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. michael1 +xwiki:XWiki.stefan - Content
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... ... @@ -24,22 +24,285 @@ 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 6 41 +)))|(% colspan="1" %)(% colspan="1" %) 42 +((( 43 +**FFI:** GetFactionRelationStatus() handling for faction relation range [-20,-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 +//In order to keep consistency with regards to the new behvior 'hostile' relation state and the older (deprecated) UI functions, the behavior of the deprecated GetFactionRelationStatus() function was changed according to the behavior of the GetRelationStatus()/GetRelationStatus2() functions which was done in the previous beta. 51 +Factions with a relation rating between -20 and -10 will now report a relation status of 'neutral' (aka: 0) instead of 'hostile'/'enemy' (aka: 1).// 52 + 53 +//If you rely on a handling where these factions are treated like enemies, please use the new GetFactionRelationStatus2() function instead. 54 +// 55 +)))|(% colspan="1" %)(% colspan="1" %) 56 +((( 57 + 58 +))) 59 +|(% colspan="1" %)(% colspan="1" %) 60 +((( 61 +UI core 62 +)))|(% colspan="1" %)(% colspan="1" %) 63 +((( 64 +4.00 Beta 5 65 +)))|(% colspan="1" %)(% colspan="1" %) 66 +((( 67 +**FFI:** GetRelationStatus()/GetRelationStatus2() handling for objects in relation range [-25,-10] changed 68 +)))|(% colspan="1" %)(% colspan="1" %) 69 +((( 70 + 71 +))) 72 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 73 +((( 74 +//4.00 Beta 5// //introduces a new 'hostile' relation status and the game now distinguishes between hostile and enemy relation states. Objects not yet 'hostile' with the player are now visualized differently and therefore distinguishable from real hostile ones. Because of that, several related changes were made for these objects to bring them more in line with how 'neutral' objects behave (f.e. no automatic attacking of these objects by the player property anymore, no target selection when targeting the closest enemy, etc.). To reflect this, these objects are now returning 1 (neutral) as the relation status by the GetRelationStatus()/GetRelationStatus2() functions.// 75 + 76 +//If you rely on a handling where they are treated like enemies, please use the new GetRelationStatus3() //function which returns the new range for these objects: 1 (meaning 'enemy' (aka: not yet hostile) here with following relations having been shifted up). 77 +)))|(% colspan="1" %)(% colspan="1" %) 78 +((( 79 + 80 +))) 81 +|((( 82 +Parameters 83 +)))|((( 84 +4.00 Beta 1 85 +)))|((( 86 +**requiresconstructionvessel** parameter moved 87 +)))|((( 88 + 89 +))) 90 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 91 +((( 92 +//The 'requiresconstructionvessel' attribute has been moved from the 'recycling' node itself, to the new 'station' subnode.// 93 +))) 94 +|((( 95 +Scripts 96 +)))|((( 97 +4.00 Beta 1 98 +)))|((( 99 +Changed behaviour of **gatedistance** script property 100 +)))|((( 101 + 102 +))) 103 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 104 +((( 105 +//The 'gatedistance' script property now minimizes the number of gate jumps instead of counting the number gate jumps in the fastest route.// 106 +)))|(% class="highlight-grey" data-highlight-colour="grey" %)(% class="highlight-grey" data-highlight-colour="grey" %) 107 +((( 108 + 109 +))) 110 +|(% colspan="4" %)(% colspan="4" %) 111 +((( 112 +== 3.30 == 113 +))) 114 +|((( 115 +UI extensions 116 +)))|((( 117 +3.30 Beta 3 118 +)))|((( 119 +**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()** 120 +)))|(% colspan="1" %)(% colspan="1" %) 121 +((( 122 + 123 +))) 124 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 125 +((( 126 +//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()// 127 +))) 128 +|(% colspan="4" %)(% colspan="4" %) 129 +((( 130 +== 3.20 == 131 +))) 132 +|((( 133 +Scripts 134 +)))|((( 135 +3.20 Beta 1 136 +)))|((( 137 +Parameters of **<event_player_attacked_object/>** and **<event_object_attacked_object/>** changed 138 +)))|(% colspan="1" %)(% colspan="1" %) 139 +((( 140 + 141 +))) 142 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 143 +((( 144 +//Old params: param = attacked object, param2 = attack method, param3 = attacked component// 145 +//New params: param = attacked object, param2 = attack method, param3 = attack component detail list: [attacked component, attacking weapon] 146 +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// 147 +))) 148 +|(% colspan="1" %)(% colspan="1" %) 149 +((( 150 +Scripts 151 +)))|(% colspan="1" %)(% colspan="1" %) 152 +((( 153 +3.20 Beta 1 154 +)))|(% colspan="1" %)(% colspan="1" %) 155 +((( 156 +Removed script property $trade.**restriction.faction** 157 +)))|(% colspan="1" %)(% colspan="1" %) 158 +((( 159 + 160 +))) 161 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 162 +((( 163 +//$trade.restriction.faction has been replaced with $trade.restriction.factions, which returns a list of factions.// 164 +))) 165 +|((( 166 +UI extensions 167 +)))|((( 168 +3.20 Beta 1 169 +)))|((( 170 +**Lua**: **GetTradeRestrictions()**, **ToggleFactionTradeRestriction()** and **ToggleFactionTradeWareOverride()** are now obsolete! 171 +)))|(% colspan="1" %)(% colspan="1" %) 172 +((( 173 + 174 +))) 175 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 176 +((( 177 +//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.// 178 +))) 179 +|(% colspan="4" %)(% colspan="4" %) 180 +((( 181 +== 3.10 == 182 +))) 183 +|(% colspan="1" %)(% colspan="1" %) 184 +((( 185 +Scripts 186 +)))|(% colspan="1" %)(% colspan="1" %) 187 +((( 188 +3.10 Beta 1 189 +)))|(% colspan="1" %)(% colspan="1" %) 190 +((( 191 +Removed script action **<add_build/>** 192 +)))|(% colspan="1" %)(% colspan="1" %) 193 +((( 194 + 195 +))) 196 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 197 +((( 198 +//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.// 199 +))) 200 +|(% colspan="4" %)(% colspan="4" %) 201 +((( 30 30 == 3.00 == 31 31 ))) 32 32 |(% colspan="1" %)(% colspan="1" %) 33 33 ((( 206 +Scripts 207 +)))|(% colspan="1" %)(% colspan="1" %) 208 +((( 209 +3.0 Beta 6 210 +)))|(% colspan="1" %)(% colspan="1" %) 211 +((( 212 +Changed behaviour of script action **<get_suitable_job/>** 213 +)))|(% colspan="1" %)(% colspan="1" %) 214 +((( 215 + 216 +))) 217 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 218 +((( 219 +//<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.// 220 +))) 221 +|(% colspan="1" %)(% colspan="1" %) 222 +((( 223 +Scripts 224 +)))|(% colspan="1" %)(% colspan="1" %) 225 +((( 226 +3.0 Beta 6 227 +)))|(% colspan="1" %)(% colspan="1" %) 228 +((( 229 +Changed behaviour of script action **<get_ware_definition/>** 230 +)))|(% colspan="1" %)(% colspan="1" %) 231 +((( 232 + 233 +))) 234 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 235 +((( 236 +//<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.// 237 +))) 238 +|(% colspan="1" %)(% colspan="1" %) 239 +((( 34 34 Global 35 35 )))|(% colspan="1" %)(% colspan="1" %) 36 36 ((( 243 +3.0 Beta 5 244 +)))|(% colspan="1" %)(% colspan="1" %) 245 +((( 246 +Renamed all files in the **md**, ui, and **cutscenes** folders to lower-case 247 +)))|(% colspan="1" %)(% colspan="1" %) 248 +((( 249 + 250 +))) 251 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 252 +((( 253 +//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.)\\ 254 + 255 +//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).// 256 +))) 257 +|(% colspan="1" %)(% colspan="1" %) 258 +((( 259 +Scripts 260 +)))|(% colspan="1" %)(% colspan="1" %) 261 +((( 262 +3.0 Beta 5 263 +)))|(% colspan="1" %)(% colspan="1" %) 264 +((( 265 +Adjustments of some MD library cues in the base game to change their usage from **<include_actions>** to <run_actions> 266 +)))|(% colspan="1" %)(% colspan="1" %) 267 +((( 268 + 269 +))) 270 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 271 +((( 272 +//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.