Changes for page Breaking Changes
Last modified by Michael Baumgardt on 2026/04/17 12:03
From version 54.1
edited by klaus
on 2020/01/14 19:05
on 2020/01/14 19:05
Change comment:
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To version 124.3
edited by Klaus Meyer
on 2025/01/07 16:38
on 2025/01/07 16:38
Change comment:
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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.Klaus - 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. ... ... @@ -18,32 +18,124 @@ 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 7.50 === 24 + 25 +(% class="table-striped" %) 26 +|(% colspan="1" style="width:117px" %)Faction sRelations|(% colspan="1" style="width:119px" %) |(% colspan="2" style="width:1625px" %) 27 +|(% colspan="4" style="width:117px" %)ssss 28 +|(% 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** 29 +|(% colspan="7" style="width:117px" %)((( 30 +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. 27 27 ))) 28 -|(% colspan="3" %)(% colspan="3" %) 32 + 33 +=== Version 7.00 === 34 + 35 + 36 +(% class="table-striped" %) 37 +|(% colspan="1" style="width:117px" %)Gamestarts|(% colspan="1" style="width:119px" %)7.00 Beta 8|(% colspan="2" style="width:1625px" %)**Text references** 38 +|(% 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.// 39 +|(% 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** 40 +|(% colspan="4" style="width:117px" %)highway_fx_electric_02 is still available in "legacy" folder if needed 41 +|(% 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 42 +|(% colspan="4" style="width:117px" %)((( 43 +//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.// 44 +))) 45 +|(% 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. 46 +|(% colspan="4" style="width:117px" %)((( 47 +//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.**// 48 +))) 49 +|(% 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. 50 +|(% colspan="4" style="width:117px" %)((( 51 +(% style="color:#ffffff" %)//Some material names and texture paths were changed. Please DIFF the materiallibrary.xml from 6.20 with 7.0 to see the difference// 52 +))) 53 +|(% colspan="1" style="width:117px" %)(% colspan="1" %) 29 29 ((( 30 -== 3.00 == 55 +Scripts 56 +)))|(% colspan="1" style="width:119px" %)((( 57 +7.00 Beta 1 58 +)))|(% colspan="2" style="width:1625px" %)((( 59 +MD action **<set_presentation_cluster_persistence/>** now requires the cluster to be a presentation cluster. 31 31 ))) 61 +|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 62 +((( 63 +// Previously it was possible to set normal clusters to be persistent presentation clusters which was an invalid state.// 64 +))) 65 +|(% colspan="1" style="width:117px" %)(% colspan="1" %) 66 +((( 67 +UI extensions 68 +)))|(% colspan="1" style="width:119px" %)((( 69 +7.00 Beta 1 70 +)))|(% colspan="2" style="width:1625px" %)((( 71 +**FFI**: RemoveBuildPlot() changed 72 +))) 73 +|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 74 +((( 75 +// 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.// 76 +))) 77 +|(% colspan="1" style="width:117px" %)(% colspan="1" %) 78 +((( 79 +Assets 80 +)))|(% colspan="1" style="width:119px" %)((( 81 +7.00 Beta 1 82 +)))|(% colspan="2" style="width:1625px" %)((( 83 +**Some Split DLC materials moved to base game** 84 +))) 85 +|(% colspan="7" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 86 +((( 87 +// //"spl_p1_fx" AND "split_p1_hulltexture_01" were moved from Split DLC to base game 88 +))) 89 + 90 +=== Version 6.00 === 91 + 92 +(% class="table-striped" %) 93 +|((( 94 +Libraries 95 +)))|((( 96 +6.00 Beta 7 97 +)))|(% colspan="2" %)((( 98 +Updated weights for ship groups in shipgroups.xml libraries of base game and all DLCs. 99 +))) 100 +|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 101 +((( 102 +//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.// 103 + 104 +//All groups should now have "weight" parameter added and old "weights" were updated to not have single-digit numbers.// 105 +))) 32 32 |(% colspan="1" %)(% colspan="1" %) 33 33 ((( 34 - MDScripts, Cutscenes108 +Scripts 35 35 )))|(% colspan="1" %)(% colspan="1" %) 36 36 ((( 37 -3.0 Beta 5 111 +6.00 Beta 4 112 +)))|(% colspan="2" %)(% colspan="1" %) 113 +((( 114 +Changed conditions for **<event_player_travelmode_started> <event_player_travelmode_stopped> <event_player_travelmode_charge_started> <event_player_travelmode_charge_aborted>** to be raised. 115 +))) 116 +|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 117 +((( 118 +//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. // 119 + 120 +//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.// 121 +))) 122 +|(% colspan="1" %)(% colspan="1" %) 123 +((( 124 +Scripts 38 38 )))|(% colspan="1" %)(% colspan="1" %) 39 39 ((( 40 -Renamed all files in the **md** and **cutscenes** folders to lower-case 127 +6.00 Beta 3 128 +)))|(% colspan="2" %)(% colspan="1" %) 129 +((( 130 +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"%)132 +|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 43 43 ((( 44 -// All MD and cutscenefileshavebeen renamedas lower-case. For most usersthis shouldhavenoeffectsincefiles packedin catalogs are essentiallycase-insensitive. However,this changecan affectusers onLinuxsystems when runninga modthatcontainssinglefiles insteadofa catalog, and/orwhen playing with unpackedbase game files//. If yourmod has XML patchfiles that are not packedin a catalog, the filenamesmustbelower-case to match the filenames in the basegame.