1" %)
856 +(((
857 +
475 475  )))
476 -|(% 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" %)
477 477  (((
478 478  //The "docksizes" property no longer includes internal ship storage docks.//
479 479  )))
... ... @@ -483,8 +483,11 @@
483 483  1.50 Beta 2
484 484  )))|(((
485 485  **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 +
486 486  )))
487 -|(% 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" %)
488 488  (((
489 489  //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".//
490 490  
... ... @@ -498,8 +498,11 @@
498 498  1.50 Beta 2
499 499  )))|(((
500 500  **FFI: UpgradeGroupInfo **datatype was changed.(% class="confluenceTd" %)
887 +)))|(% colspan="1" %)(% colspan="1" %)
888 +(((
889 +
501 501  )))
502 -|(% 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" %)
503 503  (((
504 504  //Added new "operational" field to retrieve information about number of operational upgrades in a group.//
505 505  )))
... ... @@ -512,8 +512,11 @@
512 512  )))|(% colspan="1" %)(% colspan="1" %)
513 513  (((
514 514  **FFI: SetGuidance()** removed useinfopoint argument.
904 +)))|(% colspan="1" %)(% colspan="1" %)
905 +(((
906 +
515 515  )))
516 -|(% 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" %)
517 517  (((
518 518  //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.
519 519  //
... ... @@ -526,12 +526,15 @@
526 526  1.50 Beta 1
527 527  )))|(((
528 528  **FFI: CancelConstruction() **changed its return value.(% class="confluenceTd" %)
921 +)))|(% colspan="1" %)(% colspan="1" %)
922 +(((
923 +
529 529  )))
530 -|(% 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" %)
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" %)
929 +|(% colspan="4" %)(% colspan="4" %)
535 535  (((
536 536  == 1.32 ==
537 537  )))
... ... @@ -541,12 +541,15 @@
541 541  1.32
542 542  )))|(((
543 543  **Lua: GetComponentData() **removed the "nextdestname" property.
939 +)))|(% colspan="1" %)(% colspan="1" %)
940 +(((
941 +
544 544  )))
545 -|(% 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" %)
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" %)
947 +|(% colspan="4" %)(% colspan="4" %)
550 550  (((
551 551  == 1.20 ==
552 552  )))
... ... @@ -556,8 +556,11 @@
556 556  1.20
557 557  )))|(((
558 558  **FFI: GetAAOption()** got a new "useconfig" parameter.(% class="confluenceTd" %)
957 +)))|(% colspan="1" %)(% colspan="1" %)
958 +(((
959 +
559 559  )))
560 -|(% 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" %)
561 561  (((
562 562  //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.//
563 563  )))
Confluence.Code.ConfluencePageClass[0]
id
... ... @@ -1,1 +1,1 @@
1 -88345150
1 +100860794
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/100860794/Breaking Changes