// 273 +))) 274 +|(% colspan="1" %)(% colspan="1" %) 275 +((( 276 +Scripts 277 +)))|(% colspan="1" %)(% colspan="1" %) 278 +((( 279 +3.0 Beta 5 280 +)))|(% colspan="1" %)(% colspan="1" %) 281 +((( 282 +Changes to $dockingbay.**todockpos** and $dockingbay.**launchpos** 283 +)))|(% colspan="1" %)(% colspan="1" %) 284 +((( 285 + 286 +))) 287 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 288 +((( 289 +//Before the change, positions are relative to $dockingbay.parent. 290 +After the change, positions are relative to $dockingbay as specified in the documentation.// 291 +))) 292 +|(% colspan="1" %)(% colspan="1" %) 293 +((( 294 +Global 295 +)))|(% colspan="1" %)(% colspan="1" %) 296 +((( 37 37 3.0 Beta 2 38 38 )))|(% colspan="1" %)(% colspan="1" %) 39 39 ((( 40 40 Support for entity flag "**skillsvisible**" dropped 301 +)))|(% colspan="1" %)(% colspan="1" %) 302 +((( 303 + 41 41 ))) 42 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)305 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 43 43 ((( 44 44 //Entity skills are always visible; that flag was a leftover from XR. We removed support for the script property .skillsvisible, the attribute "skillsvisible" of <set_entity_traits> and <set_npc_template_traits>, and the parameter "skillsvisible" of Lua function GetComponentData().// 45 45 ))) ... ... @@ -49,13 +49,16 @@ 49 49 3.0 Beta 2 50 50 )))|((( 51 51 Changes to **<event_object_changed_owner>** and added **<event_object_changed_true_owner>**. 315 +)))|(% colspan="1" %)(% colspan="1" %) 316 +((( 317 + 52 52 ))) 53 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)319 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 54 54 ((( 55 -//Before 3.0 Beta 2 there was just a single event_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. 321 +//Before 3.0 Beta 2 there was just a single <event_object//_changed_owner> condition. This condition was triggered in multiple cases when an owner change occurred. However, the exact cases were inconsistent and also the event could have been triggered w/o an effective owner change having been applied. 56 56 3.0 Beta 2 fixes these inconsistencies and ensures that the event is only fired, if the "effective" component owner of the object changed. To handle cases where the script actually needs to be informed if the "true" owner of a component was changed (i.e. not taking the cover faction into account) a new <event_object_changed_true_owner> was introduced. 57 -If in your scripts you make use of the event_changed_owner condition you need to verify that you indeed want to work with the "effective" component owner or whether your script code actually should work with the true owner of an object and update your code accordingly. 58 -On top of that the 3rd parameter of <event_object_changed_owner> (trueprevious) was dropped as the event is no longer triggered upon a change of the true owner alone (i.e. only if the change of the true owner has also an effect on the "effective" component owner). //323 +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. 324 +On top of that the 3rd parameter of <event_object_changed_owner> (trueprevious) was dropped as the event is no longer triggered upon a change of the true owner alone (i.e. only if the change of the true owner has also an effect on the "effective" component owner). 59 59 ))) 60 60 |(% colspan="1" %)(% colspan="1" %) 61 61 ((( ... ... @@ -65,12 +65,29 @@ 65 65 3.0 Beta 1 66 66 )))|(% colspan="1" %)(% colspan="1" %) 67 67 ((( 68 -MissionBoard support dropped 334 +**MissionBoard** support dropped 335 +)))|(% colspan="1" %)(% colspan="1" %) 336 +((( 337 + 69 69 ))) 70 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)339 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 71 71 ((( 72 -//MissionBoards was a dummy asset type which was only used during early development and never meant to be shipped in the released version. If any mod tried to make use of this asset type, undefined behavior would occur. Therefore we cleaned things up in 3.0 Beta 1 including deprecating/removing any related UI/script function.