(For infoonusing modcatalogs, see the Readme of the X Catalog Tool.)\\134 +//The 'posname' and 'rotname' result attributes of <find_object_surface> will now return null in the case of no valid surface position being found.// 45 45 46 -//Note that this change has no effect on the actual content of scripts or cutscenes. The 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).// 136 +//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.// 137 + 138 +//The action itself has been improved to increase the chance of finding suitable surface positions.// 47 47 ))) 48 48 |(% colspan="1" %)(% colspan="1" %) 49 49 ((( ... ... @@ -50,12 +50,435 @@ 50 50 Scripts 51 51 )))|(% colspan="1" %)(% colspan="1" %) 52 52 ((( 145 +6.00 Beta 1 146 +)))|(% colspan="2" %)(% colspan="1" %) 147 +((( 148 +Behaviour change for **<match_dock>** script component filter 149 +))) 150 +|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 151 +((( 152 +//<match_dock> nodes can now be used on container and walkablemodule classes without wrapping them in <match_content> nodes. 153 +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.// 154 +))) 155 +|(% colspan="1" %)(% colspan="1" %) 156 +((( 157 +Scripts 158 +)))|(% colspan="1" %)(% colspan="1" %) 159 +((( 160 +6.00 Beta 1 161 +)))|(% colspan="2" %)(% colspan="1" %) 162 +((( 163 +Changed result attribute location for **<get_attackstrength>** 164 +))) 165 +|(% colspan="4" title="Background colour :" %)(% colspan="3" title="Background colour :" %) 166 +((( 167 +//The 'result' attribute of get_attackstrength has been moved into the new <result> subnode and renamed to 'total'.// 168 +))) 169 +|((( 170 +Assets 171 +)))|((( 172 +6.00 Beta 1 173 +)))|(% colspan="2" %)((( 174 +Surface element **connections** are incompatible by default unless tagged as "**standard**", and also "**combat**" for non-missile, non-mining weapons 175 +))) 176 +|(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %) 177 +((( 178 +//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. 179 +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.// 180 +))) 181 +|(% colspan="1" %)(% colspan="1" %) 182 +((( 183 +Scripts 184 +)))|(% colspan="1" %)(% colspan="1" %) 185 +((( 186 +6.00 Beta 1 187 +)))|(% colspan="2" %)(% colspan="1" %) 188 +((( 189 +Changed behaviour of attribute **sortbygatedistanceto** when finding objects, discarding unreachable objects 190 +))) 191 +|(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %) 192 +((( 193 +//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.// 194 +))) 195 +|((( 196 +Scripts 197 +)))|((( 198 +6.00 Beta 1 199 +)))|(% colspan="2" %)((( 200 +**<event_player_owned_killed_object>** and **<event_player_owned_destroyed>** are now triggered before the corresponding **<event_object_destroyed>**, instead of afterwards. 201 +))) 202 +|(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %) 203 +((( 204 +//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.// 205 +))) 206 +|((( 207 +Cutscenes 208 +)))|((( 209 +6.00 Beta 1 210 +)))|(% colspan="2" %)((( 211 +Changed behaviour of **<angles>** in cutscenes 212 +))) 213 +|(% colspan="4" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %)(% colspan="3" data-highlight-colour="#f4f5f7" title="Background color : Light grey 100%" %) 214 +((( 215 +//The yaw and pitch nodes in <angles> are now correctly interpreted as values in degrees.// 216 +))) 217 + 218 +---- 219 + 220 +=== Version 5.00 === 221 + 222 +(% class="table-striped" %) 223 +|((( 224 +Parameters 225 +)))|((( 226 +5.00 Beta 1 227 +)))|(% colspan="2" %)((( 228 +**<controlpanel><entry>: minduration** removed, **maxduration** renamed to duration 229 +))) 230 +|(% colspan="7" %)(% colspan="3" %) 231 +((( 232 +//'minduration' was unused in X4, maxduration was and still is taken as the actual duration of control panel hacks. No functionality change.// 233 +))) 234 + 235 +---- 236 + 237 +=== Version 4.10 === 238 + 239 +(% class="table-striped" %) 240 +|(% colspan="1" %)(% colspan="1" %) 241 +((( 242 +UI extensions 243 +)))|(% colspan="1" %)(% colspan="1" %) 244 +((( 245 +4.10 Beta 7 246 +)))|(% colspan="2" %)(% colspan="1" %) 247 +((( 248 +**FFI**: SetMapRenderCargoContents(), SetMapRenderWorkForceInfo(), SetMapRenderCrewInfo() and SetMapRenderDockedShipInfos() deprecated 249 +))) 250 +|(% colspan="4" %)(% colspan="3" %) 251 +((( 252 +//The functionality represented by SetMapRenderCargoContents(), SetMapRenderWorkForceInfo(), SetMapRenderCrewInfo() and SetMapRenderDockedShipInfos() has been removed and the function was therefore stubbed.// 253 +))) 254 +|(% colspan="1" %)(% colspan="1" %) 255 +((( 256 +UI extensions 257 +)))|(% colspan="1" %)(% colspan="1" %) 258 +((( 259 +4.10 Beta 6 260 +)))|(% colspan="2" %)(% colspan="1" %) 261 +((( 262 +**FFI**: CustomGameStartPlayerProperty2 changed 263 +))) 264 +|(% colspan="4" %)(% colspan="3" %) 265 +((( 266 +//This struct was added in 4.10 Beta 2 and an additional member count was added in Beta 6.// 267 +))) 268 +|(% colspan="1" %)(% colspan="1" %) 269 +((( 270 +Parameters 271 +)))|(% colspan="1" %)(% colspan="1" %) 272 +((( 273 +4.10 Beta 3 274 +)))|(% colspan="2" %)(% colspan="1" %) 275 +((( 276 +Renamed **<stationinfobox>** to **<infobox>** 277 +))) 278 +|(% colspan="4" %)(% colspan="3" %) 279 +((( 280 +//Info box parameters are now shared across stations and ships. The node has a more generic name to reflect that.