Changes for page Breaking Changes
Last modified by Michael Baumgardt on 2026/04/17 12:03
From version 52.1
edited by klaus
on 2020/01/09 15:50
on 2020/01/09 15:50
Change comment:
There is no comment for this version
To version 148.1
edited by Lino Thomas
on 2026/03/04 11:33
on 2026/03/04 11:33
Change comment:
There is no comment for this version
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... ... @@ -1,0 +1,1 @@ 1 +X4 Foundations Wiki.Modding Support.WebHome - Author
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... ... @@ -1,1 +1,1 @@ 1 -xwiki:XWiki. klaus1 +xwiki:XWiki.Lino - Content
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... ... @@ -4,13 +4,13 @@ 4 4 The following table provides an overview about all breaking changes. This should help you to make any necessary changes to restore compatibility of older mods with new versions of X4. 5 5 Feel free to drop a note if a certain breaking change is breaking your mod and you have difficulties finding a way to work around the issue. 6 6 7 -{{no te}}8 -The list of breaking changes does **NOT**cover changes in the provided/shipped scripts (for instance UI scripts like the ones located under ui/addons/XXX or ui/core/Lua). These scripts can change anytime without explicit notice. If you hook into one of these scripts or provide replacements for these, please check the script for possible breaking changes yourself.7 +{{info}} 8 +⚠ The list of breaking changes does **NOT** cover changes in the provided/shipped scripts (for instance UI scripts like the ones located under ui/addons/XXX or ui/core/Lua). These scripts can change anytime without explicit notice. If you hook into one of these scripts or provide replacements for these, please check the script for possible breaking changes yourself. 9 9 10 10 Further note that the list provides information about breaking changes which are in the pipeline of being released. This is meant merely as an informational heads up. Neither do mistake this as an announcement of that version becoming available soon nor take it for granted that such a change will go live. Any information provided for not yet released versions can change (and even be removed) prior to such version having seen the light of day. 11 11 12 12 As a final note, please be aware that issues introduced during the beta phase might not be explicitly mentioned in the list below, if things would only be broken in-between two beta versions. While we still aim to document any (potential) breaking change here, there might be circumstances for which we divert from that procedure (especially in case of only minor issues which are considered merely bugfixes rather than an intended behavior change). 13 -{{/no te}}13 +{{/info}} 14 14 15 15 {{warning title="UI modding considered unstable until further notice..."}} 16 16 Please note that UI modding must be considered **unstable** in the current version. While we are working hard to get the UI modding integration into a stable state, we might have to introduce larger backwards incompatibilities in the following patches. This means that you might have to modify any mod using UI modding capabilities to a larger extend to keep it compatible with certain patches. Still, we are doing our best not to unnecessarily break things for modders and certainly will announce such changes on this page here. ... ... @@ -18,30 +18,176 @@ 18 18 19 19 = Breaking Changes = 20 20 21 -|=((( 22 -Type 23 -)))|=((( 24 -Version 25 -)))|=((( 26 -Summary 21 +{{toc scope="LOCAL" start="3"/}} 22 + 23 +=== Version 9.00 === 24 + 25 +(% class="table-striped" %) 26 +|(% colspan="1" style="width:117px" %)Assets|(% colspan="1" style="width:119px" %)9.00 Beta 1|(% colspan="4" style="width:1625px" %)Replaced **standard** tag on small and medium ships with **advanced** tag. 27 +|(% colspan="6" style="width:117px" %)The advanced tag encodes the new weapon and turret sizes for small and medium ships. 28 +|(% colspan="1" style="width:117px" %)Assets|(% colspan="1" style="width:119px" %)9.00 Beta 1|(% colspan="4" style="width:1625px" %)Resized small and medium surface elements and integrated engines and shields into the ships. 29 +|(% colspan="6" style="width:117px" %)The assets are now aligned with the setup started with the Boron DLC. There are no visual modular meshes for shields and engines on the exterior on the ship any more. Turrets are now visually integrated into the ships hull. 30 +|(% colspan="1" style="width:117px" %)Scripts|(% colspan="1" style="width:119px" %)9.00 Beta 1|(% colspan="4" style="width:1625px" %)Removed **<event_area_discovered>** 31 +|(% colspan="6" style="width:117px" %)Removed for performance reasons 32 +|(% colspan="1" style="width:117px" %)Assets|(% colspan="1" style="width:119px" %)9.00 Beta 1|(% colspan="4" style="width:1625px" %)Added **overheatcooldelay** property to **<heat>** of weapons, changed functionality of **cooldelay** 33 +|(% colspan="6" style="width:117px" %)**cooldelay** now optionally defines a delay between firing a non-overheating shot and the cooldown starting, **overheatcooldelay** is an additional penalty delay when the weapon overheats. 34 +|(% colspan="1" style="width:117px" %)Scripts|(% colspan="1" style="width:119px" %)9.00 Beta 1|(% colspan="4" style="width:1625px" %)Removed script action **<get_highest_resource_yield>** 35 +|(% colspan="6" style="width:117px" %)A new property that can be used in its place is **$sector.bestyieldrating.{$ware}**. 36 +|(% colspan="1" style="width:117px" %)Scripts|(% colspan="1" style="width:119px" %)9.00 Beta 1|(% colspan="4" style="width:1625px" %)Removed **<find_asteroid_in_cluster>** and **<find_recyclable_in_cluster>** 37 +|(% colspan="6" style="width:117px" %)**<find_asteroid_with_yield_in_sector>** and **<find_recyclable_with_yield_in_sector>** should now be used instead. 38 +|(% colspan="1" style="width:117px" %)Parameters|(% colspan="1" style="width:119px" %)9.00 Beta 1|(% colspan="4" style="width:1625px" %)Removed **<yielddensities>** from **<miningparams>** 39 +|(% colspan="6" style="width:117px" %)It has been replaced with the new **<resources>** node. 40 +|(% colspan="1" style="width:117px" %)Libraries|(% colspan="1" style="width:119px" %)9.00 Beta 1|(% colspan="4" style="width:1625px" %)**region_definitions.xml** no longer contains **<resources>** or **<scaneffect> **nodes 41 +|(% colspan="6" style="width:117px" %)Instead of defining resources in regions, they're now defined via resource areas in sectors (see **mapdefaults.xml** and **resourceyields.xml**). Regions can still have some control by defining **<allowedyields>**. 42 +|(% colspan="1" style="width:117px" %)Libraries|(% colspan="1" style="width:119px" %)9.00 Beta 1|(% colspan="4" style="width:1625px" %)**regionyields.xml** has a completely different structure 43 +|(% colspan="6" style="width:117px" %)It now contains definitions of resource areas referenced by sector properties (see **mapdefaults.xml**). 44 +|(% colspan="1" style="width:117px" %)Scripts|(% colspan="1" style="width:119px" %)9.00 Beta 1|(% colspan="4" style="width:1625px" %)Removed **$resourceprobe.currentbestyield** and **.maxyield**, **$sector.averagemaxyield**, and **$galaxy.yieldthresholds** 45 +|(% colspan="6" style="width:117px" %)New properties that can be used are **$resourceprobe.bestyieldrating** and **$sector.yieldrating.{$ware}**. Yields thresholds are no longer a thing in 9.00. 46 +|(% colspan="1" style="width:117px" %)Scripts|(% colspan="1" style="width:119px" %)9.00 Beta 1|(% colspan="4" style="width:1625px" %)Removed **flags **attribute from action **<add_blueprints>** 47 +|(% colspan="6" style="width:117px" %)((( 48 +The flags attribute is no longer available in the MD action <add_blueprints> 27 27 ))) 28 -|(% colspan="3" %)(% colspan="3" %) 50 +|(% style="width:117px" %)Scripts|(% style="width:117px" %)9.00 Beta 1|(% colspan="3" style="width:117px" %)Construction sequence param removed from build_started events 51 +|(% colspan="6" style="width:117px" %)Script events <event_build_started> and <event_player_build_started> no longer receive the construction sequence via param2. param2 will now yield null. Query the sequence via the param3 buildtask instead. 