Changes for page Breaking Changes

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

From version 50.1
edited by nick
on 2020/01/08 16:26
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
Content
... ... @@ -25,91 +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 -|(% colspan="1" %)(% colspan="1" %)
47 -(((
48 48  Scripts
49 49  )))|(% colspan="1" %)(% colspan="1" %)
50 50  (((
51 -3.0 Beta 5
52 -)))|(% colspan="1" %)(% colspan="1" %)
53 -(((
54 -Changes to $dockingbay.todockpos and $dockingbay.launchpos
55 -)))
56 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
57 -(((
58 -//Before the change, positions are relative to $dockingbay.parent.
59 -After the change, positions are relative to $dockingbay as specified in the documentation.//
60 -)))
61 -|(((
62 -Scripts
63 -)))|(((
64 -3.0 Beta 2
65 -)))|(((
66 -Changes to **<event_object_changed_owner>** and added **<event_object_changed_true_owner>**.
67 -)))
68 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
69 -(((
70 -//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.
71 -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.
72 -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.
73 -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).
74 -)))
75 -|(% colspan="1" %)(% colspan="1" %)
76 -(((
77 -Global
78 -)))|(% colspan="1" %)(% colspan="1" %)
79 -(((
80 80  3.0 Beta 1
81 81  )))|(% colspan="1" %)(% colspan="1" %)
82 82  (((
83 -MissionBoard support dropped
84 -)))
85 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
86 -(((
87 -//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.//
88 -)))
89 -|(((
90 -Job/God
91 -)))|(((
92 -3.0 Beta 1
93 -)))|(((
94 -By default, job/god entries now only spawn objects in space added by the extension in which they are defined
95 -)))
96 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
97 -(((
98 -//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.//
99 -)))
100 -|(% colspan="1" %)(% colspan="1" %)
101 -(((
102 -Scripts
103 -)))|(% colspan="1" %)(% colspan="1" %)
104 -(((
105 -3.0 Beta 1
106 -)))|(% colspan="1" %)(% colspan="1" %)
107 -(((
108 108  Script action **<add_actor_to_room/> **attribute **'room'** renamed to **'object'**
109 109  )))
110 110  |(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
111 111  (((
112 -//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.
113 113  )))
114 114  |(% colspan="1" %)(% colspan="1" %)
115 115  (((
... ... @@ -209,30 +209,20 @@
209 209  (((
210 210  //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.//
211 211  )))
212 -|(((
213 -UI core
214 -)))|(((
215 -3.0 Beta 1
216 -)))|(((
217 -**FFI: **GetLocalizedInteractiveNotificationKey can return icon placeholders
218 -)))
219 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
220 -(((
221 -//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.//
222 -)))
223 223  |(% colspan="1" %)(% colspan="1" %)
224 224  (((
225 -UI extensions
142 +Scripts
226 226  )))|(% colspan="1" %)(% colspan="1" %)
227 227  (((
228 228  3.0 Beta 1
229 229  )))|(% colspan="1" %)(% colspan="1" %)
230 230  (((
231 -**FFI: **UIWeaponMod returned by GetInstalledWeaponMod() now includes property SurfaceElementFactor
148 +**$ware.illegal** updated
232 232  )))
233 233  |(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
234 234  (((
235 -//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 $ware is illegal to any faction in the game.//
236 236  )))
237 237  |(% colspan="1" %)(% colspan="1" %)
238 238  (((
... ... @@ -242,12 +242,13 @@
242 242  3.0 Beta 1
243 243  )))|(% colspan="1" %)(% colspan="1" %)
244 244  (((
245 -**$ware.illegal** updated
163 +'**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 -//$ware.illegal used to return true if the specified ware has the 'illegal' tag which is no longer used.//
250 -//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.//
251 251  )))
252 252  |(% colspan="1" %)(% colspan="1" %)