// 341 +//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.// 73 73 ))) 343 +|((( 344 +Job/God 345 +)))|((( 346 +3.0 Beta 1 347 +)))|((( 348 +By default, **job/god entries** now only spawn objects in space added by the extension in which they are defined 349 +)))|(% colspan="1" %)(% colspan="1" %) 350 +((( 351 + 352 +))) 353 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 354 +((( 355 +//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.// 356 +))) 74 74 |(% colspan="1" %)(% colspan="1" %) 75 75 ((( 76 76 Scripts ... ... @@ -80,8 +80,11 @@ 80 80 )))|(% colspan="1" %)(% colspan="1" %) 81 81 ((( 82 82 Script action **<add_actor_to_room/> **attribute **'room'** renamed to **'object'** 366 +)))|(% colspan="1" %)(% colspan="1" %) 367 +((( 368 + 83 83 ))) 84 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)370 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 85 85 ((( 86 86 //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.// 87 87 ))) ... ... @@ -94,8 +94,11 @@ 94 94 )))|(% colspan="1" %)(% colspan="1" %) 95 95 ((( 96 96 Script action **<set_doors_locked/>** attribute **'group'** changed 383 +)))|(% colspan="1" %)(% colspan="1" %) 384 +((( 385 + 97 97 ))) 98 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)387 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 99 99 ((( 100 100 //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.// 101 101 ))) ... ... @@ -108,8 +108,11 @@ 108 108 )))|(% colspan="1" %)(% colspan="1" %) 109 109 ((( 110 110 Script conditions **<event_hack_*/>** and **<event_controlpanel_hack_*/>** removed 400 +)))|(% colspan="1" %)(% colspan="1" %) 401 +((( 402 + 111 111 ))) 112 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)404 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 113 113 ((( 114 114 //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.// 115 115 ))) ... ... @@ -122,8 +122,11 @@ 122 122 )))|(% colspan="1" %)(% colspan="1" %) 123 123 ((( 124 124 Script actions **<set_hack_target/>** and **<abort_hack/>** removed 417 +)))|(% colspan="1" %)(% colspan="1" %) 418 +((( 419 + 125 125 ))) 126 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)421 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 127 127 ((( 128 128 //These actions had no effect and were removed.// 129 129 ))) ... ... @@ -136,8 +136,11 @@ 136 136 )))|(% colspan="1" %)(% colspan="1" %) 137 137 ((( 138 138 **<setup_conversation_minigame/>** script action removed 434 +)))|(% colspan="1" %)(% colspan="1" %) 435 +((( 436 + 139 139 ))) 140 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)438 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 141 141 ((( 142 142 //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.// 143 143 ))) ... ... @@ -150,8 +150,11 @@ 150 150 )))|(% colspan="1" %)(% colspan="1" %) 151 151 ((( 152 152 <add_player_choice_*> **confidence** attribute removed 451 +)))|(% colspan="1" %)(% colspan="1" %) 452 +((( 453 + 153 153 ))) 154 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)455 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 155 155 ((( 156 156 //The default confidence of player options is another leftover from the XR era and had no effect in X4.// 157 157 ))) ... ... @@ -164,8 +164,11 @@ 164 164 )))|(% colspan="1" %)(% colspan="1" %) 165 165 ((( 166 166 **<hack_via_control_panel/>** script action removed 468 +)))|(% colspan="1" %)(% colspan="1" %) 469 +((( 470 + 167 167 ))) 168 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)472 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 169 169 ((( 170 170 //Unused script action <hack_via_control_panel/> was removed.