Changes for page Breaking Changes

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

From version 51.1
edited by nick
on 2020/01/08 17:05
Change comment: There is no comment for this version
To version 69.1
edited by owen
on 2020/10/19 17:55
Change comment: added change of location for requiresconstructionvessel recycling parameter

Summary

Details

Page properties
Author
... ... @@ -1,1 +1,1 @@
1 -xwiki:XWiki.nick
1 +xwiki:XWiki.owen
Content
... ... @@ -24,9 +24,119 @@
24 24  Version
25 25  )))|=(((
26 26  Summary
27 +)))|=(% colspan="1" %)(% colspan="1" %)
28 +(((
29 +
27 27  )))
28 -|(% colspan="3" %)(% colspan="3" %)
31 +|(% colspan="4" %)(% colspan="4" %)
29 29  (((
33 +== 4.00 ==
34 +)))
35 +|(((
36 +Parameters
37 +)))|(((
38 +4.00 Beta 1
39 +)))|(((
40 +**requiresconstructionvessel** parameter moved
41 +)))|(((
42 +
43 +)))
44 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
45 +(((
46 +//The 'requiresconstructionvessel' attribute has been moved from the 'recycling' node itself, to the new 'station' subnode.//
47 +)))
48 +|(% colspan="4" %)(% colspan="4" %)
49 +(((
50 +== 3.30 ==
51 +)))
52 +|(((
53 +UI extensions
54 +)))|(((
55 +3.30 Beta 3
56 +)))|(((
57 +**FFI: **Removed** (% style="color: rgb(0,0,0);" %)GetMissionLimit() (%%)**(% style="color: rgb(0,0,0);" %)and** **(% style="color: rgb(0, 0, 0); color: rgb(0, 0, 0)" %)**IsMissionLimit**(%%)**Enabled()**
58 +)))|(% colspan="1" %)(% colspan="1" %)
59 +(((
60 +
61 +)))
62 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
63 +(((
64 +//These mission limit-related functions (added in 3.30 Beta 1 and 2) are replaced with FFI (% style="color: rgb(0,0,0);" %)IsMissionLimit(%%)Reach(% style="color: rgb(0,0,0);" %)ed()//
65 +)))
66 +|(% colspan="4" %)(% colspan="4" %)
67 +(((
68 +== 3.20 ==
69 +)))
70 +|(((
71 +Scripts
72 +)))|(((
73 +3.20 Beta 1
74 +)))|(((
75 +Parameters of **<event_player_attacked_object/>** and **<event_object_attacked_object/>** changed
76 +)))|(% colspan="1" %)(% colspan="1" %)
77 +(((
78 +
79 +)))
80 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
81 +(((
82 +//Old params: param = attacked object, param2 = attack method, param3 = attacked component//
83 +//New params: param = attacked object, param2 = attack method, param3 = attack component detail list: [attacked component, attacking weapon]
84 +Note that this also means the component attribute to the events is no longer available, so scripts checking the attacked component need to use event.param3.{1} instead//
85 +)))
86 +|(% colspan="1" %)(% colspan="1" %)
87 +(((
88 +Scripts
89 +)))|(% colspan="1" %)(% colspan="1" %)
90 +(((
91 +3.20 Beta 1
92 +)))|(% colspan="1" %)(% colspan="1" %)
93 +(((
94 +Removed script property $trade.**restriction.faction**
95 +)))|(% colspan="1" %)(% colspan="1" %)
96 +(((
97 +
98 +)))
99 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
100 +(((
101 +//$trade.restriction.faction has been replaced with $trade.restriction.factions, which returns a list of factions.//
102 +)))
103 +|(((
104 +UI extensions
105 +)))|(((
106 +3.20 Beta 1
107 +)))|(((
108 +**Lua**: **GetTradeRestrictions()**, **ToggleFactionTradeRestriction()** and **ToggleFactionTradeWareOverride()** are now obsolete!
