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. cbj1 +xwiki:XWiki.owen - Content
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... ... @@ -25,90 +25,19 @@ 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 69 -))) 70 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 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.// 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 -|(% colspan="1" %)(% colspan="1" %) 86 -((( 87 -Scripts 88 -)))|(% colspan="1" %)(% colspan="1" %) 89 -((( 90 -3.0 Beta 1 91 -)))|(% colspan="1" %)(% colspan="1" %) 92 -((( 93 -Script action **<add_actor_to_room/> **attribute **'room'** renamed to **'object'** 94 -))) 95 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 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 -((( 107 107 Script action **<set_doors_locked/>** attribute **'group'** changed 108 108 ))) 109 109 |(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 110 110 ((( 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.//40 +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. 112 112 ))) 113 113 |(% colspan="1" %)(% colspan="1" %) 114 114 ((( ... ... @@ -194,33 +194,8 @@ 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 211 -)))|(% colspan="1" %)(% colspan="1" %) 212 -((( 213 -3.0 Beta 1 214 -)))|(% colspan="1" %)(% colspan="1" %) 215 -((( 216 -**FFI: **UIWeaponMod returned by GetInstalledWeaponMod() now includes property SurfaceElementFactor 217 -))) 218 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 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.// 221 -))) 222 -|(% colspan="1" %)(% colspan="1" %) 223 -((( 224 224 Scripts 225 225 )))|(% colspan="1" %)(% colspan="1" %) 226 226 ((( ... ... @@ -232,7 +232,7 @@ 232 232 |(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 233 233 ((( 234 234 //$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.// 139 +\\//It now returns true if $ware is illegal to any faction in the game.// 236 236 ))) 237 237 |(% colspan="1" %)(% colspan="1" %) 238 238 ((( ... ... @@ -242,11 +242,13 @@ 242 242 3.0 Beta 1 243 243 )))|(% colspan="1" %)(% colspan="1" %) 244 244 ((( 245 - MD script**RML_Flight_Along_Path** removed149 +'**checkoperational**' filter behaviour changed 246 246 ))) 247 247 |(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 248 248 ((( 249 -//The MD script RML_Flight_Along_Path was not referened and was removed.// 153 +//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.// 154 + 155 +//Sub nodes such as match_child will have checkoperational default to false. Existing uses may find that results now include non-operational components.// 250 250 ))) 251 251 |(% colspan="1" %)(% colspan="1" %) 252 252 ((( ... ... @@ -256,69 +256,12 @@ 256 256 3.0 Beta 1 257 257 )))|(% colspan="1" %)(% colspan="1" %) 258 258 ((( 259 - parametersof**<event_venture_mission_completed/>**changed165 +MD script **RML_Flight_Along_Path** removed 260 260 ))) 261 261 |(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 262 262 ((( 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// 169 +//The MD script RML_Flight_Along_Path was not referened and was removed.// 265 265 ))) 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 -))) 322 322 |(% colspan="1" %)(% colspan="1" %) 323 323 ((( 324 324 UI core ... ... @@ -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 )))|(((
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... ... @@ -1,1 +1,1 @@ 1 -8 91439861 +85131714 - url
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... ... @@ -1,1 +1,1 @@ 1 -https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/8 9143986/Breaking Changes1 +https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/85131714/Breaking Changes