// 171 171 ))) ... ... @@ -178,8 +178,11 @@ 178 178 )))|(% colspan="1" %)(% colspan="1" %) 179 179 ((( 180 180 **Lua: **GetMiniGameCursorPosition() removed 485 +)))|(% colspan="1" %)(% colspan="1" %) 486 +((( 487 + 181 181 ))) 182 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)489 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 183 183 ((( 184 184 //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.// 185 185 ))) ... ... @@ -189,8 +189,11 @@ 189 189 3.0 Beta 1 190 190 )))|((( 191 191 **FFI: **GetLocalizedInteractiveNotificationKey can return icon placeholders 499 +)))|(% colspan="1" %)(% colspan="1" %) 500 +((( 501 + 192 192 ))) 193 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)503 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 194 194 ((( 195 195 //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.// 196 196 ))) ... ... @@ -203,8 +203,11 @@ 203 203 )))|(% colspan="1" %)(% colspan="1" %) 204 204 ((( 205 205 **FFI: **UIWeaponMod returned by GetInstalledWeaponMod() now includes property SurfaceElementFactor 516 +)))|(% colspan="1" %)(% colspan="1" %) 517 +((( 518 + 206 206 ))) 207 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)520 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 208 208 ((( 209 209 //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.// 210 210 ))) ... ... @@ -217,8 +217,11 @@ 217 217 )))|(% colspan="1" %)(% colspan="1" %) 218 218 ((( 219 219 **$ware.illegal** updated 533 +)))|(% colspan="1" %)(% colspan="1" %) 534 +((( 535 + 220 220 ))) 221 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)537 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 222 222 ((( 223 223 //$ware.illegal used to return true if the specified ware has the 'illegal' tag which is no longer used.// 224 224 //It now returns true if $ware is illegal to any faction in the game.// ... ... @@ -232,8 +232,11 @@ 232 232 )))|(% colspan="1" %)(% colspan="1" %) 233 233 ((( 234 234 MD script **RML_Flight_Along_Path** removed 551 +)))|(% colspan="1" %)(% colspan="1" %) 552 +((( 553 + 235 235 ))) 236 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)555 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 237 237 ((( 238 238 //The MD script RML_Flight_Along_Path was not referened and was removed.// 239 239 ))) ... ... @@ -246,8 +246,11 @@ 246 246 )))|(% colspan="1" %)(% colspan="1" %) 247 247 ((( 248 248 parameters of **<event_venture_mission_completed/>** changed 568 +)))|(% colspan="1" %)(% colspan="1" %) 569 +((( 570 + 249 249 ))) 250 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)572 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 251 251 ((( 252 252 //old params: param = venture details, param2 = ships involved, param3 = duration// 253 253 //new params: param = venture detail list: [mission name, mission type], param2 = list of ships involved, param3 = duration// ... ... @@ -259,8 +259,11 @@ 259 259 )))|((( 260 260 **<set_object_wing_name/>** removed, 261 261 **<set_object_fleet_name/>** added 584 +)))|(% colspan="1" %)(% colspan="1" %) 585 +((( 586 + 262 262 ))) 263 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)588 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 264 264 ((( 265 265 //The common action <set_object_wing_name/> has been replaced with <set_object_fleet_name/>// 266 266 ))) ... ... @@ -271,12 +271,15 @@ 271 271 )))|((( 272 272 **$controllable.wing.*** removed, 273 273 **$controllable.fleet.*** added 599 +)))|(% colspan="1" %)(% colspan="1" %) 600 +((( 601 + 274 274 ))) 275 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)603 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 276 276 ((( 277 277 $controllable.wing.name, $controllable.wing.iscommander, and $controllable.wing.commander have been replaced with $controllable.fleet.name, $controllable.fleet.iscommander, and $controllable.fleet.commander 278 278 ))) 279 -|(% colspan=" 3" %)(% colspan="3" %)607 +|(% colspan="4" %)(% colspan="4" %) 280 280 ((( 281 281 == 2.60 == 282 282 ))) ... ... @@ -286,8 +286,11 @@ 286 286 2.60 Beta 1 287 287 )))|((( 288 288 '**checkoperational**' filter behaviour changed 617 +)))|(% colspan="1" %)(% colspan="1" %) 618 +((( 619 + 289 289 ))) 290 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)621 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 291 291 ((( 292 292 //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.