109 +)))|(% colspan="1" %)(% colspan="1" %)
110 +(((
111 +
112 +)))
113 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
114 +(((
115 +//With the addition of the Trade Rule feature the given functions are obsolete and do not function anymore. This set of functions will return dummy values to avoid breaking scripts. Use GetAllTradeRules(), GetContainerTradeRuleID(), SetContainerTradeRule() and similar trade rule functions as replacement.//
116 +)))
117 +|(% colspan="4" %)(% colspan="4" %)
118 +(((
119 +== 3.10 ==
120 +)))
121 +|(% colspan="1" %)(% colspan="1" %)
122 +(((
123 +Scripts
124 +)))|(% colspan="1" %)(% colspan="1" %)
125 +(((
126 +3.10 Beta 1
127 +)))|(% colspan="1" %)(% colspan="1" %)
128 +(((
129 +Removed script action **<add_build/>**
130 +)))|(% colspan="1" %)(% colspan="1" %)
131 +(((
132 +
133 +)))
134 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
135 +(((
136 +//Removed <add_build/> action which was no longer needed and would result in builds being added in unsupported ways. Use other <add_build_xxx/> actions.//
137 +)))
138 +|(% colspan="4" %)(% colspan="4" %)
139 +(((
30 30  == 3.00 ==
31 31  )))
32 32  |(% colspan="1" %)(% colspan="1" %)
... ... @@ -34,13 +34,86 @@
34 34  Scripts
35 35  )))|(% colspan="1" %)(% colspan="1" %)
36 36  (((
147 +3.0 Beta 6
148 +)))|(% colspan="1" %)(% colspan="1" %)
149 +(((
150 +Changed behaviour of script action **<get_suitable_job/>**
151 +)))|(% colspan="1" %)(% colspan="1" %)
152 +(((
153 +
154 +)))
155 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
156 +(((
157 +//<get_suitable_job/> previously did not respect job quotas or the current number of job ships. It now does, only returning job IDs which are not exceeding the maxgalaxy quota. Using 'exceedquota' allows the action to behave as before.//
158 +)))
159 +|(% colspan="1" %)(% colspan="1" %)
160 +(((
161 +Scripts
162 +)))|(% colspan="1" %)(% colspan="1" %)
163 +(((
164 +3.0 Beta 6
165 +)))|(% colspan="1" %)(% colspan="1" %)
166 +(((
167 +Changed behaviour of script action **<get_ware_definition/>**
168 +)))|(% colspan="1" %)(% colspan="1" %)
169 +(((
170 +
171 +)))
172 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
173 +(((
174 +//<get_ware_definition/> previously filtered for equipment wares by default. This is now not the case and existing cases now use flags="equipment". Additional filter attributes for group and tags has also been added.//
175 +)))
176 +|(% colspan="1" %)(% colspan="1" %)
177 +(((
178 +Global
179 +)))|(% colspan="1" %)(% colspan="1" %)
180 +(((
37 37  3.0 Beta 5
38 38  )))|(% colspan="1" %)(% colspan="1" %)
39 39  (((
40 -Changes to $dockingbay.todockpos and $dockingbay.launchpos
184 +Renamed all files in the **md**, ui, and **cutscenes** folders to lower-case
185 +)))|(% colspan="1" %)(% colspan="1" %)
186 +(((
187 +
41 41  )))
42 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
189 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
43 43  (((
191 +//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.)\\
192 +
193 +//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).//
194 +)))
195 +|(% colspan="1" %)(% colspan="1" %)
196 +(((
197 +Scripts
198 +)))|(% colspan="1" %)(% colspan="1" %)
199 +(((
200 +3.0 Beta 5
201 +)))|(% colspan="1" %)(% colspan="1" %)
202 +(((
203 +Adjustments of some MD library cues in the base game to change their usage from **<include_actions>** to <run_actions>
204 +)))|(% colspan="1" %)(% colspan="1" %)
205 +(((
206 +
207 +)))
208 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
209 +(((
210 +//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.//
211 +)))
212 +|(% colspan="1" %)(% colspan="1" %)
213 +(((
214 +Scripts
215 +)))|(% colspan="1" %)(% colspan="1" %)
216 +(((
217 +3.0 Beta 5
218 +)))|(% colspan="1" %)(% colspan="1" %)
219 +(((
220 +Changes to $dockingbay.**todockpos** and $dockingbay.**launchpos**
221 +)))|(% colspan="1" %)(% colspan="1" %)
222 +(((
223 +
224 +)))
225 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
226 +(((
44 44  //Before the change, positions are relative to $dockingbay.parent.
