Changes for page Breaking Changes
Last modified by Michael Baumgardt on 2026/04/17 12:03
Summary
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Page properties (2 modified, 0 added, 0 removed)
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Objects (1 modified, 0 added, 0 removed)
Details
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... ... @@ -1,1 +1,1 @@ 1 -xwiki:XWiki. klaus1 +xwiki:XWiki.stefan - Content
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... ... @@ -24,26 +24,211 @@ 24 24 Version 25 25 )))|=((( 26 26 Summary 27 +)))|=(% colspan="1" %)(% colspan="1" %) 28 +((( 29 + 27 27 ))) 28 -|(% colspan=" 3" %)(% colspan="3" %)31 +|(% colspan="4" %)(% colspan="4" %) 29 29 ((( 33 +== 4.00 == 34 +))) 35 +|(% colspan="1" %)(% colspan="1" %) 36 +((( 37 +UI core 38 +)))|(% colspan="1" %)(% colspan="1" %) 39 +((( 40 +4.00 Beta 5 41 +)))|(% colspan="1" %)(% colspan="1" %) 42 +((( 43 +**FFI:** GetRelationStatus()/GetRelationStatus2() handling for objects in ranges relation range [-25,-10] changed 44 +)))|(% colspan="1" %)(% colspan="1" %) 45 +((( 46 + 47 +))) 48 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 49 +((( 50 +//4.00 Beta 5// //introduces a new 'adversary' relation state. Previously objects within that relation range were categorized as 'enemy' and GetRelationStatus()/GetRelationStatus2() therefore returned 0 (enemy) for these objects. 51 +Since these objects are now visualized and therefore are distinguishable from enemies, several related changes were made for these objects to bring them more in line with how 'neutral' objects are handled (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. 52 +If you rely on a handling where they are treated like enemies, please use the new GetRelationStatus3() //FFI function which returns the new range for these objects: 1 (meaning 'adversary' here with following relations having been shifted up). 53 +)))|(% colspan="1" %)(% colspan="1" %) 54 +((( 55 + 56 +))) 57 +|((( 58 +Parameters 59 +)))|((( 60 +4.00 Beta 1 61 +)))|((( 62 +**requiresconstructionvessel** parameter moved 63 +)))|((( 64 + 65 +))) 66 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 67 +((( 68 +//The 'requiresconstructionvessel' attribute has been moved from the 'recycling' node itself, to the new 'station' subnode.// 69 +))) 70 +|((( 71 +Scripts 72 +)))|((( 73 +4.00 Beta 1 74 +)))|((( 75 +Changed behaviour of **gatedistance** script property 76 +)))|((( 77 + 78 +))) 79 +|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %) 80 +((( 81 +//The 'gatedistance' script property now minimizes the number of gate jumps instead of counting the number gate jumps in the fastest route.// 82 +)))|(% class="highlight-grey" data-highlight-colour="grey" %)(% class="highlight-grey" data-highlight-colour="grey" %) 83 +((( 84 + 85 +))) 86 +|(% colspan="4" %)(% colspan="4" %) 87 +((( 88 +== 3.30 == 89 +))) 90 +|((( 91 +UI extensions 92 +)))|((( 93 +3.30 Beta 3 94 +)))|((( 95 +**FFI: **Removed** (% style="color: rgb(0,0,0);" %)GetMissionLimit() (%%)**(% style="color: rgb(0,0,0);" %)and** **(% style="color: rgb(0, 0, 0); color: rgb(0, 0, 0)" %)**IsMissionLimit**(%%)**Enabled()** 96 +)))|(% colspan="1" %)(% colspan="1" %) 97 +((( 98 + 99 +))) 100 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 101 +((( 102 +//These mission limit-related functions (added in 3.30 Beta 1 and 2) are replaced with FFI (% style="color: rgb(0,0,0);" %)IsMissionLimit(%%)Reach(% style="color: rgb(0,0,0);" %)ed()// 103 +))) 104 +|(% colspan="4" %)(% colspan="4" %) 105 +((( 106 +== 3.20 == 107 +))) 108 +|((( 109 +Scripts 110 +)))|((( 111 +3.20 Beta 1 112 +)))|((( 113 +Parameters of **<event_player_attacked_object/>** and **<event_object_attacked_object/>** changed 114 +)))|(% colspan="1" %)(% colspan="1" %) 115 +((( 116 + 117 +))) 118 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 119 +((( 120 +//Old params: param = attacked object, param2 = attack method, param3 = attacked component// 121 +//New params: param = attacked object, param2 = attack method, param3 = attack component detail list: [attacked component, attacking weapon] 122 +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// 123 +))) 124 +|(% colspan="1" %)(% colspan="1" %) 125 +((( 126 +Scripts 127 +)))|(% colspan="1" %)(% colspan="1" %) 128 +((( 129 +3.20 Beta 1 130 +)))|(% colspan="1" %)(% colspan="1" %) 131 +((( 132 +Removed script property $trade.