// 293 293 ... ... @@ -299,12 +299,15 @@ 299 299 2.60 Beta 1 300 300 )))|((( 301 301 $container.**supplyresources** behavior changed 633 +)))|(% colspan="1" %)(% colspan="1" %) 634 +((( 635 + 302 302 ))) 303 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)637 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 304 304 ((( 305 305 //The script keyword $container.supplyresources now includes reserved wares.// 306 306 ))) 307 -|(% colspan=" 3" %)(% colspan="3" %)641 +|(% colspan="4" %)(% colspan="4" %) 308 308 ((( 309 309 == 2.20 == 310 310 ))) ... ... @@ -317,8 +317,11 @@ 317 317 )))|(% colspan="1" %)(% colspan="1" %) 318 318 ((( 319 319 **Lua: GetControllerInfo()** returned mouseSteering/mouseCursor values are undefined. 654 +)))|(% colspan="1" %)(% colspan="1" %) 655 +((( 656 + 320 320 ))) 321 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)658 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 322 322 ((( 323 323 //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. 324 324 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.// ... ... @@ -335,12 +335,15 @@ 335 335 )))|(% colspan="1" %)(% colspan="1" %) 336 336 ((( 337 337 Attribute for build related conditions e.g. **<event_build_finished/>** renamed from 'buildmodule' to 'buildprocessor' 675 +)))|(% colspan="1" %)(% colspan="1" %) 676 +((( 677 + 338 338 ))) 339 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)679 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 340 340 ((( 341 341 //The underlying behaviour remains the same in that it involves the buildprocessor, not the buildmodule. The attribute name has simply been corrected.// 342 342 ))) 343 -|(% colspan=" 3" %)(% colspan="3" %)683 +|(% colspan="4" %)(% colspan="4" %) 344 344 ((( 345 345 == 2.00 == 346 346 ))) ... ... @@ -353,8 +353,11 @@ 353 353 )))|(% colspan="1" %)(% colspan="1" %) 354 354 ((( 355 355 **<event_build_finished/> **param2 now returns null instead of a construction sequence 696 +)))|(% colspan="1" %)(% colspan="1" %) 697 +((( 698 + 356 356 ))) 357 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)700 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 358 358 ((( 359 359 //The construction sequence which was finished should now be accessed via the buildtask provided via param3.// 360 360 ))) ... ... @@ -367,8 +367,11 @@ 367 367 )))|(% colspan="1" %)(% colspan="1" %) 368 368 ((( 369 369 **param.boarding.{...}** strength parameters removed 713 +)))|(% colspan="1" %)(% colspan="1" %) 714 +((( 715 + 370 370 ))) 371 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)717 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 372 372 ((( 373 373 //The 'recruitstrength', 'veteranstrength' and 'elitestrength' script parameters were no longer required for balancing the boarding gameplay, and were removed.// 374 374 ))) ... ... @@ -381,8 +381,11 @@ 381 381 )))|(% colspan="1" %)(% colspan="1" %) 382 382 ((( 383 383 **$defensible.boardee/$defensible.boarder** and **<set_object_boarder/>/<remove_object_boarder/>** removed 730 +)))|(% colspan="1" %)(% colspan="1" %) 731 +((( 732 + 384 384 ))) 385 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)734 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 386 386 ((( 387 387 //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.