45 45  After the change, positions are relative to $dockingbay as specified in the documentation.//
46 46  )))
... ... @@ -53,8 +53,11 @@
53 53  )))|(% colspan="1" %)(% colspan="1" %)
54 54  (((
55 55  Support for entity flag "**skillsvisible**" dropped
239 +)))|(% colspan="1" %)(% colspan="1" %)
240 +(((
241 +
56 56  )))
57 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
243 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
58 58  (((
59 59  //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().//
60 60  )))
... ... @@ -64,8 +64,11 @@
64 64  3.0 Beta 2
65 65  )))|(((
66 66  Changes to **<event_object_changed_owner>** and added **<event_object_changed_true_owner>**.
253 +)))|(% colspan="1" %)(% colspan="1" %)
254 +(((
255 +
67 67  )))
68 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
257 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
69 69  (((
70 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 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.
... ... @@ -80,9 +80,12 @@
80 80  3.0 Beta 1
81 81  )))|(% colspan="1" %)(% colspan="1" %)
82 82  (((
83 -MissionBoard support dropped
272 +**MissionBoard** support dropped
273 +)))|(% colspan="1" %)(% colspan="1" %)
274 +(((
275 +
84 84  )))
85 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
277 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
86 86  (((
87 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 88  )))
... ... @@ -91,9 +91,12 @@
91 91  )))|(((
92 92  3.0 Beta 1
93 93  )))|(((
94 -By default, job/god entries now only spawn objects in space added by the extension in which they are defined
286 +By default, **job/god entries** now only spawn objects in space added by the extension in which they are defined
287 +)))|(% colspan="1" %)(% colspan="1" %)
288 +(((
289 +
95 95  )))
96 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
291 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
97 97  (((
98 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 99  )))
... ... @@ -106,8 +106,11 @@
106 106  )))|(% colspan="1" %)(% colspan="1" %)
107 107  (((
108 108  Script action **<add_actor_to_room/> **attribute **'room'** renamed to **'object'**
304 +)))|(% colspan="1" %)(% colspan="1" %)
305 +(((
306 +
109 109  )))
110 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
308 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
111 111  (((
112 112  //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.//
113 113  )))
... ... @@ -120,8 +120,11 @@
120 120  )))|(% colspan="1" %)(% colspan="1" %)
121 121  (((
122 122  Script action **<set_doors_locked/>** attribute **'group'** changed
321 +)))|(% colspan="1" %)(% colspan="1" %)
322 +(((
323 +
123 123  )))
124 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
325 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
125 125  (((
126 126  //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.//
127 127  )))
... ... @@ -134,8 +134,11 @@
134 134  )))|(% colspan="1" %)(% colspan="1" %)
135 135  (((
136 136  Script conditions **<event_hack_*/>** and **<event_controlpanel_hack_*/>** removed
338 +)))|(% colspan="1" %)(% colspan="1" %)
339 +(((
340 +
137 137  )))
138 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
342 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
139 139  (((
140 140  //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.//
141 141  )))
... ... @@ -148,8 +148,11 @@
148 148  )))|(% colspan="1" %)(% colspan="1" %)
149 149  (((
150 150  Script actions **<set_hack_target/>** and **<abort_hack/>** removed
355 +)))|(% colspan="1" %)(% colspan="1" %)
356 +(((
357 +
151 151  )))
152 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
359 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
153 153  (((
154 154  //These actions had no effect and were removed.//
155 155  )))
... ... @@ -162,8 +162,11 @@
162 162  )))|(% colspan="1" %)(% colspan="1" %)
163 163  (((
164 164  **<setup_conversation_minigame/>** script action removed
372 +)))|(% colspan="1" %)(% colspan="1" %)
373 +(((
374 +
165 165  )))
166 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
376 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
167 167  (((
168 168  //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.//
169 169  )))
... ... @@ -176,8 +176,11 @@
176 176  )))|(% colspan="1" %)(% colspan="1" %)
177 177  (((
178 178  <add_player_choice_*> **confidence** attribute removed
389 +)))|(% colspan="1" %)(% colspan="1" %)
390 +(((
391 +
179 179  )))
180 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
393 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
181 181  (((
182 182  //The default confidence of player options is another leftover from the XR era and had no effect in X4.//
183 183  )))
... ... @@ -190,8 +190,11 @@
190 190  )))|(% colspan="1" %)(% colspan="1" %)
191 191  (((
192 192  **<hack_via_control_panel/>** script action removed
406 +)))|(% colspan="1" %)(% colspan="1" %)
407 +(((
408 +
193 193  )))
194 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
410 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
195 195  (((
196 196  //Unused script action <hack_via_control_panel/> was removed.//