253 253  (((
... ... @@ -271,69 +271,24 @@
271 271  3.0 Beta 1
272 272  )))|(% colspan="1" %)(% colspan="1" %)
273 273  (((
274 -parameters of **<event_venture_mission_completed/>** changed
193 +parameters of event_venture_mission_completed changed
275 275  )))
276 276  |(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
277 277  (((
278 -//old params: param = venture details, param2 = ships involved, param3 = duration//
279 -//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
280 280  )))
281 281  |(((
282 282  Scripts
283 283  )))|(((
284 -3.0 Beta 1
285 -)))|(((
286 -**<set_object_wing_name/>** removed,
287 -**<set_object_fleet_name/>** added
288 -)))
289 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
290 -(((
291 -//The common action <set_object_wing_name/> has been replaced with <set_object_fleet_name/>//
292 -)))
293 -|(((
294 -Scripts
295 -)))|(((
296 -3.0 Beta 1
297 -)))|(((
298 -**$controllable.wing.*** removed,
299 -**$controllable.fleet.*** added
300 -)))
301 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
302 -(((
303 -$controllable.wing.name, $controllable.wing.iscommander, and $controllable.wing.commander have been replaced with $controllable.fleet.name, $controllable.fleet.iscommander, and $controllable.fleet.commander
304 -)))
305 -|(% colspan="3" %)(% colspan="3" %)
306 -(((
307 -== 2.60 ==
308 -)))
309 -|(((
310 -Scripts
311 -)))|(((
312 312  2.60 Beta 1
313 313  )))|(((
314 -'**checkoperational**' filter behaviour changed
205 +$container.supplyresources behavior changed
315 315  )))
316 316  |(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
317 317  (((
318 -//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.//
319 -
320 -//Sub nodes such as match_child will have checkoperational default to false. Existing uses may find that results now include non-operational components.//
321 -)))
322 -|(((
323 -Scripts
324 -)))|(((
325 -2.60 Beta 1
326 -)))|(((
327 -$container.**supplyresources** behavior changed
328 -)))
329 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
330 -(((
331 331  //The script keyword $container.supplyresources now includes reserved wares.//
332 332  )))
333 -|(% colspan="3" %)(% colspan="3" %)
334 -(((
335 -== 2.20 ==
336 -)))
337 337  |(% colspan="1" %)(% colspan="1" %)
338 338  (((
339 339  UI core
... ... @@ -366,10 +366,6 @@
366 366  (((
367 367  //The underlying behaviour remains the same in that it involves the buildprocessor, not the buildmodule. The attribute name has simply been corrected.//
368 368  )))
369 -|(% colspan="3" %)(% colspan="3" %)
370 -(((
371 -== 2.00 ==
372 -)))
373 373  |(% colspan="1" %)(% colspan="1" %)
374 374  (((
375 375  Scripts
... ... @@ -516,10 +516,6 @@
516 516  (((
517 517  //Changed return value type to const char* to better identify failure reasons in Lua script.//
518 518  )))
519 -|(% colspan="3" %)(% colspan="3" %)
520 -(((
521 -== 1.50 ==
522 -)))
523 523  |(((
524 524  UI extensions
525 525  )))|(((
... ... @@ -585,10 +585,6 @@
585 585  (((
586 586  (% style="color: rgb(0,0,0);" %)//CancelConstruction() now returns if the cancellation was successful. //
587 587  )))
588 -|(% colspan="3" %)(% colspan="3" %)
589 -(((
590 -== 1.32 ==
591 -)))
592 592  |(((
593 593  UI extensions
594 594  )))|(((
... ... @@ -600,10 +600,6 @@
600 600  (((
601 601  //Instead of "nextdestname", use the properties "destination" or "destinationsector" to retrieve a destination component, then retrieve its "name" property.//
602 602  )))
603 -|(% colspan="3" %)(% colspan="3" %)
604 -(((
605 -== 1.20 ==
606 -)))
607 607  |(((
608 608  UI extensions
609 609  )))|(((
Confluence.Code.ConfluencePageClass[0]
id
... ... @@ -1,1 +1,1 @@
1 -89144012
1 +85622793
url
... ... @@ -1,1 +1,1 @@
1 -https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/89144012/Breaking Changes
1 +https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/85622793/Breaking Changes