52 +|(% style="width:117px" %)Scripts|(% style="width:117px" %)9.00 Beta 1|(% colspan="3" style="width:117px" %)Script properties removed from macro 53 +|(% colspan="6" style="width:117px" %)**.purposemacro** and **.purposename **have been removed from the **macro **script properties 54 +|(% style="width:117px" %)Scripts|(% style="width:117px" %)9.00 Beta 1|(% colspan="4" rowspan="1" style="width:117px" %)**constructionplan **attribute now required for **<add_build_to_expand_station>** 55 +|(% colspan="6" style="width:117px" %)The constructionplan attribute for the <add_build_to_expand_station> action is no longer optional. Past behaviour when omitted was for the station to recycle down to nothing. Use new script action <add_build_to_recycle_station> instead. 56 + 57 +=== Version 8.00 === 58 + 59 +(% class="table-striped" %) 60 +|(% colspan="1" style="width:117px" %)Scripts|(% colspan="1" style="width:119px" %)8.00 Beta 1|(% colspan="4" style="width:1625px" %)Removed MD action **<populate_platforms>** 61 +|(% colspan="6" style="width:117px" %)((( 62 +The deprecated MD action <populate_platforms> has been removed. The previously referenced character quotas in quotas.xml have also been removed. 63 +))) 64 +|(% style="width:117px" %)Assets|(% style="width:117px" %)8.00 Beta 1|(% colspan="4" rowspan="1" style="width:117px" %)**\assets\units\size_m\ship_gen_m_transdrone_container_02** and **\assets\units\size_s\ship_gen_s_transdrone_container_02** moved to **ego_dlc_terran** 65 +|(% colspan="6" style="width:117px" %)**ship_gen_m_transdrone_container_02** and **ship_gen_s_transdrone_container_02** (templates and macros) have been moved to the **ego_dlc_terran** extension and any reference to these files now requires that the resulting dependency on that extension is taken into account. 66 +|(% style="width:117px" %)Assets|(% style="width:117px" %)8.00 Beta 1|(% colspan="4" rowspan="1" style="width:117px" %)Icons moved from **assets\fx\textures\gui** to **assets\textures\ui** 67 +|(% colspan="6" style="width:117px" %)Assets with the exception of the **loadingscreen** folder have been moved and any reference to these files will require updating (mostly affects icons.xml). 68 +|(% style="width:117px" %)Assets|(% colspan="3" style="width:117px" %)8.00 Beta 1|(% colspan="3" style="width:117px" %)**boron** and **terran** tags for equipment (weapons, engines, ...) changed to **advanced** 69 +|(% colspan="6" style="width:117px" %)Ships and equipment with **boron **and **terran** (Frontier terran, not CoH terran) tags will no longer work properly as they do not match the new **advanced** tag (for example "small engine boron" has been replaced by "small engine advanced") which has been introduced for a compatibility between boron and Frontier-terran ships/equipment. 70 +|(% style="width:117px" %)Assets|(% style="width:117px" %)8.00|(% colspan="4" rowspan="1" style="width:117px" %)Terran NPC heads from Terran DLC **extensions/ego_dlc_terran/assets/characters/terran/heads/[...]** have been removed 71 +|(% colspan="6" style="width:117px" %)All Terran NPC heads are now pointed to **assets/characters/argon/heads/char_arg_f_dyn_blend_head** (female characters) and **assets/characters/argon/heads/char_arg_m_dyn_blend_head** (male characters) instead of using random selection from a list. 72 + 73 +=== Version 7.50 === 74 + 75 +(% class="table-striped" %) 76 +|(% colspan="1" style="width:117px" %)Relations|(% colspan="1" style="width:119px" %)7.50 Beta 4|(% colspan="2" style="width:1625px" %)**Adjusted displayed UI values (25 to 30) for relations between 0.32 and 1.0:** The minimum relation for the "ally" range (0.5) now corresponds to the displayed UI value of precisely +27 (previously rounded down to +26) 77 +|(% colspan="4" style="width:117px" %)((( 78 +The "ally" range is the interval from 0.5 to 1.0, which previously corresponded to the UI value range of approximately +26.9897 to +30. The interpolated mapping within the range from 0.32 and 1.0 has been adjusted so that 0.5 now exactly corresponds to +27. As a consequence, certain relations that were previously between 25 and 28 (rounded down) may have gained +1 in the UI, i.e. they are now displayed as 26 instead of 25, etc. For consistency, the negative range between -1.0 and -0.32 has been adjusted analogously (-0.5 is now displayed as -27). This mostly only affects the UI display, not actual gameplay. 79 +))) 80 +|(% colspan="1" style="width:117px" %)Parameters|(% colspan="1" style="width:119px" %)7.50 Beta 4|(% colspan="2" style="width:1625px" %)**<holomap><radar>**:** complete change in structure** 81 +|(% colspan="7" style="width:117px" %)((( 82 +This section now contains sets of parameters for the different modes it can be in, each in its own <mode> child node. This list can be dynamically expanded to add more modes. 83 +))) 84 + 85 +=== Version 7.00 === 86 + 87 + 88 +(% class="table-striped" %) 89 +|(% colspan="1" style="width:117px" %)Gamestarts|(% colspan="1" style="width:119px" %)7.00 Beta 8|(% colspan="2" style="width:1625px" %)**Text references** 90 +|(% colspan="4" style="width:117px" %)Fields containing text references in gamestarts.xml now have full text conversion applied, allowing texts to be constructed from multiple text entries, e.g. {1234,56}\n\n{1234,78}. As a result, raw text placed in the text fields needs to be formatted accordingly, e.g. "Test start (easy)" would need to be changed to "Test start \(easy\)" to avoid the text in brackets being treated as a comment. 91 +|(% colspan="1" style="width:117px" %)Assets|(% colspan="1" style="width:119px" %)7.00 Beta 7|(% colspan="2" style="width:1625px" %)**\assets\textures\fx\highway_fx_electric_02** was deleted and replaced with **\assets\textures\fx\fx_p2_electric_01** 92 +|(% colspan="4" style="width:117px" %)highway_fx_electric_02 is still available in "legacy" folder if needed 93 +|(% colspan="1" style="width:117px" %)Parameters|(% colspan="1" style="width:119px" %)7.00 Beta 7|(% colspan="2" style="width:1625px" %)**<aiflight><skills>**: **strafespeed**, **strafeacc**, **steeringspeed**, **steeringacc** moved to separate nodes; added support for min and max values 94 +|(% colspan="4" style="width:117px" %)((( 95 +The four parameters used to represent flat factors applied to ships' properties with respect to their respective pilots' skill levels. Parameters moved to separate nodes with support for min and max values which, if supplied, scales the factor linearly if the affected ship's unmodified property is within min and max. Factor does not affect the ship if that property is below min. 96 +))) 97 +|(% colspan="1" style="width:117px" %)Scripts|(% colspan="1" style="width:119px" %)7.00 Beta 6|(% colspan="2" style="width:1625px" %)MD action **<set_holomap_target>** parameter change. 98 +|(% colspan="4" style="width:117px" %)((( 99 +The **pantime** parameter has never actually done anything beyond turning panning on or making the transition instant. To make this clear it has been** **replaced with the boolean parameter **instant.** 100 +))) 101 +|(% colspan="1" style="width:117px" %)Assets|(% colspan="1" style="width:119px" %)7.00 Beta 1|(% colspan="2" style="width:1625px" %)Renamed some material names and changed file paths for textures. 102 +|(% colspan="4" style="width:117px" %)((( 103 +Some material names and texture paths were changed. Please DIFF the materiallibrary.xml from 6.20 with 7.0 to see the difference 104 +))) 105 +|(% colspan="1" style="width:117px" %)(% colspan="1" %) 29 29 ((( 30 -== 3.00 == 107 +Scripts 108 +)))|(% colspan="1" style="width:119px" %)((( 109 +7.00 Beta 1 110 +)))|(% colspan="2" style="width:1625px" %)((( 111 +MD action **<set_presentation_cluster_persistence/>** now requires the cluster to be a presentation cluster. 31 31 ))) 113 +|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 114 +((( 115 + Previously it was possible to set normal clusters to be persistent presentation clusters which was an invalid state. 116 +))) 117 +|(% colspan="1" style="width:117px" %)(% colspan="1" %) 118 +((( 119 +UI extensions 120 +)))|(% colspan="1" style="width:119px" %)((( 121 +7.00 Beta 1 122 +)))|(% colspan="2" style="width:1625px" %)((( 123 +**FFI**: RemoveBuildPlot() changed 124 +))) 125 +|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 126 +((( 127 + The build plot's buildstorage is no longer removed implicitly. The buildstorage will instead be cleaned-up once it is empty and no ships are docked. 