**restriction.faction** 133 +)))|(% colspan="1" %)(% colspan="1" %) 134 +((( 135 + 136 +))) 137 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 138 +((( 139 +//$trade.restriction.faction has been replaced with $trade.restriction.factions, which returns a list of factions.// 140 +))) 141 +|((( 142 +UI extensions 143 +)))|((( 144 +3.20 Beta 1 145 +)))|((( 146 +**Lua**: **GetTradeRestrictions()**, **ToggleFactionTradeRestriction()** and **ToggleFactionTradeWareOverride()** are now obsolete! 147 +)))|(% colspan="1" %)(% colspan="1" %) 148 +((( 149 + 150 +))) 151 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 152 +((( 153 +//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.// 154 +))) 155 +|(% colspan="4" %)(% colspan="4" %) 156 +((( 157 +== 3.10 == 158 +))) 159 +|(% colspan="1" %)(% colspan="1" %) 160 +((( 161 +Scripts 162 +)))|(% colspan="1" %)(% colspan="1" %) 163 +((( 164 +3.10 Beta 1 165 +)))|(% colspan="1" %)(% colspan="1" %) 166 +((( 167 +Removed script action **<add_build/>** 168 +)))|(% colspan="1" %)(% colspan="1" %) 169 +((( 170 + 171 +))) 172 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 173 +((( 174 +//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.// 175 +))) 176 +|(% colspan="4" %)(% colspan="4" %) 177 +((( 30 30 == 3.00 == 31 31 ))) 32 32 |(% colspan="1" %)(% colspan="1" %) 33 33 ((( 34 - MDScripts, Cutscenes182 +Scripts 35 35 )))|(% colspan="1" %)(% colspan="1" %) 36 36 ((( 185 +3.0 Beta 6 186 +)))|(% colspan="1" %)(% colspan="1" %) 187 +((( 188 +Changed behaviour of script action **<get_suitable_job/>** 189 +)))|(% colspan="1" %)(% colspan="1" %) 190 +((( 191 + 192 +))) 193 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 194 +((( 195 +//<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.// 196 +))) 197 +|(% colspan="1" %)(% colspan="1" %) 198 +((( 199 +Scripts 200 +)))|(% colspan="1" %)(% colspan="1" %) 201 +((( 202 +3.0 Beta 6 203 +)))|(% colspan="1" %)(% colspan="1" %) 204 +((( 205 +Changed behaviour of script action **<get_ware_definition/>** 206 +)))|(% colspan="1" %)(% colspan="1" %) 207 +((( 208 + 209 +))) 210 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 211 +((( 212 +//<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.// 213 +))) 214 +|(% colspan="1" %)(% colspan="1" %) 215 +((( 216 +Global 217 +)))|(% colspan="1" %)(% colspan="1" %) 218 +((( 37 37 3.0 Beta 5 38 38 )))|(% colspan="1" %)(% colspan="1" %) 39 39 ((( 40 -Renamed all files in the **md** and **cutscenes** folders to lower-case 222 +Renamed all files in the **md**, ui, and **cutscenes** folders to lower-case 223 +)))|(% colspan="1" %)(% colspan="1" %) 224 +((( 225 + 41 41 ))) 42 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)227 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 43 43 ((( 44 -//All MD 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.)\\ 229 +//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.)\\ 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).// 231 +//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).// 47 47 ))) 48 48 |(% colspan="1" %)(% colspan="1" %) 49 49 ((( ... ... @@ -54,8 +54,11 @@ 54 54 )))|(% colspan="1" %)(% colspan="1" %) 55 55 ((( 56 56 Adjustments of some MD library cues in the base game to change their usage from **<include_actions>** to <run_actions> 242 +)))|(% colspan="1" %)(% colspan="1" %) 243 +((( 244 + 57 57 ))) 58 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)246 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 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 ))) ... ... @@ -68,8 +68,11 @@ 68 68 )))|(% colspan="1" %)(% colspan="1" %) 69 69 ((( 70 70 Changes to $dockingbay.**todockpos** and $dockingbay.**launchpos** 259 +)))|(% colspan="1" %)(% colspan="1" %) 260 +((( 261 + 71 71 ))) 72 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)263 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 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.// ... ... @@ -83,8 +83,11 @@ 83 83 )))|(% colspan="1" %)(% colspan="1" %) 84 84 ((( 85 85 Support for entity flag "**skillsvisible**" dropped 277 +)))|(% colspan="1" %)(% colspan="1" %) 278 +((( 279 + 86 86 ))) 87 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)281 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 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 ))) ... ... @@ -94,8 +94,11 @@ 94 94 3.0 Beta 2 95 95 )))|((( 96 96 Changes to **<event_object_changed_owner>** and added **<event_object_changed_true_owner>**. 