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 38.1
edited by nick
on 2019/09/09 13:13
Change comment: added parameters of event_venture_mission_completed changed

Summary

Details

Page properties
Author
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1 -xwiki:XWiki.cbj
1 +xwiki:XWiki.nick
Content
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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 93  Script action **<add_actor_to_room/> **attribute **'room'** renamed to **'object'**
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.//
40 +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 98  )))
99 99  |(% colspan="1" %)(% colspan="1" %)
100 100  (((
... ... @@ -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
142 +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
148 +**$ware.illegal** updated
217 217  )))
218 218  |(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
219 219  (((
220 -//In 3.0 Beta 1 we added support for a new weapon mod property "SurfaceElementFactor" to allow weapons to deal increased damage to surface elements such as Shield Generators, Turrets or Engines.//
152 +//$ware.illegal used to return true if the specified ware has the 'illegal' tag which is no longer used.//
153 +\\//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
163 +'**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.//
167 +//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.//
168 +
169 +//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  (((
... ... @@ -256,69 +256,24 @@
256 256  3.0 Beta 1
257 257  )))|(% colspan="1" %)(% colspan="1" %)
258 258  (((
259 -parameters of **<event_venture_mission_completed/>** changed
193 +parameters of event_venture_mission_completed changed
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//
197 +old params: param = venture details, param2 = ships involved, param3 = duration
198 +new params: param = venture detail list: [mission name, mission type], param2 = list of ships involved, param3 = duration
265 265  )))
266 266  |(((
267 267  Scripts
268 268  )))|(((
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 $controllable.fleet.commander
289 -)))
290 -|(% colspan="3" %)(% colspan="3" %)
291 -(((
292 -== 2.60 ==
293 -)))
294 -|(((
295 -Scripts
296 -)))|(((
297 297  2.60 Beta 1
298 298  )))|(((
299 -'**checkoperational**' filter behaviour changed
205 +$container.supplyresources behavior changed
300 300  )))
301 301  |(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
302 302  (((
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 -(((
316 316  //The script keyword $container.supplyresources now includes reserved wares.//
317 317  )))
318 -|(% colspan="3" %)(% colspan="3" %)
319 -(((
320 -== 2.20 ==
321 -)))
322 322  |(% colspan="1" %)(% colspan="1" %)
323 323  (((
324 324  UI core
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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
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1 -89143986
1 +85622793
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/85622793/Breaking Changes