// 281 +))) 282 +|(% colspan="1" %)(% colspan="1" %) 283 +((( 284 +UI extensions 285 +)))|(% colspan="1" %)(% colspan="1" %) 286 +((( 287 +4.10 Beta 2 288 +)))|(% colspan="2" %)(% colspan="1" %) 289 +((( 290 +**FFI**: SetMacroMapPlayerSectorOffset() deprecated 291 +))) 292 +|(% colspan="4" %)(% colspan="3" %) 293 +((( 294 +//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.// 295 +))) 296 +|((( 297 +UI extensions 298 +)))|((( 299 +4.10 Beta 2 300 +)))|(% colspan="2" %)((( 301 +**FFI**: FilterComponentForMapMode() and SetMapObjectFilter() changed 302 +))) 303 +|(% colspan="4" %)(% colspan="3" %) 304 +((( 305 +//These functions were added in 4.10 Beta 1 and an additional boolean parameter allowentitydeliverymissionobject was added in Beta 2.// 306 +))) 307 +|((( 308 +Scripts 309 +)))|((( 310 +4.10 Beta 1 311 +)))|(% colspan="2" %)((( 312 +People related attributes of mission** <delivery> **node moved 313 +))) 314 +|(% colspan="4" %)(% colspan="3" %) 315 +((( 316 +//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.// 317 +))) 318 +|(% colspan="1" %)(% colspan="1" %) 319 +((( 320 +Scripts 321 +)))|(% colspan="1" %)(% colspan="1" %) 322 +((( 323 +4.10 Beta 1 324 +)))|(% colspan="2" %)(% colspan="1" %) 325 +((( 326 +**$destructible.productions** replaced with $defensible.productions 327 +))) 328 +|(% colspan="4" %)(% colspan="3" %) 329 +((( 330 +//The $destructible.productions script property was removed and reimplemented as $defensible.productions meaning some old uses may no longer work unless the destructible is also a defensible. The old implementation functioned by finding the containing object of the destructible (including itself) to query for the production modules.// 331 +))) 332 +|((( 333 +Scripts 334 +)))|((( 335 +4.10 Beta 1 336 +)))|(% colspan="2" %)((( 337 +Removed script property **$object.spawnsourceseed** 338 +))) 339 +|(% colspan="4" %)(% colspan="3" %) 340 +((( 341 +//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.// 342 +))) 343 + 344 +---- 345 + 346 +=== Version 4.00 === 347 + 348 +(% class="table-striped" %) 349 +|(% colspan="1" %)(% colspan="1" %) 350 +((( 351 +UI core 352 +)))|(% colspan="1" %)(% colspan="1" %) 353 +((( 354 +4.00 Beta 10 355 +)))|(% colspan="2" %)(% colspan="1" %) 356 +((( 357 +Controlled ship can change without a **gameplanchange-event** occurring. 358 +))) 359 +|(% colspan="4" %)(% colspan="3" %) 360 +((( 361 +//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). 362 +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.// 363 +))) 364 +|((( 365 +Scripts 366 +)))|((( 367 +4.00 Beta 7 368 +)))|(% colspan="2" %)((( 369 +Parameters of **<event_terraforming_project_succeeded>** and **<event_terraforming_project_failed>** changed 370 +))) 371 +|(% colspan="4" %)(% colspan="3" %) 372 +((( 373 +//Old params: param = project ID, param2 = were there positive side-effects?, param3 = were there negative side-effects? 374 +New params: param = project ID, param2 = [were there positive side-effects?, were there negative side-effects?], param3 = payout in Credits 375 +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// 376 +))) 377 +|(% colspan="1" %)(% colspan="1" %) 378 +((( 379 +UI core 380 +)))|(% colspan="1" %)(% colspan="1" %) 381 +((( 382 +4.00 Beta 6 383 +)))|(% colspan="2" %)(% colspan="1" %) 384 +((( 385 +**FFI:** GetFactionRelationStatus() handling for faction relation range [-20,-10] changed 386 +))) 387 +|(% colspan="4" %)(% colspan="3" %) 388 +((( 389 +//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. 390 +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).// 391 + 392 +//If you rely on a handling where these factions are treated like enemies, please use the new GetFactionRelationStatus2() function instead.// 393 +))) 394 +|(% colspan="1" %)(% colspan="1" %) 395 +((( 396 +UI core 397 +)))|(% colspan="1" %)(% colspan="1" %) 398 +((( 399 +4.00 Beta 5 400 +)))|(% colspan="2" %)(% colspan="1" %) 401 +((( 402 +**FFI:** GetRelationStatus()/GetRelationStatus2() handling for objects in relation range [-25,-10] changed 403 +))) 404 +|(% colspan="4" %)(% colspan="3" %) 405 +((( 406 +//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.// 407 + 408 +//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). 409 +))) 410 +|((( 411 +Parameters 412 +)))|((( 413 +4.00 Beta 1 414 +)))|(% colspan="2" %)((( 415 +**requiresconstructionvessel** parameter moved 416 +))) 417 +|(% colspan="4" %)(% colspan="3" %) 418 +((( 419 +//The 'requiresconstructionvessel' attribute has been moved from the 'recycling' node itself, to the new 'station' subnode.// 420 +))) 421 +|((( 422 +Scripts 423 +)))|((( 424 +4.00 Beta 1 425 +)))|(% colspan="2" %)((( 426 +Changed behaviour of **gatedistance** script property 427 +))) 428 +|(% colspan="4" %)(% colspan="3" %) 429 +((( 430 +//The 'gatedistance' script property now minimizes the number of gate jumps instead of counting the number gate jumps in the fastest route.