// 388 388 ))) ... ... @@ -392,8 +392,11 @@ 392 392 2.00 Beta 1 393 393 )))|((( 394 394 **FFI: GetUpgradeSlotCurrentComponent()/GetUpgradeSlotGroup()** works on non-operationals 744 +)))|(% colspan="1" %)(% colspan="1" %) 745 +((( 746 + 395 395 ))) 396 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)748 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 397 397 ((( 398 398 //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.// 399 399 ))) ... ... @@ -403,8 +403,11 @@ 403 403 2.00 Beta 1 404 404 )))|((( 405 405 **FFI: SetFormationShape()** no longer indicates an error upon certain error cases 758 +)))|(% colspan="1" %)(% colspan="1" %) 759 +((( 760 + 406 406 ))) 407 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)762 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 408 408 ((( 409 409 //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.// 410 410 //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.// ... ... @@ -415,8 +415,11 @@ 415 415 2.00 Beta 1 416 416 )))|((( 417 417 **<create_formation/>** now requires the attributes: 'leader' and 'follower'. Attribute 'object' is now deprecated. 773 +)))|(% colspan="1" %)(% colspan="1" %) 774 +((( 775 + 418 418 ))) 419 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)777 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 420 420 ((( 421 421 //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.// 422 422 ))) ... ... @@ -426,8 +426,11 @@ 426 426 2.00 Beta 1 427 427 )))|((( 428 428 **<event_player_changed_target/>** now fires and returns null if the player deselects a target. 787 +)))|(% colspan="1" %)(% colspan="1" %) 788 +((( 789 + 429 429 ))) 430 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)791 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 431 431 ((( 432 432 //For prior behavior, check for event.param being non-null.// 433 433 ))) ... ... @@ -437,8 +437,11 @@ 437 437 2.00 Beta 1 438 438 )))|((( 439 439 **<shoot/>/<shoot_at/>** attribute changes. 801 +)))|(% colspan="1" %)(% colspan="1" %) 802 +((( 803 + 440 440 ))) 441 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)805 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 442 442 ((( 443 443 //Changed: Attribute "primary" is now optional and defines whether weapons from the ship's active primary weapon group will be fired. Defaults to true.// 444 444 //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.// ... ... @@ -452,8 +452,11 @@ 452 452 2.00 Beta 1 453 453 )))|((( 454 454 **FFI: GetBuildTask()/GetNumBuildTasks()** got a new "buildmoduleid" parameter.(% class="confluenceTd" %) 819 +)))|(% colspan="1" %)(% colspan="1" %) 820 +((( 821 + 455 455 ))) 456 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)823 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 457 457 ((( 458 458 //Added possibility to query build tasks of a certain buildmodule.// 459 459 ))) ... ... @@ -463,8 +463,11 @@ 463 463 2.00 Beta 1 464 464 )))|((( 465 465 **Lua:** **GetLibraryEntry()** retrieved a new "buildresources" field. 833 +)))|(% colspan="1" %)(% colspan="1" %) 834 +((( 835 + 466 466 ))) 467 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)837 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 468 468 ((( 469 469 //Added list of resources a buildmodule needs to build.// 470 470 ))) ... ... @@ -474,8 +474,11 @@ 474 474 2.00 Beta 1 475 475 )))|((( 476 476 (% 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);" %) 847 +)))|(% colspan="1" %)(% colspan="1" %) 848 +((( 849 + 477 477 ))) 478 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)851 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 479 479 ((( 480 480 //Unused, derelict function from XR - use GetComponentData(..., "hullpercent") instead.// 481 481 ))) ... ... @@ -485,12 +485,15 @@ 485 485 2.00 Beta 1 486 486 )))|((( 487 487 **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" %) 861 +)))|(% colspan="1" %)(% colspan="1" %) 862 +((( 863 + 488 488 ))) 489 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)865 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 490 490 ((( 491 491 //Changed return value type to const char* to better identify failure reasons in Lua script.