128 +))) 129 +|(% colspan="1" style="width:117px" %)(% colspan="1" %) 130 +((( 131 +Assets 132 +)))|(% colspan="1" style="width:119px" %)((( 133 +7.00 Beta 1 134 +)))|(% colspan="2" style="width:1625px" %)((( 135 +**Some Split DLC materials moved to base game** 136 +))) 137 +|(% colspan="7" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 138 +((( 139 +// //"spl_p1_fx" AND "split_p1_hulltexture_01" were moved from Split DLC to base game 140 +))) 141 + 142 +=== Version 6.00 === 143 + 144 +(% class="table-striped" %) 145 +|((( 146 +Libraries 147 +)))|((( 148 +6.00 Beta 7 149 +)))|(% colspan="2" %)((( 150 +Updated weights for ship groups in shipgroups.xml libraries of base game and all DLCs. 151 +))) 152 +|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 153 +((( 154 +Previously some entries were lacking "weight" parameter, causing it to default to "1", which prevent adding new ships to the group with appropriate/configurable granularity. 155 + 156 +All groups should now have "weight" parameter added and old "weights" were updated to not have single-digit numbers. 157 +))) 32 32 |(% colspan="1" %)(% colspan="1" %) 33 33 ((( 34 34 Scripts 35 35 )))|(% colspan="1" %)(% colspan="1" %) 36 36 ((( 37 -3.0 Beta 5 163 +6.00 Beta 4 164 +)))|(% colspan="2" %)(% colspan="1" %) 165 +((( 166 +Changed conditions for **<event_player_travelmode_started> <event_player_travelmode_stopped> <event_player_travelmode_charge_started> <event_player_travelmode_charge_aborted>** to be raised. 167 +))) 168 +|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 169 +((( 170 +The <event_player_travelmode_started>, <event_player_travelmode_stopped>, <event_player_travelmode_charge_started> and <event_player_travelmode_charge_aborted> events will no longer be raised if the player is a passenger on board a ship which enters or leaves travel mode. Previously these events would be raised whether the player was the pilot or a passenger. 171 + 172 +Scripts that need to check whether the player exits travel mode may also need to consider checking whether the player leaves the control seat using <event_player_stopped_control> since this will also result in travel mode stopping. 173 +))) 174 +|(% colspan="1" %)(% colspan="1" %) 175 +((( 176 +Scripts 38 38 )))|(% colspan="1" %)(% colspan="1" %) 39 39 ((( 40 -Adjustments of some **MD library cues** in the base game to change their usage from <include_actions> to <run_actions> 179 +6.00 Beta 3 180 +)))|(% colspan="2" %)(% colspan="1" %) 181 +((( 182 +Changed result of **<find_object_surface>** action in the case of a failure 41 41 ))) 42 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)184 +|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 43 43 ((( 44 -//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.// 186 +The 'posname' and 'rotname' result attributes of <find_object_surface> will now return null in the case of no valid surface position being found. 187 + 188 +Previously, it returned null only if there was a physics error. It however returned a valid, somewhat-random, position if physics were fine but it was still unable to find a suitable surface position. This position was often unsuitable to use for gameplay purposes so it is now null so the caller can handle the situation. 189 + 190 +The action itself has been improved to increase the chance of finding suitable surface positions. 45 45 ))) 46 46 |(% colspan="1" %)(% colspan="1" %) 47 47 ((( ... ... @@ -48,15 +48,452 @@ 48 48 Scripts 49 49 )))|(% colspan="1" %)(% colspan="1" %) 50 50 ((( 197 +6.00 Beta 1 198 +)))|(% colspan="2" %)(% colspan="1" %) 199 +((( 200 +Behaviour change for **<match_dock>** script component filter 201 +))) 202 +|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 203 +((( 204 +<match_dock> nodes can now be used on container and walkablemodule classes without wrapping them in <match_content> nodes. 205 +This has introduced a new potential pitfall: If finding or counting contained components be wary that there may be multiple positive results, even if there is only one dockingbay. e.g. matching contents for a station will include the dockingbay but also its containing walkable module as that also contains the dockingbay. To only account for docking bays, also filter by dockingbay class. 206 +))) 207 +|(% colspan="1" %)(% colspan="1" %) 208 +((( 209 +Scripts 210 +)))|(% colspan="1" %)(% colspan="1" %) 211 +((( 212 +6.00 Beta 1 213 +)))|(% colspan="2" %)(% colspan="1" %) 214 +((( 215 +Changed result attribute location for **<get_attackstrength>** 216 +))) 217 +|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 218 +((( 219 +The 'result' attribute of get_attackstrength has been moved into the new <result> subnode and renamed to 'total'. 220 +))) 221 +|((( 222 +Assets 223 +)))|((( 224 +6.00 Beta 1 225 +)))|(% colspan="2" %)((( 226 +Surface element **connections** are incompatible by default unless tagged as "**standard**", and also "**combat**" for non-missile, non-mining weapons 227 +))) 228 +|(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %) 229 +((( 230 +Connection tags used to specify compatibilities in component templates between a ship or station module and engines or shields now additionally require the use of the "standard" tag matching weapon or turret logic. For weapons that are neither Missile Launcher nor Mining Laser, the tag "combat" is also required. 231 +Exception: special equipment that is deliberately not compatible with the majority of slots may use another tag instead of "standard", e.g. "highpower" for certain Terran weapons. 232 +))) 233 +|(% colspan="1" %)(% colspan="1" %) 234 +((( 235 +Scripts 236 +)))|(% colspan="1" %)(% colspan="1" %) 237 +((( 238 +6.00 Beta 1 239 +)))|(% colspan="2" %)(% colspan="1" %) 240 +((( 241 +Changed behaviour of attribute **sortbygatedistanceto** when finding objects, discarding unreachable objects 242 +))) 243 +|(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %) 244 +((( 245 +When finding components with attribute "sortbygatedistanceto", e.g. in <find_object>, any objects with a negative gatedistance (i.e. unreachable objects) are automatically excluded from the result. 246 +))) 247 +|((( 248 +Scripts 249 +)))|((( 250 +6.00 Beta 1 251 +)))|(% colspan="2" %)((( 252 +**<event_player_owned_killed_object>** and **<event_player_owned_destroyed>** are now triggered before the corresponding **<event_object_destroyed>**, instead of afterwards. 253 +))) 254 +|(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %) 255 +((( 256 +The order of events was adjusted, allowing handlers of <event_player_owned_killed_object> and <event_player_owned_destroyed> to access commander/subordinate relationship of the destroyed object. 257 +))) 258 +|((( 259 +Cutscenes 260 +)))|((( 261 +6.00 Beta 1 262 +)))|(% colspan="2" %)((( 263 +Changed behaviour of **<angles>** in cutscenes 264 +))) 265 +|(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %) 266 +((( 267 +The yaw and pitch nodes in <angles> are now correctly interpreted as values in degrees. 268 +))) 269 + 270 +---- 271 + 272 +=== Version 5.00 === 273 + 274 +(% class="table-striped" %) 275 +|((( 276 +Parameters 277 +)))|((( 278 +5.00 Beta 1 279 +)))|(% colspan="2" %)((( 280 +**<controlpanel><entry>: minduration** removed, **maxduration** renamed to duration 281 +))) 282 +|(% colspan="7" %)(% colspan="3" %) 283 +((( 284 +'minduration' was unused in X4, maxduration was and still is taken as the actual duration of control panel hacks. No functionality change. 285 +))) 286 + 287 +---- 288 + 289 +=== Version 4.10 === 290 + 291 +(% class="table-striped" %) 292 +|(% colspan="1" %)(% colspan="1" %) 293 +((( 294 +UI extensions 295 +)))|(% colspan="1" %)(% colspan="1" %) 296 +((( 297 +4.10 Beta 7 298 +)))|(% colspan="2" %)(% colspan="1" %) 299 +((( 300 +**FFI**: SetMapRenderCargoContents(), SetMapRenderWorkForceInfo(), SetMapRenderCrewInfo() and SetMapRenderDockedShipInfos() deprecated 301 +))) 302 +|(% colspan="4" %)(% colspan="3" %) 303 +((( 304 +The functionality represented by SetMapRenderCargoContents(), SetMapRenderWorkForceInfo(), SetMapRenderCrewInfo() and SetMapRenderDockedShipInfos() has been removed and the function was therefore stubbed. 