197 197  )))
... ... @@ -204,8 +204,11 @@
204 204  )))|(% colspan="1" %)(% colspan="1" %)
205 205  (((
206 206  **Lua: **GetMiniGameCursorPosition() removed
423 +)))|(% colspan="1" %)(% colspan="1" %)
424 +(((
425 +
207 207  )))
208 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
427 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
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  )))
... ... @@ -215,8 +215,11 @@
215 215  3.0 Beta 1
216 216  )))|(((
217 217  **FFI: **GetLocalizedInteractiveNotificationKey can return icon placeholders
437 +)))|(% colspan="1" %)(% colspan="1" %)
438 +(((
439 +
218 218  )))
219 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
441 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
220 220  (((
221 221  //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.//
222 222  )))
... ... @@ -229,8 +229,11 @@
229 229  )))|(% colspan="1" %)(% colspan="1" %)
230 230  (((
231 231  **FFI: **UIWeaponMod returned by GetInstalledWeaponMod() now includes property SurfaceElementFactor
454 +)))|(% colspan="1" %)(% colspan="1" %)
455 +(((
456 +
232 232  )))
233 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
458 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
234 234  (((
235 235  //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.//
236 236  )))
... ... @@ -243,8 +243,11 @@
243 243  )))|(% colspan="1" %)(% colspan="1" %)
244 244  (((
245 245  **$ware.illegal** updated
471 +)))|(% colspan="1" %)(% colspan="1" %)
472 +(((
473 +
246 246  )))
247 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
475 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
248 248  (((
249 249  //$ware.illegal used to return true if the specified ware has the 'illegal' tag which is no longer used.//
250 250  //It now returns true if $ware is illegal to any faction in the game.//
... ... @@ -258,8 +258,11 @@
258 258  )))|(% colspan="1" %)(% colspan="1" %)
259 259  (((
260 260  MD script **RML_Flight_Along_Path** removed
489 +)))|(% colspan="1" %)(% colspan="1" %)
490 +(((
491 +
261 261  )))
262 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
493 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
263 263  (((
264 264  //The MD script RML_Flight_Along_Path was not referened and was removed.//
265 265  )))
... ... @@ -272,8 +272,11 @@
272 272  )))|(% colspan="1" %)(% colspan="1" %)
273 273  (((
274 274  parameters of **<event_venture_mission_completed/>** changed
506 +)))|(% colspan="1" %)(% colspan="1" %)
507 +(((
508 +
275 275  )))
276 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
510 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
277 277  (((
278 278  //old params: param = venture details, param2 = ships involved, param3 = duration//
279 279  //new params: param = venture detail list: [mission name, mission type], param2 = list of ships involved, param3 = duration//
... ... @@ -285,8 +285,11 @@
285 285  )))|(((
286 286  **<set_object_wing_name/>** removed,
287 287  **<set_object_fleet_name/>** added
522 +)))|(% colspan="1" %)(% colspan="1" %)
523 +(((
524 +
288 288  )))
289 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
526 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
290 290  (((
291 291  //The common action <set_object_wing_name/> has been replaced with <set_object_fleet_name/>//
292 292  )))
... ... @@ -297,12 +297,15 @@
297 297  )))|(((
298 298  **$controllable.wing.*** removed,
299 299  **$controllable.fleet.*** added
537 +)))|(% colspan="1" %)(% colspan="1" %)
538 +(((
539 +
300 300  )))
301 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
541 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
302 302  (((
303 303  $controllable.wing.name, $controllable.wing.iscommander, and $controllable.wing.commander have been replaced with $controllable.fleet.name, $controllable.fleet.iscommander, and $controllable.fleet.commander
304 304  )))
305 -|(% colspan="3" %)(% colspan="3" %)
545 +|(% colspan="4" %)(% colspan="4" %)
306 306  (((
307 307  == 2.60 ==
308 308  )))
... ... @@ -312,8 +312,11 @@
312 312  2.60 Beta 1
313 313  )))|(((
314 314  '**checkoperational**' filter behaviour changed
555 +)))|(% colspan="1" %)(% colspan="1" %)
556 +(((
557 +
315 315  )))
316 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
559 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
317 317  (((
318 318  //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.//
319 319  
... ... @@ -325,12 +325,15 @@
325 325  2.60 Beta 1
326 326  )))|(((
327 327  $container.**supplyresources** behavior changed
571 +)))|(% colspan="1" %)(% colspan="1" %)
572 +(((
573 +
328 328  )))
329 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
575 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
330 330  (((
331 331  //The script keyword $container.supplyresources now includes reserved wares.//
332 332  )))
333 -|(% colspan="3" %)(% colspan="3" %)
579 +|(% colspan="4" %)(% colspan="4" %)
334 334  (((
335 335  == 2.20 ==
336 336  )))
... ... @@ -343,8 +343,11 @@
343 343  )))|(% colspan="1" %)(% colspan="1" %)
344 344  (((
345 345  **Lua: GetControllerInfo()** returned mouseSteering/mouseCursor values are undefined.
