Changes for page Breaking Changes

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

From version 49.1
edited by cbj
on 2019/12/18 14:45
Change comment: There is no comment for this version
To version 33.1
edited by stefan
on 2019/06/26 12:02
Change comment: added setup_conversation_minigame note

Summary

Details

Page properties
Author
... ... @@ -1,1 +1,1 @@
1 -xwiki:XWiki.cbj
1 +xwiki:XWiki.stefan
Content
... ... @@ -25,63 +25,20 @@
25 25  )))|=(((
26 26  Summary
27 27  )))
28 -|(% colspan="3" %)(% colspan="3" %)
29 -(((
30 -== 3.00 ==
31 -)))
32 32  |(% colspan="1" %)(% colspan="1" %)
33 33  (((
34 -Global
35 -)))|(% colspan="1" %)(% colspan="1" %)
36 -(((
37 -3.0 Beta 2
38 -)))|(% colspan="1" %)(% colspan="1" %)
39 -(((
40 -Support for entity flag "**skillsvisible**" dropped
41 -)))
42 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
43 -(((
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 -)))
46 -|(((
47 47  Scripts
48 -)))|(((
49 -3.0 Beta 2
50 -)))|(((
51 -Changes to **<event_object_changed_owner>** and added **<event_object_changed_true_owner>**.
52 -)))
53 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
54 -(((
55 -//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 -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_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.
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).
59 -)))
60 -|(% colspan="1" %)(% colspan="1" %)
61 -(((
62 -Global
63 63  )))|(% colspan="1" %)(% colspan="1" %)
64 64  (((
65 65  3.0 Beta 1
66 66  )))|(% colspan="1" %)(% colspan="1" %)
67 67  (((
68 -MissionBoard support dropped
36 +<setup_conversation_minigame/> script action removed
69 69  )))
70 70  |(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
71 71  (((
72 -//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.//
40 +//The script action was a left over from the XR era and was never supported in X4 and couldn't be used in a meaningful way. It was therefore decided to better drop it altogether as it's not expected having been used by any mods.//
73 73  )))
74 -|(((
75 -Job/God
76 -)))|(((
77 -3.0 Beta 1
78 -)))|(((
79 -By default, job/god entries now only spawn objects in space added by the extension in which they are defined
80 -)))
81 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
82 -(((
83 -//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.//
84 -)))
85 85  |(% colspan="1" %)(% colspan="1" %)
86 86  (((
87 87  Scripts
... ... @@ -90,94 +90,10 @@
90 90  3.0 Beta 1
91 91  )))|(% colspan="1" %)(% colspan="1" %)
92 92  (((
93 -Script action **<add_actor_to_room/> **attribute **'room'** renamed to **'object'**
50 +<hack_via_control_panel/> script action removed
94 94  )))
95 95  |(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
96 96  (((
97 -//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.//
98 -)))
99 -|(% colspan="1" %)(% colspan="1" %)
100 -(((
101 -Scripts
102 -)))|(% colspan="1" %)(% colspan="1" %)
103 -(((
104 -3.0 Beta 1
105 -)))|(% colspan="1" %)(% colspan="1" %)
106 -(((
107 -Script action **<set_doors_locked/>** attribute **'group'** changed
108 -)))
109 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
110 -(((
111 -//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.//
112 -)))
113 -|(% colspan="1" %)(% colspan="1" %)
114 -(((
115 -Scripts
116 -)))|(% colspan="1" %)(% colspan="1" %)
117 -(((
118 -3.0 Beta 1
119 -)))|(% colspan="1" %)(% colspan="1" %)
120 -(((
121 -Script conditions **<event_hack_*/>** and **<event_controlpanel_hack_*/>** removed
122 -)))
123 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
124 -(((
125 -//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.//
126 -)))
127 -|(% colspan="1" %)(% colspan="1" %)
128 -(((
129 -Scripts
130 -)))|(% colspan="1" %)(% colspan="1" %)
131 -(((
132 -3.0 Beta 1
133 -)))|(% colspan="1" %)(% colspan="1" %)
134 -(((
135 -Script actions **<set_hack_target/>** and **<abort_hack/>** removed
136 -)))
137 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
138 -(((
139 -//These actions had no effect and were removed.//
140 -)))
141 -|(% colspan="1" %)(% colspan="1" %)
142 -(((
143 -Scripts
144 -)))|(% colspan="1" %)(% colspan="1" %)
145 -(((
146 -3.0 Beta 1