305 +))) 306 +|(% colspan="1" %)(% colspan="1" %) 307 +((( 308 +UI extensions 309 +)))|(% colspan="1" %)(% colspan="1" %) 310 +((( 311 +4.10 Beta 6 312 +)))|(% colspan="2" %)(% colspan="1" %) 313 +((( 314 +**FFI**: CustomGameStartPlayerProperty2 changed 315 +))) 316 +|(% colspan="4" %)(% colspan="3" %) 317 +((( 318 +This struct was added in 4.10 Beta 2 and an additional member count was added in Beta 6. 319 +))) 320 +|(% colspan="1" %)(% colspan="1" %) 321 +((( 322 +Parameters 323 +)))|(% colspan="1" %)(% colspan="1" %) 324 +((( 325 +4.10 Beta 3 326 +)))|(% colspan="2" %)(% colspan="1" %) 327 +((( 328 +Renamed **<stationinfobox>** to **<infobox>** 329 +))) 330 +|(% colspan="4" %)(% colspan="3" %) 331 +((( 332 +Info box parameters are now shared across stations and ships. The node has a more generic name to reflect that. 333 +))) 334 +|(% colspan="1" %)(% colspan="1" %) 335 +((( 336 +UI extensions 337 +)))|(% colspan="1" %)(% colspan="1" %) 338 +((( 339 +4.10 Beta 2 340 +)))|(% colspan="2" %)(% colspan="1" %) 341 +((( 342 +**FFI**: SetMacroMapPlayerSectorOffset() deprecated 343 +))) 344 +|(% colspan="4" %)(% colspan="3" %) 345 +((( 346 +The functionality represented by SetMacroMapPlayerSectorOffset() has been removed and the function was therefore stubbed. Setting the gamestart properties "sector" and "offset" will affect the universe macro map instead directly. 347 +))) 348 +|((( 349 +UI extensions 350 +)))|((( 351 +4.10 Beta 2 352 +)))|(% colspan="2" %)((( 353 +**FFI**: FilterComponentForMapMode() and SetMapObjectFilter() changed 354 +))) 355 +|(% colspan="4" %)(% colspan="3" %) 356 +((( 357 +These functions were added in 4.10 Beta 1 and an additional boolean parameter allowentitydeliverymissionobject was added in Beta 2. 358 +))) 359 +|((( 360 +Scripts 361 +)))|((( 362 +4.10 Beta 1 363 +)))|(% colspan="2" %)((( 364 +People related attributes of mission** <delivery> **node moved 365 +))) 366 +|(% colspan="4" %)(% colspan="3" %) 367 +((( 368 +The <delivery> node of <create_mission> and <update_mission> has been changed to support a new <wares> subnode. The people related attributes: 'people' and 'skills' have been moved from the <delivery> node itself to a <people> subnode. 369 +))) 370 +|(% colspan="1" %)(% colspan="1" %) 371 +((( 372 +Scripts 373 +)))|(% colspan="1" %)(% colspan="1" %) 374 +((( 375 +4.10 Beta 1 376 +)))|(% colspan="2" %)(% colspan="1" %) 377 +((( 378 +**$destructible.productions** replaced with $defensible.productions 379 +))) 380 +|(% colspan="4" %)(% colspan="3" %) 381 +((( 382 +The $destructible.productions script property was removed and reimplemented as $defensible.productions meaning some old uses may no longer work unless the destructible is also a defensible. The old implementation functioned by finding the containing object of the destructible (including itself) to query for the production modules. 383 +))) 384 +|((( 385 +Scripts 386 +)))|((( 387 +4.10 Beta 1 388 +)))|(% colspan="2" %)((( 389 +Removed script property **$object.spawnsourceseed** 390 +))) 391 +|(% colspan="4" %)(% colspan="3" %) 392 +((( 393 +The spawnsource seed is no longer directly accessible by scripts. Use $component.seed, which will internally use the spawnsource seed if able. Note: An improvement is that .seed on objects without a spawnsource seed will now result in a value that differs between objects of the same macro, meaning it can now reliably be used for player property or job ships. 394 +))) 395 + 396 +---- 397 + 398 +=== Version 4.00 === 399 + 400 +(% class="table-striped" %) 401 +|(% colspan="1" %)(% colspan="1" %) 402 +((( 403 +UI core 404 +)))|(% colspan="1" %)(% colspan="1" %) 405 +((( 406 +4.00 Beta 10 407 +)))|(% colspan="2" %)(% colspan="1" %) 408 +((( 409 +Controlled ship can change without a **gameplanchange-event** occurring. 410 +))) 411 +|(% colspan="4" %)(% colspan="3" %) 412 +((( 413 +Before 4.00 Beta 10 it was ensured that there is no direct transition between the 'cockpit ui mode' of one ship to another. Instead, it was always ensured that the UI first transitions into the firstperson mode and then back into the cockpit mode (controlling then the other ship). 414 +In order to support the new emergency eject feature which was added in 4.00 Beta 7, this assurance was dropped. As of 4.00 Beta 10 it is now possible that the ship the player controls can swap without the gameplanchange-event being risen which one could rely upon in previous versions. If your addon relied on the fact that the ship would not change without first going into first person mode, you will have to adjust your addon accordingly. 415 +))) 416 +|((( 417 +Scripts 418 +)))|((( 419 +4.00 Beta 7 420 +)))|(% colspan="2" %)((( 421 +Parameters of **<event_terraforming_project_succeeded>** and **<event_terraforming_project_failed>** changed 422 +))) 423 +|(% colspan="4" %)(% colspan="3" %) 424 +((( 425 +Old params: param = project ID, param2 = were there positive side-effects?, param3 = were there negative side-effects? 426 +New params: param = project ID, param2 = [were there positive side-effects?, were there negative side-effects?], param3 = payout in Credits 427 +Note: param3 only exists in <event_terraforming_project_succeeded> and not in <event_terraforming_project_failed>, but both now have the booleans in a list for consistency 428 +))) 429 +|(% colspan="1" %)(% colspan="1" %) 430 +((( 431 +UI core 432 +)))|(% colspan="1" %)(% colspan="1" %) 433 +((( 434 +4.00 Beta 6 435 +)))|(% colspan="2" %)(% colspan="1" %) 436 +((( 437 +**FFI:** GetFactionRelationStatus() handling for faction relation range [-20,-10] changed 438 +))) 439 +|(% colspan="4" %)(% colspan="3" %) 440 +((( 441 +In order to keep consistency with regards to the new behvior 'hostile' relation state and the older (deprecated) UI functions, the behavior of the deprecated GetFactionRelationStatus() function was changed according to the behavior of the GetRelationStatus()/GetRelationStatus2() functions which was done in the previous beta. 442 +Factions with a relation rating between -20 and -10 will now report a relation status of 'neutral' (aka: 1) instead of 'hostile'/'enemy' (aka: 0). 443 + 444 +If you rely on a handling where these factions are treated like enemies, please use the new GetFactionRelationStatus2() function instead. 445 +))) 446 +|(% colspan="1" %)(% colspan="1" %) 447 +((( 448 +UI core 449 +)))|(% colspan="1" %)(% colspan="1" %) 450 +((( 451 +4.00 Beta 5 452 +)))|(% colspan="2" %)(% colspan="1" %) 453 +((( 454 +**FFI:** GetRelationStatus()/GetRelationStatus2() handling for objects in relation range [-25,-10] changed 455 +))) 456 +|(% colspan="4" %)(% colspan="3" %) 457 +((( 458 +4.00 Beta 5 introduces a new 'hostile' relation status and the game now distinguishes between hostile and enemy relation states. Objects not yet 'hostile' with the player are now visualized differently and therefore distinguishable from real hostile ones. Because of that, several related changes were made for these objects to bring them more in line with how 'neutral' objects behave (f.e. no automatic attacking of these objects by the player property anymore, no target selection when targeting the closest enemy, etc.). To reflect this, these objects are now returning 1 (neutral) as the relation status by the GetRelationStatus()/GetRelationStatus2() functions. 459 + 460 +If you rely on a handling where they are treated like enemies, please use the new GetRelationStatus3() function which returns the new range for these objects: 1 (meaning 'enemy' (aka: not yet hostile) here with following relations having been shifted up). 461 +))) 462 +|((( 463 +Parameters 464 +)))|((( 465 +4.00 Beta 1 466 +)))|(% colspan="2" %)((( 467 +**requiresconstructionvessel** parameter moved 468 +))) 469 +|(% colspan="4" %)(% colspan="3" %) 470 +((( 471 +The 'requiresconstructionvessel' attribute has been moved from the 'recycling' node itself, to the new 'station' subnode. 472 +))) 473 +|((( 474 +Scripts 475 +)))|((( 476 +4.00 Beta 1 477 +)))|(% colspan="2" %)((( 478 +Changed behaviour of **gatedistance** script property 479 +))) 480 +|(% colspan="4" %)(% colspan="3" %) 481 +((( 482 +The 'gatedistance' script property now minimizes the number of gate jumps instead of counting the number gate jumps in the fastest route. 