// 431 +))) 432 + 433 +---- 434 + 435 +=== Version 3.30 === 436 + 437 +(% class="table-striped" %) 438 +|((( 439 +UI extensions 440 +)))|((( 441 +3.30 Beta 3 442 +)))|(% colspan="2" %)((( 443 +**FFI: **Removed** GetMissionLimit() **and** IsMissionLimitEnabled()** 444 +))) 445 +|(% colspan="7" %)(% colspan="3" %) 446 +((( 447 +//These mission limit-related functions (added in 3.30 Beta 1 and 2) are replaced with FFI IsMissionLimitReached()// 448 +))) 449 + 450 +---- 451 + 452 +=== Version 3.20 === 453 + 454 +(% class="table-striped" %) 455 +|((( 456 +Scripts 457 +)))|((( 458 +3.20 Beta 1 459 +)))|(% colspan="2" %)((( 460 +Parameters of **<event_player_attacked_object/>** and **<event_object_attacked_object/>** changed 461 +))) 462 +|(% colspan="4" %)(% colspan="3" %) 463 +((( 464 +//Old params: param = attacked object, param2 = attack method, param3 = attacked component// 465 +//New params: param = attacked object, param2 = attack method, param3 = attack component detail list: [attacked component, attacking weapon] 466 +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// 467 +))) 468 +|(% colspan="1" %)(% colspan="1" %) 469 +((( 470 +Scripts 471 +)))|(% colspan="1" %)(% colspan="1" %) 472 +((( 473 +3.20 Beta 1 474 +)))|(% colspan="2" %)(% colspan="1" %) 475 +((( 476 +Removed script property $trade.**restriction.faction** 477 +))) 478 +|(% colspan="4" %)(% colspan="3" %) 479 +((( 480 +//$trade.restriction.faction has been replaced with $trade.restriction.factions, which returns a list of factions.// 481 +))) 482 +|((( 483 +UI extensions 484 +)))|((( 485 +3.20 Beta 1 486 +)))|(% colspan="2" %)((( 487 +**Lua**: **GetTradeRestrictions()**, **ToggleFactionTradeRestriction()** and **ToggleFactionTradeWareOverride()** are now obsolete! 488 +))) 489 +|(% colspan="4" %)(% colspan="3" %) 490 +((( 491 +//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.// 492 +))) 493 + 494 +---- 495 + 496 +=== Version 3.10 === 497 + 498 +(% class="table-striped" %) 499 +|(% colspan="1" %)(% colspan="1" %) 500 +((( 501 +Scripts 502 +)))|(% colspan="1" %)(% colspan="1" %) 503 +((( 504 +3.10 Beta 1 505 +)))|(% colspan="2" %)(% colspan="1" %) 506 +((( 507 +Removed script action **<add_build/>** 508 +))) 509 +|(% colspan="7" %)(% colspan="3" %) 510 +((( 511 +//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.// 512 +))) 513 + 514 +---- 515 + 516 +=== Version 3.00 === 517 + 518 +(% class="table-striped" %) 519 +|(% colspan="1" %)(% colspan="1" %) 520 +((( 521 +Scripts 522 +)))|(% colspan="1" %)(% colspan="1" %) 523 +((( 524 +3.0 Beta 6 525 +)))|(% colspan="2" %)(% colspan="1" %) 526 +((( 527 +Changed behaviour of script action **<get_suitable_job/>** 528 +))) 529 +|(% colspan="4" %)(% colspan="3" %) 530 +((( 531 +//<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.// 532 +))) 533 +|(% colspan="1" %)(% colspan="1" %) 534 +((( 535 +Scripts 536 +)))|(% colspan="1" %)(% colspan="1" %) 537 +((( 538 +3.0 Beta 6 539 +)))|(% colspan="2" %)(% colspan="1" %) 540 +((( 541 +Changed behaviour of script action **<get_ware_definition/>** 542 +))) 543 +|(% colspan="4" %)(% colspan="3" %) 544 +((( 545 +//<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.// 546 +))) 547 +|(% colspan="1" %)(% colspan="1" %) 548 +((( 549 +Global 550 +)))|(% colspan="1" %)(% colspan="1" %) 551 +((( 53 53 3.0 Beta 5 553 +)))|(% colspan="2" %)(% colspan="1" %) 554 +((( 555 +Renamed all files in the **md**, ui, and **cutscenes** folders to lower-case 556 +))) 557 +|(% colspan="4" %)(% colspan="3" %) 558 +((( 559 +//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.) 560 + 561 +//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).// 562 +))) 563 +|(% colspan="1" %)(% colspan="1" %) 564 +((( 565 +Scripts 54 54 )))|(% colspan="1" %)(% colspan="1" %) 55 55 ((( 568 +3.0 Beta 5 569 +)))|(% colspan="2" %)(% colspan="1" %) 570 +((( 56 56 Adjustments of some MD library cues in the base game to change their usage from **<include_actions>** to <run_actions> 57 57 ))) 58 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)573 +|(% colspan="4" %)(% colspan="3" %) 59 59 ((( 60 60 //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.// 61 61 ))) ... ... @@ -65,11 +65,11 @@ 65 65 )))|(% colspan="1" %)(% colspan="1" %) 66 66 ((( 67 67 3.0 Beta 5 68 -)))|(% colspan=" 1" %)(% colspan="1" %)583 +)))|(% colspan="2" %)(% colspan="1" %) 69 69 ((( 70 70 Changes to $dockingbay.**todockpos** and $dockingbay.**launchpos** 71 71 ))) 72 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)587 +|(% colspan="4" %)(% colspan="3" %) 73 73 ((( 74 74 //Before the change, positions are relative to $dockingbay.parent. 75 75 After the change, positions are relative to $dockingbay as specified in the documentation.// ... ... @@ -80,11 +80,11 @@ 80 80 )))|(% colspan="1" %)(% colspan="1" %) 81 81 ((( 82 82 3.0 Beta 2 83 -)))|(% colspan=" 1" %)(% colspan="1" %)598 +)))|(% colspan="2" %)(% colspan="1" %) 84 84 ((( 85 85 Support for entity flag "**skillsvisible**" dropped 86 86 ))) 87 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)602 +|(% colspan="4" %)(% colspan="3" %) 88 88 ((( 89 89 //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().// 90 90 ))) ... ... @@ -92,10 +92,10 @@ 92 92 Scripts 93 93 )))|((( 94 94 3.0 Beta 2 95 -)))|((( 610 +)))|(% colspan="2" %)((( 96 96 Changes to **<event_object_changed_owner>** and added **<event_object_changed_true_owner>**. 97 97 ))) 98 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)613 +|(% colspan="4" %)(% colspan="3" %) 99 99 ((( 100 100 //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. 