Changes for page Breaking Changes

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

From version 47.1
edited by michael
on 2019/11/20 10:24
Change comment: There is no comment for this version
To version 55.1
edited by stefan
on 2020/01/17 14:41
Change comment: extended list of lower file name change to cover UI files as well

Summary

Details

Page properties
Author
... ... @@ -1,1 +1,1 @@
1 -xwiki:XWiki.michael
1 +xwiki:XWiki.stefan
Content
... ... @@ -34,6 +34,51 @@
34 34  Global
35 35  )))|(% colspan="1" %)(% colspan="1" %)
36 36  (((
37 +3.0 Beta 5
38 +)))|(% colspan="1" %)(% colspan="1" %)
39 +(((
40 +Renamed all files in the **md**, ui, and **cutscenes** folders to lower-case
41 +)))
42 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
43 +(((
44 +//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.)\\
45 +
46 +//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).//
47 +)))
48 +|(% colspan="1" %)(% colspan="1" %)
49 +(((
50 +Scripts
51 +)))|(% colspan="1" %)(% colspan="1" %)
52 +(((
53 +3.0 Beta 5
54 +)))|(% colspan="1" %)(% colspan="1" %)
55 +(((
56 +Adjustments of some MD library cues in the base game to change their usage from **<include_actions>** to <run_actions>
57 +)))
58 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
59 +(((
60 +//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.//
61 +)))
62 +|(% colspan="1" %)(% colspan="1" %)
63 +(((
64 +Scripts
65 +)))|(% colspan="1" %)(% colspan="1" %)
66 +(((
67 +3.0 Beta 5
68 +)))|(% colspan="1" %)(% colspan="1" %)
69 +(((
70 +Changes to $dockingbay.**todockpos** and $dockingbay.**launchpos**
71 +)))
72 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
73 +(((
74 +//Before the change, positions are relative to $dockingbay.parent.
75 +After the change, positions are relative to $dockingbay as specified in the documentation.//
76 +)))
77 +|(% colspan="1" %)(% colspan="1" %)
78 +(((
79 +Global
80 +)))|(% colspan="1" %)(% colspan="1" %)
81 +(((
37 37  3.0 Beta 2
38 38  )))|(% colspan="1" %)(% colspan="1" %)
39 39  (((
... ... @@ -65,12 +65,23 @@
65 65  3.0 Beta 1
66 66  )))|(% colspan="1" %)(% colspan="1" %)
67 67  (((
68 -MissionBoard support dropped
113 +**MissionBoard** support dropped
69 69  )))
70 70  |(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
71 71  (((
72 -//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.//
117 +//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  )))
119 +|(((
120 +Job/God
121 +)))|(((
122 +3.0 Beta 1
123 +)))|(((
124 +By default, **job/god entries** now only spawn objects in space added by the extension in which they are defined
125 +)))
126 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
127 +(((
128 +//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.//
129 +)))
74 74  |(% colspan="1" %)(% colspan="1" %)
75 75  (((
76 76  Scripts
Confluence.Code.ConfluencePageClass[0]
id
... ... @@ -1,1 +1,1 @@
1 -89132385
1 +89825104
url
... ... @@ -1,1 +1,1 @@
1 -https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/89132385/Breaking Changes
1 +https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/89825104/Breaking Changes