147 -)))|(% colspan="1" %)(% colspan="1" %)
148 -(((
149 -**<setup_conversation_minigame/>** script action removed
150 -)))
151 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
152 -(((
153 -//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.//
154 -)))
155 -|(% colspan="1" %)(% colspan="1" %)
156 -(((
157 -Scripts
158 -)))|(% colspan="1" %)(% colspan="1" %)
159 -(((
160 -3.0 Beta 1
161 -)))|(% colspan="1" %)(% colspan="1" %)
162 -(((
163 -<add_player_choice_*> **confidence** attribute removed
164 -)))
165 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
166 -(((
167 -//The default confidence of player options is another leftover from the XR era and had no effect in X4.//
168 -)))
169 -|(% colspan="1" %)(% colspan="1" %)
170 -(((
171 -Scripts
172 -)))|(% colspan="1" %)(% colspan="1" %)
173 -(((
174 -3.0 Beta 1
175 -)))|(% colspan="1" %)(% colspan="1" %)
176 -(((
177 -**<hack_via_control_panel/>** script action removed
178 -)))
179 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
180 -(((
181 181  //Unused script action <hack_via_control_panel/> was removed.//
182 182  )))
183 183  |(% colspan="1" %)(% colspan="1" %)
... ... @@ -194,30 +194,20 @@
194 194  (((
195 195  //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.//
196 196  )))
197 -|(((
198 -UI core
199 -)))|(((
200 -3.0 Beta 1
201 -)))|(((
202 -**FFI: **GetLocalizedInteractiveNotificationKey can return icon placeholders
203 -)))
204 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
205 -(((
206 -//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.//
207 -)))
208 208  |(% colspan="1" %)(% colspan="1" %)
209 209  (((
210 -UI extensions
72 +Scripts
211 211  )))|(% colspan="1" %)(% colspan="1" %)
212 212  (((
213 213  3.0 Beta 1
214 214  )))|(% colspan="1" %)(% colspan="1" %)
215 215  (((
216 -**FFI: **UIWeaponMod returned by GetInstalledWeaponMod() now includes property SurfaceElementFactor
78 +$ware.illegal updated
217 217  )))
218 218  |(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
219 219  (((
220 -//In 3.0 Beta 1 we added support for a new weapon mod property "SurfaceElementFactor" to allow weapons to deal increased damage to surface elements such as Shield Generators, Turrets or Engines.//
82 +$ware.illegal used to return true if the specified ware has the 'illegal' tag which is no longer used.
83 +\\It now returns true if $ware is illegal to any faction in the game.
221 221  )))
222 222  |(% colspan="1" %)(% colspan="1" %)
223 223  (((
... ... @@ -227,12 +227,13 @@
227 227  3.0 Beta 1
228 228  )))|(% colspan="1" %)(% colspan="1" %)
229 229  (((
230 -**$ware.illegal** updated
93 +'checkoperational' filter behaviour changed
231 231  )))
232 232  |(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
233 233  (((
234 -//$ware.illegal used to return true if the specified ware has the 'illegal' tag which is no longer used.//
235 -//It now returns true if $ware is illegal to any faction in the game.//
97 +//Actions and conditions which use the 'checkoperational' filter now behave differently. Instead of changing how 'class' and 'exactclass' behave, checkoperational == true adds an additional filter for the components being of state operational, equivalent to state="componentstate.operational". This is implicitly enabled in action elements (e.g. <find_.../>) or condition elements (e.g. <count_...>), meaning that find_ship will only find operational ships. Using such actions/conditions with checkoperational="false" will include non-operational components such as wrecked and constructions. Existing uses may find that results now exclude non-operational components.//
98 +
99 +//Sub nodes such as match_child will have checkoperational default to false. Existing uses may find that results now include non-operational components.//
236 236  )))
237 237  |(% colspan="1" %)(% colspan="1" %)
238 238  (((
... ... @@ -250,77 +250,6 @@
250 250  )))
251 251  |(% colspan="1" %)(% colspan="1" %)
252 252  (((
253 -Scripts
254 -)))|(% colspan="1" %)(% colspan="1" %)
255 -(((
256 -3.0 Beta 1
257 -)))|(% colspan="1" %)(% colspan="1" %)
258 -(((
259 -parameters of **<event_venture_mission_completed/>** changed
260 -)))
261 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
