Changes for page Breaking Changes
Last modified by Michael Baumgardt on 2026/04/17 12:03
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Page properties (2 modified, 0 added, 0 removed)
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... ... @@ -1,1 +1,1 @@ 1 -xwiki:XWiki.k laus1 +xwiki:XWiki.nick - Content
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... ... @@ -25,105 +25,19 @@ 25 25 )))|=((( 26 26 Summary 27 27 ))) 28 -|(% colspan="3" %)(% colspan="3" %) 29 -((( 30 -== 3.00 == 31 -))) 32 32 |(% colspan="1" %)(% colspan="1" %) 33 33 ((( 34 34 Scripts 35 35 )))|(% colspan="1" %)(% colspan="1" %) 36 36 ((( 37 -3.0 Beta 5 38 -)))|(% colspan="1" %)(% colspan="1" %) 39 -((( 40 -Adjustments of some MD library cues in the base game to change their usage from **<include_actions>** to <run_actions> 41 -))) 42 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 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.// 45 -))) 46 -|(% colspan="1" %)(% colspan="1" %) 47 -((( 48 -Scripts 49 -)))|(% colspan="1" %)(% colspan="1" %) 50 -((( 51 -3.0 Beta 5 52 -)))|(% colspan="1" %)(% colspan="1" %) 53 -((( 54 -Changes to $dockingbay.**todockpos** and $dockingbay.**launchpos** 55 -))) 56 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 57 -((( 58 -//Before the change, positions are relative to $dockingbay.parent. 59 -After the change, positions are relative to $dockingbay as specified in the documentation.// 60 -))) 61 -|(% colspan="1" %)(% colspan="1" %) 62 -((( 63 -Global 64 -)))|(% colspan="1" %)(% colspan="1" %) 65 -((( 66 -3.0 Beta 2 67 -)))|(% colspan="1" %)(% colspan="1" %) 68 -((( 69 -Support for entity flag "**skillsvisible**" dropped 70 -))) 71 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 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().// 74 -))) 75 -|((( 76 -Scripts 77 -)))|((( 78 -3.0 Beta 2 79 -)))|((( 80 -Changes to **<event_object_changed_owner>** and added **<event_object_changed_true_owner>**. 81 -))) 82 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 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. 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 -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 -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). 88 -))) 89 -|(% colspan="1" %)(% colspan="1" %) 90 -((( 91 -Global 92 -)))|(% colspan="1" %)(% colspan="1" %) 93 -((( 94 94 3.0 Beta 1 95 95 )))|(% colspan="1" %)(% colspan="1" %) 96 96 ((( 97 -**MissionBoard** support dropped 98 -))) 99 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 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.// 102 -))) 103 -|((( 104 -Job/God 105 -)))|((( 106 -3.0 Beta 1 107 -)))|((( 108 -By default, **job/god entries** now only spawn objects in space added by the extension in which they are defined 109 -))) 110 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 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.// 113 -))) 114 -|(% colspan="1" %)(% colspan="1" %) 115 -((( 116 -Scripts 117 -)))|(% colspan="1" %)(% colspan="1" %) 118 -((( 119 -3.0 Beta 1 120 -)))|(% colspan="1" %)(% colspan="1" %) 121 -((( 122 122 Script action **<add_actor_to_room/> **attribute **'room'** renamed to **'object'** 123 123 ))) 124 124 |(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 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.//40 +Due to engine changes, script action <add_actor_to_room/> has had the attribute 'room' changed to 'object', which is more accurate. Most likely requires a 'position' if a slot is not provided. 127 127 ))) 128 128 |(% colspan="1" %)(% colspan="1" %) 129 129 ((( ... ... @@ -223,33 +223,8 @@ 223 223 ((( 224 224 //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.// 225 225 ))) 226 -|((( 227 -UI core 228 -)))|((( 229 -3.0 Beta 1 230 -)))|((( 231 -**FFI: **GetLocalizedInteractiveNotificationKey can return icon placeholders 232 -))) 233 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 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.// 236 -))) 237 237 |(% colspan="1" %)(% colspan="1" %) 238 238 ((( 239 -UI extensions 240 -)))|(% colspan="1" %)(% colspan="1" %) 241 -((( 242 -3.0 Beta 1 243 -)))|(% colspan="1" %)(% colspan="1" %) 244 -((( 245 -**FFI: **UIWeaponMod returned by GetInstalledWeaponMod() now includes property SurfaceElementFactor 246 -))) 247 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 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.// 250 -))) 251 -|(% colspan="1" %)(% colspan="1" %) 252 -((( 253 253 Scripts 254 254 )))|(% colspan="1" %)(% colspan="1" %) 255 255 ((( ... ... @@ -261,7 +261,7 @@ 261 261 |(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 262 262 ((( 263 263 //$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.