291 +)))|(% colspan="1" %)(% colspan="1" %) 292 +((( 293 + 97 97 ))) 98 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)295 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 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. ... ... @@ -111,8 +111,11 @@ 111 111 )))|(% colspan="1" %)(% colspan="1" %) 112 112 ((( 113 113 **MissionBoard** support dropped 311 +)))|(% colspan="1" %)(% colspan="1" %) 312 +((( 313 + 114 114 ))) 115 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)315 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 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 ))) ... ... @@ -122,8 +122,11 @@ 122 122 3.0 Beta 1 123 123 )))|((( 124 124 By default, **job/god entries** now only spawn objects in space added by the extension in which they are defined 325 +)))|(% colspan="1" %)(% colspan="1" %) 326 +((( 327 + 125 125 ))) 126 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)329 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 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 ))) ... ... @@ -136,8 +136,11 @@ 136 136 )))|(% colspan="1" %)(% colspan="1" %) 137 137 ((( 138 138 Script action **<add_actor_to_room/> **attribute **'room'** renamed to **'object'** 342 +)))|(% colspan="1" %)(% colspan="1" %) 343 +((( 344 + 139 139 ))) 140 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)346 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 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 ))) ... ... @@ -150,8 +150,11 @@ 150 150 )))|(% colspan="1" %)(% colspan="1" %) 151 151 ((( 152 152 Script action **<set_doors_locked/>** attribute **'group'** changed 359 +)))|(% colspan="1" %)(% colspan="1" %) 360 +((( 361 + 153 153 ))) 154 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)363 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 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 ))) ... ... @@ -164,8 +164,11 @@ 164 164 )))|(% colspan="1" %)(% colspan="1" %) 165 165 ((( 166 166 Script conditions **<event_hack_*/>** and **<event_controlpanel_hack_*/>** removed 376 +)))|(% colspan="1" %)(% colspan="1" %) 377 +((( 378 + 167 167 ))) 168 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)380 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 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 ))) ... ... @@ -178,8 +178,11 @@ 178 178 )))|(% colspan="1" %)(% colspan="1" %) 179 179 ((( 180 180 Script actions **<set_hack_target/>** and **<abort_hack/>** removed 393 +)))|(% colspan="1" %)(% colspan="1" %) 394 +((( 395 + 181 181 ))) 182 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)397 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 183 183 ((( 184 184 //These actions had no effect and were removed.// 185 185 ))) ... ... @@ -192,8 +192,11 @@ 192 192 )))|(% colspan="1" %)(% colspan="1" %) 193 193 ((( 194 194 **<setup_conversation_minigame/>** script action removed 410 +)))|(% colspan="1" %)(% colspan="1" %) 411 +((( 412 + 195 195 ))) 196 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)414 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 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 ))) ... ... @@ -206,8 +206,11 @@ 206 206 )))|(% colspan="1" %)(% colspan="1" %) 207 207 ((( 208 208 <add_player_choice_*> **confidence** attribute removed 427 +)))|(% colspan="1" %)(% colspan="1" %) 428 +((( 429 + 209 209 ))) 210 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)431 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 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 ))) ... ... @@ -220,8 +220,11 @@ 220 220 )))|(% colspan="1" %)(% colspan="1" %) 221 221 ((( 222 222 **<hack_via_control_panel/>** script action removed 444 +)))|(% colspan="1" %)(% colspan="1" %) 445 +((( 446 + 223 223 ))) 224 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)448 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 225 225 ((( 226 226 //Unused script action <hack_via_control_panel/> was removed.