101 101 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. ... ... @@ -108,11 +108,11 @@ 108 108 )))|(% colspan="1" %)(% colspan="1" %) 109 109 ((( 110 110 3.0 Beta 1 111 -)))|(% colspan=" 1" %)(% colspan="1" %)626 +)))|(% colspan="2" %)(% colspan="1" %) 112 112 ((( 113 113 **MissionBoard** support dropped 114 114 ))) 115 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)630 +|(% colspan="4" %)(% colspan="3" %) 116 116 ((( 117 117 //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.// 118 118 ))) ... ... @@ -120,10 +120,10 @@ 120 120 Job/God 121 121 )))|((( 122 122 3.0 Beta 1 123 -)))|((( 638 +)))|(% colspan="2" %)((( 124 124 By default, **job/god entries** now only spawn objects in space added by the extension in which they are defined 125 125 ))) 126 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)641 +|(% colspan="4" %)(% colspan="3" %) 127 127 ((( 128 128 //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.// 129 129 ))) ... ... @@ -133,11 +133,11 @@ 133 133 )))|(% colspan="1" %)(% colspan="1" %) 134 134 ((( 135 135 3.0 Beta 1 136 -)))|(% colspan=" 1" %)(% colspan="1" %)651 +)))|(% colspan="2" %)(% colspan="1" %) 137 137 ((( 138 138 Script action **<add_actor_to_room/> **attribute **'room'** renamed to **'object'** 139 139 ))) 140 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)655 +|(% colspan="4" %)(% colspan="3" %) 141 141 ((( 142 142 //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.// 143 143 ))) ... ... @@ -147,11 +147,11 @@ 147 147 )))|(% colspan="1" %)(% colspan="1" %) 148 148 ((( 149 149 3.0 Beta 1 150 -)))|(% colspan=" 1" %)(% colspan="1" %)665 +)))|(% colspan="2" %)(% colspan="1" %) 151 151 ((( 152 152 Script action **<set_doors_locked/>** attribute **'group'** changed 153 153 ))) 154 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)669 +|(% colspan="4" %)(% colspan="3" %) 155 155 ((( 156 156 //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.// 157 157 ))) ... ... @@ -161,11 +161,11 @@ 161 161 )))|(% colspan="1" %)(% colspan="1" %) 162 162 ((( 163 163 3.0 Beta 1 164 -)))|(% colspan=" 1" %)(% colspan="1" %)679 +)))|(% colspan="2" %)(% colspan="1" %) 165 165 ((( 166 166 Script conditions **<event_hack_*/>** and **<event_controlpanel_hack_*/>** removed 167 167 ))) 168 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)683 +|(% colspan="4" %)(% colspan="3" %) 169 169 ((( 170 170 //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.// 171 171 ))) ... ... @@ -175,11 +175,11 @@ 175 175 )))|(% colspan="1" %)(% colspan="1" %) 176 176 ((( 177 177 3.0 Beta 1 178 -)))|(% colspan=" 1" %)(% colspan="1" %)693 +)))|(% colspan="2" %)(% colspan="1" %) 179 179 ((( 180 180 Script actions **<set_hack_target/>** and **<abort_hack/>** removed 181 181 ))) 182 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)697 +|(% colspan="4" %)(% colspan="3" %) 183 183 ((( 184 184 //These actions had no effect and were removed.// 185 185 ))) ... ... @@ -189,11 +189,11 @@ 189 189 )))|(% colspan="1" %)(% colspan="1" %) 190 190 ((( 191 191 3.0 Beta 1 192 -)))|(% colspan=" 1" %)(% colspan="1" %)707 +)))|(% colspan="2" %)(% colspan="1" %) 193 193 ((( 194 194 **<setup_conversation_minigame/>** script action removed 195 195 ))) 196 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)711 +|(% colspan="4" %)(% colspan="3" %) 197 197 ((( 198 198 //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.// 199 199 ))) ... ... @@ -203,11 +203,11 @@ 203 203 )))|(% colspan="1" %)(% colspan="1" %) 204 204 ((( 205 205 3.0 Beta 1 206 -)))|(% colspan=" 1" %)(% colspan="1" %)721 +)))|(% colspan="2" %)(% colspan="1" %) 207 207 ((( 208 208 <add_player_choice_*> **confidence** attribute removed 209 209 ))) 210 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)725 +|(% colspan="4" %)(% colspan="3" %) 211 211 ((( 212 212 //The default confidence of player options is another leftover from the XR era and had no effect in X4.// 213 213 ))) ... ... @@ -217,11 +217,11 @@ 217 217 )))|(% colspan="1" %)(% colspan="1" %) 218 218 ((( 219 219 3.0 Beta 1 220 -)))|(% colspan=" 1" %)(% colspan="1" %)735 +)))|(% colspan="2" %)(% colspan="1" %) 221 221 ((( 222 222 **<hack_via_control_panel/>** script action removed 223 223 ))) 224 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)739 +|(% colspan="4" %)(% colspan="3" %) 225 225 ((( 226 226 //Unused script action <hack_via_control_panel/> was removed.// 227 227 ))) ... ... @@ -231,11 +231,11 @@ 231 231 )))|(% colspan="1" %)(% colspan="1" %) 232 232 ((( 233 233 3.0 Beta 1 234 -)))|(% colspan=" 1" %)(% colspan="1" %)749 +)))|(% colspan="2" %)(% colspan="1" %) 235 235 ((( 236 236 **Lua: **GetMiniGameCursorPosition() removed 237 237 ))) 238 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)753 +|(% colspan="4" %)(% colspan="3" %) 239 239 ((( 240 240 //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.// 241 241 ))) ... ... @@ -243,10 +243,10 @@ 243 243 UI core 244 244 )))|((( 245 245 3.0 Beta 1 246 -)))|((( 761 +)))|(% colspan="2" %)((( 247 247 **FFI: **GetLocalizedInteractiveNotificationKey can return icon placeholders 248 248 ))) 249 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)764 +|(% colspan="4" %)(% colspan="3" %) 250 250 ((( 251 251 //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.// 252 252 ))) ... ... @@ -256,11 +256,11 @@ 256 256 )))|(% colspan="1" %)(% colspan="1" %) 257 257 ((( 258 258 3.0 Beta 1 259 -)))|(% colspan=" 1" %)(% colspan="1" %)774 +)))|(% colspan="2" %)(% colspan="1" %) 260 260 ((( 261 261 **FFI: **UIWeaponMod returned by GetInstalledWeaponMod() now includes property SurfaceElementFactor 262 262 ))) 263 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)778 +|(% colspan="4" %)(% colspan="3" %) 264 264 ((( 265 265 //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.