// 492 492 ))) 493 -|(% colspan=" 3" %)(% colspan="3" %)869 +|(% colspan="4" %)(% colspan="4" %) 494 494 ((( 495 495 == 1.50 == 496 496 ))) ... ... @@ -500,8 +500,11 @@ 500 500 1.50 Beta 3 501 501 )))|((( 502 502 **Lua: GetComponentData() **changed behavior of "docksizes" propertly.(% class="confluenceTd" %) 879 +)))|(% colspan="1" %)(% colspan="1" %) 880 +((( 881 + 503 503 ))) 504 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)883 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 505 505 ((( 506 506 //The "docksizes" property no longer includes internal ship storage docks.// 507 507 ))) ... ... @@ -511,8 +511,11 @@ 511 511 1.50 Beta 2 512 512 )))|((( 513 513 **Meaning of "Shipyard"** was corrected throughout Lua/MD/AI scripts, so that Wharfs are not Shipyards (unlike in XR). 893 +)))|(% colspan="1" %)(% colspan="1" %) 894 +((( 895 + 514 514 ))) 515 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)897 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 516 516 ((( 517 517 //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".// 518 518 ... ... @@ -526,8 +526,11 @@ 526 526 1.50 Beta 2 527 527 )))|((( 528 528 **FFI: UpgradeGroupInfo **datatype was changed.(% class="confluenceTd" %) 911 +)))|(% colspan="1" %)(% colspan="1" %) 912 +((( 913 + 529 529 ))) 530 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)915 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 531 531 ((( 532 532 //Added new "operational" field to retrieve information about number of operational upgrades in a group.// 533 533 ))) ... ... @@ -540,8 +540,11 @@ 540 540 )))|(% colspan="1" %)(% colspan="1" %) 541 541 ((( 542 542 **FFI: SetGuidance()** removed useinfopoint argument. 928 +)))|(% colspan="1" %)(% colspan="1" %) 929 +((( 930 + 543 543 ))) 544 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)932 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 545 545 ((( 546 546 //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. 547 547 // ... ... @@ -554,12 +554,15 @@ 554 554 1.50 Beta 1 555 555 )))|((( 556 556 **FFI: CancelConstruction() **changed its return value.(% class="confluenceTd" %) 945 +)))|(% colspan="1" %)(% colspan="1" %) 946 +((( 947 + 557 557 ))) 558 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)949 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 559 559 ((( 560 560 (% style="color: rgb(0,0,0);" %)//CancelConstruction() now returns if the cancellation was successful. // 561 561 ))) 562 -|(% colspan=" 3" %)(% colspan="3" %)953 +|(% colspan="4" %)(% colspan="4" %) 563 563 ((( 564 564 == 1.32 == 565 565 ))) ... ... @@ -569,12 +569,15 @@ 569 569 1.32 570 570 )))|((( 571 571 **Lua: GetComponentData() **removed the "nextdestname" property. 963 +)))|(% colspan="1" %)(% colspan="1" %) 964 +((( 965 + 572 572 ))) 573 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)967 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 574 574 ((( 575 575 //Instead of "nextdestname", use the properties "destination" or "destinationsector" to retrieve a destination component, then retrieve its "name" property.// 576 576 ))) 577 -|(% colspan=" 3" %)(% colspan="3" %)971 +|(% colspan="4" %)(% colspan="4" %) 578 578 ((( 579 579 == 1.20 == 580 580 ))) ... ... @@ -584,8 +584,11 @@ 584 584 1.20 585 585 )))|((( 586 586 **FFI: GetAAOption()** got a new "useconfig" parameter.(% class="confluenceTd" %) 981 +)))|(% colspan="1" %)(% colspan="1" %) 982 +((( 983 + 587 587 ))) 588 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)985 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 589 589 ((( 590 590 //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.// 591 591 )))
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... ... @@ -1,1 +1,1 @@ 1 -https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/ 88346135/Breaking Changes1 +https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/101548082/Breaking Changes