483 +))) 484 + 485 +---- 486 + 487 +=== Version 3.30 === 488 + 489 +(% class="table-striped" %) 490 +|((( 491 +UI extensions 492 +)))|((( 493 +3.30 Beta 3 494 +)))|(% colspan="2" %)((( 495 +**FFI: **Removed** GetMissionLimit() **and** IsMissionLimitEnabled()** 496 +))) 497 +|(% colspan="7" %)(% colspan="3" %) 498 +((( 499 +These mission limit-related functions (added in 3.30 Beta 1 and 2) are replaced with FFI IsMissionLimitReached() 500 +))) 501 + 502 +---- 503 + 504 +=== Version 3.20 === 505 + 506 +(% class="table-striped" %) 507 +|((( 508 +Scripts 509 +)))|((( 510 +3.20 Beta 1 511 +)))|(% colspan="2" %)((( 512 +Parameters of **<event_player_attacked_object/>** and **<event_object_attacked_object/>** changed 513 +))) 514 +|(% colspan="4" %)(% colspan="3" %) 515 +((( 516 +Old params: param = attacked object, param2 = attack method, param3 = attacked component 517 +New params: param = attacked object, param2 = attack method, param3 = attack component detail list: [attacked component, attacking weapon] 518 +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 519 +))) 520 +|(% colspan="1" %)(% colspan="1" %) 521 +((( 522 +Scripts 523 +)))|(% colspan="1" %)(% colspan="1" %) 524 +((( 525 +3.20 Beta 1 526 +)))|(% colspan="2" %)(% colspan="1" %) 527 +((( 528 +Removed script property $trade.**restriction.faction** 529 +))) 530 +|(% colspan="4" %)(% colspan="3" %) 531 +((( 532 +$trade.restriction.faction has been replaced with $trade.restriction.factions, which returns a list of factions. 533 +))) 534 +|((( 535 +UI extensions 536 +)))|((( 537 +3.20 Beta 1 538 +)))|(% colspan="2" %)((( 539 +**Lua**: **GetTradeRestrictions()**, **ToggleFactionTradeRestriction()** and **ToggleFactionTradeWareOverride()** are now obsolete! 540 +))) 541 +|(% colspan="4" %)(% colspan="3" %) 542 +((( 543 +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. 544 +))) 545 + 546 +---- 547 + 548 +=== Version 3.10 === 549 + 550 +(% class="table-striped" %) 551 +|(% colspan="1" %)(% colspan="1" %) 552 +((( 553 +Scripts 554 +)))|(% colspan="1" %)(% colspan="1" %) 555 +((( 556 +3.10 Beta 1 557 +)))|(% colspan="2" %)(% colspan="1" %) 558 +((( 559 +Removed script action **<add_build/>** 560 +))) 561 +|(% colspan="7" %)(% colspan="3" %) 562 +((( 563 +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. 564 +))) 565 + 566 +---- 567 + 568 +=== Version 3.00 === 569 + 570 +(% class="table-striped" %) 571 +|(% colspan="1" %)(% colspan="1" %) 572 +((( 573 +Scripts 574 +)))|(% colspan="1" %)(% colspan="1" %) 575 +((( 576 +3.0 Beta 6 577 +)))|(% colspan="2" %)(% colspan="1" %) 578 +((( 579 +Changed behaviour of script action **<get_suitable_job/>** 580 +))) 581 +|(% colspan="4" %)(% colspan="3" %) 582 +((( 583 +<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. 584 +))) 585 +|(% colspan="1" %)(% colspan="1" %) 586 +((( 587 +Scripts 588 +)))|(% colspan="1" %)(% colspan="1" %) 589 +((( 590 +3.0 Beta 6 591 +)))|(% colspan="2" %)(% colspan="1" %) 592 +((( 593 +Changed behaviour of script action **<get_ware_definition/>** 594 +))) 595 +|(% colspan="4" %)(% colspan="3" %) 596 +((( 597 +<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. 598 +))) 599 +|(% colspan="1" %)(% colspan="1" %) 600 +((( 601 +Global 602 +)))|(% colspan="1" %)(% colspan="1" %) 603 +((( 51 51 3.0 Beta 5 605 +)))|(% colspan="2" %)(% colspan="1" %) 606 +((( 607 +Renamed all files in the **md**, ui, and **cutscenes** folders to lower-case 608 +))) 609 +|(% colspan="4" %)(% colspan="3" %) 610 +((( 611 +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.) 612 + 613 +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). 614 +))) 615 +|(% colspan="1" %)(% colspan="1" %) 616 +((( 617 +Scripts 52 52 )))|(% colspan="1" %)(% colspan="1" %) 53 53 ((( 620 +3.0 Beta 5 621 +)))|(% colspan="2" %)(% colspan="1" %) 622 +((( 623 +Adjustments of some MD library cues in the base game to change their usage from **<include_actions>** to <run_actions> 624 +))) 625 +|(% colspan="4" %)(% colspan="3" %) 626 +((( 627 +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. 628 +))) 629 +|(% colspan="1" %)(% colspan="1" %) 630 +((( 631 +Scripts 632 +)))|(% colspan="1" %)(% colspan="1" %) 633 +((( 634 +3.0 Beta 5 635 +)))|(% colspan="2" %)(% colspan="1" %) 636 +((( 54 54 Changes to $dockingbay.**todockpos** and $dockingbay.**launchpos** 55 55 ))) 56 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)639 +|(% colspan="4" %)(% colspan="3" %) 57 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. //641 +Before the change, positions are relative to $dockingbay.parent. 642 +After the change, positions are relative to $dockingbay as specified in the documentation. 60 60 ))) 61 61 |(% colspan="1" %)(% colspan="1" %) 62 62 ((( ... ... @@ -64,24 +64,24 @@ 64 64 )))|(% colspan="1" %)(% colspan="1" %) 65 65 ((( 66 66 3.0 Beta 2 67 -)))|(% colspan=" 1" %)(% colspan="1" %)650 +)))|(% colspan="2" %)(% colspan="1" %) 68 68 ((( 69 69 Support for entity flag "**skillsvisible**" dropped 70 70 ))) 71 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)654 +|(% colspan="4" %)(% colspan="3" %) 72 72 ((( 73 - //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().//656 +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(). 74 74 ))) 75 75 |((( 76 76 Scripts 77 77 )))|((( 78 78 3.0 Beta 2 79 -)))|((( 662 +)))|(% colspan="2" %)((( 80 80 Changes to **<event_object_changed_owner>** and added **<event_object_changed_true_owner>**. 81 81 ))) 82 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)665 +|(% colspan="4" %)(% colspan="3" %) 83 83 ((( 84 - //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.667 +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. 85 85 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. 86 86 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. 87 87 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). ... ... @@ -92,24 +92,24 @@ 92 92 )))|(% colspan="1" %)(% colspan="1" %) 93 93 ((( 94 94 3.0 Beta 1 95 -)))|(% colspan=" 1" %)(% colspan="1" %)678 +)))|(% colspan="2" %)(% colspan="1" %) 96 96 ((( 97 97 **MissionBoard** support dropped 98 98 ))) 99 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)682 +|(% colspan="4" %)(% colspan="3" %) 100 100 ((( 101 - //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.//684 +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. 102 102 ))) 103 103 |((( 104 104 Job/God 105 105 )))|((( 106 106 3.0 Beta 1 107 -)))|((( 690 +)))|(% colspan="2" %)((( 108 108 By default, **job/god entries** now only spawn objects in space added by the extension in which they are defined 109 109 ))) 110 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)693 +|(% colspan="4" %)(% colspan="3" %) 111 111 ((( 112 - //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.//695 +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. 113 113 ))) 114 114 |(% colspan="1" %)(% colspan="1" %) 115 115 ((( ... ... @@ -117,13 +117,13 @@ 117 117 )))|(% colspan="1" %)(% colspan="1" %) 118 118 ((( 119 119 3.0 Beta 1 120 -)))|(% colspan=" 1" %)(% colspan="1" %)703 +)))|(% colspan="2" %)(% colspan="1" %) 121 121 ((( 122 122 Script action **<add_actor_to_room/> **attribute **'room'** renamed to **'object'** 123 123 ))) 124 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)707 +|(% colspan="4" %)(% colspan="3" %) 125 125 ((( 126 - //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.//709 +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. 127 127 ))) 128 128 |(% colspan="1" %)(% colspan="1" %) 129 129 ((( ... ... @@ -131,13 +131,13 @@ 131 131 )))|(% colspan="1" %)(% colspan="1" %) 132 132 ((( 133 133 3.0 Beta 1 134 -)))|(% colspan=" 1" %)(% colspan="1" %)717 +)))|(% colspan="2" %)(% colspan="1" %) 135 135 ((( 136 136 Script action **<set_doors_locked/>** attribute **'group'** changed 137 137 ))) 138 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)721 +|(% colspan="4" %)(% colspan="3" %) 139 139 ((( 140 - //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.//723 +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. 141 141 ))) 142 142 |(% colspan="1" %)(% colspan="1" %) 143 143 ((( ... ... @@ -145,13 +145,13 @@ 145 145 )))|(% colspan="1" %)(% colspan="1" %) 146 146 ((( 147 147 3.0 Beta 1 148 -)))|(% colspan=" 1" %)(% colspan="1" %)731 +)))|(% colspan="2" %)(% colspan="1" %) 149 149 ((( 150 150 Script conditions **<event_hack_*/>** and **<event_controlpanel_hack_*/>** removed 151 151 ))) 152 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)735 +|(% colspan="4" %)(% colspan="3" %) 153 153 ((( 154 - //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.