// 153 +\\//It now returns true if $ware is illegal to any faction in the game.// 265 265 ))) 266 266 |(% colspan="1" %)(% colspan="1" %) 267 267 ((( ... ... @@ -271,11 +271,13 @@ 271 271 3.0 Beta 1 272 272 )))|(% colspan="1" %)(% colspan="1" %) 273 273 ((( 274 - MD script**RML_Flight_Along_Path** removed163 +'**checkoperational**' filter behaviour changed 275 275 ))) 276 276 |(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 277 277 ((( 278 -//The MD script RML_Flight_Along_Path was not referened and was removed.// 167 +//Actions and conditions which use the 'checkoperational' filter now behave differently. Instead of changing how 'class' and 'exactclass' behave, checkoperational == true adds an additional filter for the components being of state operational, equivalent to state="componentstate.operational". This is implicitly enabled in action elements (e.g. <find_.../>) or condition elements (e.g. <count_...>), meaning that find_ship will only find operational ships. Using such actions/conditions with checkoperational="false" will include non-operational components such as wrecked and constructions. Existing uses may find that results now exclude non-operational components.// 168 + 169 +//Sub nodes such as match_child will have checkoperational default to false. Existing uses may find that results now include non-operational components.// 279 279 ))) 280 280 |(% colspan="1" %)(% colspan="1" %) 281 281 ((( ... ... @@ -285,69 +285,23 @@ 285 285 3.0 Beta 1 286 286 )))|(% colspan="1" %)(% colspan="1" %) 287 287 ((( 288 - parametersof**<event_venture_mission_completed/>**changed179 +MD script **RML_Flight_Along_Path** removed 289 289 ))) 290 290 |(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 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// 183 +//The MD script RML_Flight_Along_Path was not referened and was removed.// 294 294 ))) 295 295 |((( 296 296 Scripts 297 297 )))|((( 298 -3.0 Beta 1 299 -)))|((( 300 -**<set_object_wing_name/>** removed, 301 -**<set_object_fleet_name/>** added 302 -))) 303 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 304 -((( 305 -//The common action <set_object_wing_name/> has been replaced with <set_object_fleet_name/>// 306 -))) 307 -|((( 308 -Scripts 309 -)))|((( 310 -3.0 Beta 1 311 -)))|((( 312 -**$controllable.wing.*** removed, 313 -**$controllable.fleet.*** added 314 -))) 315 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 316 -((( 317 -$controllable.wing.name, $controllable.wing.iscommander, and $controllable.wing.commander have been replaced with $controllable.fleet.name, $controllable.fleet.iscommander, and $controllable.fleet.commander 318 -))) 319 -|(% colspan="3" %)(% colspan="3" %) 320 -((( 321 -== 2.60 == 322 -))) 323 -|((( 324 -Scripts 325 -)))|((( 326 326 2.60 Beta 1 327 327 )))|((( 328 - '**checkoperational**' filter behaviour changed190 +$container.supplyresources behavior changed 329 329 ))) 330 330 |(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 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.// 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.// 335 -))) 336 -|((( 337 -Scripts 338 -)))|((( 339 -2.60 Beta 1 340 -)))|((( 341 -$container.**supplyresources** behavior changed 342 -))) 343 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 344 -((( 345 345 //The script keyword $container.supplyresources now includes reserved wares.// 346 346 ))) 347 -|(% colspan="3" %)(% colspan="3" %) 348 -((( 349 -== 2.20 == 350 -))) 351 351 |(% colspan="1" %)(% colspan="1" %) 352 352 ((( 353 353 UI core ... ... @@ -380,10 +380,6 @@ 380 380 ((( 381 381 //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 -))) 387 387 |(% colspan="1" %)(% colspan="1" %) 388 388 ((( 389 389 Scripts ... ... @@ -530,10 +530,6 @@ 530 530 ((( 531 531 //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 -))) 537 537 |((( 538 538 UI extensions 539 539 )))|((( ... ... @@ -599,10 +599,6 @@ 599 599 ((( 600 600 (% style="color: rgb(0,0,0);" %)//CancelConstruction() now returns if the cancellation was successful. // 601 601 ))) 602 -|(% colspan="3" %)(% colspan="3" %) 603 -((( 604 -== 1.32 == 605 -))) 606 606 |((( 607 607 UI extensions 608 608 )))|((( ... ... @@ -614,10 +614,6 @@ 614 614 ((( 615 615 //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 -))) 621 621 |((( 622 622 UI extensions 623 623 )))|(((
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... ... @@ -1,1 +1,1 @@ 1 -8 91483121 +85132000 - url
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... ... @@ -1,1 +1,1 @@ 1 -https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/8 9148312/Breaking Changes1 +https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/85132000/Breaking Changes