// 266 266 ))) ... ... @@ -270,11 +270,11 @@ 270 270 )))|(% colspan="1" %)(% colspan="1" %) 271 271 ((( 272 272 3.0 Beta 1 273 -)))|(% colspan=" 1" %)(% colspan="1" %)788 +)))|(% colspan="2" %)(% colspan="1" %) 274 274 ((( 275 275 **$ware.illegal** updated 276 276 ))) 277 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)792 +|(% colspan="4" %)(% colspan="3" %) 278 278 ((( 279 279 //$ware.illegal used to return true if the specified ware has the 'illegal' tag which is no longer used.// 280 280 //It now returns true if $ware is illegal to any faction in the game.// ... ... @@ -285,11 +285,11 @@ 285 285 )))|(% colspan="1" %)(% colspan="1" %) 286 286 ((( 287 287 3.0 Beta 1 288 -)))|(% colspan=" 1" %)(% colspan="1" %)803 +)))|(% colspan="2" %)(% colspan="1" %) 289 289 ((( 290 290 MD script **RML_Flight_Along_Path** removed 291 291 ))) 292 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)807 +|(% colspan="4" %)(% colspan="3" %) 293 293 ((( 294 294 //The MD script RML_Flight_Along_Path was not referened and was removed.// 295 295 ))) ... ... @@ -299,11 +299,11 @@ 299 299 )))|(% colspan="1" %)(% colspan="1" %) 300 300 ((( 301 301 3.0 Beta 1 302 -)))|(% colspan=" 1" %)(% colspan="1" %)817 +)))|(% colspan="2" %)(% colspan="1" %) 303 303 ((( 304 304 parameters of **<event_venture_mission_completed/>** changed 305 305 ))) 306 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)821 +|(% colspan="4" %)(% colspan="3" %) 307 307 ((( 308 308 //old params: param = venture details, param2 = ships involved, param3 = duration// 309 309 //new params: param = venture detail list: [mission name, mission type], param2 = list of ships involved, param3 = duration// ... ... @@ -312,11 +312,11 @@ 312 312 Scripts 313 313 )))|((( 314 314 3.0 Beta 1 315 -)))|((( 830 +)))|(% colspan="2" %)((( 316 316 **<set_object_wing_name/>** removed, 317 317 **<set_object_fleet_name/>** added 318 318 ))) 319 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)834 +|(% colspan="4" %)(% colspan="3" %) 320 320 ((( 321 321 //The common action <set_object_wing_name/> has been replaced with <set_object_fleet_name/>// 322 322 ))) ... ... @@ -324,26 +324,28 @@ 324 324 Scripts 325 325 )))|((( 326 326 3.0 Beta 1 327 -)))|((( 842 +)))|(% colspan="2" %)((( 328 328 **$controllable.wing.*** removed, 329 329 **$controllable.fleet.*** added 330 330 ))) 331 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)846 +|(% colspan="4" %)(% colspan="3" %) 332 332 ((( 333 333 $controllable.wing.name, $controllable.wing.iscommander, and $controllable.wing.commander have been replaced with $controllable.fleet.name, $controllable.fleet.iscommander, and $controllable.fleet.commander 334 334 ))) 335 -|(% colspan="3" %)(% colspan="3" %) 336 -((( 337 -== 2.60 == 338 -))) 850 + 851 +---- 852 + 853 +=== Version 2.60 === 854 + 855 +(% class="table-striped" %) 339 339 |((( 340 340 Scripts 341 341 )))|((( 342 342 2.60 Beta 1 343 -)))|((( 860 +)))|(% colspan="2" %)((( 344 344 '**checkoperational**' filter behaviour changed 345 345 ))) 346 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)863 +|(% colspan="10" %)(% colspan="3" %) 347 347 ((( 348 348 //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.// 349 349 ... ... @@ -353,17 +353,19 @@ 353 353 Scripts 354 354 )))|((( 355 355 2.60 Beta 1 356 -)))|((( 873 +)))|(% colspan="2" %)((( 357 357 $container.**supplyresources** behavior changed 358 -))) 359 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)875 +)))| | | 876 +|(% colspan="10" %)(% colspan="3" %) 360 360 ((( 361 361 //The script keyword $container.supplyresources now includes reserved wares.// 362 362 ))) 363 -|(% colspan="3" %)(% colspan="3" %) 364 -((( 365 -== 2.20 == 366 -))) 880 + 881 +---- 882 + 883 +=== Version 2.20 === 884 + 885 +(% class="table-striped" %) 367 367 |(% colspan="1" %)(% colspan="1" %) 368 368 ((( 369 369 UI core ... ... @@ -370,17 +370,16 @@ 370 370 )))|(% colspan="1" %)(% colspan="1" %) 371 371 ((( 372 372 2.20 Beta 3/4 373 -)))|(% colspan=" 1" %)(% colspan="1" %)892 +)))|(% colspan="2" %)(% colspan="1" %) 374 374 ((( 375 375 **Lua: GetControllerInfo()** returned mouseSteering/mouseCursor values are undefined. 376 376 ))) 377 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)896 +|(% colspan="4" %)(% colspan="3" %) 378 378 ((( 379 379 //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. 380 380 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.// 381 381 382 -//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. 383 -// 901 +//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.// 384 384 ))) 385 385 |(% colspan="1" %)(% colspan="1" %) 386 386 ((( ... ... @@ -388,18 +388,20 @@ 388 388 )))|(% colspan="1" %)(% colspan="1" %) 389 389 ((( 390 390 2.20 Beta 3 391 -)))|(% colspan=" 1" %)(% colspan="1" %)909 +)))|(% colspan="2" %)(% colspan="1" %) 392 392 ((( 393 393 Attribute for build related conditions e.g. **<event_build_finished/>** renamed from 'buildmodule' to 'buildprocessor' 394 394 ))) 395 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)913 +|(% colspan="4" %)(% colspan="3" %) 396 396 ((( 397 397 //The underlying behaviour remains the same in that it involves the buildprocessor, not the buildmodule. The attribute name has simply been corrected.