262 -(((
263 -//old params: param = venture details, param2 = ships involved, param3 = duration//
264 -//new params: param = venture detail list: [mission name, mission type], param2 = list of ships involved, param3 = duration//
265 -)))
266 -|(((
267 -Scripts
268 -)))|(((
269 -3.0 Beta 1
270 -)))|(((
271 -**<set_object_wing_name/>** removed,
272 -**<set_object_fleet_name/>** added
273 -)))
274 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
275 -(((
276 -//The common action <set_object_wing_name/> has been replaced with <set_object_fleet_name/>//
277 -)))
278 -|(((
279 -Scripts
280 -)))|(((
281 -3.0 Beta 1
282 -)))|(((
283 -**$controllable.wing.*** removed,
284 -**$controllable.fleet.*** added
285 -)))
286 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
287 -(((
288 -$controllable.wing.name, $controllable.wing.iscommander, and $controllable.wing.commander have been replaced with $controllable.fleet.name, $controllable.fleet.iscommander, and $controllable.fleet.commander
289 -)))
290 -|(% colspan="3" %)(% colspan="3" %)
291 -(((
292 -== 2.60 ==
293 -)))
294 -|(((
295 -Scripts
296 -)))|(((
297 -2.60 Beta 1
298 -)))|(((
299 -'**checkoperational**' filter behaviour changed
300 -)))
301 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
302 -(((
303 -//Actions and conditions which use the 'checkoperational' filter now behave differently. Instead of changing how 'class' and 'exactclass' behave, checkoperational == true adds an additional filter for the components being of state operational, equivalent to state="componentstate.operational". This is implicitly enabled in action elements (e.g. <find_.../>) or condition elements (e.g. <count_...>), meaning that find_ship will only find operational ships. Using such actions/conditions with checkoperational="false" will include non-operational components such as wrecked and constructions. Existing uses may find that results now exclude non-operational components.//
304 -
305 -//Sub nodes such as match_child will have checkoperational default to false. Existing uses may find that results now include non-operational components.//
306 -)))
307 -|(((
308 -Scripts
309 -)))|(((
310 -2.60 Beta 1
311 -)))|(((
312 -$container.**supplyresources** behavior changed
313 -)))
314 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
315 -(((
316 -//The script keyword $container.supplyresources now includes reserved wares.//
317 -)))
318 -|(% colspan="3" %)(% colspan="3" %)
319 -(((
320 -== 2.20 ==
321 -)))
322 -|(% colspan="1" %)(% colspan="1" %)
323 -(((
324 324  UI core
325 325  )))|(% colspan="1" %)(% colspan="1" %)
326 326  (((
... ... @@ -351,10 +351,6 @@
351 351  (((
352 352  //The underlying behaviour remains the same in that it involves the buildprocessor, not the buildmodule. The attribute name has simply been corrected.//
353 353  )))
354 -|(% colspan="3" %)(% colspan="3" %)
355 -(((
356 -== 2.00 ==
357 -)))
358 358  |(% colspan="1" %)(% colspan="1" %)
359 359  (((
360 360  Scripts
... ... @@ -501,10 +501,6 @@
501 501  (((
502 502  //Changed return value type to const char* to better identify failure reasons in Lua script.//
503 503  )))
504 -|(% colspan="3" %)(% colspan="3" %)
505 -(((
506 -== 1.50 ==
507 -)))
508 508  |(((
509 509  UI extensions
510 510  )))|(((
... ... @@ -570,10 +570,6 @@
570 570  (((
571 571  (% style="color: rgb(0,0,0);" %)//CancelConstruction() now returns if the cancellation was successful. //
572 572  )))
573 -|(% colspan="3" %)(% colspan="3" %)
574 -(((
575 -== 1.32 ==
576 -)))
577 577  |(((
578 578  UI extensions
579 579  )))|(((
... ... @@ -585,10 +585,6 @@
585 585  (((
586 586  //Instead of "nextdestname", use the properties "destination" or "destinationsector" to retrieve a destination component, then retrieve its "name" property.//
587 587  )))
588 -|(% colspan="3" %)(% colspan="3" %)
589 -(((
590 -== 1.20 ==
591 -)))
592 592  |(((
593 593  UI extensions
594 594  )))|(((
Confluence.Code.ConfluencePageClass[0]
id
... ... @@ -1,1 +1,1 @@
1 -89143986
1 +83460874
url
... ... @@ -1,1 +1,1 @@
1 -https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/89143986/Breaking Changes
1 +https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/83460874/Breaking Changes