592 +)))|(% colspan="1" %)(% colspan="1" %)
593 +(((
594 +
346 346  )))
347 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
596 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
348 348  (((
349 349  //2.20 Beta 3 introduced the new direct mouse steering mode. The mode was however not integrated as a first level mode and hence GetControllerInfo() returned the "gamepad" mode while direct mouse steering was active.
350 350  In 2.20 Beta 4 we improved the situation slightly so that a call to GetControllerInfo() will return either "mouseCursor" or "mouseSteering" in any of the 3 mouse modes.//
... ... @@ -361,12 +361,15 @@
361 361  )))|(% colspan="1" %)(% colspan="1" %)
362 362  (((
363 363  Attribute for build related conditions e.g. **<event_build_finished/>** renamed from 'buildmodule' to 'buildprocessor'
613 +)))|(% colspan="1" %)(% colspan="1" %)
614 +(((
615 +
364 364  )))
365 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
617 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
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" %)
621 +|(% colspan="4" %)(% colspan="4" %)
370 370  (((
371 371  == 2.00 ==
372 372  )))
... ... @@ -379,8 +379,11 @@
379 379  )))|(% colspan="1" %)(% colspan="1" %)
380 380  (((
381 381  **<event_build_finished/> **param2 now returns null instead of a construction sequence
634 +)))|(% colspan="1" %)(% colspan="1" %)
635 +(((
636 +
382 382  )))
383 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
638 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
384 384  (((
385 385  //The construction sequence which was finished should now be accessed via the buildtask provided via param3.//
386 386  )))
... ... @@ -393,8 +393,11 @@
393 393  )))|(% colspan="1" %)(% colspan="1" %)
394 394  (((
395 395  **param.boarding.{...}** strength parameters removed
651 +)))|(% colspan="1" %)(% colspan="1" %)
652 +(((
653 +
396 396  )))
397 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
655 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
398 398  (((
399 399  //The 'recruitstrength', 'veteranstrength' and 'elitestrength' script parameters were no longer required for balancing the boarding gameplay, and were removed.//
400 400  )))
... ... @@ -407,8 +407,11 @@
407 407  )))|(% colspan="1" %)(% colspan="1" %)
408 408  (((
409 409  **$defensible.boardee/$defensible.boarder** and **<set_object_boarder/>/<remove_object_boarder/>** removed
668 +)))|(% colspan="1" %)(% colspan="1" %)
669 +(((
670 +
410 410  )))
411 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
672 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
412 412  (((
413 413  //Due to changes to boarding in X4, the boarding connections accessed by these script properties and actions became redundent and thus, removed. Any connections set by these actions in a savegame will not survive loading.//
414 414  )))
... ... @@ -418,8 +418,11 @@
418 418  2.00 Beta 1
419 419  )))|(((
420 420  **FFI: GetUpgradeSlotCurrentComponent()/GetUpgradeSlotGroup()** works on non-operationals
682 +)))|(% colspan="1" %)(% colspan="1" %)
683 +(((
684 +
421 421  )))
422 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
686 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
423 423  (((
424 424  //Before 2.0 Beta 1 using GetUpgradeSlotCurrentComponent() or GetUpgradeSlotGroup() only performed on operational objects (i.e. not wrecked objects or objects under construction). Since this is inconsistent with the rest of the UI functions, this was considered a bug and fixed in 2.0 Beta 1. If you require the old behavior, use the FFI function: IsComponentOperational() to check the passed object's state before making the call.//
425 425  )))
... ... @@ -429,8 +429,11 @@
429 429  2.00 Beta 1
430 430  )))|(((
431 431  **FFI: SetFormationShape()** no longer indicates an error upon certain error cases
696 +)))|(% colspan="1" %)(% colspan="1" %)
697 +(((
698 +
432 432  )))
433 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
700 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
434 434  (((
435 435  //Before 2.0 Beta 1 a call to SetFormationShape() indicated an error state to the caller in certain cases where setting a formation shape (potentially) failed. Due to a design flaw in the handling of formations, this however doesn't do any good, since the function by itself doesn't really set the formation shape in all cases. On top of that the call can fail at random. Hence, at the moment an indication of an error case that setting a formation potentially fails is no good to the caller and he has no means to distinguish that case from a real error case.//
436 436  //Therefore, in 2.0 Beta 1 we drop the error indication in case of an attempt to set the formation fails. We are currently working on a better solution to the underlying problem and hope to have it ready as part of a following beta.//
... ... @@ -441,8 +441,11 @@
441 441  2.00 Beta 1
442 442  )))|(((
443 443  **<create_formation/>** now requires the attributes: 'leader' and 'follower'. Attribute 'object' is now deprecated.