// 227 227 ))) ... ... @@ -234,8 +234,11 @@ 234 234 )))|(% colspan="1" %)(% colspan="1" %) 235 235 ((( 236 236 **Lua: **GetMiniGameCursorPosition() removed 461 +)))|(% colspan="1" %)(% colspan="1" %) 462 +((( 463 + 237 237 ))) 238 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)465 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 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 ))) ... ... @@ -245,8 +245,11 @@ 245 245 3.0 Beta 1 246 246 )))|((( 247 247 **FFI: **GetLocalizedInteractiveNotificationKey can return icon placeholders 475 +)))|(% colspan="1" %)(% colspan="1" %) 476 +((( 477 + 248 248 ))) 249 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)479 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 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 ))) ... ... @@ -259,8 +259,11 @@ 259 259 )))|(% colspan="1" %)(% colspan="1" %) 260 260 ((( 261 261 **FFI: **UIWeaponMod returned by GetInstalledWeaponMod() now includes property SurfaceElementFactor 492 +)))|(% colspan="1" %)(% colspan="1" %) 493 +((( 494 + 262 262 ))) 263 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)496 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 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 ))) ... ... @@ -273,8 +273,11 @@ 273 273 )))|(% colspan="1" %)(% colspan="1" %) 274 274 ((( 275 275 **$ware.illegal** updated 509 +)))|(% colspan="1" %)(% colspan="1" %) 510 +((( 511 + 276 276 ))) 277 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)513 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 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.// ... ... @@ -288,8 +288,11 @@ 288 288 )))|(% colspan="1" %)(% colspan="1" %) 289 289 ((( 290 290 MD script **RML_Flight_Along_Path** removed 527 +)))|(% colspan="1" %)(% colspan="1" %) 528 +((( 529 + 291 291 ))) 292 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)531 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 293 293 ((( 294 294 //The MD script RML_Flight_Along_Path was not referened and was removed.// 295 295 ))) ... ... @@ -302,8 +302,11 @@ 302 302 )))|(% colspan="1" %)(% colspan="1" %) 303 303 ((( 304 304 parameters of **<event_venture_mission_completed/>** changed 544 +)))|(% colspan="1" %)(% colspan="1" %) 545 +((( 546 + 305 305 ))) 306 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)548 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 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// ... ... @@ -315,8 +315,11 @@ 315 315 )))|((( 316 316 **<set_object_wing_name/>** removed, 317 317 **<set_object_fleet_name/>** added 560 +)))|(% colspan="1" %)(% colspan="1" %) 561 +((( 562 + 318 318 ))) 319 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)564 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 320 320 ((( 321 321 //The common action <set_object_wing_name/> has been replaced with <set_object_fleet_name/>// 322 322 ))) ... ... @@ -327,12 +327,15 @@ 327 327 )))|((( 328 328 **$controllable.wing.*** removed, 329 329 **$controllable.fleet.*** added 575 +)))|(% colspan="1" %)(% colspan="1" %) 576 +((( 577 + 330 330 ))) 331 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)579 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 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" %)583 +|(% colspan="4" %)(% colspan="4" %) 336 336 ((( 337 337 == 2.60 == 338 338 ))) ... ... @@ -342,8 +342,11 @@ 342 342 2.60 Beta 1 343 343 )))|((( 344 344 '**checkoperational**' filter behaviour changed 593 +)))|(% colspan="1" %)(% colspan="1" %) 594 +((( 595 + 345 345 ))) 346 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)597 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 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 ... ... @@ -355,12 +355,15 @@ 355 355 2.60 Beta 1 356 356 )))|((( 357 357 $container.**supplyresources** behavior changed 609 +)))|(% colspan="1" %)(% colspan="1" %) 610 +((( 611 + 358 358 ))) 359 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)613 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 360 360 ((( 361 361 //The script keyword $container.supplyresources now includes reserved wares.// 362 362 ))) 363 -|(% colspan=" 3" %)(% colspan="3" %)617 +|(% colspan="4" %)(% colspan="4" %) 364 364 ((( 365 365 == 2.20 == 366 366 ))) ... ... @@ -373,8 +373,11 @@ 373 373 )))|(% colspan="1" %)(% colspan="1" %) 374 374 ((( 375 375 **Lua: GetControllerInfo()** returned mouseSteering/mouseCursor values are undefined. 630 +)))|(% colspan="1" %)(% colspan="1" %) 631 +((( 632 + 376 376 ))) 377 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)634 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 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.