Changes for page Breaking Changes

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

From version 55.1
edited by stefan
on 2020/01/17 14:41
Change comment: extended list of lower file name change to cover UI files as well
To version 43.1
edited by michael
on 2019/11/08 14:57
Change comment: added SurfaceElementFactor to UIWeaponMod

Summary

Details

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Author
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1 -xwiki:XWiki.stefan
1 +xwiki:XWiki.michael
Content
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34 34  Global
35 35  )))|(% colspan="1" %)(% colspan="1" %)
36 36  (((
37 -3.0 Beta 5
38 -)))|(% colspan="1" %)(% colspan="1" %)
39 -(((
40 -Renamed all files in the **md**, ui, and **cutscenes** folders to lower-case
41 -)))
42 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
43 -(((
44 -//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 -
46 -//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 -)))
48 -|(% colspan="1" %)(% colspan="1" %)
49 -(((
50 -Scripts
51 -)))|(% colspan="1" %)(% colspan="1" %)
52 -(((
53 -3.0 Beta 5
54 -)))|(% colspan="1" %)(% colspan="1" %)
55 -(((
56 -Adjustments of some MD library cues in the base game to change their usage from **<include_actions>** to <run_actions>
57 -)))
58 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
59 -(((
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 -)))
62 -|(% colspan="1" %)(% colspan="1" %)
63 -(((
64 -Scripts
65 -)))|(% colspan="1" %)(% colspan="1" %)
66 -(((
67 -3.0 Beta 5
68 -)))|(% colspan="1" %)(% colspan="1" %)
69 -(((
70 -Changes to $dockingbay.**todockpos** and $dockingbay.**launchpos**
71 -)))
72 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
73 -(((
74 -//Before the change, positions are relative to $dockingbay.parent.
75 -After the change, positions are relative to $dockingbay as specified in the documentation.//
76 -)))
77 -|(% colspan="1" %)(% colspan="1" %)
78 -(((
79 -Global
80 -)))|(% colspan="1" %)(% colspan="1" %)
81 -(((
82 -3.0 Beta 2
83 -)))|(% colspan="1" %)(% colspan="1" %)
84 -(((
85 -Support for entity flag "**skillsvisible**" dropped
86 -)))
87 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
88 -(((
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 -)))
91 -|(((
92 -Scripts
93 -)))|(((
94 -3.0 Beta 2
95 -)))|(((
96 -Changes to **<event_object_changed_owner>** and added **<event_object_changed_true_owner>**.
97 -)))
98 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
99 -(((
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 -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.
102 -If in your scripts you make use of the <event_object_changed_owner> condition you need to verify that you indeed want to work with the "effective" component owner or whether your script code actually should work with the true owner of an object and update your code accordingly.
103 -On top of that the 3rd parameter of <event_object_changed_owner> (trueprevious) was dropped as the event is no longer triggered upon a change of the true owner alone (i.e. only if the change of the true owner has also an effect on the "effective" component owner).
104 -)))
105 -|(% colspan="1" %)(% colspan="1" %)
106 -(((
107 -Global
108 -)))|(% colspan="1" %)(% colspan="1" %)
109 -(((
110 110  3.0 Beta 1
111 111  )))|(% colspan="1" %)(% colspan="1" %)
112 112  (((
113 -**MissionBoard** support dropped
40 +MissionBoard support dropped.
114 114  )))
115 115  |(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
116 116  (((
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.//
44 +//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 behavior would occur. Therefore we cleaned things up in 3.0 Beta 1 including deprecating/removing any related UI/script function.//
118 118  )))
119 -|(((
120 -Job/God
121 -)))|(((
122 -3.0 Beta 1
123 -)))|(((
124 -By default, **job/god entries** now only spawn objects in space added by the extension in which they are defined
125 -)))
126 -|(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)(% class="highlight-grey" colspan="3" data-highlight-colour="grey" %)
127 -(((
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 -)))
130 130  |(% colspan="1" %)(% colspan="1" %)
131 131  (((
132 132  Scripts
Confluence.Code.ConfluencePageClass[0]
id
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1 -89825104
1 +88345150
url
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1 -https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/89825104/Breaking Changes
1 +https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/88345150/Breaking Changes