711 +)))|(% colspan="1" %)(% colspan="1" %)
712 +(((
713 +
444 444  )))
445 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
715 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
446 446  (((
447 447  //This now enforces a leader and at least one follower in order to create or change a formation.  Former implementation made it possible to create formations without any followers which led to issues.//
448 448  )))
... ... @@ -452,8 +452,11 @@
452 452  2.00 Beta 1
453 453  )))|(((
454 454  **<event_player_changed_target/>** now fires and returns null if the player deselects a target.
725 +)))|(% colspan="1" %)(% colspan="1" %)
726 +(((
727 +
455 455  )))
456 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
729 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
457 457  (((
458 458  //For prior behavior, check for event.param being non-null.//
459 459  )))
... ... @@ -463,8 +463,11 @@
463 463  2.00 Beta 1
464 464  )))|(((
465 465  **<shoot/>/<shoot_at/>** attribute changes.
739 +)))|(% colspan="1" %)(% colspan="1" %)
740 +(((
741 +
466 466  )))
467 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
743 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
468 468  (((
469 469  //Changed: Attribute "primary" is now optional and defines whether weapons from the ship's active primary weapon group will be fired. Defaults to true.//
470 470  //New attribute: "secondary" is an optional attribute that defines whether weapons from the ship's active secondary weapon group will be fired. Defaults to true.//
... ... @@ -478,8 +478,11 @@
478 478  2.00 Beta 1
479 479  )))|(((
480 480  **FFI: GetBuildTask()/GetNumBuildTasks()** got a new "buildmoduleid" parameter.(% class="confluenceTd" %)
757 +)))|(% colspan="1" %)(% colspan="1" %)
758 +(((
759 +
481 481  )))
482 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
761 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
483 483  (((
484 484  //Added possibility to query build tasks of a certain buildmodule.//
485 485  )))
... ... @@ -489,8 +489,11 @@
489 489  2.00 Beta 1
490 490  )))|(((
491 491  **Lua:** **GetLibraryEntry()** retrieved a new "buildresources" field.
771 +)))|(% colspan="1" %)(% colspan="1" %)
772 +(((
773 +
492 492  )))
493 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
775 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
494 494  (((
495 495  //Added list of resources a buildmodule needs to build.//
496 496  )))
... ... @@ -500,8 +500,11 @@
500 500  2.00 Beta 1
501 501  )))|(((
502 502  (% style="color: rgb(0,0,0);" %)**Lua:**(% style="color: rgb(0, 0, 0); color: rgb(0, 0, 0)" %)** CalculateTotalHullFraction()**(% style="color: rgb(0,0,0);" %)** **(%%)was removed.(% style="color: rgb(0,0,0);" %)
785 +)))|(% colspan="1" %)(% colspan="1" %)
786 +(((
787 +
503 503  )))
504 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
789 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
505 505  (((
506 506  //Unused, derelict function from XR - use GetComponentData(..., "hullpercent") instead.//
507 507  )))
... ... @@ -511,12 +511,15 @@
511 511  2.00 Beta 1
512 512  )))|(((
513 513  **FFI: (% style="color: rgb(0,0,0);" %)RequestDockAtReason()/(% style="color: rgb(0, 0, 0); color: rgb(0, 0, 0); color: rgb(0, 0, 0); color: rgb(0, 0, 0); color: rgb(0, 0, 0)" %)UndockPlayerShip()(%%) **changed their return values.(% style="color: rgb(0,0,0);" class="confluenceTd" %)
799 +)))|(% colspan="1" %)(% colspan="1" %)
800 +(((
801 +
514 514  )))
515 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
803 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
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" %)
807 +|(% colspan="4" %)(% colspan="4" %)
520 520  (((
521 521  == 1.50 ==
522 522  )))
... ... @@ -526,8 +526,11 @@
526 526  1.50 Beta 3
527 527  )))|(((
528 528  **Lua: GetComponentData() **changed behavior of "docksizes" propertly.(% class="confluenceTd" %)
817 +)))|(% colspan="1" %)(% colspan="1" %)
818 +(((
819 +
529 529  )))
530 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
821 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
531 531  (((
532 532  //The "docksizes" property no longer includes internal ship storage docks.//
533 533  )))
... ... @@ -537,8 +537,11 @@
537 537  1.50 Beta 2
538 538  )))|(((
539 539  **Meaning of "Shipyard"** was corrected throughout Lua/MD/AI scripts, so that Wharfs are not Shipyards (unlike in XR).