//737 +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. 155 155 ))) 156 156 |(% colspan="1" %)(% colspan="1" %) 157 157 ((( ... ... @@ -159,13 +159,13 @@ 159 159 )))|(% colspan="1" %)(% colspan="1" %) 160 160 ((( 161 161 3.0 Beta 1 162 -)))|(% colspan=" 1" %)(% colspan="1" %)745 +)))|(% colspan="2" %)(% colspan="1" %) 163 163 ((( 164 164 Script actions **<set_hack_target/>** and **<abort_hack/>** removed 165 165 ))) 166 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)749 +|(% colspan="4" %)(% colspan="3" %) 167 167 ((( 168 - //These actions had no effect and were removed.//751 +These actions had no effect and were removed. 169 169 ))) 170 170 |(% colspan="1" %)(% colspan="1" %) 171 171 ((( ... ... @@ -173,13 +173,13 @@ 173 173 )))|(% colspan="1" %)(% colspan="1" %) 174 174 ((( 175 175 3.0 Beta 1 176 -)))|(% colspan=" 1" %)(% colspan="1" %)759 +)))|(% colspan="2" %)(% colspan="1" %) 177 177 ((( 178 178 **<setup_conversation_minigame/>** script action removed 179 179 ))) 180 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)763 +|(% colspan="4" %)(% colspan="3" %) 181 181 ((( 182 - //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.//765 +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. 183 183 ))) 184 184 |(% colspan="1" %)(% colspan="1" %) 185 185 ((( ... ... @@ -187,13 +187,13 @@ 187 187 )))|(% colspan="1" %)(% colspan="1" %) 188 188 ((( 189 189 3.0 Beta 1 190 -)))|(% colspan=" 1" %)(% colspan="1" %)773 +)))|(% colspan="2" %)(% colspan="1" %) 191 191 ((( 192 192 <add_player_choice_*> **confidence** attribute removed 193 193 ))) 194 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)777 +|(% colspan="4" %)(% colspan="3" %) 195 195 ((( 196 - //The default confidence of player options is another leftover from the XR era and had no effect in X4.//779 +The default confidence of player options is another leftover from the XR era and had no effect in X4. 197 197 ))) 198 198 |(% colspan="1" %)(% colspan="1" %) 199 199 ((( ... ... @@ -201,13 +201,13 @@ 201 201 )))|(% colspan="1" %)(% colspan="1" %) 202 202 ((( 203 203 3.0 Beta 1 204 -)))|(% colspan=" 1" %)(% colspan="1" %)787 +)))|(% colspan="2" %)(% colspan="1" %) 205 205 ((( 206 206 **<hack_via_control_panel/>** script action removed 207 207 ))) 208 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)791 +|(% colspan="4" %)(% colspan="3" %) 209 209 ((( 210 - //Unused script action <hack_via_control_panel/> was removed.//793 +Unused script action <hack_via_control_panel/> was removed. 211 211 ))) 212 212 |(% colspan="1" %)(% colspan="1" %) 213 213 ((( ... ... @@ -215,24 +215,24 @@ 215 215 )))|(% colspan="1" %)(% colspan="1" %) 216 216 ((( 217 217 3.0 Beta 1 218 -)))|(% colspan=" 1" %)(% colspan="1" %)801 +)))|(% colspan="2" %)(% colspan="1" %) 219 219 ((( 220 220 **Lua: **GetMiniGameCursorPosition() removed 221 221 ))) 222 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)805 +|(% colspan="4" %)(% colspan="3" %) 223 223 ((( 224 - //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.//807 +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. 225 225 ))) 226 226 |((( 227 227 UI core 228 228 )))|((( 229 229 3.0 Beta 1 230 -)))|((( 813 +)))|(% colspan="2" %)((( 231 231 **FFI: **GetLocalizedInteractiveNotificationKey can return icon placeholders 232 232 ))) 233 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)816 +|(% colspan="4" %)(% colspan="3" %) 234 234 ((( 235 - //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.//818 +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. 236 236 ))) 237 237 |(% colspan="1" %)(% colspan="1" %) 238 238 ((( ... ... @@ -240,13 +240,13 @@ 240 240 )))|(% colspan="1" %)(% colspan="1" %) 241 241 ((( 242 242 3.0 Beta 1 243 -)))|(% colspan=" 1" %)(% colspan="1" %)826 +)))|(% colspan="2" %)(% colspan="1" %) 244 244 ((( 245 245 **FFI: **UIWeaponMod returned by GetInstalledWeaponMod() now includes property SurfaceElementFactor 246 246 ))) 247 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)830 +|(% colspan="4" %)(% colspan="3" %) 248 248 ((( 249 - //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.//832 +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. 250 250 ))) 251 251 |(% colspan="1" %)(% colspan="1" %) 252 252 ((( ... ... @@ -254,14 +254,14 @@ 254 254 )))|(% colspan="1" %)(% colspan="1" %) 255 255 ((( 256 256 3.0 Beta 1 257 -)))|(% colspan=" 1" %)(% colspan="1" %)840 +)))|(% colspan="2" %)(% colspan="1" %) 258 258 ((( 259 259 **$ware.illegal** updated 260 260 ))) 261 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)844 +|(% colspan="4" %)(% colspan="3" %) 262 262 ((( 263 - //$ware.illegal used to return true if the specified ware has the 'illegal' tag which is no longer used.//264 - //It now returns true if $ware is illegal to any faction in the game.//846 +$ware.illegal used to return true if the specified ware has the 'illegal' tag which is no longer used. 847 +It now returns true if $ware is illegal to any faction in the game. 265 265 ))) 266 266 |(% colspan="1" %)(% colspan="1" %) 267 267 ((( ... ... @@ -269,13 +269,13 @@ 269 269 )))|(% colspan="1" %)(% colspan="1" %) 270 270 ((( 271 271 3.0 Beta 1 272 -)))|(% colspan=" 1" %)(% colspan="1" %)855 +)))|(% colspan="2" %)(% colspan="1" %) 273 273 ((( 274 274 MD script **RML_Flight_Along_Path** removed 275 275 ))) 276 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)859 +|(% colspan="4" %)(% colspan="3" %) 277 277 ((( 278 - //The MD script RML_Flight_Along_Path was not referened and was removed.//861 +The MD script RML_Flight_Along_Path was not referened and was removed. 279 279 ))) 280 280 |(% colspan="1" %)(% colspan="1" %) 281 281 ((( ... ... @@ -283,71 +283,75 @@ 283 283 )))|(% colspan="1" %)(% colspan="1" %) 284 284 ((( 285 285 3.0 Beta 1 286 -)))|(% colspan=" 1" %)(% colspan="1" %)869 +)))|(% colspan="2" %)(% colspan="1" %) 287 287 ((( 288 288 parameters of **<event_venture_mission_completed/>** changed 289 289 ))) 290 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)873 +|(% colspan="4" %)(% colspan="3" %) 291 291 ((( 292 - //old params: param = venture details, param2 = ships involved, param3 = duration//293 - //new params: param = venture detail list: [mission name, mission type], param2 = list of ships involved, param3 = duration//875 +old params: param = venture details, param2 = ships involved, param3 = duration 876 +new params: param = venture detail list: [mission name, mission type], param2 = list of ships involved, param3 = duration 294 294 ))) 295 295 |((( 296 296 Scripts 297 297 )))|((( 298 298 3.0 Beta 1 299 -)))|((( 882 +)))|(% colspan="2" %)((( 300 300 **<set_object_wing_name/>** removed, 301 301 **<set_object_fleet_name/>** added 302 302 ))) 303 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)886 +|(% colspan="4" %)(% colspan="3" %) 304 304 ((( 305 - //The common action <set_object_wing_name/> has been replaced with <set_object_fleet_name/>//888 +The common action <set_object_wing_name/> has been replaced with <set_object_fleet_name/> 306 306 ))) 307 307 |((( 308 308 Scripts 309 309 )))|((( 310 310 3.0 Beta 1 311 -)))|((( 894 +)))|(% colspan="2" %)((( 312 312 **$controllable.wing.*** removed, 313 313 **$controllable.fleet.*** added 314 314 ))) 315 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)898 +|(% colspan="4" %)(% colspan="3" %) 316 316 ((( 317 317 $controllable.wing.name, $controllable.wing.iscommander, and $controllable.wing.commander have been replaced with $controllable.fleet.name, $controllable.fleet.iscommander, and $controllable.fleet.commander 318 318 ))) 319 -|(% colspan="3" %)(% colspan="3" %) 320 -((( 321 -== 2.60 == 322 -))) 902 + 903 +---- 904 + 905 +=== Version 2.60 === 906 + 907 +(% class="table-striped" %) 323 323 |((( 324 324 Scripts 325 325 )))|((( 326 326 2.60 Beta 1 327 -)))|((( 912 +)))|(% colspan="2" %)((( 328 328 '**checkoperational**' filter behaviour changed 329 329 ))) 330 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)915 +|(% colspan="10" %)(% colspan="3" %) 331 331 ((( 332 - //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.//917 +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. 