// ... ... @@ -391,12 +391,15 @@ 391 391 )))|(% colspan="1" %)(% colspan="1" %) 392 392 ((( 393 393 Attribute for build related conditions e.g. **<event_build_finished/>** renamed from 'buildmodule' to 'buildprocessor' 651 +)))|(% colspan="1" %)(% colspan="1" %) 652 +((( 653 + 394 394 ))) 395 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)655 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 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" %)659 +|(% colspan="4" %)(% colspan="4" %) 400 400 ((( 401 401 == 2.00 == 402 402 ))) ... ... @@ -409,8 +409,11 @@ 409 409 )))|(% colspan="1" %)(% colspan="1" %) 410 410 ((( 411 411 **<event_build_finished/> **param2 now returns null instead of a construction sequence 672 +)))|(% colspan="1" %)(% colspan="1" %) 673 +((( 674 + 412 412 ))) 413 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)676 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 414 414 ((( 415 415 //The construction sequence which was finished should now be accessed via the buildtask provided via param3.// 416 416 ))) ... ... @@ -423,8 +423,11 @@ 423 423 )))|(% colspan="1" %)(% colspan="1" %) 424 424 ((( 425 425 **param.boarding.{...}** strength parameters removed 689 +)))|(% colspan="1" %)(% colspan="1" %) 690 +((( 691 + 426 426 ))) 427 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)693 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 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 ))) ... ... @@ -437,8 +437,11 @@ 437 437 )))|(% colspan="1" %)(% colspan="1" %) 438 438 ((( 439 439 **$defensible.boardee/$defensible.boarder** and **<set_object_boarder/>/<remove_object_boarder/>** removed 706 +)))|(% colspan="1" %)(% colspan="1" %) 707 +((( 708 + 440 440 ))) 441 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)710 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 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 ))) ... ... @@ -448,8 +448,11 @@ 448 448 2.00 Beta 1 449 449 )))|((( 450 450 **FFI: GetUpgradeSlotCurrentComponent()/GetUpgradeSlotGroup()** works on non-operationals 720 +)))|(% colspan="1" %)(% colspan="1" %) 721 +((( 722 + 451 451 ))) 452 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)724 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 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 ))) ... ... @@ -459,8 +459,11 @@ 459 459 2.00 Beta 1 460 460 )))|((( 461 461 **FFI: SetFormationShape()** no longer indicates an error upon certain error cases 734 +)))|(% colspan="1" %)(% colspan="1" %) 735 +((( 736 + 462 462 ))) 463 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)738 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 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.// ... ... @@ -471,8 +471,11 @@ 471 471 2.00 Beta 1 472 472 )))|((( 473 473 **<create_formation/>** now requires the attributes: 'leader' and 'follower'. Attribute 'object' is now deprecated. 749 +)))|(% colspan="1" %)(% colspan="1" %) 750 +((( 751 + 474 474 ))) 475 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)753 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 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 ))) ... ... @@ -482,8 +482,11 @@ 482 482 2.00 Beta 1 483 483 )))|((( 484 484 **<event_player_changed_target/>** now fires and returns null if the player deselects a target. 763 +)))|(% colspan="1" %)(% colspan="1" %) 764 +((( 765 + 485 485 ))) 486 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)767 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 487 487 ((( 488 488 //For prior behavior, check for event.param being non-null.// 489 489 ))) ... ... @@ -493,8 +493,11 @@ 493 493 2.00 Beta 1 494 494 )))|((( 495 495 **<shoot/>/<shoot_at/>** attribute changes. 777 +)))|(% colspan="1" %)(% colspan="1" %) 778 +((( 779 + 496 496 ))) 497 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)781 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 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.// ... ... @@ -508,8 +508,11 @@ 508 508 2.00 Beta 1 509 509 )))|((( 510 510 **FFI: GetBuildTask()/GetNumBuildTasks()** got a new "buildmoduleid" parameter.(% class="confluenceTd" %) 795 +)))|(% colspan="1" %)(% colspan="1" %) 796 +((( 797 + 511 511 ))) 512 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)799 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 513 513 ((( 514 514 //Added possibility to query build tasks of a certain buildmodule.// 515 515 ))) ... ... @@ -519,8 +519,11 @@ 519 519 2.00 Beta 1 520 520 )))|((( 521 521 **Lua:** **GetLibraryEntry()** retrieved a new "buildresources" field. 809 +)))|(% colspan="1" %)(% colspan="1" %) 810 +((( 811 + 522 522 ))) 523 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)813 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 524 524 ((( 525 525 //Added list of resources a buildmodule needs to build.