831 +)))|(% colspan="1" %)(% colspan="1" %)
832 +(((
833 +
540 540  )))
541 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
835 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
542 542  (((
543 543  //Shipyards (formerly also known as Capital Shipyards) can build capital ships, while Wharfs only build non-capital ships. To check whether a station is a Shipyard or a Wharf, check whether the station "can build ships".//
544 544  
... ... @@ -552,8 +552,11 @@
552 552  1.50 Beta 2
553 553  )))|(((
554 554  **FFI: UpgradeGroupInfo **datatype was changed.(% class="confluenceTd" %)
849 +)))|(% colspan="1" %)(% colspan="1" %)
850 +(((
851 +
555 555  )))
556 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
853 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
557 557  (((
558 558  //Added new "operational" field to retrieve information about number of operational upgrades in a group.//
559 559  )))
... ... @@ -566,8 +566,11 @@
566 566  )))|(% colspan="1" %)(% colspan="1" %)
567 567  (((
568 568  **FFI: SetGuidance()** removed useinfopoint argument.
866 +)))|(% colspan="1" %)(% colspan="1" %)
867 +(((
868 +
569 569  )))
570 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
870 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
571 571  (((
572 572  //In X Rebirth "info points" existed (which were mainly used as interaction points to scan stations/access information about modules). These were removed in X4 but this left-over property here was missed to be removed in-time for release. It was therefore removed now in order to move towards a stable/clean UI API.
573 573  //
... ... @@ -580,12 +580,15 @@
580 580  1.50 Beta 1
581 581  )))|(((
582 582  **FFI: CancelConstruction() **changed its return value.(% class="confluenceTd" %)
883 +)))|(% colspan="1" %)(% colspan="1" %)
884 +(((
885 +
583 583  )))
584 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
887 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
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" %)
891 +|(% colspan="4" %)(% colspan="4" %)
589 589  (((
590 590  == 1.32 ==
591 591  )))
... ... @@ -595,12 +595,15 @@
595 595  1.32
596 596  )))|(((
597 597  **Lua: GetComponentData() **removed the "nextdestname" property.
901 +)))|(% colspan="1" %)(% colspan="1" %)
902 +(((
903 +
598 598  )))
599 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
905 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
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" %)
909 +|(% colspan="4" %)(% colspan="4" %)
604 604  (((
605 605  == 1.20 ==
606 606  )))
... ... @@ -610,8 +610,11 @@
610 610  1.20
611 611  )))|(((
612 612  **FFI: GetAAOption()** got a new "useconfig" parameter.(% class="confluenceTd" %)
919 +)))|(% colspan="1" %)(% colspan="1" %)
920 +(((
921 +
613 613  )))
614 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
923 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)
615 615  (((
616 616  //The AA setting was changed to check the new setting with the user. In order to restore the old setting (% style="color: rgb(0,0,0);" %)GetAAOption() gets the option to retrieve the config settings.//
617 617  )))
Confluence.Code.ConfluencePageClass[0]
id
... ... @@ -1,1 +1,1 @@
1 -89144724
1 +100040871
url
... ... @@ -1,1 +1,1 @@
1 -https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/89144724/Breaking Changes
1 +https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/100040871/Breaking Changes