333 333 334 - //Sub nodes such as match_child will have checkoperational default to false. Existing uses may find that results now include non-operational components.//919 +Sub nodes such as match_child will have checkoperational default to false. Existing uses may find that results now include non-operational components. 335 335 ))) 336 336 |((( 337 337 Scripts 338 338 )))|((( 339 339 2.60 Beta 1 340 -)))|((( 925 +)))|(% colspan="2" %)((( 341 341 $container.**supplyresources** behavior changed 342 -))) 343 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)927 +)))| | | 928 +|(% colspan="10" %)(% colspan="3" %) 344 344 ((( 345 - //The script keyword $container.supplyresources now includes reserved wares.//930 +The script keyword $container.supplyresources now includes reserved wares. 346 346 ))) 347 -|(% colspan="3" %)(% colspan="3" %) 348 -((( 349 -== 2.20 == 350 -))) 932 + 933 +---- 934 + 935 +=== Version 2.20 === 936 + 937 +(% class="table-striped" %) 351 351 |(% colspan="1" %)(% colspan="1" %) 352 352 ((( 353 353 UI core ... ... @@ -354,17 +354,16 @@ 354 354 )))|(% colspan="1" %)(% colspan="1" %) 355 355 ((( 356 356 2.20 Beta 3/4 357 -)))|(% colspan=" 1" %)(% colspan="1" %)944 +)))|(% colspan="2" %)(% colspan="1" %) 358 358 ((( 359 359 **Lua: GetControllerInfo()** returned mouseSteering/mouseCursor values are undefined. 360 360 ))) 361 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)948 +|(% colspan="4" %)(% colspan="3" %) 362 362 ((( 363 - //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.364 -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. //950 +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. 951 +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. 365 365 366 -//It's a pending change to ensure that the returned mode is more reasonable in an upcoming patch. So be aware that another breaking change might be introduced at some point. 367 -// 953 +It's a pending change to ensure that the returned mode is more reasonable in an upcoming patch. So be aware that another breaking change might be introduced at some point. 368 368 ))) 369 369 |(% colspan="1" %)(% colspan="1" %) 370 370 ((( ... ... @@ -372,18 +372,20 @@ 372 372 )))|(% colspan="1" %)(% colspan="1" %) 373 373 ((( 374 374 2.20 Beta 3 375 -)))|(% colspan=" 1" %)(% colspan="1" %)961 +)))|(% colspan="2" %)(% colspan="1" %) 376 376 ((( 377 377 Attribute for build related conditions e.g. **<event_build_finished/>** renamed from 'buildmodule' to 'buildprocessor' 378 378 ))) 379 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)965 +|(% colspan="4" %)(% colspan="3" %) 380 380 ((( 381 - //The underlying behaviour remains the same in that it involves the buildprocessor, not the buildmodule. The attribute name has simply been corrected.//967 +The underlying behaviour remains the same in that it involves the buildprocessor, not the buildmodule. The attribute name has simply been corrected. 382 382 ))) 383 -|(% colspan="3" %)(% colspan="3" %) 384 -((( 385 -== 2.00 == 386 -))) 969 + 970 +---- 971 + 972 +=== Version 2.00 === 973 + 974 +(% class="table-striped" %) 387 387 |(% colspan="1" %)(% colspan="1" %) 388 388 ((( 389 389 Scripts ... ... @@ -390,13 +390,13 @@ 390 390 )))|(% colspan="1" %)(% colspan="1" %) 391 391 ((( 392 392 2.00 Beta 1 393 -)))|(% colspan=" 1" %)(% colspan="1" %)981 +)))|(% colspan="2" %)(% colspan="1" %) 394 394 ((( 395 395 **<event_build_finished/> **param2 now returns null instead of a construction sequence 396 396 ))) 397 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)985 +|(% colspan="4" %)(% colspan="3" %) 398 398 ((( 399 - //The construction sequence which was finished should now be accessed via the buildtask provided via param3.//987 +The construction sequence which was finished should now be accessed via the buildtask provided via param3. 400 400 ))) 401 401 |(% colspan="1" %)(% colspan="1" %) 402 402 ((( ... ... @@ -404,13 +404,13 @@ 404 404 )))|(% colspan="1" %)(% colspan="1" %) 405 405 ((( 406 406 2.00 Beta 1 407 -)))|(% colspan=" 1" %)(% colspan="1" %)995 +)))|(% colspan="2" %)(% colspan="1" %) 408 408 ((( 409 409 **param.boarding.{...}** strength parameters removed 410 410 ))) 411 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)999 +|(% colspan="4" %)(% colspan="3" %) 412 412 ((( 413 - //The 'recruitstrength', 'veteranstrength' and 'elitestrength' script parameters were no longer required for balancing the boarding gameplay, and were removed.//1001 +The 'recruitstrength', 'veteranstrength' and 'elitestrength' script parameters were no longer required for balancing the boarding gameplay, and were removed. 414 414 ))) 415 415 |(% colspan="1" %)(% colspan="1" %) 416 416 ((( ... ... @@ -418,158 +418,160 @@ 418 418 )))|(% colspan="1" %)(% colspan="1" %) 419 419 ((( 420 420 2.00 Beta 1 421 -)))|(% colspan=" 1" %)(% colspan="1" %)1009 +)))|(% colspan="2" %)(% colspan="1" %) 422 422 ((( 423 423 **$defensible.boardee/$defensible.boarder** and **<set_object_boarder/>/<remove_object_boarder/>** removed 424 424 ))) 425 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)1013 +|(% colspan="4" %)(% colspan="3" %) 426 426 ((( 427 - //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.//1015 +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. 428 428 ))) 429 429 |((( 430 430 UI extensions 431 431 )))|((( 432 432 2.00 Beta 1 433 -)))|((( 1021 +)))|(% colspan="2" %)((( 434 434 **FFI: GetUpgradeSlotCurrentComponent()/GetUpgradeSlotGroup()** works on non-operationals 435 435 ))) 436 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)1024 +|(% colspan="4" %)(% colspan="3" %) 437 437 ((( 438 - //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.//1026 +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. 439 439 ))) 440 440 |((( 441 441 UI extensions 442 442 )))|((( 443 443 2.00 Beta 1 444 -)))|((( 1032 +)))|(% colspan="2" %)((( 445 445 **FFI: SetFormationShape()** no longer indicates an error upon certain error cases 446 446 ))) 447 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)1035 +|(% colspan="4" %)(% colspan="3" %) 448 448 ((( 449 - //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.//450 - //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.//1037 +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. 1038 +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. 451 451 ))) 452 452 |((( 453 453 Scripts 454 454 )))|((( 455 455 2.00 Beta 1 456 -)))|((( 1044 +)))|(% colspan="2" %)((( 457 457 **<create_formation/>** now requires the attributes: 'leader' and 'follower'. Attribute 'object' is now deprecated. 458 458 ))) 459 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)1047 +|(% colspan="4" %)(% colspan="3" %) 460 460 ((( 461 - //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.//1049 +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. 462 462 ))) 463 463 |((( 464 464 Scripts 465 465 )))|((( 466 466 2.00 Beta 1 467 -)))|((( 1055 +)))|(% colspan="2" %)((( 468 468 **<event_player_changed_target/>** now fires and returns null if the player deselects a target. 469 469 ))) 470 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)1058 +|(% colspan="4" %)(% colspan="3" %) 471 471 ((( 472 - //For prior behavior, check for event.param being non-null.//1060 +For prior behavior, check for event.param being non-null. 473 473 ))) 474 474 |((( 475 475 AI Scripts 476 476 )))|((( 477 477 2.00 Beta 1 478 -)))|((( 1066 +)))|(% colspan="2" %)((( 479 479 **<shoot/>/<shoot_at/>** attribute changes. 480 480 ))) 481 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)1069 +|(% colspan="4" %)(% colspan="3" %) 482 482 ((( 483 - //Changed: Attribute "primary" is now optional and defines whether weapons from the ship's active primary weapon group will be fired. Defaults to true.//484 - //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.//485 - //New attribute: "missiles" is an optional attribute that defines whether only missile launchers will be used. If false, only guns will be fired. Defaults to false.//1071 +Changed: Attribute "primary" is now optional and defines whether weapons from the ship's active primary weapon group will be fired. Defaults to true. 1072 +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. 1073 +New attribute: "missiles" is an optional attribute that defines whether only missile launchers will be used. If false, only guns will be fired. Defaults to false. 