// 526 526 ))) ... ... @@ -530,8 +530,11 @@ 530 530 2.00 Beta 1 531 531 )))|((( 532 532 (% 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);" %) 823 +)))|(% colspan="1" %)(% colspan="1" %) 824 +((( 825 + 533 533 ))) 534 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)827 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 535 535 ((( 536 536 //Unused, derelict function from XR - use GetComponentData(..., "hullpercent") instead.// 537 537 ))) ... ... @@ -541,12 +541,15 @@ 541 541 2.00 Beta 1 542 542 )))|((( 543 543 **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" %) 837 +)))|(% colspan="1" %)(% colspan="1" %) 838 +((( 839 + 544 544 ))) 545 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)841 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 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" %)845 +|(% colspan="4" %)(% colspan="4" %) 550 550 ((( 551 551 == 1.50 == 552 552 ))) ... ... @@ -556,8 +556,11 @@ 556 556 1.50 Beta 3 557 557 )))|((( 558 558 **Lua: GetComponentData() **changed behavior of "docksizes" propertly.(% class="confluenceTd" %) 855 +)))|(% colspan="1" %)(% colspan="1" %) 856 +((( 857 + 559 559 ))) 560 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)859 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 561 561 ((( 562 562 //The "docksizes" property no longer includes internal ship storage docks.// 563 563 ))) ... ... @@ -567,8 +567,11 @@ 567 567 1.50 Beta 2 568 568 )))|((( 569 569 **Meaning of "Shipyard"** was corrected throughout Lua/MD/AI scripts, so that Wharfs are not Shipyards (unlike in XR). 869 +)))|(% colspan="1" %)(% colspan="1" %) 870 +((( 871 + 570 570 ))) 571 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)873 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 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 ... ... @@ -582,8 +582,11 @@ 582 582 1.50 Beta 2 583 583 )))|((( 584 584 **FFI: UpgradeGroupInfo **datatype was changed.(% class="confluenceTd" %) 887 +)))|(% colspan="1" %)(% colspan="1" %) 888 +((( 889 + 585 585 ))) 586 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)891 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 587 587 ((( 588 588 //Added new "operational" field to retrieve information about number of operational upgrades in a group.// 589 589 ))) ... ... @@ -596,8 +596,11 @@ 596 596 )))|(% colspan="1" %)(% colspan="1" %) 597 597 ((( 598 598 **FFI: SetGuidance()** removed useinfopoint argument. 904 +)))|(% colspan="1" %)(% colspan="1" %) 905 +((( 906 + 599 599 ))) 600 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)908 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 601 601 ((( 602 602 //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. 603 603 // ... ... @@ -610,12 +610,15 @@ 610 610 1.50 Beta 1 611 611 )))|((( 612 612 **FFI: CancelConstruction() **changed its return value.(% class="confluenceTd" %) 921 +)))|(% colspan="1" %)(% colspan="1" %) 922 +((( 923 + 613 613 ))) 614 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)925 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 615 615 ((( 616 616 (% style="color: rgb(0,0,0);" %)//CancelConstruction() now returns if the cancellation was successful. // 617 617 ))) 618 -|(% colspan=" 3" %)(% colspan="3" %)929 +|(% colspan="4" %)(% colspan="4" %) 619 619 ((( 620 620 == 1.32 == 621 621 ))) ... ... @@ -625,12 +625,15 @@ 625 625 1.32 626 626 )))|((( 627 627 **Lua: GetComponentData() **removed the "nextdestname" property. 939 +)))|(% colspan="1" %)(% colspan="1" %) 940 +((( 941 + 628 628 ))) 629 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)943 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 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" %)947 +|(% colspan="4" %)(% colspan="4" %) 634 634 ((( 635 635 == 1.20 == 636 636 ))) ... ... @@ -640,8 +640,11 @@ 640 640 1.20 641 641 )))|((( 642 642 **FFI: GetAAOption()** got a new "useconfig" parameter.(% class="confluenceTd" %) 957 +)))|(% colspan="1" %)(% colspan="1" %) 958 +((( 959 + 643 643 ))) 644 -|(% class="highlight-grey" colspan=" 3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)961 +|(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="4" data-highlight-colour="grey" %) 645 645 ((( 646 646 //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.// 647 647 )))
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... ... @@ -1,1 +1,1 @@ 1 -https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/ 89818026/Breaking Changes1 +https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/100860794/Breaking Changes