// 398 398 ))) 399 -|(% colspan="3" %)(% colspan="3" %) 400 -((( 401 -== 2.00 == 402 -))) 917 + 918 +---- 919 + 920 +=== Version 2.00 === 921 + 922 +(% class="table-striped" %) 403 403 |(% colspan="1" %)(% colspan="1" %) 404 404 ((( 405 405 Scripts ... ... @@ -406,11 +406,11 @@ 406 406 )))|(% colspan="1" %)(% colspan="1" %) 407 407 ((( 408 408 2.00 Beta 1 409 -)))|(% colspan=" 1" %)(% colspan="1" %)929 +)))|(% colspan="2" %)(% colspan="1" %) 410 410 ((( 411 411 **<event_build_finished/> **param2 now returns null instead of a construction sequence 412 412 ))) 413 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)933 +|(% colspan="4" %)(% colspan="3" %) 414 414 ((( 415 415 //The construction sequence which was finished should now be accessed via the buildtask provided via param3.// 416 416 ))) ... ... @@ -420,11 +420,11 @@ 420 420 )))|(% colspan="1" %)(% colspan="1" %) 421 421 ((( 422 422 2.00 Beta 1 423 -)))|(% colspan=" 1" %)(% colspan="1" %)943 +)))|(% colspan="2" %)(% colspan="1" %) 424 424 ((( 425 425 **param.boarding.{...}** strength parameters removed 426 426 ))) 427 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)947 +|(% colspan="4" %)(% colspan="3" %) 428 428 ((( 429 429 //The 'recruitstrength', 'veteranstrength' and 'elitestrength' script parameters were no longer required for balancing the boarding gameplay, and were removed.// 430 430 ))) ... ... @@ -434,11 +434,11 @@ 434 434 )))|(% colspan="1" %)(% colspan="1" %) 435 435 ((( 436 436 2.00 Beta 1 437 -)))|(% colspan=" 1" %)(% colspan="1" %)957 +)))|(% colspan="2" %)(% colspan="1" %) 438 438 ((( 439 439 **$defensible.boardee/$defensible.boarder** and **<set_object_boarder/>/<remove_object_boarder/>** removed 440 440 ))) 441 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)961 +|(% colspan="4" %)(% colspan="3" %) 442 442 ((( 443 443 //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.// 444 444 ))) ... ... @@ -446,10 +446,10 @@ 446 446 UI extensions 447 447 )))|((( 448 448 2.00 Beta 1 449 -)))|((( 969 +)))|(% colspan="2" %)((( 450 450 **FFI: GetUpgradeSlotCurrentComponent()/GetUpgradeSlotGroup()** works on non-operationals 451 451 ))) 452 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)972 +|(% colspan="4" %)(% colspan="3" %) 453 453 ((( 454 454 //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.// 455 455 ))) ... ... @@ -457,10 +457,10 @@ 457 457 UI extensions 458 458 )))|((( 459 459 2.00 Beta 1 460 -)))|((( 980 +)))|(% colspan="2" %)((( 461 461 **FFI: SetFormationShape()** no longer indicates an error upon certain error cases 462 462 ))) 463 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)983 +|(% colspan="4" %)(% colspan="3" %) 464 464 ((( 465 465 //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.// 466 466 //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.// ... ... @@ -469,10 +469,10 @@ 469 469 Scripts 470 470 )))|((( 471 471 2.00 Beta 1 472 -)))|((( 992 +)))|(% colspan="2" %)((( 473 473 **<create_formation/>** now requires the attributes: 'leader' and 'follower'. Attribute 'object' is now deprecated. 474 474 ))) 475 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)995 +|(% colspan="4" %)(% colspan="3" %) 476 476 ((( 477 477 //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.// 478 478 ))) ... ... @@ -480,10 +480,10 @@ 480 480 Scripts 481 481 )))|((( 482 482 2.00 Beta 1 483 -)))|((( 1003 +)))|(% colspan="2" %)((( 484 484 **<event_player_changed_target/>** now fires and returns null if the player deselects a target. 485 485 ))) 486 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)1006 +|(% colspan="4" %)(% colspan="3" %) 487 487 ((( 488 488 //For prior behavior, check for event.param being non-null.// 489 489 ))) ... ... @@ -491,10 +491,10 @@ 491 491 AI Scripts 492 492 )))|((( 493 493 2.00 Beta 1 494 -)))|((( 1014 +)))|(% colspan="2" %)((( 495 495 **<shoot/>/<shoot_at/>** attribute changes. 496 496 ))) 497 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)1017 +|(% colspan="4" %)(% colspan="3" %) 498 498 ((( 499 499 //Changed: Attribute "primary" is now optional and defines whether weapons from the ship's active primary weapon group will be fired. Defaults to true.// 500 500 //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.// ... ... @@ -506,10 +506,10 @@ 506 506 UI extensions 507 507 )))|((( 508 508 2.00 Beta 1 509 -)))|((( 510 -**FFI: GetBuildTask()/GetNumBuildTasks()** got a new "buildmoduleid" parameter. (% class="confluenceTd" %)1029 +)))|(% colspan="2" %)((( 1030 +**FFI: GetBuildTask()/GetNumBuildTasks()** got a new "buildmoduleid" parameter. 511 511 ))) 512 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)1032 +|(% colspan="4" %)(% colspan="3" %) 513 513 ((( 514 514 //Added possibility to query build tasks of a certain buildmodule.// 515 515 ))) ... ... @@ -517,10 +517,10 @@ 517 517 UI extensions 518 518 )))|((( 519 519 2.00 Beta 1 520 -)))|((( 1040 +)))|(% colspan="2" %)((( 521 521 **Lua:** **GetLibraryEntry()** retrieved a new "buildresources" field. 522 522 ))) 523 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)1043 +|(% colspan="4" %)(% colspan="3" %) 524 524 ((( 525 525 //Added list of resources a buildmodule needs to build.