486 486 487 - //Corrects now-obsolete assumption that primary weapon groups only contain guns and secondary weapon groups only contain missile launchers.//1075 +Corrects now-obsolete assumption that primary weapon groups only contain guns and secondary weapon groups only contain missile launchers. 488 488 ))) 489 489 |((( 490 490 UI extensions 491 491 )))|((( 492 492 2.00 Beta 1 493 -)))|((( 494 -**FFI: GetBuildTask()/GetNumBuildTasks()** got a new "buildmoduleid" parameter. (% class="confluenceTd" %)1081 +)))|(% colspan="2" %)((( 1082 +**FFI: GetBuildTask()/GetNumBuildTasks()** got a new "buildmoduleid" parameter. 495 495 ))) 496 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)1084 +|(% colspan="4" %)(% colspan="3" %) 497 497 ((( 498 - //Added possibility to query build tasks of a certain buildmodule.//1086 +Added possibility to query build tasks of a certain buildmodule. 499 499 ))) 500 500 |((( 501 501 UI extensions 502 502 )))|((( 503 503 2.00 Beta 1 504 -)))|((( 1092 +)))|(% colspan="2" %)((( 505 505 **Lua:** **GetLibraryEntry()** retrieved a new "buildresources" field. 506 506 ))) 507 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)1095 +|(% colspan="4" %)(% colspan="3" %) 508 508 ((( 509 - //Added list of resources a buildmodule needs to build.//1097 +Added list of resources a buildmodule needs to build. 510 510 ))) 511 511 |((( 512 512 UI extensions 513 513 )))|((( 514 514 2.00 Beta 1 515 -)))|((( 516 - (% 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);" %)1103 +)))|(% colspan="2" %)((( 1104 +**Lua: CalculateTotalHullFraction() **was removed. 517 517 ))) 518 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)1106 +|(% colspan="4" %)(% colspan="3" %) 519 519 ((( 520 - //Unused, derelict function from XR - use GetComponentData(..., "hullpercent") instead.//1108 +Unused, derelict function from XR - use GetComponentData(..., "hullpercent") instead. 521 521 ))) 522 522 |((( 523 523 UI extensions 524 524 )))|((( 525 525 2.00 Beta 1 526 -)))|((( 527 -**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" %)1114 +)))|(% colspan="2" %)((( 1115 +**FFI: RequestDockAtReason()/UndockPlayerShip() **changed their return values. 528 528 ))) 529 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)1117 +|(% colspan="4" %)(% colspan="3" %) 530 530 ((( 531 - //Changed return value type to const char* to better identify failure reasons in Lua script.//1119 +Changed return value type to const char* to better identify failure reasons in Lua script. 532 532 ))) 533 -|(% colspan="3" %)(% colspan="3" %) 534 -((( 535 -== 1.50 == 536 -))) 1121 + 1122 +---- 1123 + 1124 +=== Version 1.50 === 1125 + 1126 +(% class="table-striped" %) 537 537 |((( 538 538 UI extensions 539 539 )))|((( 540 540 1.50 Beta 3 541 -)))|((( 542 -**Lua: GetComponentData() **changed behavior of "docksizes" propert ly.(% class="confluenceTd" %)1131 +)))|(% colspan="2" %)((( 1132 +**Lua: GetComponentData() **changed behavior of "docksizes" property. 543 543 ))) 544 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)1134 +|(% colspan="4" %)(% colspan="3" %) 545 545 ((( 546 - //The "docksizes" property no longer includes internal ship storage docks.//1136 +The "docksizes" property no longer includes internal ship storage docks. 547 547 ))) 548 548 |((( 549 549 All 550 550 )))|((( 551 551 1.50 Beta 2 552 -)))|((( 1142 +)))|(% colspan="2" %)((( 553 553 **Meaning of "Shipyard"** was corrected throughout Lua/MD/AI scripts, so that Wharfs are not Shipyards (unlike in XR). 554 554 ))) 555 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)1145 +|(% colspan="4" %)(% colspan="3" %) 556 556 ((( 557 - //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".//1147 +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". 558 558 559 - //Lua: Adjusted GetComponentData() and HasShipyard(), added HasWharf()//560 - //Lua / GetComponentData() properties: Removed "iscapitalshipyard", fixed "isshipyard", added "canbuildships", "iswharf", "isequipmentdock"//561 - //Scripts: Fixed property .isshipyard, added .iswharf (.canbuildships existed already)//1149 +Lua: Adjusted GetComponentData() and HasShipyard(), added HasWharf() 1150 +Lua / GetComponentData() properties: Removed "iscapitalshipyard", fixed "isshipyard", added "canbuildships", "iswharf", "isequipmentdock" 1151 +Scripts: Fixed property .isshipyard, added .iswharf (.canbuildships existed already) 562 562 ))) 563 563 |((( 564 564 UI extensions 565 565 )))|((( 566 566 1.50 Beta 2 567 -)))|((( 568 -**FFI: UpgradeGroupInfo **datatype was changed. (% class="confluenceTd" %)1157 +)))|(% colspan="2" %)((( 1158 +**FFI: UpgradeGroupInfo **datatype was changed. 569 569 ))) 570 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)1160 +|(% colspan="4" %)(% colspan="3" %) 571 571 ((( 572 - //Added new "operational" field to retrieve information about number of operational upgrades in a group.//1162 +Added new "operational" field to retrieve information about number of operational upgrades in a group. 573 573 ))) 574 574 |(% colspan="1" %)(% colspan="1" %) 575 575 ((( ... ... @@ -577,55 +577,58 @@ 577 577 )))|(% colspan="1" %)(% colspan="1" %) 578 578 ((( 579 579 1.50 Beta 1 580 -)))|(% colspan=" 1" %)(% colspan="1" %)1170 +)))|(% colspan="2" %)(% colspan="1" %) 581 581 ((( 582 582 **FFI: SetGuidance()** removed useinfopoint argument. 583 583 ))) 584 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)1174 +|(% colspan="4" %)(% colspan="3" %) 585 585 ((( 586 -//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. 587 -// 1176 +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. 588 588 589 - //The new function declaration is: void SetGuidance(UniverseID componentid, UIPosRot offset)//1178 +The new function declaration is: void SetGuidance(UniverseID componentid, UIPosRot offset) 590 590 ))) 591 591 |((( 592 592 UI extensions 593 593 )))|((( 594 594 1.50 Beta 1 595 -)))|((( 596 -**FFI: CancelConstruction() **changed its return value. (% class="confluenceTd" %)1184 +)))|(% colspan="2" %)((( 1185 +**FFI: CancelConstruction() **changed its return value. 597 597 ))) 598 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)1187 +|(% colspan="4" %)(% colspan="3" %) 599 599 ((( 600 - (% style="color: rgb(0,0,0);" %)//CancelConstruction() now returns if the cancellation was successful.//1189 +CancelConstruction() now returns if the cancellation was successful. 601 601 ))) 602 -|(% colspan="3" %)(% colspan="3" %) 603 -((( 604 -== 1.32 == 605 -))) 1191 + 1192 +---- 1193 + 1194 +=== Version 1.32 === 1195 + 1196 +(% class="table-striped" %) 606 606 |((( 607 607 UI extensions 608 608 )))|((( 609 609 1.32 610 -)))|((( 1201 +)))|(% colspan="2" %)((( 611 611 **Lua: GetComponentData() **removed the "nextdestname" property. 612 612 ))) 613 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)1204 +|(% colspan="4" %)(% colspan="3" %) 614 614 ((( 615 - //Instead of "nextdestname", use the properties "destination" or "destinationsector" to retrieve a destination component, then retrieve its "name" property.//1206 +Instead of "nextdestname", use the properties "destination" or "destinationsector" to retrieve a destination component, then retrieve its "name" property. 616 616 ))) 617 -|(% colspan="3" %)(% colspan="3" %) 618 -((( 619 -== 1.20 == 620 -))) 1208 + 1209 +---- 1210 + 1211 +=== Version 1.20 === 1212 + 1213 +(% class="table-striped" %) 621 621 |((( 622 622 UI extensions 623 623 )))|((( 624 624 1.20 625 -)))|((( 626 -**FFI: GetAAOption()** got a new "useconfig" parameter. (% class="confluenceTd" %)1218 +)))|(% colspan="2" %)((( 1219 +**FFI: GetAAOption()** got a new "useconfig" parameter. 627 627 ))) 628 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)1221 +|(% colspan="4" %)(% colspan="3" %) 629 629 ((( 630 -//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.//1223 +//The AA setting was changed to check the new setting with the user. In order to restore the old setting GetAAOption() gets the option to retrieve the config settings.// 631 631 )))
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... ... @@ -1,1 +1,0 @@ 1 -X4WIKI - url
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... ... @@ -1,1 +1,0 @@ 1 -https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/89144727/Breaking Changes