// 526 526 ))) ... ... @@ -528,10 +528,10 @@ 528 528 UI extensions 529 529 )))|((( 530 530 2.00 Beta 1 531 -)))|((( 532 - (% 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);" %)1051 +)))|(% colspan="2" %)((( 1052 +**Lua: CalculateTotalHullFraction() **was removed. 533 533 ))) 534 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)1054 +|(% colspan="4" %)(% colspan="3" %) 535 535 ((( 536 536 //Unused, derelict function from XR - use GetComponentData(..., "hullpercent") instead.// 537 537 ))) ... ... @@ -539,25 +539,27 @@ 539 539 UI extensions 540 540 )))|((( 541 541 2.00 Beta 1 542 -)))|((( 543 -**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" %)1062 +)))|(% colspan="2" %)((( 1063 +**FFI: RequestDockAtReason()/UndockPlayerShip() **changed their return values. 544 544 ))) 545 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)1065 +|(% colspan="4" %)(% colspan="3" %) 546 546 ((( 547 547 //Changed return value type to const char* to better identify failure reasons in Lua script.// 548 548 ))) 549 -|(% colspan="3" %)(% colspan="3" %) 550 -((( 551 -== 1.50 == 552 -))) 1069 + 1070 +---- 1071 + 1072 +=== Version 1.50 === 1073 + 1074 +(% class="table-striped" %) 553 553 |((( 554 554 UI extensions 555 555 )))|((( 556 556 1.50 Beta 3 557 -)))|((( 558 -**Lua: GetComponentData() **changed behavior of "docksizes" propert ly.(% class="confluenceTd" %)1079 +)))|(% colspan="2" %)((( 1080 +**Lua: GetComponentData() **changed behavior of "docksizes" property. 559 559 ))) 560 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)1082 +|(% colspan="4" %)(% colspan="3" %) 561 561 ((( 562 562 //The "docksizes" property no longer includes internal ship storage docks.// 563 563 ))) ... ... @@ -565,10 +565,10 @@ 565 565 All 566 566 )))|((( 567 567 1.50 Beta 2 568 -)))|((( 1090 +)))|(% colspan="2" %)((( 569 569 **Meaning of "Shipyard"** was corrected throughout Lua/MD/AI scripts, so that Wharfs are not Shipyards (unlike in XR). 570 570 ))) 571 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)1093 +|(% colspan="4" %)(% colspan="3" %) 572 572 ((( 573 573 //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".// 574 574 ... ... @@ -580,10 +580,10 @@ 580 580 UI extensions 581 581 )))|((( 582 582 1.50 Beta 2 583 -)))|((( 584 -**FFI: UpgradeGroupInfo **datatype was changed. (% class="confluenceTd" %)1105 +)))|(% colspan="2" %)((( 1106 +**FFI: UpgradeGroupInfo **datatype was changed. 585 585 ))) 586 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)1108 +|(% colspan="4" %)(% colspan="3" %) 587 587 ((( 588 588 //Added new "operational" field to retrieve information about number of operational upgrades in a group.// 589 589 ))) ... ... @@ -593,14 +593,13 @@ 593 593 )))|(% colspan="1" %)(% colspan="1" %) 594 594 ((( 595 595 1.50 Beta 1 596 -)))|(% colspan=" 1" %)(% colspan="1" %)1118 +)))|(% colspan="2" %)(% colspan="1" %) 597 597 ((( 598 598 **FFI: SetGuidance()** removed useinfopoint argument. 599 599 ))) 600 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)1122 +|(% colspan="4" %)(% colspan="3" %) 601 601 ((( 602 -//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. 603 -// 1124 +//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.// 604 604 605 605 //The new function declaration is: void SetGuidance(UniverseID componentid, UIPosRot offset)// 606 606 ))) ... ... @@ -608,40 +608,44 @@ 608 608 UI extensions 609 609 )))|((( 610 610 1.50 Beta 1 611 -)))|((( 612 -**FFI: CancelConstruction() **changed its return value. (% class="confluenceTd" %)1132 +)))|(% colspan="2" %)((( 1133 +**FFI: CancelConstruction() **changed its return value. 613 613 ))) 614 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)1135 +|(% colspan="4" %)(% colspan="3" %) 615 615 ((( 616 - (% style="color: rgb(0,0,0);" %)//CancelConstruction() now returns if the cancellation was successful. //1137 +//CancelConstruction() now returns if the cancellation was successful. // 617 617 ))) 618 -|(% colspan="3" %)(% colspan="3" %) 619 -((( 620 -== 1.32 == 621 -))) 1139 + 1140 +---- 1141 + 1142 +=== Version 1.32 === 1143 + 1144 +(% class="table-striped" %) 622 622 |((( 623 623 UI extensions 624 624 )))|((( 625 625 1.32 626 -)))|((( 1149 +)))|(% colspan="2" %)((( 627 627 **Lua: GetComponentData() **removed the "nextdestname" property. 628 628 ))) 629 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)1152 +|(% colspan="4" %)(% colspan="3" %) 630 630 ((( 631 631 //Instead of "nextdestname", use the properties "destination" or "destinationsector" to retrieve a destination component, then retrieve its "name" property.// 632 632 ))) 633 -|(% colspan="3" %)(% colspan="3" %) 634 -((( 635 -== 1.20 == 636 -))) 1156 + 1157 +---- 1158 + 1159 +=== Version 1.20 === 1160 + 1161 +(% class="table-striped" %) 637 637 |((( 638 638 UI extensions 639 639 )))|((( 640 640 1.20 641 -)))|((( 642 -**FFI: GetAAOption()** got a new "useconfig" parameter. (% class="confluenceTd" %)1166 +)))|(% colspan="2" %)((( 1167 +**FFI: GetAAOption()** got a new "useconfig" parameter. 643 643 ))) 644 -|(% c lass="highlight-grey" colspan="3"data-highlight-colour="grey"%)(% class="highlight-grey" colspan="3"data-highlight-colour="grey"%)1169 +|(% colspan="4" %)(% colspan="3" %) 645 645 ((( 646 -//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.//1171 +//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.// 647 647 )))
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... ... @@ -1,1 +1,0 @@ 1 -https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/89818026/Breaking Changes